Increases the vertical zoom factor | |
Decreases the vertical zoom factor | |
By clicking the button you can switch the automatic tracking of a PlayCursor on and off. The background and the text display the respective status: Tracking is disabled Tracking is enabled By moving the scroll bar, you have moved the visible area so far that the PlayCursor is no longer visible - tracking is temporarily switched off. Click on to recapture the PlayCursor. |
|
Change the window size |
The sound cursor is tracked | |
The light cursor is tracked | |
The media cursor is tracked |
The changes are reversed | |
The changes are restored |
Universal mode: Click on the upper half of an object (between the white surfaces) to set the PlayCursor. Clicking in the lower half of an object (blue area) selects the object, the previous selection is deleted. If you press Shift or Strg/Ctrl, you can add more objects to the selection, or remove selected objects from the selection. If the 'Alt' key is pressed (under Windows also 'Alt Gr' key), there are two cases:
|
|
Selecting objects is disabled, only the PlayCursor is set. | |
Setting the PlayCursor is switched off; only objects are selected. If you press Shift or Strg/Ctrl, you can add more objects to the selection, or remove selected objects from the selection. If the 'Alt' key is pressed (under Windows also 'Alt Gr' key), there are two cases:
|
|
Individual objects are added to the selection | |
Individual objects are removed from the selection | |
All objects starting at the same position or later are selected. The previous selection is deleted. This selects all objects from the starting point of the clicked object to the end of the timeline. |
|
All objects that have the same or higher starting position are added to the selection. | |
All objects that have the same or higher starting position are removed from the selection. | |
Opens the window of the object groups. In a object group, a selection of the timeline can be saved and restored. This does not save the objects themselves, but only the selection made. |
|
Increases vertical zoom when you click in the Timeline Alternatively, you can also zoom with the mouse wheel. |
|
Reduces vertical zoom when you click in the Timeline Alternatively, you can also zoom with the mouse wheel. |
|
Resets the zoom, the entire project is displayed |
If only one object is selected, the object settings of the selected object are opened. | |
Deletes all selected objects | |
Copies all selected objects The copies are inserted at the position of the sound cursor |
|
Copies all selected objects The copies are inserted at the position of the light cursor |
|
Copies all selected objects The copies are inserted at the position of the media cursor |
|
Moves all selected objects to the location of the sound cursor | |
Moves all selected objects to the location of the light cursor | |
Moves all selected objects to the location of the media cursor | |
Turns the Edit mode off and on - see below. In the editing mode during the running show, light ambiences etc. can be changed. |
Stop | Here, you can determine whether the corresponding PlayCursor stops or continues to run when the scene transition is reached. |
Active | Here, you can determine whether the scene transition is active (played) or whether the play cursor jumps to the next scene transition when the scene transition is reached. |
FadeOut Offset | This is where the FadeOut starts. |
FadeOut End | This is where the FadeOut ends. |
FadeIn Start | This is where the FadeIn starts. |
FadeIn End | This is where the FadeIn ends. |
Volume | Here can: For sound objects the volume, the brightness (dimmer factor) for light objects and the transparency for media objects be set. This change will be applied to all selected scene transitions of the Timeline!! |
Creates a new sound scene transition at the position of the PlayCursor (sound, light or media). | |
Creates a new main scene transition at the position of the PlayCursor (sound, light or media). |
1.) The object extends in the scene transition but ends before the end of the scene transition |
The object is fadet out |
2.) The object starts within a scene transition and extends beyond the scene transition. |
The object is fadet in |
3.) The object extends over a scene transition |
The object is fadet out and fadet in. |
4.) An object is completely within a scene transition |
The object is fadet in, it starts within the scene transition - see 2.) |
1.) The scene transitions start at the same position |
All scene transitions are started when one of them is started. This is the case for main transitions, since here the sound, light and media scene transition always begin at the same position. However, individual scene transitions (either sound, light, and / or media scene transitions) starting at the same position start together when one of them is started. |
2,) The scene transitions start at different positions |
The scene transitions start independently. It only starts a single scene transition at a time. |
Note | The rules apply only if a scene transition is started with the sequence buttons or via the scene book. They do not apply when the PlayCursor enters the scene transition (this occurs when the scene transition stopper is not set). |
The jump is activated and is executed when the PlayCursor reaches the scene transition | |
The jump is disabled and is NOT executed |
Creates a new sound scene transition at the position of the sound PlayCursor | |
Creates a new main scene transition at the position of the sound PlayCursor |
Enables or disables the entire sound (green = activated, red = disabled) When a sound is deactivated, no sound is played - even if there are sound objects |
|
Opens the sound file views of all selected Sound objects |
|
Opens a sound file Remark: Before you use a sound file, make sure that the filename contains, e.g. the artist, the album, and the song title in the filename. Thus, the file is clearly identifiable. If you load sound files with the same names from different locations, this will cause conflicts. |
|
An additional soundtrack is generated | |
All sound tracks that do not contain sound objects are deleted |
Creates a new light scene transition at the position of the light PlayCursor | |
Creates a new main scene transition at the position of the light PlayCursor |
Enables or disables the entire light (green = activated, red = disabled) When the light is deactivated, no light is emitted - even if light objects are present All values of all devices are overwritten with 0. |
|
Automatically generates light objects whenever there is no light object between two light scene transitions. A light ambience is automatically assigned to the respective light object. For this purpose, a new light ambience is created, which is given the name of the first light scene bridge, unless a light ambience with this name already exists. Note: With the help of this button you can first create the structure of your show (sound objects, scene bridges,...) and then have the light objects created automatically. All you have to do now is set the lamp settings for the respective light ambiences. |
|
If light objects are selected, the stage view will be opened after clicking on this button. The lamp filter is adjusted so that only devices that are used in these light objects (dimmer value> 0) are displayed. |
|
If light objects are selected, a click on this button will open the light ambience window. The filter for the light ambiences is set so that only light ambiences that are used in the selected light objects are displayed. | |
An additional lighttrack is generated | |
All light tracks that do not contain light objects are deleted |
Creates a new media scene transition at the position of the sound PlayCursor | |
Creates a new main scene transition at the position of the media PlayCursor |
Enables or disables the entire media (green = activated, red = disabled) When a media area is disabled, no image data is rendered by the LiveShow_MediaServer - even if there are media objects |
|
Opens the media file views of all selected media objects |
|
Opens a media file Remark: Before you use a media file, make sure that the file has a unique name.. Thus, the file is clearly identifiable. If you load media files with the same names from different locations, this will cause conflicts. |
|
An additional mediatrack is generated | |
All media tracks that do not contain media objects are deleted |