Faders accidentally unmapped

During busking we sometimes have two students working on the element lighting console simultaneously: one controls the mouse and keyboard, the other controls the faders/subs.

When utilising click-to-focus in Augment3d, shift is held down. But when a bump button is pressed at the same time (different people doing something at the same time), the fader is unmapped.

Is there a solution to this? The only thing I can think of is making a macro that re-maps all faders, but this is not ideal because you’re fixing the problem after it still happens and you have to maintain the macro if you change your faders configuration.

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  • I partly go with  

    But thinking of the re-assingning of the faders, have a look into Snapshots instead of macros.

    And figure out, why the Shift key needs to be pressend and if there are ways to avoid it. Maybe by changing the View of the Argumented screen or settings in it.

  • I don't see how to save the fader configuration in a snapshot. After looking in the manual, the option 'Faders' is not available on Element 2 (why?).

    Using a macro, I would have faders 101-160 be the 'real' faders and faders 1-60 the 'copied' faders. Faders 1-60 are mapped to the psysical faders and if any of them get unmapped, the macro just executes 'Fader 101 Thru 160 Copy To 1 Enter'. To update a fader, I can update either the 'real' or 'backup' fader and then copy it over to its respective clone. The upside is that most faders are actually mapped to submasters, so editing a sub doesn't require updating the fader at all. It's only for the other types of faders (of which we only have a few) - like a Global FX fader - that need this cumbersome updating strategy.

    As for Augment3d, I can turn on the red spheres on the ground for moving lights (where the light hits the surface) and move those. The advantage is that you can move multiple moving lights in unison while keeping their relative offsets (the lights move relative to their old positions and don't all snap to the mouse's location). But sometimes shift is just preferred, and trying to avoid the problem doesn't really solve the problem.

    Having more control over shortcuts (like shift for unmapping) such as in games would be ideal. Then I could just not bind a key and the feature would not get in the way. But for now, I think the best solution is using the described macro. 

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  • I don't see how to save the fader configuration in a snapshot. After looking in the manual, the option 'Faders' is not available on Element 2 (why?).

    Using a macro, I would have faders 101-160 be the 'real' faders and faders 1-60 the 'copied' faders. Faders 1-60 are mapped to the psysical faders and if any of them get unmapped, the macro just executes 'Fader 101 Thru 160 Copy To 1 Enter'. To update a fader, I can update either the 'real' or 'backup' fader and then copy it over to its respective clone. The upside is that most faders are actually mapped to submasters, so editing a sub doesn't require updating the fader at all. It's only for the other types of faders (of which we only have a few) - like a Global FX fader - that need this cumbersome updating strategy.

    As for Augment3d, I can turn on the red spheres on the ground for moving lights (where the light hits the surface) and move those. The advantage is that you can move multiple moving lights in unison while keeping their relative offsets (the lights move relative to their old positions and don't all snap to the mouse's location). But sometimes shift is just preferred, and trying to avoid the problem doesn't really solve the problem.

    Having more control over shortcuts (like shift for unmapping) such as in games would be ideal. Then I could just not bind a key and the feature would not get in the way. But for now, I think the best solution is using the described macro. 

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