Delete Pool Objects
Removing pool objects can be done using the Delete keyword.
When an object is deleted, grandMA3 will try to make everything look the same. For instance, deleting a preset will move the values stored in the preset into the different cues where the preset was used. This is not always possible, for instance, if an executor is controlling a sequence and the sequence is deleted, then it is gone, and the executor is empty.
Example
Section titled “Example”Delete view 42:
| User name[Fixture]>Delete View 42 |
It can also be a range of numbers, for instance.
| User name[Fixture]>Delete View 42 Thru 90 |
Deleting pool objects can be undone with Oops. It will bring back the pool objects, but it might not restore links to the object.
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| It is also possible to delete a pool object using a Swipey Command. |
