grandMA3 ユーザマニュアル » ワールドとフィルタ » ワールドの作成 | Version 2.2 |
Worlds are created in the programmer and stored in the world pool.
Worlds may be thought of as matrix with rows (fixtures) and columns (attributes), and being in a world may block programmer access to rows and/or columns in sheets.
The created world will contain the rows of the current fixture selection and the columns of any active attribute. All columns/attributes are included in the created world if no attributes were active. If no fixtures were selected, then all fixtures are a part of the world.
必要条件:
Have a world pool and fixture sheet visible on a screen.
Now there is only programming access to fixtures 1 thru 5, reflected by the fixture sheet. All attributes are available.
Worlds do not contain any values, but active attribute values are needed to store the attribute information for filtering in the world.
Example with five fixtures and only one attribute:
Look in a fixture sheet. It only displays the selected fixtures and the dimmer attribute:
If the world is stored without selected fixtures, all fixtures can be used.
Example with only position attributes:
The fixture sheet lists all the fixtures but only the pan and tilt columns:
As usual, it is really a good idea to name the worlds as soon as they are created.
The content of the world can be edited using the following steps:
The world settings can also be edited. This is done using the following steps:
The edit world pop-up gives access to the following options:
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重要 |
Changes to the Selection are not visible immediately when changing Selection values for the currently selected world. A different world has to be selected before selecting the desired world again. |
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ヒント |
When storing a world, the Selection property can be specified within the command: Store World ["World_Name" or World_Number] Property "Selection" ["Option"] |
There are also two buttons. Edit Content sets the world in edit mode, as described above. List Reference opens another pop-up that lists the different elements that use the world.
Worlds can be deleted like most other pool objects by using the Delete Keyword.
Deleting the world does not delete the fixtures or attributes from the show. It is only the world that is deleted.
If a world is assigned as an input or output filter to a sequence or preset pool, then this is also removed when the world is deleted.
Oopsing the deletion brings back the world and also the filter settings for the sequence and preset pool.
The general syntax for deleting a world is:
Delete World ["World_Name" or World_Number]
It can also be a range of worlds.
World number 1 is locked from the factory and cannot be deleted.
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重要 |
If the currently active world where the user is in gets deleted, the world still remains active. Until a different world is selected, the user can only use fixtures and attributes of the deleted one. |