I Need Help!

I Need Help!
Posted on: 15.01.2010 by Marnie Pomeranz
hey there the names some_dj

and ive been trying to map out my black vci 100 on trakor with the modifier and i just can not get my head round it

im new to this but not djing

if any one can help that would be cool
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Marnie Pomeranz
15.01.2010
hey there the names some_dj

and ive been trying to map out my black vci 100 on trakor with the modifier and i just can not get my head round it

im new to this but not djing

if any one can help that would be cool
Marnie Pomeranz
17.01.2010
thats seems so easy now
but ill have to see what i can do thanks for all the help
Kecia Wnukowski
16.01.2010
Well ok, but you know, there are many threads and subjects here and around about that so I guess your best bet is a 'search', mainly because at this stage your question is too broad. But anyway to give you a rough idea I'll keep it simple (but that's way more complex in a sense, or no, not complex, let's say the number of ways it could be used has much more depth that it seems).

Modifiers are like 'conditions' for an action to be performed/valid like an actual physical situation: as I press (hold) button A = value 1, I don't press (hold) it =value 0
They can also be used to describe a state of a function in your software like play/pause that would translate as value 1(play) or value 0(pause).

You can set 8 different modifiers for a controller and each modifier can have 8 states (0 to 7, 0 being a state) and each function can have two modifier conditions. It 'sounds' quite low but it is in fact a huge number of possibilities offered.



You'll probably need at a point or another to assign two different functions to the same button as you'll need extra controls, right? So you'll need a "shift" state that would double the controls available. You decide that it would translate as "when I hold this button X" I'm in "shift" mode.

Let's say that you would use the same button A to load (normal mode)/unload (shift mode), the midi mapping would translate like:

- add Modifier 1 (or whatever you choose)/ learn button X/ it's a button so you set it up as a button/ Hold (as the shift mode would only be when this button is physically hold)/ set to value 1
- add function load selected/learn button A/ button/trigger/ but here you'll need to tell that this is true only when M1 (modifier1)=0 so you add that to 'modifiers conditions'
- add function unload/ learn button A/ button /trigger this is true only when M1=1 as a modifier condition.

Simple so far.
Let's twist it for a different example
now you don't want this "shift" modifier to be on a 'hold' state and prefer to toggle between the two states (normal and shift). You need to map your modifier so each time you just press it it changes to its opposite state that would translate like this:

- modifier 1/learn button X/button/direct/set to value 1/ when M1=0
you then duplicate the same but this time it will be
- modifier 1/learn button X/button/direct/set to value 0/ when M1=1

I've used binary states on purpose, but as we saw there are 7 different states for a modifier. You can then go really crazy with the potential applications: you have a fader that you use for a given Fx but what you need with this fader is also to engage another effect or parameter(s) when the fader is pushed at the very top.

-add in Modifier 1/ learn fader X/type fader/ interaction mode relative/you then scale the sensitivity of the fader to let's say 23% - whatever - as it's the right value for your fader to go from value 0 - the very bottom - to value 7 - the very top.
Note that you can see the value of different modifiers set up when actived/pushed within your mappings in the controller manager above the assignment table.
- you add all the needed functions to work your first fx (selection, D/W, values, etc...)
- you add also the correct functions for the other Fx that needs to be triggered at the very top of the fader movement so this time you'll need to include the modifier condition M=7 to those functions.

Hope you understand a bit better now.
But really as there's more depth than that and because you're not the only one around:
RTFM (read the f
Marnie Pomeranz
16.01.2010
yeah sorry i want to know how to get that working on traktor i know its like some sort of shift so the concept of its there

but

just trying to make the thing work on traktor is just so hard

so yeah how do you input it in to traktor thanks

midi mapping is hard
Kecia Wnukowski
15.01.2010
If you could be clearer in what you need or what you want to know about that would be helpful.
Is it about modifiers in general?

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