How grandMA2 Effects Really Work | consoletrainer grandMA2 tutorial 2020

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Hi programmers- Welcome to my Guide  to How grandMA2 Effects really work.   If you’re struggling with some  aspect of the math of effects,   I think this this video is gonna  clear some of that up for you. This was another topic requested by a viewer. If  you’ve got a something you want me to cover, leave   it in the comments below or you can always message  me at Consoletrainer on Facebook or Instagram. There’s gonna be A LOT of info in this tutorial.  This video is really for those of us who are   already using, editing and creating effects  - but want to dive deeper into how the math   actually works so they we can get the  most out of this super powerful tool.  The mathematical concepts can be a  little advanced, but don’t worry.   Honestly, I suck at math. so I’m gonna explain how all   this math works with real life examples … because  that’s how I - someone who SUCKS at math - have   taught myself to understand this stuff. And keep in mind that ultimately - effect math is   being applied to a DMX channel - it’s just running  values between 0 and 255… and that math does not   care at all about the physics of your units. For example - maybe you’ve made a nice   gracefully fading dimmer effect and you  want to apply it to some led fixtures that   don’t have the best of low end dimmer curve. If  the fixture can’t do a nice crossfade, there’s   no amount of math that’s gonna make that happen. The math also doesn’t compensate for things like   the actual speed that your moving heads can move  at. You may have set a movement effect for 120 BPM   to match the rate of the song - but more likely  than not, your lights are not going to be able   to complete the full movement at that frequency. So what I’m getting at here is- even if you have   a really great handle on how the math works,  ultimately, you gotta see what your lights   do in real life and how that math translates  (or doesn’t)… and then just adjust from there. And don’t necessarily trust your visualizer  either. That’s a whole other type of math   with lots of settings options that  don’t exactly equate to real life. OK let’s start with a quick review of the  first couple of cells of a grandMA2 effect.  A Quantity of NONE makes this a template  effect that can be applied to any fixture   that contains an attribute used in the attribute  column. If you add a selection of lights here,   the effect becomes selective - meaning it’s  specific to those units. And I very much recommend   using Selective effects when storing into cues. Interleave picks an interval of your selection   to actually apply the effect to. For example, an  odd or even interleave over a selection line of 6   would only apply that effect to  every other light in the selection.  Attribute designates the type of channel  that the effect is being applied to,   whether it’s dimmer, pan, tilt, color, etc. Mode has 2 options. Absolute or relative. Our   effects run between two points and they can  be specific values (if the effect is absolute)   or they can be Relative to a starting value  established outside the effect. I’ll use some   examples of both in this video and explain how  they affect what the LOW and HIGH Value cells do. The Form column is the most  important part of an effect.   It’s the waveform that we’re going  to apply to a channel and modify. The MA includes a bunch of predefined  waves and you can even make your own..   but first, Let’s go back to when we were kids  and review what we learned about waveforms Here’s a basic sine wave. This horizontal line   is what we called the resting position in school.  These high and low points of the wave  were called the crest and trough,   and amplitude was the distance between that  resting position and the crest or the trough. Wavelength was often measured over 2 complete  waveforms- using the distance between crests   or troughs as our 2 points, but this can also be  measured as the distance of one complete waveform-   which is going to suit our understanding the best. Frequency equals the number of waves in a specific   amount of time. Most of the time, this interval  was expressed in Hertz. Hertz is just cycles per   second, so if this drawing represented one second  and we see 2 waveforms- then our frequency is 2   Hertz. In our world, cycles per second is not  used nearly as often as BPM or beats per minute…   So lets consider our timing intervals to be a  minute rather than a second. That would make the   frequency of this image 2 Beats per minute, which  is pretty slow- but if we increased the frequency,   or BPM, then our wavelengths would  be shortened making them run faster.  If we had an effect with a frequency of  60 BPM, then we’d have 60 waveforms over   the interval of a minute and we’d  complete one waveform every second. Now, let’s take a look at how the MA is going  to apply this waveform. Every wave is applied   directly to a DMX channel, so imagine that this  vertical line represents DMX values between   0 (at the bottom) and 255 (at the top). As we travel along this waveform,   we start right in the middle at 128 and roll up  to 255 at our crest, then down to zero at our   trough and back up to 128 before we continue on  to the next wave form and do the same thing again. If this was a dimmer channel, then we’d output  a value of 0 intensity at the bottom of the wave   and 100% (or full) at the top… and our  resting position value in the middle is 50%,   so our intensity would be traveling from 50%  up to full, down to 0 and back to 50 again.  This time, let’s assume that this is a pan  channel with 540 degrees of pan functionality.   So, our low DMX value of Zero would be negative  270 degrees, our resting point would be 0 degrees   and the top end of our DMX channel would be the  other end of pan at positive 270 degrees, so our   light would pan from 0 all the way one direction,  then all the way the other direction, and so on. Now that we’ve got the basics down, let’s  take a look at how we can manipulate these   waveforms in the Effect editor. We’re going  to use a lot of dimmer effects as examples,   because I think it’s easiest to  follow the math between 0 and 100. Right after our form selection,  these 3 speed settings are going   to affect the frequency of our waveform. The Rate and speed columns can be thought   of as the same thing as they are directly  linked. Changing one changes the other.  Remember that our Speed - in Beats Per Minute  - is the number of times the waveform will run   in a minute. In this intensity effect, 20  BPM would mean that our lights will cycle   between Full and 0 twenty times in a minute.  Speeding this up increases our frequency,   so we would see more transitions between  0 and full in the space of one minute.  Depending on the speed, some channels can’t  create the full waveform at higher speeds   because of physics. Maybe an LED cell could run an  intensity effect with a really fast BPM correctly,   but a unit with physical shutters probably can’t.  And trying to run a fast BPM on pan and tilt on a   moving head is going to to be almost impossible.  The pan and tilt channels won’t be able to make   it to the full distance of the range, so  you end up with a smaller looking effect.  Remember when we were looking at our waveform  and talking about how frequency can also be   expressed in HZ? Well, If you prefer  to think in Hz instead of BPM, you can   change the default speed unit in the SETUP menu,  under USER, SETTINGs and then find speed mode. And while we’re talking about MA specific  options- this “Speed Group” cell allows you   to change the speed or rate value of your effect  using an executor. This can be fun when you have   to busk a show and you want to gracefully ramp  up or down between speeds of running effects.   Some people prefer to use the  Learn Button to tap in BPM speed-   but knowing that not all channels can keep  up with fast BPMs, I kinda like moving the   executor and watching what the lights are really  doing to find a speed that syncs up to the music. One of things I always like to say is  that, even if the math is perfect - if   it doesn’t look or feel right on stage,  it’s wrong. Imperfect math is real life. For the DIRECTION cell, you can  either picture flipping the waveform   or imagine that we’re changing the direction we  follow over it. The carat forward is our normal   direction and we can see that the Dimmer values  are rolling over our selection from SR to SL,   and if we invert the carat - they now  look to go SL to SR. There’s also the   bounce options that make this effect look like  its running SR to SL, then SL to SR and so on. On our waveform diagram, you can think of the LOW  and HIGH cells as the Trough and the Crest. They   constrain the waveform between 2 points. You  probably already know that these High and Low   cells can reference two presets to move between,  but this video is all about math, so let’s see how   that works with simple values.This Dimmer Sine  Wave effect is an absolute effect, which means   the values at low and high will equal our dimmer  output, in this case going between 0 and Full.   If I change these to 25 and 75 … the dimmer  outputs remain exactly between those 2 values.   Keep in mind, we’re really just  setting 2 points on the waveform-   the lesser value doesn’t have to be in the LOW  cell- you can absolutely invert these numbers.   We’re not gonna see a difference if you invert  these on this effect- but this is going to come   back into play later in this video, in places  where the difference will definitely be seen. If you set a value outside of what the channel  can do, for example setting the HIGH to 200%,   then your waveform would be trying  to double to output of your light-   which the light obviously can’t do. So, the result  is that it will hold at the highest value it can   do for the entire period that the waveform is  outside the physical limits of the light. At this   point, your waveform output isn’t exactly linear  anymore, and it means that you’ll get an effect   that seems to hold the full value longer than  the 0 value. … but if you want to trick the light   into holding at a high or low value for a longer  period of time - sometimes this can be useful. That was an absolute effect. These  cells are gonna work a little bit   different with a relative effect. Most people are familiar with using   relative position effects, which allow you  to throw on an effect and then change the   starting point of the movement. I call  this the base value of the channel.   Let’s try our dimmer sine wave as a relative  effect that runs our intensity between 0 and 50%. So now, the console is going to apply the “Low  and High Values” relatively to the base value.   The number in these cells is important. A  value of zero in the low cell of a relative   effect means that we’ll use the base value  already on our channel as the low point.   So, if my lights start off at 0 and I hit this  effect, they run between 0 and 50%. If I change   the base value to 50%, then my resulting effect  runs the intensity between 50 and full. If you   change the number in the low cell - it will offset  the base value of your channel by a percentage of   that channel. So, if our base value was 50% and  I change this to -10, it will subtract 10% from   our base value and our effect will run between 40  percent and full. If I change it to 25, our effect   would run between 75 and full. Same idea with  the High Value. Say I set this to 40. So now,   I’m limiting my high value to 40% above my base  value and the effect now runs between 75 and 90%. There is another way to look at this.   Let’s reset our settings to a low value of 0 and a  high of 100 and set our fixtures’ base value to 0.   If we click the option in the bottom right and  change our Value Readout to Center and Size,   you can see that the column headings have  changed and the value in the center cell   (the one that WAS low) is now 50. Let’s take a  look at our waveform and we can imagine Center as   the location of the horizontal line (our resting  position) running in the middle of the waveform.   At 50 it places that line and the wave  exactly in the middle. If i set it to 60,   it’s like moving the entire sine wave up and the  top end slightly out of range of the dmx channel.   If we lowered our size, its like adjusting  the crest and trough points simultaneously,   so if I lower the size down to 80%- I’ve  essentially subtracted 10% off each crest   and trough and now our effect runs between 20% and  full. If that math is confusing, then start with   your effect centers at 50 and play with the size  cell only until it clicks. And if it’s easier to   work with High and Low instead of center and size-  go with that instead. There’s no right or wrong. More than one person has asked me how to write  a CMY effect that you could use to roll from   any color into white and back to that color again.   They didn’t want to have to write a new  effect for every color in their color pool. A relative effect with a high  value that sets the lights to white   makes this no problem, and you  don’t even need to use a preset-   unless of course you want to be  specific about the color that is white.  In this effect, I’ll leave the Color mixing effect  lines’ low value at 0 and set high to 100. SInce   it’s relative - that low value will be whatever  base value I already have on the channels.   With our high value at 100 - it will take all the  channels to their highest value - which makes the   color white- so this effect will always go  to white from any starting point of color.  I know what some of you are thinking right now- If  I took all of my CMY values and set them at 100,   I’d get color black- not white… and  you would be absolutely correct.   But that’s not exactly the math we’re doing here.  In our effect- the attributes are actually RGB,  and since Red Green Blue are the inverse of CMY,   a value of 100 on these channels would  equal a value of 0 on CMY…. thus- WHITE.  So I can leave this effect running, and switch  to different color presets and you’ll see that   we can pick any color to go back and forth to  white. That’s the beauty of a relative effect.   
Depending on what kind of attributes your lights  have, you may need to add additional lines for   channels like AMBER if you’ve got RGBA fixtures,  or white for RGBW, but the concept is the same. Another thing I like to use high and low values  for is for when I have a movement effect that’s   maybe a little too big-like, let’s say that  it’s hitting the video wall - if I tweak the   high and low cells, I can work with that until  the size is low enough that I’m off that wall. And if you want to play with this some more- try  setting a range of values for lows and highs…   it will spread those values out  over your fixture selection. Phase on a waveform runs 0- 360 degrees  over one complete waveform. And you can   think of the Phase assigned to each light as  that light’s starting point on the waveform. For example, in our dimmer effect, we have 6  lights and the phase assigned is 0>360, which   is the console’s way of spreading out our lights’  starting point evenly over the wave. If we set the   phase of all of our lights to the same value, then  they all have the same starting point and they run   the effect in unison. Spreading these starting  points out gives us more of a dynamic look.  Let’s take a look at how the console determines  the starting points over that 0 to 360 range.   It does mean that the first light’s phase  will be at zero- but the last light in our   selection is not actually going to be at 360. So- why doesn’t it put the last one at 360?   Remember how that 0-360 range ran  across the space of one waveform?   That means when the next waveform starts, 360 and  0 are at the same place. That would put the first   unit in our selection at essentially the same  phase point as the last unit in our selection,   so they’d be doing the same thing instead  of having an even spread. To prevent that,   the math that the console is actually doing is  it’s dividing 360 by the number of units in your   selection and spreading them out by that value.  For example- we have 6 lights in this effect.   360 divided by 6 is 60. So, the first light  has a phase value of 0, the second a phase   value of 60 and that increment continues up  to our last unit at a phase of 300… which is   exactly 60 degrees from the end of the phase  and the start value of 0 in the next waveform.  You don’t have to use 0-360 to spread out  the look of the effect, try using 0>180   or even less to see how starting the phase  of each light earlier changes your effect.   And, you can also go above 360. That doesn’t  change how the console treats the degrees of   the wave form- it’s more like moving your  starting points over multiple waveforms. If   we double the phase to 0-720… that would be like  spreading our starting points over 2 waveforms.   On our fixtures, that results in 2 ripples of our  dimmer effect over our selection instead of one.  And if you’ve noticed the negative options  like 0 to -360, that will spread out our   starting points using the same math, but  just in the opposite order. Again, You can   also think of this as flipping the wave form. There’s also 3 offset phase waveforms built in   to the desk. If you’ve ever used the predefined  RGB rainbow- then you were using those 3 forms. See how each phase is offset evenly? They’re  each 120 degrees off from each other.   That means we don’t even have to change the  phase cells because it’s built into the form.   That offset between our 3 color attributes is what   makes this a rainbow and not just a  cycle between white and color black. Width will actually compress the width of the  complete waveform, and it’s easiest to see how   this is being handled in the Editor. If I shorten  this sine wave effect by setting the width to 50%,   the wave will run completely in half of the  time of our beat, then pause at this middle   value for the other half of our beat. Visually,  this sometimes ends up looking a little steppier.   Let’s try it again with a COSINE form  instead, and also with a width of 50.   Instead of sitting at the middle range of my  channel for half the beat, I’m now spending   that time at the HIGH value of my waveform-  so my result is that we’re seeing a lot more   lights on than off- and for longer. Ever have a designer ask you for   more negative space in an effect? This means  that they want to see more lights off than on,   and using width is one quick way to get there. Right now, we have the opposite.   We have too many lights on because we’re  spending half the beat at our HIGH value.   Remember when we were talking about High and  Low Values and I said you could invert them?   If I set the High value to be Zero and the low  value to be full... then we’ll end up with more   time at a value of zero, thus more negative space.  Want even more time off… just decrease the width. The attack and decay options work with 3 of  our forms: Pulse Width Modulator, random and   chase. And these three forms look the same. The  difference is CHASE removes the width option,   so everything stays even - like a chase. Random  removes the phase option to keep everything,   well, random. But PWM - that form doesn’t get any  restrictions- so let’s work with that. You don’t   want to start this form with a width of 100 - that  would result in a straight light and no changes.   Starting at a width of 50 gives us an even spacing  between our high and low. Unlike some of the other   forms we used today, PWM has no curve. We can  go between our high and low, but instead of a   curved wave where we’re running thru values with  smooth acceleration, by default, here, we snap   to our high value, spend some time there, and then  snap to our low value, spending some time there as   well. If you want to have some crossfade on this  change- that’s where ATTACK and DECAY come in.  As I add some attack, you can see the change in  the wave form and also see that the dimmer is   fading to full- but still snapping to 0 because  Decay is still at 0. Now, with attack and decay   both at 50- we get an even crossfade and equal  amounts of time at the high and low value.   Next, if we play with width and we lower it- we  spend more time at the low value (0% in our case)   giving us more negative space. But look what  happens if we raise the width- we eventually   get to a point where we lose the decay completely  and we’re back to the lights snapping off. So,   what if you liked the look of that smaller width -  but again you wanted the opposite- more lights on   than off? Let’s go back to that small width…  and then we just swap the high and low values.  When you’re using Attack and Decay and adjusting  the speed- remember that speed is increasing   the waveform frequency… and that has a direct  affect on attack and decay. as I speed this up-   I start to lose my crossfade between the  high and low, so just be aware of that. After attack and decay, our next 3 options  are all about how the effect is gonna apply   to our fixture selection. As with all things  on the console- your initial fixture selection   is everything. The next 3 options will run their   math based off that selection - whether  it was a linear order or a shuffled one. A group set to 1 will treat all units as  if they were the same- and they’ll run the   effect in unison- even if you’ve set a range  in phase. A Group of None would give us an   even spread over our phase. But, if we set  this to Groups of 2, the math assigns just   two points of phase and we get an odd and  even looking effect. A group of 3 treats   every first light the same as the fourth light  and the seventh and so on, like an interleave.   And you can do a group of a higher number than the  count of fixtures in your selection. If I set this   effect for 6 lights to a group of 12 with a phase  0-360, it’s like I’ve just cut that phase in half. Our blocks work just like they  do in our MAtricks : they combine   fixtures of our selection to to work as one.   This block of 2 sets my first two lights to work  as one, the next 2 lights as a pair and so on.  Wings plays with our waveform over our selection.  For example, a wing of 2 is dividing our lights   into 2 groups and flipping the direction of  the waveform for our second group. The result   makes our effect look symmetrical. A wing of  3 would divide our selection into 3 groups.   Let’s take a look at this effect with 15  lights. The first 5 runs our waveform forward,   the second runs it in reverse and the third runs  it forward again. It’s not symmetrical, but you   can see how the pattern is taking shape. A wing  of 4 divides our selection in 4 groups and flips   our waveform for the second and fourth group,  so an even numbered wing can appear symmetrical.  There’s also negative wings. We’ve already seen  a wing of 2. If I change this to A negative wing   of 2,it still splits our selection in two  with the second group running the waveform   in the opposite direction, but then also inverts  the high and low values for that second group. If some of this stuff is starting to feel  like the options from our MAtricks editor,   you’re right. In fact, if you have a set  of align groups, blocks or wings already   in that editor that you want to use, you can  click TAKE MAtricks and they’ll be applied. It was easiest to show how that math worked with  a linear selection of lights. But, like I said,   if you start with a shuffled selection - then your  results are always going to be a bit more random.   And there’s actually a middle ground that combines  randomness with a more controlled selection.   I like to call this organized chaos. Let’s take a look at some dimmer  effects over multi channel units. First,   I’ve got a row of JDC1s running a dimmer effect  that was built by selecting my cells in order.   Now I want to change it so that I see each group  of JDC cells running the effect together instead   of spread over the whole row. Since I selected  these in order, I can change my blocks to 12   and I get the wave form running on each unit one  at a time. That effect looks pretty organized.   This time, for a more chaotic look, I’ve taken the  same settings from that effect , but I shuffled   the selection of my cells when I set the Quantity.  Now, if I change this to a block of 12- it still   looks pretty random. The math is the same- it’s  just being applied in a different section order.  And now, for an example of that organized chaos  that I mentioned.. I want to go back to that first   effect- where I selected them in order and  then applied the block… NOW I’ll hit shuffle   selection order and the order will be shuffled  with respect to the block I already applied,   so I’m getting a random order over my  blocks of cells instead individual cells. The last option in the window has nothing  to do with changing the selection math.   If Single Shot is set to YES, this option  tells the wave form to run once and then stop.   Here’s a Pulse Width Modulator effect over those  JDCs that rolls the intensity over the row just   once. I’ve played with the phase, width, attack  and decay until I got the effect that I wanted. I kinda can’t believe you made it to  the end of this video, I’m impressed.  If your brain isn’t too fried yet and  there’s something that didn’t quite click-   try playing with these effects and editing  those cells. And definitely try different   attributes. Try mixing up different wave  waveforms over different phases with different   selections of lights. Experimenting  can really be the best way to learn.  So, until I see you next  time- thanks for watching!
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Channel: Consoletrainer - Cat West
Views: 6,797
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Keywords: cat west, concert lighting setup, console trainer, console training, consoletrainer, grandma 2, grandma programming, grandma2, grandma2 onpc tutorial, grandma2 programming, grandma2 tutorial, joe cabrera, lighting console, lighting design, lighting programmer, lighting programming, ma lighting, ma tips, ma tips training, grandma2 effects, ma2 effects, grandma 2 effects, grandma2 effects tutorial, grandma 2 effects tutorial
Id: 1sPVIGkba4I
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Length: 26min 13sec (1573 seconds)
Published: Tue Oct 13 2020
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