# Edit Movement

## 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**.

![Edit Movement Window](https://3040525219-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MhFI6SSKpm8M7EkrYqp%2Fuploads%2Fgit-blob-4792c75c9e1f5aae44216fd4e43616e6c3c2b664%2FSM_Cues_EditMove.gif?alt=media)

{% hint style="info" %}
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
  {% endhint %}

## 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**.

![Dynamic Input](https://3040525219-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MhFI6SSKpm8M7EkrYqp%2Fuploads%2Fgit-blob-3ca17c5535c1ff95ae0144a18dc06cc809418610%2FSM_Cues_DynamicInput.gif?alt=media)

### Input Field Definitions

![](https://3040525219-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MhFI6SSKpm8M7EkrYqp%2Fuploads%2Fgit-blob-5429d222d0e8882ba714b9a05aa995b29fa92a1d%2FEdit%20Movement.png?alt=media)

### 1 - 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 [**Spike**](https://docs.creativeconners.com/docs/spikemark/spikes) or even [**Add A Spike**](https://docs.creativeconners.com/docs/spikes/adding#from-the-cueing-workspace) 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.

### 2 - Speed

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** [**Max Speed**](https://docs.creativeconners.com/docs/speed#determining-max-speed). Spikemark initially uses the [**Default Speed**](https://docs.creativeconners.com/docs/speed#default-speed-and-default-accel).

### 3 - Acceleration

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** [**Max Speed**](https://docs.creativeconners.com/docs/speed#determining-max-speed). Spikemark initially uses the [**Default Acceleration**](https://docs.creativeconners.com/docs/speed#default-speed-and-default-accel).

### 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.

{% hint style="info" %}
Spikemark will automatically calculate a new Acceleration based on the Ramp Time you enter.
{% endhint %}

### 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:

* **Time-Based Movement -** Simply enter the [**Total Time**](#total-time) and [**Ramp Time**](#total-time). This will automatically calculate the Speed and Acceleration values. Quickly writing cues that **match the timing of the show** helps reduce tech-table stress.

![](https://3040525219-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MhFI6SSKpm8M7EkrYqp%2Fuploads%2Fgit-blob-361fd81dfaadcec285ea2b4b28aa281a0116c202%2FSM_Cues_TimeMove.gif?alt=media)

{% hint style="info" %}
Entering a **Total Time** that would calculate a Speed faster than the Maximum Speed will default to the [**Maximum Speed**](https://docs.creativeconners.com/docs/speed#determining-max-speed)**.**
{% endhint %}

* **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.

![](https://3040525219-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F-MhFI6SSKpm8M7EkrYqp%2Fuploads%2Fgit-blob-79408068d6be5343a905f07a9df0dd7af51773cc%2FSM_Cues_SpeedAccel.gif?alt=media)

{% hint style="warning" %}
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.**
{% endhint %}

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