Patching in GrandMA3
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Before any programming can begin, fixtures need to be patched into your show file. Patching is the foundation of everything that follows, and GrandMA3 makes the process flexible, whether you're importing from a library or adding fixtures manually with detailed control over IDs, layers, and address assignments.
Navigating the Patch Menu
Access the Patch menu from the top-right of the programming surface. By default, youβll see a Condensed Viewβgreat for quick edits with only essential info like Fixture ID, Type, and Patch Address.
Switch to Full View to access deeper options like 3D positions, class assignments, and filters for more complex setups.
Adding Fixtures
To patch new fixtures:
Scroll to the bottom and press New Fixture.
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Choose from:
Show tab for already-imported types.
Library tab for internal profiles.
USB if you're importing from an external drive.
World Server (GDTF Share) if online.
Set name, quantity, ID, layer, and class.
Pick your patch address or use shortcuts like βPatch to Next Free Address.β
Layers and Classes
Assigning layers (e.g., βPixelsβ) and classes (e.g., βStage Deckβ) lets you organize fixtures logically. These groupings show up in Split View, which helps you quickly filter fixtures based on layout, universe, ID type, or classification.
Quick Edits and Tips
Use Edit Fixture [ID] to make fast changes to a specific fixture's address or settings without reentering the full patch. Itβs a huge time-saver during live edits or troubleshooting.
Patching isnβt just a one-time setupβitβs an ongoing tool to support fast, flexible updates. Once everythingβs patched, itβs time to network your fixtures and start sending output.