by Pink LD » 18 September 2015, 15:03
Ok, I think I understand it now. Here is what I did:
I made a 3 step scene and programmed in X/Y for 6 fixtures:
-1. Home 127/127
-2. Sky 128/255
-3. Centre 128/150
Then I right clicked each one, saved it as a Pallette and named it the same as I named my steps. Then I went to the X and Y of each step and made them the sppropriate pallette. I saved the look as Pallette Presets.scex and then imput the button in Live. I them made it a Preset button.
I tested the 3 different steps and was satisfied with the results.
Then I went into Editor and brought up Pallettes. I then adjusted each look a bit, hitting save after each of the 3 steps. I exited Pallettes and went back to Live. I wrnt through each step but nothing had changed.
After some fiddling around I right clicked my Preset button in Live and chose to edit. And when Editor opened the Pallette values so the changes I had made in the Pallette Editor(?), I went ahead and pressed Save (Though later tries this step seemed unnecessary) and returned to Live and went through the 3 steps of my Preset Button and each step reflected the updates I made in the Pallette Editor.
I am not sure if there is a better or more correct way to do this, but it is a least functional enough for it to be a usable feature to me.
What do I think it should do? When I update Pallette Positions in the Pallette Editor it should just update the Pallettes I have called in buttons in Live, and not have to update/edit the button to see pallette position updates.
Having said all that? I can see using this feature to build a basic pallette of general mover features and adapt movement/Colour/Gobo/etc of house movers to pallette data pretty quickly. It is not cloning, but it can be used in a similar fashion.