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Joined: 12/20/2016(UTC) Posts: 182 Location: Milano Was thanked: 21 time(s) in 13 post(s)
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I don't know if I'm missing something but I found that when you "build" an overlay it goes correctly in input bar but from that moment you can't make any variation to that. If you want change something written for example, you must close that overlay and build another one. This is not a problem but if you assign an overlay to a shortcut and/or to an activator, a lot of operations are needed. It could be much simpler to add the possibility to make a simple variation as that I describet without to build a new overlay.
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Joined: 3/20/2014(UTC) Posts: 2,721 Location: Bordeaux, France Thanks: 243 times Was thanked: 794 time(s) in 589 post(s)
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Hi Lino
I quite don't understand what you're talking about. What do you mean by "build an overlay"? Design it, the graphic part? Are you talking of overlay 1 to 4 or overlays inside an input?
Maybe some guys will understand better but I'm really confused here. Maybe you can explain more clearly...
Grazie Guillaume
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Joined: 3/7/2012(UTC) Posts: 2,636 Location: Canada Thanks: 33 times Was thanked: 506 time(s) in 475 post(s)
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@ spino
Like Guillaume, I am a little confused. Are you talking about XAML "Title" Inputs or some other type of Input that you have "built"? If you right click a "Title" Input, you can open the Title Editor and edit the appropriate field (either Live or not). Edits can also be made through the API and Shortcuts. Dynamic Flash Inputs are a whole other kettle of fish and require a secondary controller to update properly. Please elaborate on your issue or observation.
Ice
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Rank: Advanced Member
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Joined: 12/20/2016(UTC) Posts: 182 Location: Milano Was thanked: 21 time(s) in 13 post(s)
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I'm so sorry guys, I didn't know that with a right click on an overlay, the editor is opened. Maybe I know much better Arduino than Vmix (but I'm studying).
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