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MA2: Using Worlds as Filters

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The concept of Worlds on a grandMA2 is very useful when programming media servers into a show that also includes moving lights because it can be used in various ways to filter in and out attributes during programming and playback. I will admit, however, that using Worlds in this way was not intuitive at first, given that we have other means of isolating fixtures and attributes, namely Filters and Masks. But once I started exploring further, I realized Worlds could be used in several ways that I hadn’t thought about before.

‡‡         Worlds Defined: What is a World?

Here are three brief snippets from the MA2 User Manual about Worlds that I’m going to explore in this article:

1. Worlds are used to restrict access to Fixtures, Channels and Attributes. The elements not in the applied World are not displayed in sheets and cannot be accessed by the programmer. Values stored in a sequence will still be played back.

2. Worlds can be used as Input filters, limiting what can be stored.

3. Worlds can also be used as a Playback Filter for a sequence. This will limit what is executed by a sequence.

Application #1: Limiting Access to Fixtures or Attributes

Restricting Access to Fixtures, Channels and/or Attributes is extremely helpful in a Multi-Console Network. Working in a multi-console environment with more than one programmer practically ensures that setting up worlds is necessary, especially when media servers are involved (See Fig. 1).

Figure 1 - No World Applied

When you patch a moving light into your media server show, but you don’t isolate it into its own world, then all of its unique attribute “chiclets” will appear (Position, Focus, for instance) even when the media server is selected. So, creating a world for each type of programming environment will allow you to isolate only the attributes that are applicable to the fixture types that you’re working with, and that means a more streamlined desktop and efficient workflow (See Figs. 2A and 2B).

Figure 2A

Figure 2B

There is a macro in the predefined macro library labeled “World as Selection” that can help you create worlds, but it’s as simple as selecting a fixture(s) that you want in the world, then storing it into the world pool.

Application #2: Using Worlds as Storing Filters

A World not only can store specific fixtures, it can also store specific attributes as well. For instance, you can create a Dimmer Only world, and then you can use this world as an input filter that filters out everything but dimmer values. Only the dimmer values for the fixtures in the programmer will be stored into the sequence.

Using this type of macro makes isolating attributes fast and easy. For instance, you can touch Library and Media File channels, and then store that as a World. When this world is recalled, it will isolate only the image folder and file information across the encoder wheels, which can speed up the programming process for presets, as an example, because you don’t spend time searching through the encoder wheels for the attributes you need. (See Fig. 3A and 3B).

Figure 3A - Attribute World

Figure 3B - Attributes in World

Another advantage of having access to a limited number of attributes is when you need to copy values from one fixture to another. Using a World that limits you to only the attributes that you want means you won’t copy unintended attribute values into a cue or preset.

Application #3: Using Worlds as Playback Filters

Using a World as a playback filter has an advantage as well. For example, if you have a world that has only fixture (layer) 1, then only fixture (layer) 1 will be played back when that world is active. Likewise, if you apply a world that only allows dimmer values for some fixtures, then the sequence will only output dimmer values for those fixtures.

It is also possible to assign a World directly to a Fader, using syntax Assign World x Executor y. This method has a couple of advantages that could make busking with a media server a bit friendlier, with a little preparation and practice. First, you can remain in the Full (All Fixtures) World and then assign unique worlds to specific executors at will. (See Fig. 4). Another advantage is the ability to overwrite the unique World with groups of new fixtures (layers) or attributes. So, if you have a single sequence stored with information for multiple layers, you could in theory isolate just the layer you want using a playback World. If you’re short on faders, then this might just be a good solution to try.

Fig. 4 - World applied as a playback filter.

Worlds are just one of many features in the grandMA2 that can be used to accomplish the task of programming. Getting familiar with using the features of your console of choice could mean big timesavers and big payoffs in terms of organizing for playback. And you might just have a little fun trying out something new along the way!