Markers

Markers can be useful for marking specific locations on a Timeline.

Create a Marker

You can create a Marker by pressing M and left-clicking on the desired location or by accessing it from the popup menu.

Program Markers

You can program your show using Makers in three different ways, by using:

  1. Marker nodes,

  2. Marker actions, or

  3. Markers as Cues.

Marker Nodes

Marker nodes are most often used in fixed installations, where there is no manual clicking or any live adjustments on the project file.

Go To Marker

Go To Maker node relocates the playhead from its current location, to the location of a chosen Marker. You can choose the Marker in the Node Properties of the Go To Marker node.

Run On Marker

Run On Marker node triggers a lifeline connection when the playhead overlaps with the selected Marker. You can select this Marker in the Node properties of the Run On Marker node.

Marker Actions

Each Marker has a Property called On playhead pass, which determines the action that will occur if one of the following scenarios happens:

  • playhead is playing and reaches the marker,

  • manual jump to a marker using one of several ‘jump’ buttons, or

  • runtime jump to a marker through nodes.

Marker action will not execute if you drag the playhead over the marker manually, or if you jump over a marker by clicking or by some other action.

There are several different On playhead pass options. Depending on the property, the look of the marker will change, as well.

Markers as Cues

By default, each Marker is used as a Cue. This is determined by the Use as cue checkbox, as seen in the Properties window of a selected Marker.

If this checkbox is enabled, then the Marker will appear in the Cue List window as a Cue.

Clicking on the Trigger icon of the Marker will trigger the action determined by its On playhad pass property.

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