Day 6 with the Artiste HUD

Image Source:
Image Source:

Continuing the trend for day 5, I had to work on several other projects and did not have the time to spend with the Artiste until pretty late in the evening.

However, I wanted to try a few more things, so I sat down to work.  I started looking over my notes from the previous days.

I need to remember that there is an option to trigger the palette as a mover directly from the sequence nc, so that both the dance sequence and the mover start immediately, rather than having that initial 2 second delay because of events.

I also made a note to go back at some point and test whether I can change the names of the moves in the palette nc.  I can’t remember if Yummy said you can or not, or if it’s better just to use the names the palette generates when you use DumpMoves.

Yummy also notified the group that she will be adding some pieces of the Director series of products into the Performer’s series, so I should be getting a few new pieces, the message board and Dance Diva.  Yay!  More stuff to learn and play with!

It’s VERY IMPORTANT to remember to RESET the HUD any time you make a change to the *config nc.  I’ve neglected to do that a few times, and it causes no end of problems.

With the little time I had, I decided to go back and refresh myself about events.

There are two methods for events – duration and elapsed.  Duration is like the HUDDLES and Barre – you say how long you want each event to last.  Elapsed is like the ‘timeline’ of SpotOn – you start at zero and end at however long your routine is.  You specify which method you want to use on the *events nc.  I think I will stick with elapsed, since I am used to that one.

The only thing that happens exactly ON the event is an auto-strip or auto-adorn, according to the manuals.  So does that mean the other stuff uses the lead-times?  (I know lead-times are going to confuse me.)  You can also add multiple things to happen on each autofx line (and autorez), within the 255-character limit.  So you can make multiple things happen at once, something I definitely need to be able to do!

I think strip-rounds (adorns/removes) go on the *orders01 nc.  There are 20 rounds listed there as default, so that should be plenty.

In addition to the two methods for events (duration and elapsed), you can also specify a method for calculating your events.  The three methods to calculate are calculated, specific, and custom.  (You can set this from the HUD menu – [EXTRAS]>[EVENTS].)

Calculated events are for when you know the length of your routine/song and you want to experiment with the number of events (called the Event Count).  It’s called calculated because the HUD will divide the show length by the number of events (both of which you set) and come up with a calculated interval/duration for each event.

Show length and event count can be found on the *config nc.  You can also specify the event count through the HUD menu (but not show length).  It is ok to leave ‘calculated events’ on, even if you are not using that method.  The ‘event count’ only matters if you are using calculated.  (Remember that MaxGroups determines the number of strip-rounds, not event count – so it probably makes sense to make your event count equal your MaxGroups.)

The specific method is really the most useful for testing moves.  Set each event to a specific interval (like 5 secs) and then run through your routine quickly.  Specific is just evenly spaced events as a duration you specify – 5 secs, 7 secs, 10 secs, etc.  You can specify the interval using the HUD menu or on the *config nc.

Custom events lets you set a different duration for each event (if that is what you want).  You can specify custom events using either the duration or elapsed methods.  Custom events are created using the *events nc.  Some examples:

TRACE, off                                                                         TRACE, off
ELAPSED                                                                           DURATION
1,intro, 21                                                                          1,intro, 21
2,exterior,43                                                                     2,exterior,22
3,striphigh,66                                                                   3,striphigh,23
4,verse,90                                                                         4,verse,24
5,chorusp,115                                                                  5,chorusp,25

Both of these methods will have events happen at the same time in the routine.  The difference is how you set your timings using elapsed versus duration.

You can use the HUD menus to change some event-based parameters – name, duration, and event count.  You can change custom durations on the *events nc or through the HUD.  There is an anomaly is you try to use an event #0 (for things like opening the curtain and logging into the tip jar, for example).  It will cause the timings to be off.  So, I may try to avoid using an event #0 to avoid the issue.

At this point I feel like I have a good handle on events, so I’m moving on to emotes.

My next step is to follow the manuals and create some adhoc emotes.  I read a bit about emoting on Day 4, but didn’t really have time to test through any of it.

You create adhoc emotes from the HUD menu ([EXTRAS]>[RELOAD]>EmoteDetails.  This will bring up a dialog box where you can enter the text of your emotes. Press AddEmote, get the pop-up box, click inside the white area, and type your emote.

Use the Next> button to see the adhoc emotes.  Use the ListEmotes button to send your emotes to local chat.  I created 3 short emotes and tested them out.  Success!

You can also create a nc with your emotes and load it into the HUD.  For example, I created a nc titled *emLament to write out all my emotes (this is also called an emote-detail set).

An emote-detail set can have up to 10 emote lines, one for each strip-round.  You can create 11 emote-detail sets.  (Handy if you are performing more than 1 act during a show.)

Make sure that the title of your emote nc is listed on the *emotetitles nc in the HUD.  You specify which emote detail-set you want to use via the HUD menu – {EXTRAS]>RELOAD>EmoteDetails.  Then click on the desired emotedetail set button.

The number of MaxGroups should equal the number of emotes you have.  You can set this using the HUD – [EXTRAS]>[AutoTiming].  Press MaxGroups0 and then increase/decrease until it equals the number of your emotes.

There are three orders nc’s in the HUD – you select which one of them you want to be the active order.  *orders00 is used to create a new order using the HUD.  *orders01 and *orders02 are the other nc.

AutoEmoting can send lines of text up to 253-characters long, one line per strip-round (event) to open chat (which is always shouted?), to your IM box, or both.  You can enter emotes via nc’s or the HUD.  Each emote line must begin with the event (group) # then a comma.  You can omit events that have no emotes.  The max line length is 255, but if you go over, you will NOT get an error.  So be sure to check your emotes carefully to make sure they aren’t getting cut off.

Whew!  That’s a lot of stuff to remember.  However, I ended the day feeling pretty good about my success with the emoting.

On to the next challenge!