Avidrecently released one of the most exciting iPad apps ever, and it free! PTControl is downloadable from the App Store for iPad only (no iPhone). Not only is it capable of wirelessly putting control of Pro Tools at your fingertips, it can also work with almost any other DAW or Video Editor such as Sternberg Cubase 8, Nuendo 6.6, Avid Media Composer, or Apple Logic Pro X.
Now you will need to download the EuControl Application for your computer. This needs to be present in order for the iPad App to communicate with Pro Tools. Login to your Avid Account on your computer and download the EuControl application located in the "My Products and Subscriptions" link of your account.
Once you've installed the EuControl Application on your computer, it's a good idea to Restart. Give all those gremlins inside your computer a re-boot. When your computer restarts your will notice that EuControl automatically starts when your computer boots up. It's running in the background at all times, along with the Avid Account Manager.
Click on the "Ethernet Controllers" tab in the Peripherals window. At the very bottom you will see "Enable EUCON". Click the box to make sure it is selected & enabled. This tells Pro Tools to look for available EUCON controllers attached to your network.
Once you have finished setting up your system, double-check to make sure your iPad and computer are both connected to the same wireless network. Launch a session in Pro Tools as well as also launching the iPad App. If everything is communicating properly, the EuControl icon will appear as a solid color (instead of grey-ghost color) to indicate communication.
If everything is set up correctly, the App should have already populated with the Pro Tools session. Your iPad is now a full featured part of your Pro Tools system. You'll notice immediately the basics, Tracks, Volume Faders, Rec, Solo, Mute buttons, etc... However, the most innovative features are the ability to support multi-touch gesture control, allowing you to touch multiple parameters at once. Furthermore, the app will automatically update it's controls to any app that you bring into focus on your computer. For example, if you are running Logic and Pro Tools simultaneously, the app automatically switches control between them when you switch on screen. Brilliant!
Depending on the scale of Pro Tools system you have, the app can extend it functionally in the system. You can use the app to wirelessly control Pro Tools on a laptop, or you can use it along with a work-surface such as the Avid Artist Mix or S6.
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I know this can be done through the generic versions of Mach4. The question is whether or not the OEM AvidCNC version of Mach4 retained that feature and if their control allows for it. Perhaps the solution will be as simple as installing a second version off Mach 4 on my computer with different setup? My control is the current CRP800 NEMA 34, PRO2448.
Also, probes should always be NC because when they fail they fail open. That will save you some serious cash! Nothing like damaging a nice spindle over a probe failing. And they do fail. Like any switch they wear and they get bumped and bruised in general use. Kind of their purpose, right?
The NC probes will make the AvidCNC tool touchoff sensor incompatible if you put them on the same port. I have a full ATC with a retracting tool carousel and a tool length probe so I could make the jump to a NC probe easy-peezie.
I work in the metalworking side of the industry and woodworking projects on the CNC is a hobby that is both relaxing and keeps my work side of the brain exercised. Because of that, my usage of my AVIDCNC sometimes strays outside the lines on what most are doing.
That said, personally I find it much easier to use a cell phone and photogrammetry. If you take your time you can get really good results. The best part is you can capture in the field (or furniture store, lol). Here is a list of them; -photogrammetry-software/
That is what originally prompted my post. When I looked into point cloud probing a 3D surface, Newfangled and Warp9 conversations on the subject we almost complete opposed on the subject in CNCZone, etc.
Based on the complexity of accomplishing this in Mach4, I may just opt for a decent handheld scanner and just manually probing features for dimensions for 2D. Finding a Radii from 3 points would be a nice addition to the Wizard, however.
That is exactly the steps I took and basically where I ended up, lights not making sense, I could get one good probing run but the next running would plunge the probe tip into the stock, I started using cardboard boxes for testing to keep from blowing up more tips.
My offer stands. I actually have a Drewtronics probe on all of my machines now. The hardest was the old X3:machine which required the pull-up resistor. 5 v is a little low so the LED is dim but it works.
Video games do not enjoy the best of reputations. Violent games in particular have been linked with aggression, antisocial behaviour and alienation among teens. For example, one study found that playing a mere 10 minutes of a violent video game was enough to reduce helping behaviour in participants.
However, some experts are sceptical about whether games really cause aggression and, even if the games are to blame, it remains unclear what drives their harmful effects. Earlier studies identified empathy as a key trait that may be affected by violent gameplay. Now a study by Laura Stockdale at Loyola University Chicago and her colleagues in Social Affective and Cognitive Neuroscience has taken a closer look at how gamers and non-gamers differ at a neural level, uncovering evidence that suggests chronic violent gameplay may affect emotional brain processing, although more research is needed to confirm this.
The researchers were particularly interested in three components of the EEG recordings during the stop-signal task, the so-called P100, N170 and N200/P300 (these positive or negative spikes of neural activity, known as "event-related potentials", occur at different times after the stimuli). The P100 (a positive spike 100ms after the stimulus) is one of the earliest indices of processing of visual information and has been associated with attention to emotional information. The N170 is evoked by viewing a human face, especially if it displays a negative emotion (such as fear). Finally, the N200/P300 is generally believed to be associated with inhibiting responses.
On Go trials, gamers showed a reduced P100 in response specifically to happy faces, as compared to the controls. This suggests the gamers may have been paying less attention to positive facial stimuli. Interestingly, however, this was explained by differences in empathy rather than screen time or game content. When examining only the gamers who scored high on the empathy questionnaire, they did not differ neurally from the controls. This indicates that empathy manifests in the earliest stages of how we process emotional information, and this could be one way that violent video games affect our perception. In line with this, the gamers showed an earlier N170 to happy than to fearful faces, which is the opposite of what normally happens (and the opposite of the pattern shown by the controls). This may indicate that gamers gave reduced neural priority to threatening faces, compared with normal, perhaps due to their overexposure to threatening content in games.
Finally, gamers seemed to require a lower amount of neural resources to inhibit their responses (as shown by a reduced N200/P300). It could be that video games train cognitive function and this is why gamers need fewer mental resources for this task. Alternatively, and in line with the finding of a reduced P100 amplitude, it could be that gamers simply pay less attention to emotional information, are less distracted by it and thus needed fewer mental resources for the task.
Taken together, the researchers said their results are consistent with the idea that the chronic playing of violent video games affects people's empathy and the way their brains process emotional facial expressions and control their behavioural responses. In short, chronic violent gameplay may leave players "callous, cool and in control", they said.
While interesting, this study is not free of limitations. Clearly, the biggest drawback lies with the cross-sectional design, which cannot clarify whether violent video gameplay causes lower empathy and reduced emotional processing or the other way around. Also, it is not easy to disentangle the effects of video gaming content (i.e., whether it is violent or not) and gaming duration because there was no group of frequent players of non-violent video games or infrequent players of violent video games. Plausibly, the duration gamers spend each week on their consoles could be more important than what the video game is about. For obvious reasons, any association between video gaming and empathy found here only applies to a Western context.
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