You may wish to change the visibility and position of Augment3d objects using cues, submasters, and so on. Two new profiles are available in Patch in order to accomplish this, under {Type} > {Manufctr} > {ETC Fixtures} > {Scenic Element}.
Note: Objects patched as scenic elements are exempt from grandmaster and [Select Active] control.
An object nested under a channel patched as a scenic element can be shown or hidden on a cue-by-cue basis by giving the channel an intensity value. Any intensity value above 0% will show the nested object.
Imagine an object that is onstage in Act I but is removed for Act II. Instead of removing the object from Augment3d, you could simply hide it by giving its scenic element channel a 0 intensity value in the Act II cues.
An object nested under a channel patched as a scenic element can be shown or hidden as above, but can also have their position, orientation, and rotation changed from cue-to-cue.
Imagine an object that remains onstage for the duration of the show, but changes position between Acts I and II. Instead of creating a separate object for each act, you can use the same object and simply change the position and orientation of its SEM channel in the Act II cues.
Once a channel has been patched as an SEM, its position and orientation can be set either by entering values in Patch > Augment3d, or by using any of the applicable tools in Augment3d Edit Mode.
This position and orientation data sets the origin point of the SEM. When an SEM is moved in Live, Blind, or Staging Mode, the new position will display in Augment3d linked to the origin. Any changes made to this new position in Augment3d are temporary and will revert back to the Live, Blind, or Staging Mode value on exiting Edit Mode.