grandMA3 User Manual Publication

Use Appearances

grandMA3 User Manual » Appearances » Use Appearances
Version 2.1

Appearances can be used in many places.

Almost all pool objects can have an appearance. Many windows can also have an appearance.

The appearance needs to be created before it can be assigned. And the object that it is assigned to needs to exist before anything can be assigned to it.

 

Using Appearances on Objects

Appearances can be assigned to objects using the following syntax:

Assign Appearance appear_number At object_type object_number

This can be used on pool objects.

For example, assigning appearance 1 at group 5 could be done like this in the command line:

User name[Fixture]>Assign Appearance 1 At Group 5

This can also be done using the GUI.

The Appearance pool and the Groups pools should be visible on the screens for this.

  1. Open the swipey commands on an Appearances pool object and choose Assign
  2. Tap a Group pool object.

The Appearance is assigned to the selected Group pool object.

Tap the video below to see the example.


Editing many objects also gives access to an appearance button that can be tapped to select one of the existing appearances.

Using Appearance on Windows

Many windows can have an appearance assigned.

The best way is to open the settings for the window and edit the Appearance setting in the Display tab.