Can someone help explain Memory Attributes on the Carbonite to me?
I'm so very confused about how this works. When saving effects, the memory attributes are not global, but rather just for the effect being saved, right? But on the recall side, it is global and overrides the saved attributes?
I'm curious as to how most people use this "feature." My thinking is that on the recall side everything should be set to Memory, then when saving each memory the user would select the parts that he/she wants. This would ensure that only the parts of the switcher that the user wants affected are affected.
For example. I've got a Chroma Key memory saved, which changes MLE 1 to a chroma key with a specific source (our weather graphics) on the PGM row. I've got another effect that I want to build that only changes the keyers. I want to "reset" MLE1's keyers to CG1 - CG4 and all turned off. If the recall settings are set up to "Recall," the reset keyers memory will change PGM/PST to whatever they were when I saved the effect. If I change it to "No Recall" then it won't change the PGM/PST for that effect, but it also won't change it for the Chroma Key effect.
I guess my question is, where is the benefit of being able to override the saved part? It's not like it's easy to navigate through those menus on the fly. Does anyone actually use the recall side to override the saved attributes?
I'm also vexed by the Recall Mode Attribute with the Memory, PGM, MemAI and EffDis options. What do those do exactly? Is that an even more global attribute?
I don't know if this makes any sense at all, but any clarification would help.