Zebra 3 Public Beta 2 Revision 20552

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jtsterays wrote: Wed Jan 21, 2026 3:23 pm
Urs wrote: Wed Jan 21, 2026 1:41 pm The placement and visual design of these dots is likely to change. For this beta I simply had to work with what I got, and now the design team can absorb the new options and develop a language for them.
Would be cool if it lights up the actual sliders, or too much?
In which way do you mean? Like, what triggers the highlight?

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Awesome. Great job team. That was a huge list to tackle. And a big thanks for wedge. I can’t wait to try it out.

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Urs wrote: Wed Jan 21, 2026 3:48 pm
jtsterays wrote: Wed Jan 21, 2026 3:23 pm
Urs wrote: Wed Jan 21, 2026 1:41 pm The placement and visual design of these dots is likely to change. For this beta I simply had to work with what I got, and now the design team can absorb the new options and develop a language for them.
Would be cool if it lights up the actual sliders, or too much?
In which way do you mean? Like, what triggers the highlight?
So if the decay for example is being modulated, it would look something like this instead of the dot:
faskfpaksf.png
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Last edited by jtsterays on Wed Jan 21, 2026 4:08 pm, edited 1 time in total.

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Urs wrote: Wed Jan 21, 2026 1:41 pm The placement and visual design of these dots is likely to change. For this beta I simply had to work with what I got, and now the design team can absorb the new options and develop a language for them.
Gotcha, that sounds good! I think the idea itself works well.

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jtsterays wrote: Wed Jan 21, 2026 3:52 pm
Urs wrote: Wed Jan 21, 2026 3:48 pm
jtsterays wrote: Wed Jan 21, 2026 3:23 pm
Urs wrote: Wed Jan 21, 2026 1:41 pm The placement and visual design of these dots is likely to change. For this beta I simply had to work with what I got, and now the design team can absorb the new options and develop a language for them.
Would be cool if it lights up the actual sliders, or too much?
In which way do you mean? Like, what triggers the highlight?
So if the decay for example is being modulated, it would look something like this:faskfpaksf.png
Yeah, dunno, we'll see. Our design team is absorbing all those ideas, and my dev team will happily implement any visual option they could wish for.

We've also looked at a lot of things out there, but then again, we're not into chasing any fashions or anything. Sometimes it's hard to tell what is solid user experience design and what is catering for low attention spans. I guess we don't want to overdo it.

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Just yesterday I was getting really worked up over how bad some of the iZotope plugins have gotten over the past few iterations due to chasing horrible UI trends, so I just wanna say it's not going unnoticed that u-he resists doing that. It's massively appreciated & one of the things that keeps me coming back to your plugins.

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Do you think that multi output will make into into the first final version? Oh, when does NAMM start?

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ffx wrote: Wed Jan 21, 2026 4:37 pm Do you think that multi output will make into into the first final version? Oh, when does NAMM start?
Multi Out might make it, but maybe not. If not, I'm sure a 3.1 will have it. There's a guy onto it and I think he'll figure it out.

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When I read the beta announcement earlier today, I'll admit I was a little disappointed to read that multicore support was not yet available. I understand the difficulty thanks to your (Urs') patient explanation, so I sucked it up, installed 20549 and had a fiddle about. All I can say now is, who needs multicore? Whatever you guys have done, the (admittedly few) patches which were a bit crackly or glitchy now play perfectly. So well done, and thanks :)

I like the new modulation indicators - and as ever, you seem to have hit the balance between simply showing what's happening (which is all I need) and the bridge of the Starship Enterprise :D

I have a question about modulation sources: I've never got along with aftertouch, so my keyboard doesn't have it, and I always had controller B assigned to CC02 (Breath) or simply edited any patch with AT accordingly. I notice that CC2 is no longer available in the list of sources - is there any reason for that, or do I have to think of another workaround?
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CC 2 is no longer available?!? - That would be a bug I think...

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The Distortion Module seems buggy. Not just Wedge. The Amount knob gets weaker farther along and the sound level fades way out.

A "Remove Modulation" option would be helpful so it is not necessary to remove them one by one.

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I like the new modulation indicators, very helpful.

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With Wedge, and Amount at 0, Tone still controls the sound. Is that expected? The Amount range is 0-60 (not 0-100 which is what I would expect). With Amount at 60, the sound level drops way down... like 50db down and barely audible.

Soft Clip doesn't sound like it's clipping much, just getting louder.
Foldback also sounds like it is getting louder from 0-30 and then the level at 60 drops lower than at 0 and it doesn't sound like it's folding back, mainly changing level.

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pdxindy wrote: Wed Jan 21, 2026 5:26 pm The Distortion Module seems buggy. Not just Wedge. The Amount knob gets weaker farther along and the sound level fades way out.
Is this new? Does it behave different from Hive (where we lifted it from)?
A "Remove Modulation" option would be helpful so it is not necessary to remove them one by one.
You mean from a whole module?

That's something I'm still pondering about... would make sense to do this for all inactive modules at once. We just don't have a place yet that would fit here.

So the issue I see is, if it happens on module level... one would often want to do that for a module that's already been switched off and removed from the UI. So you'd have to bring it back, remove the modulations, then remove the module again. And how do you know if it has any left over mod anyway.

So I'm thinking maybe either indeed that large spreadsheet that some people seem to prefer, or maybe a little something at the end of the assigner bar at the bottom. That lights up if there are a bunch of unnecessary modulation assignments. And that lets one change al that in one go.

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Urs wrote: Wed Jan 21, 2026 5:44 pm
pdxindy wrote: Wed Jan 21, 2026 5:26 pmA "Remove Modulation" option would be helpful so it is not necessary to remove them one by one.
You mean from a whole module?
I mean if I have a knob that has 3 modulations on it, and I right click the knob, it now shows the 3 modulations, and options to remove them one by one, but the option to remove all modulations is not there.

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