プール・オブジェクトの削除

grandMA3 ユーザマニュアル » ウィンドウ、ビュー、およびメニュー » プール・ウィンドウ » プール・オブジェクトの削除 Version 2.2

Removing pool objects can be done using the Delete keyword.

When an object is deleted, grandMA3 will try to make everything look the same. For instance, deleting a preset will move the values stored in the preset into the different cues where the preset was used. This is not always possible, for instance, if an executor is controlling a sequence and the sequence is deleted, then it is gone, and the executor is empty.

Example

Delete view 42:

User name[Fixture]>Delete View 42

It can also be a range of numbers, for instance:

User name[Fixture]>Delete View 42 Thru 90

Deleting pool objects can be undone with Oops. It will bring back the pool objects, but it might not restore links to the object.