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 on the Timeline timecode, or by accessing it from the popup menu right-clicking on the timecode.

Program Markers

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

  1. Marker actions,

  2. Markers as Cues, or

  3. Marker nodes.

Marker Actions

Each Marker has a Property called Action 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 Action on playhead pass options. Depending on the property, the look of the Marker will change, as well.

Markers as Cues

Find more about how to set Markers as Cues in the Cues chapter.

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.

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