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Rack Palette - Operators Manual - Strand Lighting

Rack Palette - Operators Manual - Strand Lighting

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Concepts and Overview<br />

A Note on Redundant Data<br />

Redundant and/or Blocked data in cues is displayed like this:<br />

or<br />

Sometimes this is properly Blocked data. At other times it is just plain redundant.<br />

Having redundant data in a cue is not desirable. Understanding when and why you<br />

may want these symbols appearing in your Channel Grid or Attribute Grid will make<br />

your life a lot easier.<br />

Before you move on, if you're not fully familiar with the philosophy of tracking, you<br />

may want to read the topic called Tracking first.<br />

DESIRABLE<br />

• When you write a Block cue at the top of Scene 2 so future editing<br />

session on cues in Scene 1 won't track through into Scene 2.<br />

• When you record a cue using the State option to collect the cumulative<br />

set of data used to reproduce a cue state. You may do this at the<br />

beginning of a scene in a linear cue list, or when you are Copying or<br />

Moving cues within a cue list or to the middle of another cue list.<br />

• When you have one attribute that doesn't necessarily change, but other<br />

attributes in the cue rely on it to be in a certain state. For example, in a<br />

CMY colour mix system, if you are fading from pure Cyan (100%, 0%, 0%)<br />

to pure Green (100%,0%,100%) the Cyan value does not change in the<br />

second cue. When running the second cue, you would see the Block<br />

Symbol. This is definitely not redundant date because having Cyan at<br />

100% is a necessary condition to making Green. If it were not there with a<br />

Block Symbol, it would still produce Green, but the important thing to<br />

consider is what if we change the first cue such that is does not have<br />

Cyan at 100%. Then our second cue would not be Green. <strong>Palette</strong><br />

automatically marks co-dependant attributes with deltas when you are<br />

editing so you don't have to worry too much about this. Just don't get<br />

fussed if you do see block symbols in your attribute grid, even if you have<br />

just perform an Un-Blocked cue operation.<br />

UNDESIRABLE<br />

• When you are running a show from top to bottom and attributes are marked<br />

with block symbols, it means that those attributes will get unnecessary and<br />

sometimes harmful fades initiated on them for no good reason. For example,<br />

in the Tracking topic, there is a detailed example of a long Sunrise cue<br />

followed by an actor's entrance cue. If the cyclorama channels that were<br />

involved in the sunrise were blocked in the second cue, the long sunrise<br />

would be quickly collapsed by the actor's entrance cue when it is executed.<br />

• When you are copying multiple cues from one section of a cue list to another<br />

and you use the Copy State option. This will result in many block symbols<br />

appearing because the entire cumulative state of the cue list is recorded into<br />

each and every copied cue. This means if you copy the sunrise/entrance<br />

cues from the example above, you will destroy the sunrise. If you are copying<br />

entire sections of the show within a cue list, it is best to copy the first cue in<br />

the range using the STATE option, then all the subsequent cues without that<br />

option. Alternatively, you can Unblock the section after you copy it.<br />

• Putting redundant data in a cue "Because you want to make sure that if you<br />

jump to the cue it will all be there" is not necessary. <strong>Palette</strong> always maintains<br />

the state of the cue list during Goto's. (i.e., if you jump around in the cue list,<br />

it will make sure that what is on stage looks just like it would if you went to the<br />

first cue and pressed [GO] repeatedly until you got there). Some other<br />

tracking consoles are pure "Move-Fade" boards, meaning that if you jump<br />

<strong>Palette</strong> OS Operations <strong>Manual</strong> 10

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