All posts by Yummy

Create of the Artiste System

Odyssey: Day 4: The Opening

Step xx – Position #1 – just behind the rear stage wall. Prepare 9 Palettes as: moveable, sittable, animatable

Step xx – Position #2On Stage – Just behind the stairs – 8 Backup Dancers – manual press of GoTo2ndMove button on HUD

Step xx – GrpSeq=A – Lead Dancer dances Dance#1

Step xx – Position #3Top of Stairs – Walk UP with special Walk-Up anim.

Step xx – Pause at top of stairs – use PauseAnim in Palette *palette nc

Step xx – Position #4Bottom of StairsWalk DOWN with special Walk-Down anim.

Step xx – Backup Dancers dance in Sync with Lead DanceDance#2 using SequenceOnPlay,0
GrpSeq=B

 

 

 

Showtime Tips: HoverText

Which Palette/Mover do i sit on? Which one is mine?

Ever had these questions asks at crunch time?

An easy solution is the HoverText option.

Here are the two crucial *palette nc entries emboldened.

BallSitter and HoverText.  Put the name of the person who is to sit/stand on the mover on the BallSitter entry.  Also turn HoverText on.

BallSitter,Yummy
BlankTexture,off
.
.
.
GoTo2ndMove,on
GroupID,AB
HoverText,on

Then at showtime you can easily toggle them off (or on) using the yellow AutoAccess button of the Performance HUD.

Click on images to enlarge.

Notice that if you do not specify a BallSitter entry (i.e. it is blank) then the name of the Palette shows instead.

Also notice that this AutoAccess menu also shows handy info like:
DancersInGroup and sequences used and the Division and ABOrder.

You can also Invite dancers entered on the *troupe nc.

You can also use ROLLCALL to verify who the HUD thinks has actually accepted your invites.

If logged into the Director, which you can also do from your HUD, you can OPEN and CLOSE the curtain manually as well as automatically from AutoFX.

And at the end of your routine you can KICK_ALL, uninvite dancers from your routine so that there is no conflicting invite residue for the next time you need to invite them.

And the daunting issue of moving dancers from backstage to their starting place on stage behind a closed curtain ready for action is easily addressed using the new GoTo2ndMove button.  They move  their 1st move and are ready to make their 2nd move. Be sure to factor that in when making your autofx moves if you choose to use this option. Example:   move02-XX on AutoFX for your 1st showtime move.

All of these features above are explained in the AutoAccess manual as well, BK22 – The Artiste – Book – AutoAccess – v1.0.

The MJ Rule – Excessive Wait Times in an AutoFX Line Entry

It is called the MJ rule because MJ first stumbled upon it.

*events
TRACE,on
ELAPSED
1,”Event #1″,3
2,”Event #2″,5
3,”Event #3″,9
4,”Event #4″,21
5,”Event #5″,37
6,”Event #6″,44
7,”Event #7″,52
8,”Event #8″,79

*autofx
3,r15=Shoot$WAIT=3$r15=Holster$WAIT=4$

In this example the total wait times for event #3 is  (3+4) = 7. While it is less than the event time on event #3 (9), this is not the event that is applied. It is always the difference between the PREVIOUS  event and CURRENT event when ELAPSED time is used  which is the DURATION of Event #3, which is the most common type of EVENT TYPE used.

Subtract Event #2 time (5) from Event #3 Time (9).  9 – 5 = 4

Event #3. Its duration is only 4.  And so 7 seconds is greater than 4 seconds. There is not enough time for the WAITS to happen. This is an ERROR!

What we found out is that the consequences often happen many events later so its not obvious that the problem is on Event #3 because functions attached to event #3 might work fine.  In the real life case, the emote attached to event #7 did not fire. Where the behaviour will falter and suffer is complex and unpredictable.

This was argued to me. But once I found the problem and fixed the WAIT times so they were less than the duration of Event #3, the problem in Event #7 was fixed

======================

*events
TRACE,on
DURATION
1,”Event #1″,3
2,”Event #2″,2
3,”Event #3″,4
4,”Event #4″,12
5,”Event #5″,16
6,”Event #6″,7
7,”Event #7″,8
8,”Event #8″,27

When using DURATION as the Event Type, it is a lot easier and intuitive to detect. The DURATION for EVENT #3 is 4.