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Explanation

These pages are for reading away from the console. Each one picks a concept and starts with the problem it solves: the show situation where things go wrong or get tedious without it. Then comes the idea behind it, and an honest note on when you need it and when a small rig can ignore it. The MA manual mostly describes what a feature does. These pages try to explain why it exists.

Start here

How grandMA2 thinks is the map: the five ideas the whole console is built from, and what you can safely ignore at first.

The core, in the order you build a show

These are the concepts no show can avoid. Read them in order. Each one builds on the previous.

  • Fixtures and patch: why you program fixtures and not DMX addresses, and how the patch lets a rig change without breaking the show.
  • The programmer: where your values live before they are stored, and why Clear takes three presses.
  • Selection and groups: why selection order matters, and why a group is only a shortcut.
  • Presets: why cues should refer to presets instead of storing numbers, and what selective, global and universal mean.
  • Cues, sequences and tracking: why a light stays red in cue 5 when you only made it red in cue 2.
  • Executors and pages: the handles that play your sequences, and why changing page doesn't stop anything.
  • Playback priority: who wins when several things control the same light.

Going further

Once the core makes sense, these pages explain the tools that make programming faster and shows more robust. They can be read in any order.

And four about the console itself:

  • The command line: the small language behind every key and button.
  • Macros: one button for a fixed list of commands, from "into the breakdown" to toggles and command-line helpers.
  • Screens, views and layouts: building screens for each task, and what the different sheets show.
  • Systems and networking: how onPC gets to real lights: sessions, parameters, Art-Net and sACN.

Working practice

How the console is meant to be used. The manual doesn't cover this, so these pages draw on general programming practice.

Only for rave

Busking electronic music: you don't know the tracks, but you know the shape of the music. Read Busking vs. cue-list shows first if you're unsure which world you're in.

How to read the boxes

The manual rarely says why a feature exists, so some of the framing here comes from general lighting-programming practice rather than from MA. Boxes marked Interpretation or Practice flag that. To verify boxes mark open questions to test in onPC. Everything else is backed by the manual pages listed under Sources at the end of each page.