Old 09-28-2017, 02:24 PM   #4081
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Also, after spending some time making strips with randomize, I think I can narrow down my thoughts on randomize features to a few core ones:

-allow randomize to work with macro buttons (across tracks too. So we could have a folder track with macros that randomize strips on its children tracks)
-randomize follows cycle buttons defined values
-parameters can by linked and inversely linked across tracks (e.g. for inversely linked parameters, a randomized value of +5 on one would be -5 in another.)

Btw: the switcher crash from a few versions back is fixed in latest build!
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Old 09-28-2017, 02:35 PM   #4082
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Arthur Thanks for sharing!

two missing .. can't find in forum search yet:
JS: RCJacH Scripts/JSFX/Audio/BitRangeGain.jsfx
JS: ReaTeam JSFX/Modulation/TiaR_ChopChop.jsfx

sorry.. found chopchop (keyword was just chop in ReaPack browser )
just one left

EDIT:
please just ignore.. all found!
now i have to find that 462 hidden controls in the microscopic gui

Last edited by timbralzoom; 09-28-2017 at 02:44 PM.
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Old 09-28-2017, 02:45 PM   #4083
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Cheers, it's from RCJacH's repository, here's the link: https://github.com/RCJacH/ReaScripts...ter/JSFX/Audio
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Old 09-28-2017, 02:50 PM   #4084
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I purposefully didn't put any controls as the processing is too complex for tweaking individual controls to make much sense in my opinion, but if you're up for the challenge: good luck in the minefield
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Old 09-28-2017, 03:18 PM   #4085
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Quote:
Originally Posted by Arthur McArthur View Post
I purposefully didn't put any controls as the processing is too complex for tweaking individual controls to make much sense in my opinion, but if you're up for the challenge: good luck in the minefield
i was just about to ask ..are they in the mines (+field) page?
well yep seems they are
and yes this is "The Challenge" scared me to accept!

it's basically says: "reverse engineering? do not even think about it"



one Q.
why so many clone of same Randomize?

&
EDIT:
BTW.this one also produces really great FXes..
Thank you again!
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Old 09-28-2017, 03:44 PM   #4086
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Quote:
Originally Posted by Arthur McArthur View Post
Also, after spending some time making strips with randomize, I think I can narrow down my thoughts on randomize features to a few core ones:

-allow randomize to work with macro buttons (across tracks too. So we could have a folder track with macros that randomize strips on its children tracks)
-randomize follows cycle buttons defined values
-parameters can by linked and inversely linked across tracks (e.g. for inversely linked parameters, a randomized value of +5 on one would be -5 in another.)

Btw: the switcher crash from a few versions back is fixed in latest build!
Thank you for the donation. I hope one day to be able to hear this track of yours!! (let me know if it's available anywhere).

And thanks for the new strip - I will check it out at the weekend.

I'm currently working on a few GUI things - once they are done - I will crack on with the extended randomize options...

EDIT: I've been fixing crashes as I find them as I go along - I don't remember which one you mean... but I'm glad it's fixed now
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Old 09-28-2017, 03:46 PM   #4087
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I hope you brought your metal detector! All the randomize buttons are a leftover from when I started the script. With all the controls all over the page, I use the randomize buttons as separators between channels and as a convenient way to tweak each plugin's limits in depth while randomizing.
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Old 09-29-2017, 07:38 AM   #4088
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i don't think that detector invented yet
maybe just a gui tweak to my dark taste ..
...

today's fun
Take Switchers (in this case midi takes) & Randomize does incredible things!
https://www.youtube.com/watch?v=VBzj_UT8H1Y

..
bottom Switcher parts just fake clones & i have to decide to a few things first
but eventually will turn in to this:

just excited and want to share..
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Old 09-29-2017, 08:36 AM   #4089
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Quote:
Originally Posted by timbralzoom View Post
i don't think that detector invented yet
maybe just a gui tweak to my dark taste ..
...

today's fun
Take Switchers (in this case midi takes) & Randomize does incredible things!
https://www.youtube.com/watch?v=VBzj_UT8H1Y

..
bottom Switcher parts just fake clones & i have to decide to a few things first
but eventually will turn in to this:

just excited and want to share..
wow!! will check the video later
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Old 09-29-2017, 09:08 AM   #4090
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Originally Posted by lb0 View Post
wow!! will check the video later
this one more like experimental because of no 4x4 kick
...
one -not urgent- thing..
if i am not doing something wrong,
Take Switchers in the Strip Set still doesn't keep/recall the item assignments.
saving as project template seems only choice for now.
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Old 09-29-2017, 09:10 AM   #4091
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Originally Posted by timbralzoom View Post
this one more like experimental because of no 4x4 kick
...
one -not urgent- thing..
if i am not doing something wrong,
Take Switchers in the Strip Set still doesn't keep/recall the item assignments.
saving as project template seems only choice for now.
will look into...
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Old 09-29-2017, 10:35 AM   #4092
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Quote:
Originally Posted by lb0 View Post
will look into...
Thank you!
new Q.
Program & Take Switchers and Mutes in the same Subset to Randomize

is there is a way or workaround to unmute just one of them (keep the rest muted)
while randomizing?

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Old 09-29-2017, 10:57 AM   #4093
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Thank you!
new Q.
Program & Take Switchers and Mutes in the same Subset to Randomize

is there is a way or workaround to unmute just one of them (keep the rest muted)
while randomizing?

At the moment - not that I know of - however - it sounds similar to the linked parameters request that Arthur has suggested. So I'll get round to looking into it all soon.
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Old 09-29-2017, 11:07 AM   #4094
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That's great!
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Old 09-29-2017, 02:49 PM   #4095
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That's great!
Easter egg time Not quite complete - a little tidying to do - but working nonetheless


But not the take switcher stripset fix yet
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Old 09-29-2017, 09:13 PM   #4096
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What does 'Easter egg time' mean ?
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Old 09-29-2017, 10:37 PM   #4097
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Quote:
Originally Posted by RJHollins View Post
What does 'Easter egg time' mean ?

means there is Stripper update and something/new addition to find

..
yay!
Take Switchers now obeys Randomize Mutate settings,
only thing
if you use default "Button" type for Randomize
values not refresh/update when Mutating.. till taking a snapshot..
i changed type to Flash Button values also started to instant refresh.
did i find it?



EDIT:
you made me click randomly everywhere and this popped up
LBX Stripper.lua:2449: attempt to perform arithmetic on a nil value (field 'h')

empty project, open Stripper
in this case Modulator window..
-already open
-not docked
-minimized (right click bonus)

just try to right click again to expand : 2449
but if you dock it first no error.. i can now even un-dock + right click to minimize..
i hope make sense.

Last edited by timbralzoom; 09-29-2017 at 10:52 PM.
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Old 09-30-2017, 02:21 AM   #4098
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Quote:
Originally Posted by timbralzoom View Post
means there is Stripper update and something/new addition to find

..
yay!
Take Switchers now obeys Randomize Mutate settings,
only thing
if you use default "Button" type for Randomize
values not refresh/update when Mutating.. till taking a snapshot..
i changed type to Flash Button values also started to instant refresh.
did i find it?



EDIT:
you made me click randomly everywhere and this popped up
LBX Stripper.lua:2449: attempt to perform arithmetic on a nil value (field 'h')

empty project, open Stripper
in this case Modulator window..
-already open
-not docked
-minimized (right click bonus)

just try to right click again to expand : 2449
but if you dock it first no error.. i can now even un-dock + right click to minimize..
i hope make sense.
Ah - bug should be fixed now. Thanks.

But - the easter egg has not apparently been found (or at least mentioned).

Times up though... look in settings. You can now resize/scale most parts of the interface. not the main live strip area - but most panels etc. so if you like things chunkier or easier to read (or have a huge resolution) you can scale it to make it bigger. you scale the top/sidebars separately to the panels due to the way they work. if you scale the panels - you can separately scale the font sizes on them. still to do font scaling on the top/sidebar though...
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Old 09-30-2017, 02:50 AM   #4099
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Originally Posted by lb0 View Post
Ah - bug should be fixed now. Thanks.

But - the easter egg has not apparently been found (or at least mentioned).

Times up though... look in settings. You can now resize/scale most parts of the interface. not the main live strip area - but most panels etc. so if you like things chunkier or easier to read (or have a huge resolution) you can scale it to make it bigger. you scale the top/sidebars separately to the panels due to the way they work. if you scale the panels - you can separately scale the font sizes on them. still to do font scaling on the top/sidebar though...
ahh!
actually i check the Settings twice for the eggs..
i am suspecting you put invisibility spell in this update
...
beautiful one, i think people who have huge screen will love it!

here is mine..


not important - just out of curiosity,
in this settings if i set font size 1.0 to 0.0 fonts gets a little bigger & bold
is this is normal?
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Old 09-30-2017, 03:21 AM   #4100
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ahh!
actually i check the Settings twice for the eggs..
i am suspecting you put invisibility spell in this update
...
beautiful one, i think people who have huge screen will love it!

here is mine..


not important - just out of curiosity,
in this settings if i set font size 1.0 to 0.0 fonts gets a little bigger & bold
is this is normal?
Yes - probably. The fonts scale roughly to the value of the panel size. So if you set the fonts value to 20 (maximum font size change) - then if you make panel size smaller (0.9) - the fonts will shrink a bit. But if you set the panel size bigger - the fonts will scale bigger. If you leave the font size on 0 - then the fonts should stay as they are set for the skin. Font size adjustment won't change anything if you don't scale the panel either way - so it's not a method for simply changing font size on its own.

So just fiddle with the settings until you get as close to what you're after.

I tried shrinking the panel sizes less than 0.9 - but they became so cramped (even with font size adjustment) - it looked horrible - so 0.9 is the lower limit I decided upon.

I had a feeling you would go for a smaller size
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Old 09-30-2017, 03:39 AM   #4101
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Originally Posted by mehmethan View Post
Hi, thanks for this serious work...

I started to work on an 4k monitor.I'm using %200 hidpi theme and windows scaling for making things bigger.But scripts are still so small for reading and using for me
I asked to the forum about this and script Guru Mpl told me that "Script windows independent from scaling, so issue comes to scripters (option for GUI scaling right from particualr script GUI)"

What do you think about this and do you have a plan for fixing this?
Aaha - found your post and wanted to reply directly. Latest version allows for resizing most of the GUI panels and controls. You cannot still scale directly the main strip window - but as you have full control of what goes in there should be less of a problem (unless you use other peoples strips). But scaling the main strip window would introduce unnecessary CPU load so I don't want to get into that.

But - hopefully now - the control panels and sidebars etc should now be more useful to you...

I will add scaling to fonts on the top and side bars also.

EDIT:

I cannot scale the settings window though - (at least not when dragging the scale options) - as this would make the actual scaling jump all over the place. Will look into solution in the future - but everything else should scale now (or will scale soon if I've missed any panels).
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Old 09-30-2017, 03:40 AM   #4102
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current limits just perfect to my taste..
if smaller than this i have to use glasses
Thank you so much!
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Old 10-01-2017, 03:58 AM   #4103
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Further updates:

As well as now having control over top/side bar font sizes and sidebar list font sizes (last nights update)

There's a new option in settings - Alternative edit mode drag.

When switched on - this makes responsiveness much quicker when editing (selecting and dragging) fx controls. It's uglier - so only switch on if you notice annoying sluggishness when editing a strip with very large number of controls on it - eg. Timbralzooms UGG strip.

Before - on my system - there was very noticeable delay when selecting any controls due to the graphics system redrawing everything each time a control was selected.

This alternative method - does not redraw everything until the dragged items are dropped. However - the side effect of this is that the controls being moved - remain where they are on the strip until they are dropped. Of course - you can still see a 'shadow' of what you're moving but it does look kind of cluttered until then. A new red box is drawn showing the original selected region/control as a signal as to what is being moved.

Anyway - upshot is - responsiveness is way way better - so editing a very large strip (in terms of number of controls) - becomes much quicker.

It's not perfect - and you don't have to use it - but it works as a fix if like me - you don't like the delay when selecting controls.

If users like the feature - then I'll try to adapt it to also work in graphics and strip edit modes.
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Old 10-01-2017, 08:49 AM   #4104
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i believe will be very helpful with the big strips as you said..
ps. to me not that ugly
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Old 10-01-2017, 09:29 AM   #4105
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Im getting this with the latest release:

LBX Stripper.lua:42588: bad argument #3 to 'SetExtState' (string expected, got nil)

Running Reaper 5.51/64bit on Win 10/64bit

Thanks for all your hard work!!
Ron L
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Old 10-01-2017, 10:22 AM   #4106
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Im getting this with the latest release:

LBX Stripper.lua:42588: bad argument #3 to 'SetExtState' (string expected, got nil)

Running Reaper 5.51/64bit on Win 10/64bit

Thanks for all your hard work!!
Ron L
Apologies - hopefully fixed now - let me know
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Old 10-01-2017, 10:37 AM   #4107
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Apologies - hopefully fixed now - let me know

Thanks..that worked
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Old 10-01-2017, 10:39 AM   #4108
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Apologies - hopefully fixed now - let me know
Runs fine now. Thanks.
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Old 10-01-2017, 11:13 AM   #4109
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Thanks..that worked
That's great!
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Old 10-01-2017, 11:14 AM   #4110
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Runs fine now. Thanks.
Thanks for confirming... It only likely happened under certain conditions (new project maybe - so if an old project was used and then the value set - the issue never showed up). Glad it's fixed!!
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Old 10-01-2017, 01:34 PM   #4111
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Default Happy Birth Day Stripper!

if i am not mistaken still two days left..
just couldn't resist

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Old 10-01-2017, 02:46 PM   #4112
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if i am not mistaken still two days left..
just couldn't resist

haha - I know the year anniversary of Stripper was approaching - but hadn't got around to checking exactly when...

It's come a long long way since... In ways I'd never imagined.

I've just updated - to hopefully address the takeswitchers in stripsets issue.

had some headscratching as to why my test stripset wasn't loading properly. Then noticed that it was the master strip (that I had set up on the master channel) - that had incorrect associated GUIDs with all the controls. So I've hacked together a fix which seems to work.

So now master strip should recall ok when using stripsets. If you never used a strip on the master channel - then you won't have noticed any bug.

Anyway - long and short of it is that takeswitchers should now recall correctly.

I've still had a weird issue with one of my sends getting messed up when recalling the set - not sure if this is an issue with my project - or the stripsets - I find the sends quite difficult to keep track of - but will look into it if it's a problem.

EDIT: Nope - the sends are fine. must be something else causing the wrong sound to be triggered by the wrong midi...

EDIT2: It's the send note off flag - or track utility that has the issue. I need to toggle the take switchers note off setting off and on again - then it works.

will look into another day
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Old 10-01-2017, 03:59 PM   #4113
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quick test..
took 15 mins to combine this six Midi pack (thousands of midi drums in takes) with my Drumbank XXL strip
save and loads great so far (Strip Set:119 MB) !



today i get stuck note issue also but i was suspecting from kontakt patches,
Track Utility sounds seemed promising in this case..

Nothing urgent!
and
Thank you so0Oo much!

aand action:
https://www.youtube.com/watch?v=YV9c...ature=youtu.be

Last edited by timbralzoom; 10-01-2017 at 05:26 PM.
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Old 10-02-2017, 12:53 AM   #4114
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Originally Posted by timbralzoom View Post
quick test..
took 15 mins to combine this six Midi pack (thousands of midi drums in takes) with my Drumbank XXL strip
save and loads great so far (Strip Set:119 MB) !



today i get stuck note issue also but i was suspecting from kontakt patches,
Track Utility sounds seemed promising in this case..

Nothing urgent!
and
Thank you so0Oo much!

aand action:
https://www.youtube.com/watch?v=YV9c...ature=youtu.be
Hopefully the LBX_TrackUtility jsfx should now correctly link with the takeswitchers when saved in a set.

Actually - currently saved sets should work fine as the fix was with the loading routine - so no need to resave any existing sets.

Works fine with my test project/set.

For anyone wondering - If you have takeswitchers assigned in your strip and wanted to enable them so you can load into other projects - you would need to save as a stripset - not a simple strip - as a stripset saves also the track midi items - whereas a strip does not. Saving in a strip file would require manually reassigning the takeswitcher to whatever midi item already existing in your project (or subsequently added).
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Old 10-02-2017, 05:22 AM   #4115
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i was switching between tracks and Edit & Live modes while snapshot morph working
then i realized morph window open and seems working
but same snapshot playing over and over..
decided click to next snapshot again

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Old 10-02-2017, 05:41 AM   #4116
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i was switching between tracks and Edit & Live modes while snapshot morph working
then i realized morph window open and seems working
but same snapshot playing over and over..
decided click to next snapshot again

Were there any snapshots on another track which could be triggered aswell.

For instance - morph page snaps on track1

morph page snaps on track2

= exactly what you see in your screenshot.

So could it be different tracks page snapshots morphing at the same time (as you mention switching tracks)

If you are sure the morphs are running on the same tracks page snapshots - i'll look into...
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Old 10-02-2017, 06:57 AM   #4117
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uhmm..
i am not sure exact reproduce
but there was no PAGE or Subset snapshots in the other tracks.
anyway..
i will report, if i can get how to reproduce..
to me nothing important in this case.

new one:
Take Switcher / Clear Modulator in Strip Set seems not working.

short:
(thought worth to mention)
-all Take Switcher columns was separate Strip Sets..
-merged 6 of them
-copied all controls to one track & saved as Set again (6 packs)
-after importing DrumBank Strip
-merged that 6 packs Set
-and copied that controls to DrumBank track
-(in all that copy process i deleted the original controls after copy done)
-finally saved again as DrumBankXXLFull Strip Set.
i am not sure this happened in which step of that process..will test more to catch.

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Old 10-02-2017, 07:26 AM   #4118
lb0
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Quote:
Originally Posted by timbralzoom View Post
uhmm..

new one:
Take Switcher / Clear Modulator in Strip Set seems not working.
Should be fixed - cut & paste error in my code :|
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Old 10-02-2017, 07:37 AM   #4119
timbralzoom
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Quote:
Originally Posted by lb0 View Post
Should be fixed - cut & paste error in my code :|
yep!
i even didn't close the project.. just updated and restart the stripper
Thank you!

EDIT:
maan!



Clear Targets doesn't work

Last edited by timbralzoom; 10-02-2017 at 07:42 AM.
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Old 10-02-2017, 08:06 AM   #4120
lb0
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Quote:
Originally Posted by timbralzoom View Post
yep!
i even didn't close the project.. just updated and restart the stripper
Thank you!

EDIT:
maan!



Clear Targets doesn't work
yes it does - double-click it - didn't want it accidentally deleting the targets if you clicked by accident!

EDIT: If double-clicking doesn't work - then it's more to do with the script not picking up the double-click interval - so I may need to tweak it.
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