Delete Pool Objects
grandMA3 User Manual » Windows, Views, and Menus » Pool Windows » Delete Pool Objects
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Version 2.0
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Removing pool objects can be done using the Delete keyword.
When an object is deleted, then grandMA3 will try to make everything look the same. For instance, deleting a preset will move the values stored in the preset into the different cues where the preset was used. This is not always possible, for instance, if an executor is controlling a sequence and the sequence is deleted, then it is gone, and the executor is empty.
Example
Delete view 42:
User name[Fixture]>Delete View 42 |
It can also be a range of numbers, for instance:
User name[Fixture]>Delete View 42 Thru 90 |
Deleting pool objects can be undone with Oops. It will bring back the pool objects, but it might not restore links to the object.
For instance, deleting an appearance will remove the link to it where it might be used. Oops'ing the deletion will bring back the appearance, but it will not reassign the appearance where it was used before deletion.