Celco VENTURA 1000 User Guide, covering software version 3.2 Document EPD01041 I383GB issue 1D (2002-06-10 16:45:57 Z) Copyright © 2000 Celco Ltd. All rights reserved. No part of this documentation may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying and recording, without the prior written permission of Celco.
Preface Welcome to the Celco VENTURA 1000! The Celco VENTURA is a compact and versatile Lighting Control Console featuring state- of- the- art microprocessor technology. It is designed to provide a full range of lighting control from simple manual operation up to complex pre-programmed sequences and is equally ‘at home’ in theatre, discotheque or concert environments. If you’ve never used a Lighting Console before, you may find the large array of faders and buttons on the VENTURA console a little daunting.
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Section 1: Introduction................................ 1 Overview of the Front Panel ..............................................2 Overview of the Back Panel...............................................4 Connecting the Ventura Console ......................................6 External Power Supply Unit...............................................7 Mains Supply........................................................................................ 7 Mains Supply Lead & Plug .............................
Defining Time Parts for a Cue ............................................................ 48 Assigning Sequence(s) to a Cue........................................................ 49 Replaying Cues ................................................................ 50 Previewing a Cue ............................................................................... 50 To run the Cue manually... ................................................................. 51 To run the Cue automatically (using AutoFade)...
Card Storage Screen ......................................................................... 91 Floppy Disc Storage Screen .............................................................. 91 Floppy Disc Save Screen................................................................... 92 Floppy Disc Load Screen ................................................................... 92 Firmware Screen ................................................................................ 92 MIDI Set- up Screen..............
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Section 1: Introduction 1
Overview of the Front Panel To understand the seemingly complex arrangement of buttons and faders on the VENTURA1000 Console, it is helpful to consider them in specific ‘control areas’ (see Fig 1 on page 3) HTP Channel Control Area This area provides conventional fader control of HTP (highest takes precedence) Channels.
LAMP ATTRIBUTE CONTROL AREA HTP CHANNEL CONTROL AREA LAMP SELECTION CONTROL AREA 1-20 colour beam none whit e a b c d e f g h effects none a b c d e f g h i auto select a b c d e f g h i j k int ensity position none home a b c d e f g h none a b c d e h i j k l m k n o p q r auto select auto select i j k l m j k l m n f g n o p q r o p q r s i j groups lamps 1 2 3 4 5 1 2 3 4 5 21-40 6 7 8 9 10 6
Overview of the Back Panel The rear panel of the Ventura console incorporates various connectors as shown in Fig 2 on page 5. For details of suitable connectors and pin- outs, refer to the Technical Data section, pages 123 to 125. Power Supply Input The power connector is for the VENTURA’s external power supply unit.
EXP port 1 keyboard floppy disk drive EXP port 3 monitor trackball monitor EXP port 1 floppy disk drive keyboard EXP port 3 monitor trackball monitor Fig 2: Rear panel features.
Connecting the Ventura Console The following diagram shows the basic connections required in order to use the Ventura Console: QWERTY KEYBOARD or pan tilt ventura 1000 by celco next multi protocol output • solid state flash memory exit multi-function digital fader dbo a Fig 3: Connecting the Ventura Console.
External Power Supply Unit Mains Supply Connection Procedure The external PSU (power supply unit) supplied with the VENTURA Console is of an ‘auto- sensing’ type — i.e. it will automatically adjust to any mains supply voltage or frequency within the following ranges: Mains Voltage: 100 to 240V a. c. Mains Frequency: 50 to 60Hz. Mains Supply Lead & Plug A mains lead is provided which is fitted with an IEC/ Euro plug —this connects to the socket on the PSU.
Optional Accessories The following optional accessories are available for use with the VENTURA 1000 Console: Flight Case Order as CL3100/ F A stylish and rugged flight case, which accommodates both the VENTURA console and its Power Supply Unit. Dust Cover Order as CL3100/ C A soft PVC dust cover, screened with the VENTURA logo. Work- Light Order as CL3100/ L A small ‘gooseneck’ lamp that connects to the console to provide illumination in low- light conditions. Two lamps are required per console.
General Information Care of the Console – some Do’s and Don’ts Never place drinks or any other liquid, on or near the console. An accidental spillage could cause liquid to enter the console which may result in damage to the faders, buttons and internal electronics. Always protect the console from direct sunlight, rain, dusty environments and excessive vibration. When transporting the console, ensure that it is not dropped or subjected to severe shocks, and do not place heavy items on the console.
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Section 2: HTP Channel Control & Set-up 11
HTP Channel Control Area Channel Page Buttons HTP Channel Faders & Flash The Channel Faders are used to set levels for ‘reserved’ HTP Channels, either for manual control or storing in Cues and Sequences. The five black buttons choose a Buttons range of 24 HTP Channels to be directly controlled via the Channel Faders and Flash Buttons (see Fig 4 on page 13). a b c d e g f h i j k l Beneath each fader is a Flash Button which, when pressed, ‘flashes’ the corresponding Channel output to maximum.
Overview of HTP Channel Controls Flash Button Indicators: LED dim... The assigned Channel is above zero level, but the Fader does not have control of that level. Channel 25 a b c d e f g h i j k l LED off... The assigned Channel is at zero level. The position of the Fader is not relevant. Channel 48 m n o p q r s t u v w x LED bright... The assigned Channel is above zero level and the Fader has control of that level.
Setting-up Procedures Defining the number of Reserved HTP Channels To set the level of a Channel (currently zero)… By default the first 24 Desk Channels are exclusively reserved for use by the Channel Faders and Flash Buttons. If the Channel is already at zero (i.e. its flash button LED is off), ensure that the fader is fully down.
Section 3: Lamp Control & Set- up 15
An Overview of ‘Lamps’ What is a ‘Lamp’ A conventional floodlight requires only one HTP Channel to control its light output (intensity). However, automated fixtures and moving lights also require one or more LTP Channels to control colour, gobo selection, and movement, etc. VENTURA uses the term ‘Lamp’ to define all of the Channels that control one lamp unit. The console can handle up to 100 Lamps and these can be controlled individually, collectively or in user- definable Lamp Groups.
Palettes Palettes provide a selection of pre-defined settings for Lamp Colours and Beams. Each time a new Lamp Type is selected, the Lamp Definition is used to set-up some default options in each Palette; these options can then be added to or modified as required. Two Palettes (Colour and Beam) are created for, and are common to, each Lamp Type that you are using. For example, if you are using 20 Lamps of the same type, all 20 Lamps will share the same two Palettes.
Lamp Selection Control Area Lamp Page Buttons These buttons choose which range of 20 Lamps (of the total 100) are mapped to the Lamp Select buttons. Lamp Select buttons (lamps 1 to 20) These buttons, together with the Lamp Page buttons, are used to select any of 100 Lamps for set-up, attribute control or for inclusion in Cues and Sequences.
1-20 Group Select buttons (groups 1 to 20) These buttons are used to assign and recall up to 40 user- defined Lamp Groups. Groups 1 to 20 are available by using these buttons alone; to access groups 21 to 40, use these buttons in conjunction with the shift button.
Lamp Attribute Control Area Palette Option buttons These buttons are used to apply (or program) pre-defined Colour, Beam and Effect Attributes to any Controlled Lamps (in the Lamp Selection Control Area). The buttons may be used alone or in conjunction with the shift button in the Lamp Selection Control Area Colour palette Buttons a thru r alone give access to 18 colour options plus a further 18 options when used with the shift button.
Position buttons Intensity controls These buttons are used to apply preset positions (or focuses) to any Controlled Lamps (in the Lamp Selection Control Area). This digital fader is used to set the Intensity (light level) for any Lamps that are set to Controlled mode in the Lamp Selection Control Area. Buttons a thru r give access to 18 pre-defined options plus a further 18 options when used in conjunction with the shift button (located in the Lamp Selection Control Area).
Basic Set-up Procedures Before commencing... ... Make sure that you have reserved sufficient Channels for HTP Only usage — refer to page 14 for further details. This is important since you cannot increase the number of reserved HTP Channels once you have started patching Lamps. Defining a Lamp Type Press the lamp entity button (located in the Main Keypad Control Area — see page 68).
Selecting Lamps To change the Attributes of a Lamp and/or to include it in a Cue (or Sequence) you must ‘select’ it using the Lamp Selection Area (for an overview of the Lamp Selection Control Area, see page 18). Lamp Select & Lamp Page Buttons There are 20 Lamp Select buttons which, together with 5 Lamp Page buttons, are used to select one (or any combination) of 100 Lamps.
Selecting Lamps – The Basic Method Firstly, ensure that the required lamp range is available by pressing one of the Lamp Page buttons; the LED will be fully lit for the chosen range. If there are any Lamps selected in the other ranges, the corresponding Lamp Page button LED will be lit dimly. Select the required Lamp(s) by pressing the corresponding Lamp Select button(s) once. The buttons LED will light- up fully to show that the lamp is now in Controlled mode.
Using Lamp Groups A Lamp Group provides a convenient way of selecting a number of different Lamps at the same time. Ventura can store or recall up to 40 Groups via the Group Select Buttons. When used alone, these buttons give access to Groups 1 to 20; to gain access to Groups 21 to 40, use the same buttons in conjunction with the shift button. To assign Lamps to a Group... Using the Lamp Select buttons (or by using other Groups), select the Lamps that you want to put into a Group.
Setting Lamp Attributes Absolute and Relative Control Modes When setting or modifying Lamp settings via the six Control Wheels you can use one of two modes. The mode is chosen by pressing the rel button: Absolute Mode (button LED is OFF) Whatever value is selected on the Control Wheel(s) is applied directly to all selected Lamps. Generally you will use this mode to ensure that all Lamps are exactly the same, e.g. they have the same Colour or Beam.
Applying a Colour and/or Beam Firstly, ensure that the Lamps that you wish to control are selected and in Controlled Mode. Any Lamps, which are in Included Mode or deselected will not be affected by any Attribute changes. To apply a Palette Option... A dimly lit LED on the corresponding buttons will show the presence of any pre-defined options in the Colour and/ or Beam Palettes.
Positioning a Lamp Firstly, ensure that the Lamps that you wish to position are selected and in Controlled Mode. Any Lamps, which are in Included Mode or deselected will not be affected by any Position changes. To apply a Pre-defined Position... A dimly lit LED will show the presence of any pre-defined positions for the selected Lamp(s) on the Position buttons To apply one of these Position options, press the appropriate button; the button LED will light fully to show that it is active.
Working with Effects What is an Effect? An effect provides a way of automatically controlling Lamp Attributes and/or positions in a pre-defined or customised pattern. Various templates are provided (e.g. Circles, Wave, Intensity fade, Colour or Beam sequences…) which you can set-up and modify to suit your particular requirements via the Effects Entity Screen. Ventura allows up to 20 different Effects to be defined and stored via the effects keypad.
Controlling an effect Every effect is controlled by 3 different menus. A timing menu which also contains the spread, a shape menu and a synchronisation menu. Pressing the Next button will take you to the next menu.
X- or Y-Spread Delay time between lamps 100% The spread sets the spread of the effect wave around the actual channel level. The spread can have a value between 0% and 100%. spread Lamp 1 A negative spread means an inversion of the wave. 50% actual channel level You can use this to easily change the direction of the effect. 0% Delay If the spread is to big, there can be areas where nothing happens. 75% spread In this figure the channel value will stay for a while on 0%.
Wait time Wait & Delay time wait Wait shift =1 Wait = 100 Lamp 1 The wait time is used to stop the effect for a certain amount of time. When the effect has stopped, it will hold its current channel value. Delay Wait shift =1 Wait = 100 Lamp 2 You can change the stop position by changing the offset of the wave. Wait shift = 1 Delay Wait shift =1 Wait = 100 Lamp 3 The Wait Shift is a wait of 256 (= one entire cycle).
X- and Y-Wave Frequency With Wave parameter you choose the waveform you want to apply on a channel. If you choose a template effect, the waveform will be "set". So you don't have to concern yourself, which waves you need to create such as a circle or any other template effect. However you can always change the wave parameter to your own needs in a custom effect. With the frequency you can set how many times the wave loops in one cycle. In this example the Y-Wave goes twice as fast as the XWave.
Synchronisation of an effect. Controlling palette stepping effects. You can synchronise any effect with the intensity or the shutter. Using this feature you don't have to worry about delay and wait times that you are using with the effect. With the intensity you can choose which part of the effect has to be bright or has to be faded. With the shutter you can choose which part of the effect you want to see or not want to see. Make your choice with the synchronise parameter ( -none-, intensity, shutter).
Controlling static position effects. With the predefined position effects comes also 3 static effects. These effects wont make any movement, but will create nice looks. Fan effect This effect allows you to fan the pan position. Use the X-Spread parameter to adjust the spread. A positive spread will make the beams spread out. A negative spread will bring the beams closer to each other (cross). Once you have set the look you want, you can save this look in a position palette button.
Effect templates. Flexibility ! Once you have started an effect it is very easy to play with it. You can always change any parameter without stopping the effect. This gives you the possibility to be very creative with the effects. The effect also takes the actual value of the controlled channel as its base level. You can always change these base values by just changing the channel value. Examples: Position effects.
Effect Waves. Sine Cosine Spiral Saw tooth Step1 Step2 Celco Ventura Console Software Version V3.
Wave Example effect settings. Fall down Custom position effect o X-Wave: -Noneo Y-Wave: Step1 o Synchronise: Shutter o Spread: 50 o Offset: 90 o Play with the rotation to change the direction of falling lights Strobe effect Shutter effect o Open: 20 o Speed: 200 o Play with the delay to get a nice strobe effect Circle Strobe effect (For lamps that use the intensity channel also for strobe, e.g.
Section 4: Working with Cues 39
An Overview of Cues What is a Cue? Cue Numbering In theatrical lighting, the term ‘Cue’ traditionally refers to a set lighting pattern or scene. Cues in VENTURA’s memory are held in a sequential ‘list’ with each ‘position’ in the list being identified by numbers. VENTURA has the ability to memorize the levels of its 1000 Channels as a Cue, thus allowing a set pattern of Lamp Intensities, Attributes and/ or HTP Channels to be stored. In addition, up to three Sequences can be assigned to a Cue.
Cue Playback Control Area Cue Playback LCD’s These three displays show the number or label of the Cues currently assigned to each Playback Control by the current page or bookmark. They show dashes “--------“ in case the cue is empty.
Cue Parameters And two parameters used for LTP Channel AutoFades —the LTP Envelope: AutoFade Time Parts Every Cue has four Time Parts, which exist to provide automatic fading (Auto Fade) of Channel Levels during Cue playback. The Intensity, Colour, Beam and Position of a Lamp can each be made to follow a different Time Part. This allows precise control of the order in which Attributes are set by a Cue.
Select this button to use the default Time Part allocation. These are pre-defined by the VENTURA as mentioned above the Time Part buttons. Select this button to use the Time Part allocations already stored in the Cue.
Organising Cues Cues can be organised or ordered by three methods: Pages in which Cues are assigned in fixed sequential blocks (i.e. Cues 1 – 18, Cues 19 – 36, etc.) to the 18 Playback Controls. Bookmark Pages in which Cues are assigned in user- defined blocks to the 18 Playback Controls. Selecting a Cue Page Selecting a Bookmark Page Bookmark Pages are selected using the page keypad situated to the right of the Cue Playback Area (see page 41).
Setting-up a Bookmark Page In the Main Keypad Control Area, press the page entity button followed by the next button; Page Set-up Screen 1 will appear on the Main LCD: Page Setup Screen Page: 1 {Song 1 } PB: 1 2 3 4 5 6 Cue:1 2 3 4 5 6 [Sequential] [Clear] [Default] Use the Page field to choose the desired Bookmark Page number. For a full overview of this screen, see page 75) To change the Bookmark title... Move the cursor to the title field (by default this will be Song 1, Song 2, etc. ).
Cue Programming The Basic Procedure A Cue may include any or all of the following elements: HTP Channel Levels, Lamp Settings, Up to three Sequences. As each of these elements is stored separately within the Cue, it is not necessary to program all of them at the same time. To start with, you may wish to create a basic Cue, which can then be added to at a later stage. For this reason, there are two different procedures — ‘Creating a New Cue’ and ‘Modifying or Adding to an existing Cue’ (Lamps and HTP).
Ventura will display “--------“ above each blank cue, informing the operator that it is ready for use. As soon as information is saved the “--------“ symbols will disappear. This is a useful reminder to ensure that information is not mistakenly over-written. Press and hold down the preview button for the required Cue (i.e. select Cue Preview mode). While holding down the preview button the cue number appears on the LCD above (e.g. Q1).
Using the Auto Select Feature Auto Select is a useful feature that can be applied to Cues that are not yet fully programmed or that need to be changed whilst live. Replaying a Cue that has been stored with Auto Select turned on, causes the Lamp Selection and Attributes for that Cue to appear on the Lamp Selection and Lamp Attribute Control Area, thus enabling Attribute selection and adjustments to be made without affecting the stored Cue. To apply Auto Select when creating a Cue...
Assigning Sequence(s) to a Cue Call- up Cue Entity Screen 2 on the Main LCD for the required Cue (e.g. press cue 1 next next in the Main Keypad Control Area). Cue:1 Assign Seq1:1 @100 Seq 1 Assign Seq2:2 @100 Seq 2 Assign Seq3:--- @--- ----Details of: [1] [2] [3] Move the cursor to one of the Assign Seq fields and select the required Sequence number. The name of the chosen Sequence will appear on the right- hand side of the display, as in the example above.
Replaying Cues Previewing a Cue Firstly, ensure that the Cue that you want to preview is on the current Cue Page or Bookmark (i.e. it is available on one of the Playback Faders). Cue Preview Screen To preview the Cue, press and hold the preview button below the appropriate Playback Fader.
A Cue can be replayed in a variety of ways. The method you choose is largely a matter of personal preference, although the way in which the Cue itself has been programmed also has implications. Manual Replay AutoFade Replay Cue does not use Time Parts Cue does use Time Parts To run the Cue manually... Open the appropriate Cue Playback Fader; the LTP Channel levels for any Lamps within the Cue will automatically be triggered as soon as the fader level moves above zero.
Indication of Cue Status Flash The HTP go button LED will light continuously whilst the Cue is active. A Cue is deemed to be active when: Toggle the Cue Playback Fader (or Digital Fader) has manual control of HTP Channel levels and the fader is currently above zero, an AutoFade is in progress, an AutoFade is halted and not complete. The LTP go button LED will flash whilst an AutoFade is in progress. Kill In this mode the button will output the cue whilst it is being held down.
Sound to Light Control The Sound to Light system enables cues to be controlled by the bass, midrange and treble components of a sound source. In addition, sequences can have their stepping speed controlled by these same components. Assigning Sound to Light Functions to Cues Sound to Light functions can be assigned to any of the cues on an individual basis. This is achieved as follows: Using the main keypad control area of the console press Cue, followed by the cue number, followed by next, next, next.
Rate Playback and Stack Programming Overview A Rate Playback is a cue replay device, which enables the operator to control the rat of a cross fade between two cues. The cues are preprogrammed, entered in order into a cue list, or stack and replayed using the digital fader and associated control buttons. The replay can be manual, semi automatic or fully automatic depending upon the exact requirements. Creating a new Stack This procedure assumes that the required cues have been previously programmed.
With this setting the stack will automatically cross fade from the current cue to the next cue, using the times as determined by the Xfade setting. A Wait time can be entered in this mode which causes a pause, for the preset time, before executing the automatic cross fade. With this setting the sack will pause and not execute the Man cross fade until the go button is pressed. This gives full manual control of progress through the stack.
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Section 5: Creating Sequences 57
Programming a Sequence The Basic Process Call-up the Sequence Entity Screen on the Main LCD (e.g. by pressing seq 1 next): Seq: 1 Step: 1 {Seq 1 } Length: 0 Contents: Empty Space: 97.39% [Fold] [End] If you haven’t already pre-selected the required Sequence number, choose it now via the Seq field. If required you can change the default Sequence label (e.g.
Cue sequencing Modifying a sequence One of the simplest methods of creating a sequence is to programme a number of cues and then assigning the cues to sequence steps; this is often called chasing the cues. It will often be necessary to modify some of the programmed sequence steps to change one, or more of the lamp(s) attributes. This is easily achieved by using the fold/unfold function. Creating a cue sequence Programme a number of different cues using the procedures detailed on page 46.
Replay Options There are three parameters which affect the way in which the Sequence Steps are replayed. These are: Step Trigger Method & Speed Each Step in a Sequence can be triggered at regular intervals from 1 BPM (beats per minute) up to 600 BPM. Move the cursor to the Speed( Bpm) field and set the required value by rotating the master select wheel. ‘Stepping Order’ (Ord field) which can have one of two settings: Steps are replayed in ‘number’ order ( e. g. Step1, 2, 3, etc .
Section 6: Digital Playback Control 61
Digital Playback Control Area multi-function digital fader Playback modes Choose with these buttons the mode you want to control. Stack Sequence Cue Time is not implemented in this version. Check with Celco for latest releases. rev time stop stack step seq back cue go Digital Playback Fader This fader can be used as a multi functional fader. The level of the actual function will be shown by Control buttons Use these buttons to start, stop, step or back a sequence or stack.
Cue Mode To put the Digital Playback Control Area into Cue Mode, press the Cue preview button of the cue you want to control and then press the cue button left of the digital fader; the button LED will light up and the Cue Preview screen will appear on the Main LCD.
Sequence Mode To put the Digital Playback Control Area into Sequence Mode, press the seq button; the button LED will light up and the Sequence Preview screen will appear on the Main LCD (see next page). If there are two or three Sequences assigned to the same Cue, further presses of the seq button will reveal details for each Sequence in turn.
Sequence Control Functions To Start and Stop the Sequence... Ensure that the appropriate Playback Fader is open (identified by the PB field). Start and stop the Sequence by pressing the go and stop buttons respectively. To alter the Sequence Direction... Press the rev button to switch between forward, reverse and bounce stepping. Note that this is a temporary override and does not alter the direction setting programmed within the Sequence set- up (i.e. by the Dir parameter).
Stack Mode To put the Digital Playback Control Area into Stack Mode, press the stack button; the button LED will light up and the Stack Preview screen will appear on the Main LCD. Stack:1 Stack 1 Len:1 > : < 1 :001 Cue 1 TP:1 Xf:00:00.0 Wait:Man {........
Section 7: Main Keypad Control Area 67
Main Keypad Control Area Main LCD Screen Used to display various Entity and Menu set- up screens showing the internal status and configuration of the Ventura console.
op limit soft function buttons 1 , 2 and 3 The function of these buttons varies according to the menu or Entity screen displayed. If a button has a function, a label will appear above it on the Main LCD. Labels shown in upper case (e.g. [SETUP] indicate access to an additional screen(s). Labels shown in lower case (e.g. [View] indicate a specific function. Numeric Buttons Used for entering specific values into data fields or for choosing specific object numbers.
Using the Main Keypad Root Menu What is an Entity? When the VENTURA Console is powered- up, the LCD Screen in the Main Keypad Control Area defaults to showing the Root Menu (screen 1): The term ‘Entity’ is used to describe a collection of closely related parameters which define one specific aspect of VENTURA’s operation and programming. Celco Ventura Console V3.2 Program Commands: Space: 97.
Programming Entity Parameters Select an Entity Type The parameters associated with each object in each Entity can be viewed or altered via one or more Entity Set- up Screens. Choose the required Entity by pressing the appropriate Entity Select Button. You can access the Entity Set- up Screens via the Command Line of the Root Menu. You may either choose which objects to view from within the Entity screen itself, or alternatively pre- select a specific object (or grouping of objects).
Object Grouping Object grouping allows you to program the same parameter values for a number of different objects at the same time. There are two important points to remember when using object grouping: Grouping can be used on all Entities (except for Page). You cannot, however, create groupings of mixed Entity objects. All of the displayed parameters will be copied to the other objects in the grouping; all previous settings will be overwritten.
EXAMPLE —Calling-up an Entity Screen using object grouping...
Entering Text using the Main Keypad Summary of Entity Screens It is easier to enter text (for Cue Labels, etc. ) using the QWERTY keyboard. However, if you do not have a keyboard connected or available, Ventura allows text to be entered in text fields using the Main Keypad. Between pages 75 and 89 are examples of all of the Entity Screens together with field descriptions, acceptable parameter values, and details of special functions.
Page Entity Screens From the root menu, press Page and next. Screen 1 - Playback assignment Page Setup Screen Page: 1 {Song 1 } PB: 1 2 3 4 5 6 Cue:1 2 3 4 5 6 [Sequential] [Clear] [Default] (Soft)Button Exit Next (1) Sequential Function Go back to root menu Go to page entity screen 2 this assigns sequential Cue numbers to the remaining Playbacks starting with the Cue at the current cursor position. – this clears all current assignments and then assigns all Playbacks to Cue 0.
Dimmer Patch Entity Screen Channel Entity Screen From the root menu, press Dim and next. From the root menu, press Chan and next. Dimmer Patch Screen Dimmer: 1 Channel: 1 @ 0 [View] Channel: 1 Dimmer: 1 (Soft)Button Exit Next (1) View (2) HTP 1:1 (3) LTP 1:1 Field Name Dimmer Patch @ Channel @ Patch @ 100 [HTP 1:1] [LTP 1:1] Function Go back to root menu No function Patches all HTP channels on 1 to 1 basis. Patches all LTP channels on 1 to 1 basis.
Cue Entity Screens From the root menu, press Dim and next. Screen 2 – Sequence Assignment Screen 1 – Time Part Set- up Cue:1 Cue:1 {Cue 1 } TP:1 (Intensity) LTP Wait:0s Move:0s Wait:0s Up:0s Hold:0s Down:0s [Defaults] (Soft)Button Exit Next (1) (2) (3) Defaults Function Go back to root menu Go to cue entity screen 2 No function No function enters default values for the currently selected Time Part.
Screen 3 – Miscellaneous Set-up Cue:1 {Cue 1 } Add/Go Button: Flash Swap/Go Button: Go Sound to Light: None (Soft)Button Exit Next (1) (2) (3) Function Go back to root menu Go to cue entity screen 1 No function No function No function Field name Cue Add/Go Button Value 1 – 999 Flash, Toggle, Kill Swap/Go Button Swap & Go, Go Sound to light 78 None Slow Bass Fast Bass Slow Mid Fast Mid Slow Top Fast Top Description The Cue object number. Mode of the cue flash buttons.
Sequence Entity Screen From the root menu, press Seq and next. Seq: 1 Step: 1 {Seq 1 } Length: 0 Contents: Empty Space: 97.39% [Fold] [End] (Soft)Button Exit Next (1) Fold (2) (3) End Function Go back to root menu No function To fold or unfold the sequece steps on cue faders. (for details see page 59) No function This is used to mark the end of a Sequence that is less than 99 Steps long. (for details see page 58). Field name Seq Value 1 – 99 {........
Stack Entity screens From the root menu, press Stack and next. Stack entity screen 1 Stack:1 {Stack 1 } Entry:1 Cue:1 TP:1 XFade:As Cue Wait:Man 00:00:00:0 (Soft)Button Exit Next (1) (2) Record (3) MAKE Function Go back to root menu No function To fold or unfold the sequece steps on cue faders. (for details see page 59) Time stamp SMPTE time code This is used to build a stack with a range of entries. Field name Stack Value 1 – 99 {........
Lamp Entity Screens From the root menu, press lamp and next. Screen 1 – General Set-up Lamp 1 Type: Mac 2000 Chan:0 DMX:0 Auto Group:No Position Point:0 Deg Up Screen Pos:A-01 [Tracking] [Patch] (Soft)Button Exit Next (1) (2) Tracking (3) Patch Function Go back to root menu Go to lamp entity screen 2 No function Go to lamp entity screen 3 (Auto tracking) Automatically assigns a block of unused Desk and DMX Channels to the Lamp(s) and sets the Chan and DMX fields accordingly.
Screen 2 – Pan/Tilt Overrides Screen 3 – Autotracking Set-up Setup for Lamps Lamp 1 Type: Mac 2000 Pan:Norm Tilt:Norm Pan/Tilt:Norm Tracking Setup 3 Lamp: 1 Mac 2000 | Stage position: 1 2--1 [Set Pos] [Show Pos] [Adjust] (Soft)Button Exit Next (1) (2) (3) (Soft)Button Exit Next (1) Set Pos (2) Show Pos (3) Adjust Function Go back to root menu Go to lamp entity screen 3 No function No function No function Field name Lamp Value 1 – 100 Type Pan Various Norm Inv Norm Inv Norm Swap Tilt Pan/Tilt 82
Group Entity Screen From the root menu, press grp and next. Group:1 Lamps:1 {Group 1 } Mac 2000 [View] (Soft)Button Exit Next (1) (2) (3) View Field name Group {........} Lamps Function Go back to root menu No function No function No function Value 1 – 40 Description The chosen Group object number (or grouping). free text A user- defined label of up to 8 characters and/ or numerals to identify the chosen Group. (Default is Group 1, Group 2, etc .
Position Entity Screen From the root menu, press pos and next. Position:1 Lamps:1 Pan:-128 (Soft)Button Exit Next (1) (2) (3) Next Lamp Field name Position {........} Lamps Pan Tilt 84 {Pos 1 Position object numbers are mapped to the position keypad as shown in the diagram below. Please note that Position 20 is mapped to the none button, whilst Positions 1 and 21 are mapped to the home button.
Colour Entity Screen From the root menu, press col and next. Colour: 1 {White } Mac 2000 Channel: 3 Function: Cyan Level: 0 Type: Colour Allowed: Yes Selected [Select] [Chan +] [Lamp +] (Soft)Button Exit Next (1) Select Deselect (2) Chan + (3) Lamp + Function Go back to root menu No function To include or not include the channel into the palette button. To choose the next channel of the lamp type. To choose the next lamp type. Field name Colour Value 1 – 40 {……..
Beam Entity Screen From the root menu, press beam and next. Beam: 1 {Open } Mac 2000 Channel: 1 Function: Strobe Level: 13 Type: Beam Allowed: Yes Selected [Select] [Chan +] [Lamp +] (Soft)Button Exit Next (1) Select Deselect (2) Chan + (3) Lamp + Field name Colour Function Go back to root menu No function To include or not include the channel into the palette button. To choose the next channel of the lamp type. To choose the next lamp type. Value 1 – 40 {……..
Effect Entity Screens From the root menu, press effect and next.
Screen 3 – Effect synchronisation Pos-Effect: 1 {Circle } Circle Synchronise: - None - Spread: 50 Wave: - None Offset: 0 Freq: 1 [COLOUR] [BEAM] [INTENS] (Soft)Button Exit Next (1) COLOUR (2) BEAM (3) INTENS Field name Effect {........} Function Go back to root menu Go to effect entity screen 1 To create colour effects. To create beam effects. To create intensity effects.
Output Limit Entity Screen From the root menu, press op limit and next. Output Limit Setup Screen Channel: 1 Op Limit: 100 (Soft)Button Exit Next (1) (2) (3) All Full Field name Channel Limit [All Full] Function Go back to root menu No function No function No function Sets the output limits of all channels to 100% Value 1 – 999 0 – 100% Description Desk Channel number Sets the amount of level limiting applied to the selected Channel (i.e. the Channel output cannot exceed this value).
Root Menu Menu Screen 1 Wizard Screen Celco Ventura Console V3.2 Program Commands: Space: 97.
I/O Set-up Menu From the root menu, press soft button I/O.
Floppy Disc Save Screen Save to Floppy Disc: {Show name } Pages, Patch, Chans, Cues, Seqs, Stacks, Lamps, Groups, Position, Colour, Beam, Effects [All] [None] [SAVE] (Soft)Button Exit Next (1) All (2) None (3) SAVE Function Go back to root menu 1 No function Select all entities to store Deselect all entities to store Save selected entities on to disc Floppy Disc Load Screen Load from Disc: {Show name } Pages, Patch, Chans, Cues, Seqs, Stacks, Lamps, Groups, Position, Colour, Beam, Effects [All] [None] [LO
MIDI Set- up Screen MSC In: Disabled MSC Out: Disabled SMPTE In:Disabled (Soft)Button Exit Next (1) (2) (3) Field name MSC In MSC ID MSC Out GRP ID SMPTE In MSC ID:000 GRP ID:00 Function Go back to root menu 1 No function No function No function No function Value Disabled Enabled 0 –111 Disabled Enabled 0 –15 Disabled Enabled Description To enable or disable MIDI Show Control Input. Specifies an individual MSC address, allowing messages to be sent specifically to this console.
Set-up Menu From the root menu, press soft button SETUP. Menu Screen Celco Ventura Console Software Version V3.
Default Cue Times Screen Default Effect Set-up Screen Default Cue Times.
Clear Entity Screen Clear Entities: Pages, Patch, Chans, Cues, Seqs, Stacks, Lamps, Groups, Position, Colour, Beam, Effects [All] [None] [CLEAR] (Soft)Button Exit Next (1) All (2) None (3) LOAD 96 Function Go back to root menu 1 No function Select all entities to clear Deselect all entities to clear Clear selected entities from the Ventura
Section 7: General Setting- up & Configuration 97
Setup Console Mode The Ventura can run in one of four levels: WYSIWYG, Program, Playback and Locked. The mode can be changed in the root menu. To change between modes, hold soft function button “3” down and turn the “select” rotor to the right or left. Notice that the display changes between “WYSIWYG”, “Program”, “Playback” and “Locked”. Playback mode Release the soft button “3” when the desired setting is flashing. Locked mode You can change the mode any time.
Saving & Loading ShowData VENTURA provides two mechanisms of transferring data to and from the internal memory for storage and back-up purposes: a built-in PCMCIA Memory Card slot. a 3. 5 inch floppy disk drive. VENTURA allows you to selectively save or load any or all of the twelve Entities. In addition, new operating firmware can be loaded from a floppy disk. Saving to or Loading from a Memory Card Insert a memory card into the slot at the right- hand end of VENTURA’s front trim.
Press the [Save] button (soft function 2); the following message will appear: Saving to a Floppy Disk Insert a pre-formatted 3. 5 inch floppy disk into the Floppy Disk Drive Unit.
Press the [Load] button (soft function 2); the following message will appear: Loading from a Floppy Disk Insert a pre-saved 3. 5 inch floppy disk into the Floppy Disk Drive Unit. From the Root Menu Screen, choose [I/O] followed by [Disk] with the soft function buttons to call- up the Card Storage Screen: [Press all three keys to confirm] When you are ready to save the chosen entities, press all three soft function buttons.
Loading New Firmware As and when operating firmware changes are made to VENTURA (e.g. to add new features) a revised copy of the firmware will be supplied to you as a download on the Celco website. (http://www.celco.co.uk/) Press the [Firmware] button (soft function 1); the following message will appear: Upgrade console with new firmware IMPORTANT NOTE [Press all three keys to confirm] Installing new firmware will erase all stored entities (e.g. Cues, Lamp settings, etc.
Dimmer/Channel Patching Dimmer Patching There are 1024 controllable Channels on the VENTURA Console; these are often refered to as ‘Desk Channels’ or ‘Control Channels’. There is an additional Desk Channel (called Channel 0) which is uncontrolled and always set to zero level. The standard DMX protocol which VENTURA uses to control external Lamps and Dimmers uses 512 Channels; these are often referred to as ‘Dimmer Channels’ or ‘Output Channels’.
Creating a new Dimmer Patch Channel Output Limiting If you want to create a new dimmer patch, it is recommended to clear the existing dimmer patch. As part of the patching function, it is possible to limit the maximum level reached by the Dimmer Channel. After you have write down your soft patch list, you can clear the existing (1:1) patch. For example, with the limiting parameter of a Channel set to its default level of 100 %, a control level of 100% will give a output level of 100%.
MIDI/SMPTE Control MIDI operation Contact Celco support@celco.co.
SMPTE operation SMPTE: Abbreviation of Society of Motion Picture and Television Engineers. This is a Time code standard which gives a frame rate of 30 frames per second. Time code: A data signal which contains encoded time information. It is used by many video and audio media to allow the synchronisation of different sources to a common time-base.
Appendix A: HUD Head Up Display 107
HUD Screen navigation Use HUD navigation buttons on the left side of the console to navigate between the different HUD screens connected on monitor 1. The HUD screens on monitor 2 are fixed an can be setup with cue page buttons (see page 75). hud dimmer htp With these buttons you can change the screen on monitor 1. Some of these buttons have 2 different screens. The help button is not implemented in this release.
Dimmer Screen 109
HTP Screen 1 110
HTP Screen 2 111
Palette Screen 112
Stage View Screen 113
Lamp View Screen 114
Playback Screen 115
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Appendix B: Glossary of Terms & Abbreviations 117
Glossary of Terms & Abbreviations Attribute See Lamp. Beam The term used to describe all of the qualities of a beam of light produced by obstructing the light path. This can include Gobo , Iris , Focus and Prism but does not include Colour . A light path with no obstructions is said to have an ‘Open Beam’ Blackout Cue A special Cue provided by VENTURA which allows all Channels to be instantly turned off (or set to any specific value) by pressing the dbo button.
LTP An abbreviation of ‘Latest Takes Precedence’. This defines how a Channel responds to multiple control levels, e.g. if a cue and a sequence are both attempting to control one channel. LTP causes the last requested level to be used. MIDI An acronym for Musical Instrument Digital Interface, a system for connecting various devices (usually musical instruments) allowing one device to control all of the others.
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Appendix C: Technical Data 121
Console Specifications 122
Rear Panel Connectors Power Connector DMX 1/ 2 Control Output This is for the connection of the VENTURA’s external power supply unit: These two connectors provide DMX control output for external DMXcompatible lighting fixtures and equipment: Mating Connector: 5- pin ‘domino’ DIN Plug (male) 1 2 5 4 3 Pin 1 Pin 2 Pin 3 Pin 4 Pin 5 DMX 1 = ‘Universe 1’, Channels 1 to 512 DMX 2 = ‘Universe 2’, Channels 1 to 512 (i.e. 513 to 1024) Earth +9 V d. c.
Audio Mic Connector SMPTE Control Input An audio input for use with Sound- to- Light control. The input is suitable for balanced or unbalanced audio signals of up to 1V r.m.s. This connector is used to input a SMPTE timecode signal to enable Cues to be synchronised.
EXP Port 1 EXP Port 2 (optional) EXP port 1 EXP port 2 keyboard monitor trackball keyboard monitor monitor Mating Connector Type: 6- way Mini- DIN Plug. For connection of: IBM- compatible Keyboard. (for keyboard data entry) . monitor Mating Connector Type: 15- pin High Density D- type Plug (male). For connection of: ESC2000/ H4 Colour SVGA Monitor (for second Head- Up Display) Mating Connector Type: 15- pin High Density D- type Plug (male).