Effects¶
Explained in (2)
- Explanation: Effects and chasers
- Working practice: Choosing the tool for a look
An effect is an automated movement or change of color. In other words, it is an automated modulation of attributes.
Example:
Dimmer channel that runs the fixtures in a sinusoid between two values – high and low.
Effect Modes¶
There are four effect modes that are displayed in form of letters in the upper right corner of each object in the effect pool:
- A:
A stands for an absolute effect. It moves in an absolute manner between the low and high values. - R:
R stands for a relative effect. The low and high values are added onto the actual value.
Hint
Relative values are mainly used in pan and tilt.
- S:
S stands for a selective effect. It is only valid for fixtures that are linked to this effect. - T:
T stands for a template effect. It is valid for all fixtures that contain the attributes of a particular effect.
For more information on the selective and template effects see Use template and selective effects.
In this chapter¶
- Use predefined effects
- Use template and selective effects
- Create an effect in the programmer
- Create an effect that uses presets
- Create effect forms
- Pool options
- Effects in a cue
- Assign effect to executor
- Live edit an effect
- Running effects
- Update effects
- Delete effects
Source: key_effects.html (grandMA2 manual v3.9)