Edit Movement
Spikemark does the math for you!
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Spikemark does the math for you!
Last updated
Was this helpful?
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.
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.
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.
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.
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 .