Move Timing

Move Timing

Move Timing

It is important to know that Motion stores move data using speeds and accel/decel rates.

When programming a scene change, you will often need to calculate the speed and accel/decel rates for a move so it completes in a certain amount of time.

To help you do this, there is a move timing calculator that works out the correct speed, accel and decel settings for you.

⚠️
The move timing calculator uses its order in the cue list to calculate the start position that the axis will be coming from. The calculator only works correctly once you have added the cue to the cue list. You MUST do this before continuing.

To use the calculator:

  • Navigate to the move you want to calculate the timing for.
  • Make sure the move already has a Target entered, the calculator uses this position in it’s calculation.
  • Click in the Speed entry box.
  • The Move Timing Calculator will automatically display.
The Move Timing Calculator
The Move Timing Calculator
  • Enter the desired Accel Time in seconds.
  • Enter the desired Decel Time in seconds.
  • Enter the desired move Time in seconds.
Entering your timings into the calculator
Entering your timings into the calculator

You will see the speed and accel/decel rates adjust instantly as you enter your times.

✏️
The time displayed at the end of the move (15 sec, shown here) is the time it would take to run the move from the current position of the axis.

If you enter values that cannot be achieved (e.g. you would have to move faster than the top speed of the axis) the relevant box will highlight in red, as shown below.

Speed too high warning.
Speed too high warning.

While a move has a red warning, you will not be able to update that cue and you will get an “Invalid Cue Data” error.

Once you have finished making timing adjustments in the cue, you need to update it to save the changes.

To update the cue:

  • Tap the Update button to store your changes.

✏️
You can check the start position that the calculator is using by hovering the mouse over the target box. It will display the start position it has calculated at the cue’s order in the cue list. If there are no previous cues in the cue list, it will use a position of 0 instead. You might need to record a dummy cue that has the correct starting positions for each axis at the start of the show to make sure that the timings calculated are correct.

Re-timing a Move

Because Motion stores move data using speeds and accel/decel rates, not timings, there will be occasions when you make adjustments to a move that you will have to recalculate the accel/decel rates.

For example, if you change the target for a move, you are now traveling a different distance but at the same speed. That means that the time of the overall move will be either faster or slower, unless you update the speed.

Motion keeps track of the most recent timing for each move. They are shown in red and in brackets. This makes recalculating the timings for a move relatively simple.

Previous move timings are shown in red
Previous move timings are shown in red

To re-time a move using the original cue timing, use the red values as your input.

Once you have finished making timing adjustments in the cue, you need to update it to save the changes.

To update the cue:

  • Tap the Update button to store your changes.
✏️
The time displayed at the end of the move (15 sec, shown here) is the time it would take to run the move from the current position of the axis.
⚠️
Remember, changing a Dead for an axis will change its target in every cue that uses the Dead. Make sure you update all the cue timings that use that Dead, if necessary, as you do not get prompted when a cue timing has changed.