Animate A Digital clock

I need to animate a 24h 7 segment clock build from one chanel LED strips for each segment. 

This clock will run in realtime during the play, but needs also speed up during the set changes in a given speed, that the length of the change will define, until the needed time for the new scene is shown.

The realtime part seems easy. Four different sub cuelists for each digits will run follow cues with right waiting times to show the next digit (as set in presets for each of the four digits) as like a normal clock.

But how to program the fast forward effect from whereever the clock stands to the defined end time in a given (real) time in an elegant way?

An help would be much appreciated... :) 

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  • Thanks for your input, show files and the 24h long video... Smiley

    I should have been more clear about the exact setup. 

    Seconds are not needed, we have only hours, minutes and the two dots, blinking for the seconds.

    We have 4 acts and each of them starting at a given "inplay" time, e. g. 20:34. So I think at a FX related approach it would be difficult to start at the right time.

    With skaters dad's cue lists with macros I can start at a specific time and speed up the clock with a simple macro that change the follow time on the running minutes cue list on the fly, hoping that follow 0 will be fast enough to reach the target time in the given time the set change will last. 

  • Hey sofad.

    as sk8rs_dad mentioned, follow or hang times are IMO not really suitable for accurate timings. Just recently in 3.3.4, I found issues with hang timings being off by several seconds over a long cuelist, which I reported and were fixed in 3.3.5. Still, timings can be off for one second every minute. I would personally try to use an RTC trigger or even just a looping free-wheeling internal timecode to trigger the cuelists. 

    My idea on how to do this would be to have a 60 cue long list, which gets triggered by a looping Timecode every second with wrap-around enabled. Every time the list jumps back to Cue 1, you can have a Execute that Goes Cuelist 2 where your minutes live. And every time the seconds wrap around, the minutes get incremented by one.

    This way, you can also just disable the Showcontrol list, which essentially freezes the clock. Then you can set your Hours, Minutes and seconds however you want, and then enable the List again to unfreeze the clock.

    Hope this helps. 

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  • Hey sofad.

    as sk8rs_dad mentioned, follow or hang times are IMO not really suitable for accurate timings. Just recently in 3.3.4, I found issues with hang timings being off by several seconds over a long cuelist, which I reported and were fixed in 3.3.5. Still, timings can be off for one second every minute. I would personally try to use an RTC trigger or even just a looping free-wheeling internal timecode to trigger the cuelists. 

    My idea on how to do this would be to have a 60 cue long list, which gets triggered by a looping Timecode every second with wrap-around enabled. Every time the list jumps back to Cue 1, you can have a Execute that Goes Cuelist 2 where your minutes live. And every time the seconds wrap around, the minutes get incremented by one.

    This way, you can also just disable the Showcontrol list, which essentially freezes the clock. Then you can set your Hours, Minutes and seconds however you want, and then enable the List again to unfreeze the clock.

    Hope this helps. 

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