Random fanning in discrete timing?

I am building a cue wherein I'd like a range of channels to fade up over the course of a few minutes. I want the rest of the cue to be up in a 5 count. I figure that discrete timing is my friend here. Because I want them to come up in a random order, I have the timing programmed to fan randomly. I don't like discrete timing in general, so I'm wondering if there is a better way. I'm not super keen on building a step effect either because I have a range of 50+ channels. Any ideas or am I on the right track already?



[edited by: VictoriaLoye at 1:50 PM (GMT -6) on Mon, Jul 15 2013]
  • Using discrete timing is a good way to do this sort of thing. Some people would use a combination and multi-part cues to make separate the things that move in 5 seconds (cue time) and things that move in random times and possibly with random delays.

    Personally, I like discrete time but readily admit it adds a little complexity if you want to change it in the future. {Fan}{Random} is a good way to initially set the time or delay values but remember it is only random during the Fan operation, and not at playback time. You can always adjust the timing of an individual channel if you aren't happy with what it looks like, or trying {Fan}{Random} repeatedly until you get the look you want.

  • Victoria

    Have you tried using Absolute pallets?  You could apply a random group to the effect, this way whatever channel selection you have, it will be random. 

    You would have to play around a bit to get the desire reaction.  I would start with action 1 @ FL, action 2 at 0.  Time  could be 5 seconds.  Trail I would start with at least a 30%, attributes, random.

    Hope that helps

    P-



    [edited by: pwiegand at 4:01 PM (GMT -6) on Mon, Jul 15 2013]
Related