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Posted
I think sp is referring to the fade modifier for chases, which can be set to ^, /|, | and |-|.

 

Aha - that will be the Attack Modifier then :P

 

This modifier only affects the HTP channels in the chase (ie the generic channels and fixture brightness parameters) and determines the transitions between the steps:

 

Snap, Slow Attack, Slow Decay or Crossfade.

 

It's probably easier to program a simple generic chase, run it and then go through each of the different attacks in turn to see the differences :D

K-Nine : Technically Advanced Roving Dog In Space

Bran Media | Myspace

Posted

Yeah sorry I guess I meant attack then. :)

 

I know what each attack modifier does and how you can adjust their speed, but what about the actual fade time for the '^' attack? Can that be adjusted, or is it just based on the speed you set the chase?

 

e.g. have a chase with 10 secs between the steps, but with a quick fade.

 

sp

Posted

I believe that if you have a crossfade attack and an automatic drive, then the fade time between steps will be fixed and a function of the speed of the chase.

 

If you want the outputs to remain at a particular state rather than start fading to the values in the nest step of the chase, you could always program the same values into two or more consecutive steps of the chase.

 

Alternatively, if you want greater flexibility of fades and output states you could always program a number of scene memories, make the triggers automatic and add a jump to the last scene back to the first :D

K-Nine : Technically Advanced Roving Dog In Space

Bran Media | Myspace

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