Jump to content

Copy Scene Attributes from "<scene>"


sceaton

Recommended Posts

I'm confused as to why there are two different sets of onlevels and ramp rates. When you click the SCENE name and set all of the sliders for onlevels and ramprates, these are apparently only stored in the ISY.

 

THEN when you click on the controller in that scene you have the option of "Copy Scene Attributes from "

 

I understand you can have a scene with no physical controller. (the ISY can fire it) But if you DO Have a controller in it, why would it have DIFFERENT onlevels/ramp rates? Once a physical controller is a member of a group, i think it should fire the same onlevel/ramp rates that would have been fired had the ISY triggered the scene.

 

Does this make sense?

 

thanks!

 

~shawn

Link to comment

shawn,

 

I hope I've been able to answer your question in the other thread.

 

The main reason is this:

1. Coming Home/Leaving Home Scene

2. Assume you have a KPL at the entrance

3. Assume you have a KPL at the exit

 

Now, assume you have a program to turn on your Coming Home/Leaving Home Scene at 5:00 PM everyday to 60% at a ramp rate of 2 mins and turn them off at 8:30 AM. So, for this to work, at the Coming Home/Leaving Home scene, you adjust all the on level/ramp rates for all the responders to 60% and 2 mins. Ok, this takes care of the on level and ramp rate at the scene level

 

Now, assume that on your entrance KPL (when you come home), you want the lights closest to the entrance turn on immediately and the lights closest to exit turn on last (say 2 minutes later). So, now you can adjust all the on level/ramp rates for all the responders in that scene just for this KPL button.

 

And, you can now do the reverse on the exit KPL.

 

So, all and all, you can have different on level/ramp rates at many different levels and all of them are written to devices.

 

With kind regards,

Michel

 

I'm confused as to why there are two different sets of onlevels and ramp rates. When you click the SCENE name and set all of the sliders for onlevels and ramprates, these are apparently only stored in the ISY.

 

THEN when you click on the controller in that scene you have the option of "Copy Scene Attributes from "

 

I understand you can have a scene with no physical controller. (the ISY can fire it) But if you DO Have a controller in it, why would it have DIFFERENT onlevels/ramp rates? Once a physical controller is a member of a group, i think it should fire the same onlevel/ramp rates that would have been fired had the ISY triggered the scene.

 

Does this make sense?

 

thanks!

 

~shawn

Link to comment

Indeed, thanks for your unending patience Michel!

 

I guess why I was confused is because of what is actually going on "under the hood": In order for that to work, you're actually making three separate insteon groups in the devices; an insteon group for the "ISY Scene", plus an insteon group for each Controller that is part of the "ISY Scene". All the while, calling this just one "Scene"

 

In MY mind, if you want different onlevels/ramp rates for different controllers of the same group of devices , you make a new scene for each.

 

In your example, I'd make an "Entry" scene, an "Exit" scene and an "I want it done a third way triggered by ISY" scene.

 

The way you've implemented this provides all the functionality one would want, but it think it confuses things when your intention is to simplify this scenario.

 

I'm interested to see what others think about this ... Is this method easier, or more confusing in the long-run?[/i]

Link to comment

sceaton,

 

My pleasure.

 

You are 100% correct. In every scene, we create the master/slave links for the PLM, and we create the relationships between controllers/responders.

 

Please also note that we are limited by the number of links supported by the PLM, so we did our best to reduce the number of links required in the PLM. In your scenario, you would have to have 3 different scenes, all with the same devices and thus 3 times the amount of links required in the PLM.

 

 

With kind regards,

Michel

 

 

Indeed, thanks for your unending patience Michel!

 

I guess why I was confused is because of what is actually going on "under the hood": In order for that to work, you're actually making three separate insteon groups in the devices; an insteon group for the "ISY Scene", plus an insteon group for each Controller that is part of the "ISY Scene". All the while, calling this just one "Scene"

 

In MY mind, if you want different onlevels/ramp rates for different controllers of the same group of devices , you make a new scene for each.

 

In your example, I'd make an "Entry" scene, an "Exit" scene and an "I want it done a third way triggered by ISY" scene.

 

The way you've implemented this provides all the functionality one would want, but it think it confuses things when your intention is to simplify this scenario.

 

I'm interested to see what others think about this ... Is this method easier, or more confusing in the long-run?[/i]

Link to comment

I quite like the way the scenes are implemented and controlled in the ISY. It does take a few minutes to understand but then it make perfect sense to me!

 

I think of scenes as all the lights (devices) that should be grouped and then I add controllers as desired. Each controller can set it's own levels and rates for that group of devices.

 

Keep in mind that the same responders can be added to any number of groups.

 

Rand

Link to comment

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...