Build Mode; A Note On; Out Vs. P-Out - Euphonix MixView CS3000 Software Manual

Mixview 3.2
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Build mode

SIDE NOTE:
You can use Punch-in/out Cue List
markers along with either Loop or
Build modes. However, caution is
warranted as the resulting
automation punch operation could
become quite complicated.

A Note On

Out vs. P-Out

Euphonix CS3000/2000 MixView 3.2 Software Supplement
Build mode allows you to assemble automation from beginning to end as you
go, a popular automated mixdown style. As with Loop mode, Build mode is set
via the AutoPunch menu. To enter Build mode, be sure you have a title loaded
and the DSC [Mix On] key is lit. From the AutoPunch menu, press [F2] (Build):
AutoPunch Menu
Loop
F1
In Build mode, any objects armed in the Punch template will continue to drop
into automation record whenever you play your source. Objects may also be
punched in or out of record as you normally would. Each time the automation
pass is stopped, the Punch template is updated to include only those objects
that were in record at the end of the last pass. Additionally, the Pass Control
current timecode indicator is repositioned to the stop location. Pressing play
again immediately puts all console objects armed in the Punch template back
into record as you move on. If you rewind the source, automation recording
begins again as you cross over the last set punch-in marker. As in Loop mode,
this is best visualized in the Pass Control screen. If desired, pressing the DSC
Numeric Keypad [0] key at any time will clear the current IN Point.
A useful tip is that the Out Marker in Loop mode and the P-Out marker in the
Cue list system have slightly differing properties.
The Out marker (Ctrl Key #9) will punch out any object that is in the punch
template. The exception being that if a touch sensitive fader is writing that
fader will continue to write through the Out marker. This allows music to
transition a scene for instance, while the background FX are cut out abruptly
against picture
The P-Out event is a hard "safety net" of sorts. It punches all objects out
regardless of whether they are touch-sensitive or not. The P-Out event
actually triggers the end of a pass, preventing you from inadvertantly writing
over the following scene by forcing you to either stop timecode and restart, or
re-light the Pass Record Key.
In a Television Post situation each of these functions will prove useful at
different times. Experiment with each to discover how best they can work for
you.
Section 2: Monitoring Enhancements
Build
Clr
F2
F3
F4
1 - 17

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