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Plan checks

Before you send a file to a console

A file a console cannot patch costs time at the desk, where there is least of it. Work through the plan checks in this order before you export.

1. Declare the universes

In Project settings › General, type the universes the console show has into Universes in use. Until you do, a fixture patched in a universe the desk does not have goes unnoticed. See Universes.

2. Bring the errors to zero

Open the Problems panel from the counter and work down the errors. Every row selects the fixture it is about.

  • Not patched: give the fixture an address.

  • Address conflict: select the fixtures and use Edit › Repatch…. See Patch errors.

  • Universe not in this project: repatch it into a declared universe.

The counter reads No errors when this step is done. Warnings may remain.

3. Read the warnings

Floating fixtures, movement clearance and fixture bodies do not stop a console from patching the file. They are about the rig, and whether to act on them is your call before it is built.

4. Export

File › Export scene as MVR…, see Export an MVR. The second step lists every patch conflict in the file you are about to write. Leaving a layer out can clear a conflict, because conflicts are counted for the file, not for the scene.

Step 2 with a patch conflict: the button now reads Export anyway

If conflicts are left, the first press only shows the warning and the button changes to Export anyway. Press it only for a clone patch you mean, and only for a tool that accepts one.

5. On the desk

  • MagicQ: set the number of universes (Setup › View DMX I/O › SET NUM UNIVERSES, then restart) before loading the show.

  • Not sure how a desk will read it? Open the file in MVR Artist first. If the rig looks right there, the file is right.

See Sending it to a console for grandMA3, MagicQ and Capture.

  • A file a console cannot patch costs time at the desk, where there is least of it. Work through the plan checks in this order before you export.