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  • Spikemark 6
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  • Spikemark 5
    • How to Open Spikemark
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    • Quick Start Tutorial
      • Step 1: Adding Motors
        • 1.1 Simulator Mode
        • 1.2 Add Motors from the Machine Library
        • 1.3 Rename Motors
        • 1.4 Add A Group
      • Step 2: Saving
      • Step 3: Jogging
        • 3.1 Single Axis Jogging
        • 3.2 Jogging Multiple Machines (Multi-Jog)
        • 3.3 Move To Position
      • Step 4: Writing Your First Cues
        • 4.1 Cues Workspace
        • 4.2 Add A Movement
        • 4.3 Duplicate A Cue
        • 4.4 Delete A Movement From A Cue
        • 4.5 Edit Movement - Changing Position, Speed, and Time
        • 4.6 Copy to Group
        • 4.7 Cue Total Time
        • 4.8 Load and Run your Cue
        • 4.9 Spikes
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        • 4.12 Delete A Cue
      • Step 5: Going Live
        • 5.1 Set Your IP Address
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        • 5.4 Program Your Show
      • Sharpen Your Programming Skills
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          • My OSC Input Trigger Isn't Working, Is there another way?
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        • Upgrading an A800
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  • Broadweigh Load Cells
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On this page
  • Edit Movement Window
  • Movement Input Fields
  • Editing Input Fields
  • Input Field Definitions
  • 1 - Position
  • 2 - Speed
  • 3 - Acceleration
  • 4 - Ramp Time
  • 5 - Total Time
  • Types of Movements

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  1. Spikemark 5
  2. Editing Cues

Edit Movement

Spikemark does the math for you!

PreviousAdding and Deleting MovementsNextEdit Cue Options

Last updated 3 years ago

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Edit Movement Window

Click on any movement to open the Edit Movement Window. You can also move between windows within a cue by using the Up and Down Arrow Keys.

Quickly edit and navigate movements in a cue with keyboard shortcuts!

  • Tab - advances through all the editable fields

  • Shift-Tab - move backwards through all the editable fields

  • Enter - Accept all values and close the editing box

  • Shift-Enter - Accept values for the current motor in the cue and move to the next one for editing

Movement Input Fields

Editing Input Fields

To edit an input field, highlight or delete the old value and then enter the desired value and press Tab or Enter to save the new value.

We've also upgraded to Dynamic Input Fields that allow for basic addition and subtraction.

Input Field Definitions

1 - Position

2 - Speed

3 - Acceleration

4 - Ramp Time

Ramp Time indicates the number of seconds that the motor will take to accelerate up to programmed speed. If you would like to program the cue in time units, you can edit this field rather than using Acceleration.

Spikemark will automatically calculate a new Acceleration based on the Ramp Time you enter.

5 - Total Time

Total Time indicates the total number of seconds that the movement will take to complete. If you know that the motor needs to move the scenery in 10 seconds, you can enter a value of “10” here and Spikemark will recalculate the Speed and Acceleration values to make that happen.

Types of Movements

Movements can be programmed in two different ways:

  • Speed & Acceleration Based Movement - Almost as quick as time-based cues, entering the Speed and Acceleration will automatically calculate the Ramp Time and Total Time.

Spikemark computes the Total Time and Ramp Time in the first cue of the show by comparing the programmed position to the motor’s current position. In all subsequent cues in the show, Spikemark compares the programmed position to the previous cue’s programmed position.

Position is the target position where you want the motor to go. This number is displayed in scaled units (inches, feet, degrees, etc.). By default, Spikemark uses the current position of the motor as the target position when a movement is added to a cue. You can also select a or even from the right hand side of the window. If you have a Spike selected for your position, the button will display the name of the Spike.

Speed indicates the speed at which you want the motor to travel. This number is displayed in units per second (inches/sec, degrees/sec, etc.). You can synchronize multiple motors by programming them at the same speed, regardless of gearing and encoder differences. Valid speed values are greater than zero and no greater than the . Spikemark initially uses the .

Acceleration indicates the rate at which the speed will increase as the motor moves. This number is displayed in units per second per second (inches/sec/sec, etc.). A higher value will cause the motor to accelerate more quickly giving the motion more snap at the beginning and end of the cue. A lower value will cause the motor to accelerate more slowly and smoothly. Valid acceleration values range from greater than zero to no greater than . Spikemark initially uses the .

Time-Based Movement - Simply enter the and . This will automatically calculate the Speed and Acceleration values. Quickly writing cues that match the timing of the show helps reduce tech-table stress.

Entering a Total Time that would calculate a Speed faster than the Maximum Speed will default to the .

Total Time
Ramp Time
Spike
Add A Spike
Max Speed
Default Speed
Max Speed
Default Acceleration
Maximum Speed
Edit Movement Window
Dynamic Input