___________________________ LIGHTING CONTROL DIVISION User Guide Lighting Control Console Innovator LIT-31494-00 Software Release 1.30 Document Release 1.30.03.07.
Warranty LEVITON LIGHTING CONTROL DIVISION of Leviton Manufacturing Co Inc. warrants this control console to be free of material and workmanship defects for a period of two years after system acceptance or 26 months after shipment, whichever comes first. This Warranty is limited to repair of replacement of defective equipment returned Freight Pre-Paid to Leviton Lighting Control Division at 20497 Teton Ave., Tualatin, Oregon 97062, USA.
User Guide Table of Chapters Table of Chapters Chapter 1 Introduction.............................................. 1 Chapter 2 Displays................................................... 15 Chapter 3 Setting Channel Levels............................ 27 Chapter 4 Submasters ............................................. 41 Chapter 5 Cues ........................................................ 55 Chapter 6 Groups..................................................... 97 Chapter 7 Effects ...................
Table of Chapters Page II Rev. 1.30.03.07.
User Guide Table of Contents Table of Contents Chapter 1 Introduction .............................................. 1 About the Console ........................................................ 2 Setting up the Console.................................................. 3 Using this Guide ........................................................... 3 Text Conventions ............................................... 3 Terminology Definitions ................................................ 4 Console Controls .
Table of Contents Cuesheet Display ............................................... Tracksheet Display............................................. Configuration Displays........................................ Patch Display..................................................... Setup Display .................................................... Sub-Displays of Setup: Print, Disk, Macro, Device Assignment, Profile, Real Time Event, Network .................................. The LCD Display......................
User Guide Table of Contents Inhibitive Submaster .......................................... Assigning Effects to Submasters ................................... Assigning Groups to Submasters................................... Assigning Macros to Submasters................................... Preview Mode and Submasters ..................................... Navigating the Submaster Preview Display........... Recording Submasters in Preview........................ Editing Submasters in Preview ..............
Table of Contents Playing Back Timed Cues ............................................. Taking Manual Control of Timed Cues ................. Rate Override .................................................... Using the Real Time Event Clock to Playback Cues......... Navigating the Real Time Event sub-display ......... Real Time Event Example Procedure ................... Using Macros to Execute Cues ...................................... Cue Record Modes......................................................
User Guide Table of Contents Chapter 7 Effects ................................................... 113 Effect Sub-Display ..................................................... Navigating the Effect Sub-Display ..................... Effect Sub-Display Soft-Keys ............................. Effect Attributes ........................................................ Setting Amount of Effect Steps ......................... Effect Fade and Dwell Times............................. Effect Patterns...............
Table of Contents Patching Automated Devices ...................................... Dimmer Check .......................................................... Profiles ..................................................................... Navigating the Profile Sub-Display..................... Creating and Assigning Custom Profiles ............. 141 142 143 145 146 Chapter 10 Automated Devices ............................. 147 Understanding Your Automated Devices......................
User Guide Table of Contents Channel Bump/Toggle Buttons ................................... Allocating Memory ..................................................... Setting number of Channels.............................. Setting number of Submasters .......................... Setting number of Macro Pages ........................ Setting number of Effect Steps ......................... Setting number of Groups ................................ Setting Worklight level .......................................
Table of Contents Appendix A Installation ......................................... 217 Setting up your Console ............................................. Unpacking the console ..................................... Physical Setup ................................................. Power Connections .......................................... Control Connections ......................................... Installing Console Worklights ............................ Power On .....................................
User Guide Chapter 1 Introduction Chapter 1 Introduction This chapter is intended to orient you to the console and to the user guide. Further in-depth explanations of the console are included later in the guide.
Chapter 1 Introduction About the Console The Leviton lighting control consoles have been designed to be both simple and intuitive to operate, yet sophisticated and powerful in their programming. With a wide variety of manual and programmed controls, running lights can be as basic or as comprehensive as your needs require. For example, some of the features are as follows: • May be operated as either manual 2-Scene Preset consoles or as fully programmed memory consoles (depending on model).
User Guide Chapter 1 Introduction Setting up the Console If this is the first time setting up the console or you need help getting up and running, please see Appendix A Installation and Chapter 12 System Settings for more information. Using this Guide This guide is designed for both the first time user and the advanced professional user. Each chapter contains an overview describing the topics of that chapter, explanations of the features and procedures which give step-by-step examples.
Chapter 1 Introduction Terminology Definitions Show: Shows are composed of cues, submasters, groups, effects, macros, devices, the soft patch assignment and the system setup. A show is the largest unit of memory. Only one show is active in the console at any given time. Multiple shows can be stored on standard 3.5" computer floppy diskette as show files. These files can be retrieved from floppy disks and loaded back into the console's active memory.
User Guide Chapter 1 Introduction Effect: Effects are continuous repeating patterns of lighting changes that can be assigned to cues or played back independently. The rate and pattern of an effect can be recorded and edited. A step of an effect contains up to ten elements and these elements may include individual channels, device traits, submasters, groups or cues. Patch: Patching is the process of assigning console control channels to dimmers or automated devices.
Chapter 1 Introduction Console Controls 1 2 3 4 5 6 7 8 9 10 11 12 13 14 Figure 1.0 Console 1. Channel Faders and Bump Buttons 8. Trackball Select / Change Keys Page 10 2. Submaster Faders Chapter 4 9. Trackball Page 10 3. Submaster Bump Buttons 10. Device Encoder Wheels 4. Cue Playback Controls 11. Device Arrow / Shift Keys 5. Soft-keys / Macro Keys / Display Keys 12. Grand Master Fader 6. Data Keypad Pages 8 - 9 13. Blackout Key Page 10 7. Arrow Keys Page 11 14.
User Guide Chapter 1 Introduction Hard-keys Hard-keys are the keys on the console that always have the same function. Hard-keys are labeled with the name of the function that the key performs, for example, [ENTER]. Soft keys Macro keys Display keys Figure 1.1 Soft Keys, Macro Keys, Display Keys Soft-keys Soft-keys are eight keys on the console that do not always have the same function. They are labeled S1 - S8 as in Figure 1.1 above.
Chapter 1 Introduction Data Keypad The Data keypad is used to enter various commands into the console. The individual key functions are explained on the next two pages and in various details throughout the user guide. Figure 1.2 Data Keypad The [ONLY] key was a Help key on early consoles, software release 1.30 changed this to the Only key. Page 8 Rev. 1.30.03.07.
User Guide Chapter 1 Introduction Enter Key The [ENTER] key is used to execute console commands including those entered into the command line. Pressing [ENTER] will also capture all channels above zero and place them under trackball control. Clear Key The [CLEAR] key is used to clear keystrokes entered into the command line, release all captured channels, or abort actions after receiving a warning message.
Chapter 1 Introduction Dimmer Key The [DIMMER] key is used when patching channels to dimmers or for setting actual dimmer levels. See Chapter 9 Patching. Clean Up Key The [CLEAN UP] key is used to assign the Clean Up attribute to a cue. See Chapter 5 Cues for more information Trackball The trackball is used to select channels, change channel levels and control device traits such as pan and tilt. You can also control fade rates with the trackball.
User Guide Chapter 1 Introduction Playback Faders There are two playback fader pairs on the console which are labeled A/B and C/D. The playback faders allow you to playback recorded cues automatically or manually. Device Encoder Wheels The device encoder wheels are used to control the individual traits of automated devices, for example, color or gobo traits. Arrow Keys The left/right and up/down arrow keys located next to the data keypad are multi-function keys.
Chapter 1 Introduction Command Line Command Line Figure 1.3 Command Line The commands you enter into the console with the keypad appear on the command line. The command line is visible near the bottom of the monitor screen, just above the soft-keys (See Figure 1.3 above). A command is entered by pressing a sequence of different soft-keys and hard-keys. Every keystroke you make appears on the command line, creating a "sentence" that becomes a command for the console.
User Guide Chapter 1 Introduction Not all keys or commands are usable in every display. If a key is inactive in the current display, it will not appear on the command line when pressed. Command Line History After entering a command, you will notice that the command turns from white and amber text to gray text. The entered command is now called the command line history. You cannot manipulate the information in the command line history, it just shows what command you last entered.
Chapter 1 Introduction Contacting Technical Support If you cannot find answers in the user guide, please contact Technical Support at www.nsicorp.com or www.colortran.com and we will be glad to answer your questions. You may also call us during regular business hours at 1-800-959-6004. Please have the following information available when you call: • Console model number and serial number as found on the labels on the back panel of the console.
User Guide Chapter 2 Displays Chapter 2 Displays The control console has two means of display; video monitors and the console LCD display. The console LCD display is used to show trait information about the currently selected automated devices. It is also sometimes used to show fade and follow times of cues. The video monitors are used for all other display purposes. With every console you have at least one video monitor and optionally two.
Chapter 2 Displays Common Display Features Many of the displays share the same features, below are descriptions of these features. Title Bar Cue Record Mode Command Line Soft-keys Figure 2.1 Sample Stage Display Title Bar The title bar is located across the top of the display. The title bar contains the name of the display you are currently viewing. Command Line / Command Line History The command line shows the command currently being entered.
User Guide Chapter 2 Displays Cue Record Mode The current cue record mode appears in the field at the far left of the command line. One of three cue record modes will appear: Tracking, Cue Only and Clean Up. Further information about cue record modes can be found in Chapter 5 Cues. Soft-Keys The soft-keys, numbered 1 – 8, appear at the bottom of the display and change function according to the current display.
Chapter 2 Displays Live Displays Stage Display To access this display press the [STAGE] hard-key. The Stage display is a live view showing the current levels of all channels, including active and captured channels. The levels on the screen accurately represent in percent form those levels actually output by the console. The level of each channel is located below its respective channel number. The lack of a level number indicates a level of zero and that the channel is neither active nor captured.
User Guide Chapter 2 Displays Effect Sub-Display (Stage) From the Effect sub-display you can create, edit and test effects. It is accessed by pressing (SelEff) followed by the effect number then [ENTER]. Note that the Effect sub-display can also be accessed from the Preview display for blind operation. See Chapter 7 Effects. Playback Display To access this display press the [PLAYBACK] hard-key. The Playback display is used to view the current status of any running cues and active submasters.
Chapter 2 Displays Preview Displays Preview Displays: Cue, Submaster, Group To access these displays, press the [PREVIEW] hard-key. The Cue display is the default preview display, the Group and Submaster sub-displays are accessed by pressing the (SelGrp) and (SelSub) softkeys respectively. The Preview display shows the recorded channel or device trait levels of a cue, group, or submaster. Cues, groups and submasters may also be created or edited in this display.
User Guide Chapter 2 Displays Cuesheet Display To access this display press the [CUESHEET] hard-key. The Cuesheet display is used to view the cue order and cue attributes. Blank cues may be created here. Cues can also be deleted, copied, or renumbered and attributes edited. See Chapter 5 Cues for operational information. Tracksheet Display To access this display, press the [TRACKSHEET] hard-key.
Chapter 2 Displays Configuration Displays Patch Display To access this display press the [PATCH] hard-key. In the Patch display you can view the individual dimmer outputs of Ports A, B or C or all three ports combined. The Patch display shows the dimmer to channel (or device trait) assignments along with the proportional level and profile. Please see Chapter 9 Patching for more information and operational procedures. Setup Display To access this display press the [SETUP] hard-key.
User Guide Chapter 2 Displays Sub-Displays of Setup: Print, Disk, Macro, Device Assignment, Profile, Real Time Event, Network These sub-displays are accessed from the Setup display. References are given below to relevant chapters for display examples and operational information. Print Sub-Display This display is accessed by pressing (Print) while in the Setup display.
Chapter 2 Displays Profile Sub-Display A profile is a method of customizing an output curve assignment, which may be assigned any number of times to different dimmers. The Profile Editor sub-display is available under the (Profil) soft-key of the Setup display. See Chapter 9 Patching for details on the use of this display. Clear Sub-Display Pressing (Clear) while in the Setup display will bring up the Clear Menu which allows you to clear different parts of the console memory.
User Guide Chapter 2 Displays The LCD Display Device Traits Encoder Wheels Leviton Logo Key LCD Scroll Keys LCD Brightness Control In addition to the video displays, there is also one dedicated LCD display which is used to view automated device traits. Below the LCD display are 7 encoder wheels that are used to change the settings of the device traits. Access this display by pressing [DEVICE] [#] [ENTER]. The screen will then display the traits of the selected device(s).
Chapter 2 Displays Switching Active Monitors When a display is inactive, the soft-keys at the bottom of the display turn gray. Also, the yellow command prompt turns gray. When a display is active, the soft-keys at the bottom of the display are green and the yellow command prompt is on.
User Guide Chapter 3 Setting Channel Levels Chapter 3 Setting Channel Levels This chapter explains how to set channel levels for conventional channels, setting device trait levels of automated devices is explained later in Chapter 10 Automated Devices. Conventional channels, whether recalled from the keypad, channel faders or submasters operate in a HTP (Highest takes precedence) mode while device traits operate in a LTP (Latest takes precedence) mode.
Chapter 3 Setting Channel Levels How to Set Levels with Channel Faders (All models except Innovator 600) Channel levels can be set directly with the channel faders, however, you are limited to the actual number of physical channel faders on the console. For example, in the case of the 48/96, this would be 96. See the following example to use channel faders to set levels: Procedure: Notes: 1. Press [STAGE] Opens Stage display 2.
User Guide Chapter 3 Setting Channel Levels How to Set Levels with the Keypad Channel levels can be entered through the command line by just using the keypad. When a number is entered into the command line, the console automatically assumes by default that channels are being addressed (there is no “channel” key). It is not necessary to push the [ENTER] key after the level is entered for a channel.
Chapter 3 Setting Channel Levels How to set levels with the Trackball The keypad and trackball can be used together to select and set channel levels. In this method, the channels are selected with the keypad (as described in the preceding section) and the levels are set with the trackball. Follow these example steps to set levels using the keypad and the trackball: Procedure: Notes: 1. Press [STAGE] Opens Stage display 2. Press [1] 3. Press [ENTER] 4.
User Guide Chapter 3 Setting Channel Levels It is also possible to select a range of channels with the trackball: Procedure: Notes: 1. Press [STAGE] Opens Stage display 2. Select first channel in range with trackball beneath the channel number 3. Press and hold the [SELECT] key while moving trackball to select range Place the cursor directly Move the cursor in a straight line to select channels on the same line, or move up or down to select channels in lines above or below. 4.
Chapter 3 Setting Channel Levels Channel lists The [AND], [THRU], [MINUS] and [ONLY] keys are used to make lists of channels and other items. You are not required to enter the list in any particular order. You can generally just enter channel lists in the order in which you might be thinking of them. For example: Procedure: Notes: 1. Press [STAGE] Opens Stage display 2. Press [1] [AND] [6] [THRU] [12] 3.
User Guide Chapter 3 Setting Channel Levels Display of Channel Levels Channel Level Colors Channel Levels are displayed in various colors depending on their mode and the display (see definitions below and color examples in Figure 3.3): Boxed Amber: Captured channel. Gray: Active channel; Channel fader controls the level directly. - or- Channel control was released from keypad or trackball control. - or- Tracking same level as last executed cue. Red: Higher level in current cue than last executed cue.
Chapter 3 Setting Channel Levels Captured Channels Captured channels are channels with levels that are currently being set with either the keypad or trackball and are shown in boxed amber in the display. Captured channels are not the same as active channels, which can also be visible in the display (see Active Channels section below). You do not need to set channels to a level to capture them, they can be captured by simply listing them and pressing [ENTER].
User Guide Chapter 3 Setting Channel Levels All captured channels are unaffected by executed cues; pressing the [GO] button does not affect them, even if the channels have new level assignments in the new cue. Captured channels remain under active control of the trackball until control is released by pressing the [CLEAR] key. A "CH" icon at the top right of the display shows when channels are captured and disappears when channels are released.
Chapter 3 Setting Channel Levels Console Operating Modes Two Scene Mode (All models except Innovator 600) Scene A Scene B Figure 3.4 Two Scene Mode A/B Crossfader Two Scene mode is the simplest way to operate the console. It is also a good way to become comfortable with some of the features if you are a new user. When in Two Scene mode, Scene A and Scene B control the same channel numbers.
User Guide Chapter 3 Setting Channel Levels Follow the example below to set channel levels in Scenes A and B and then crossfade between them: Procedure: Notes: 1. Press [STAGE] System must be already set to Two-Scene operation 2. Raise the A/B Crossfaders to their top positions; A at 100, B at 0 Make sure grand-master is full up and blackout key is off 3. Raise Faders 1 thru 12 to 75 in Scene A Scene A channel levels are visible in the Stage display 4. Raise Faders 13 thru 24 to 50 in Scene B 5.
Chapter 3 Setting Channel Levels "Match and Take Control" difference between Single Scene and Two Scene The "Match and Take Control" functionality of a channel fader allows you to use a channel fader to take control of an individual channel’s level that has already been set by the keypad or a cue. This can be very useful if you want to quickly adjust a channel’s level while a cue is running.
User Guide Chapter 3 Setting Channel Levels Restoring channel levels (“Undo”) You can use the (Restor) soft-key to return channel levels to their level prior to the last level setting command. The (Restor) soft-key is available in the Stage, Preview, and Tracksheet displays. Although the previous level command may not be present in the command line history, it remains available to the restore command. For example: Procedure: Notes: 1. Press [STAGE] 2.
Chapter 3 Setting Channel Levels +/- Mode +/- mode can be used to modify individual channel levels within a scene so that after modification, the changes are retained. It works similar to channel check but when you move to the next channel, the change is retained instead of reverting to the previous level. This allows you to quickly customize the current lighting look. When soft-key 4 displays "ChnChk", the console is in +/- mode. When soft-key 4 displays "+/-", the console is in channel check mode.
User Guide Chapter 4 Submasters Chapter 4 Submasters Submasters are pre-recorded groups of channels at levels. Submasters can traditionally be used as building blocks when creating cues, shortcuts to groups of channels when running live, or somewhat non-traditionally be used to recall effects and as a tool when programming moving lights. There are 24 submaster faders on the control console and 8 virtual pages of submaster memory for a total of 192 possible submasters.
Chapter 4 Submasters Recording Submasters The [RECORD SUB] hard-key records the instantaneous "look" of the current Stage display by recording all channels, groups, effects, macros and devices at their current levels. This includes all levels that may be originating from level setting commands, cues, running effects or other subs. The Record Sub command can be executed from any display except Setup.
User Guide Chapter 4 Submasters Submaster Playback Submasters can be played back by either raising the submaster fader or pressing the submaster’s bump button. It is important to note that there are certain conditions which apply to both methods and these are explained below. Submaster Fader Playback As a submaster is a number of channels recorded at certain levels, playing back the sub at 100% (FL) will bring these channel levels to their full recorded state.
Chapter 4 Submasters Timed Submasters You can assign fade times to bump buttons which control the fade up and fade down time of the submaster. Then, when you press and hold the submaster bump button, it will fade to 100% over the time period you entered, and once the button is released, it will fade to 0% over the time period you entered. Additionally, you can enter a dwell time for a submaster.
User Guide Chapter 4 Submasters If you record a sub with no dwell time, the upfade starts when you press and hold the bump button (Normal mode). It runs until channels reach full recorded levels, then holds at full as long as you hold the bump button; the downfade begins when you release it. If you don’t hold the bump button for the duration of the upfade time, channels do not reach their full recorded levels. When a bump button is set to Toggle mode, you cannot enter a dwell time.
Chapter 4 Submasters Submaster Types Pile-On Submaster A pile-on submaster consists of channels recorded at proportional levels. If a pile-on submaster’s channel levels are higher than established channel levels, the submaster’s levels take precedence. If they are lower, the established levels take precedence (Highest Takes Precedence, HTP). Submaster numbers are displayed in gray in the Playback display if they are programmed as pile-on, see Figure 4.2 on next page.
User Guide Chapter 4 Submasters Changing Submaster Types The preceding example showed you how to create an inhibitive submaster, to change the submaster back to a pile-on type follow below: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelSub) [13] Enter the number of the sub to be inhibitive 3. Press (More) 2 times Changes soft-key level 4. Press (PileOn) "Pile" appears below "Type" in fade attributes line Effect Subs (yellow) Inhibitive Subs (red) Pile-On Subs (gray) Figure 4.
Chapter 4 Submasters Assigning Effects to Submasters An effect submaster has a specific effect assigned to it. Pressing an effect submaster’s bump button or moving its slider will start the effect running. If a submaster contains a recorded effect, the submaster number appears in yellow in the submaster fader window of the Playback display, see Figure 4.2 on previous page. Refer to Chapter 7 Effects for information on how to create and record effect submasters.
User Guide Chapter 4 Submasters Preview Mode and Submasters Sub Levels (green color) Figure 4.3 Submaster Preview Display Attributes Line Navigating the Submaster Preview Display To select a specific sub for viewing and editing press the (SelSub) soft-key while in the Preview display. Follow these steps to select a submaster from the Preview display: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelSub) [#] Selects sub 3.
Chapter 4 Submasters Recording Submasters in Preview Submasters can be also be created "in the blind" from the Submaster subdisplay of Preview. Follow the steps below as an example: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelSub) [#] Creates new sub 3. Press [ENTER] If Sub has already been recorded, its levels will show. 4. Select channels and set channel levels Sub recorded All levels are recorded automatically in the Preview display, it is not necessary to press the [RECORD SUB] hard-key.
User Guide Chapter 4 Submasters Naming Submasters You can assign names up to 16 characters in length to submasters. These names can be exclusively numbers, exclusively letters or a combination of letters and numbers. Names are entered using the submaster bump buttons for letters and the keypad for numbers. You can also use a standard PC keyboard to enter names. Please see Appendix A for information on installing a keyboard.
Chapter 4 Submasters Copying Submasters Follow the procedure below to copy the contents of one submaster to another submaster within a sub page: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelSub) [#] Enter the number of the sub to be copied 3. Press [ENTER] 4. Press (Copy) 5. Enter destination sub number to copy to 6. Press [ENTER] To copy between sub pages, follow the above example except change pages with the (SubP #) soft-key before step 3.
User Guide Chapter 4 Submasters Clearing Submasters To delete an individual submaster press the (Delete) soft-key while in the Submaster Preview display. All submasters can be quickly cleared from the (Clear) menu of the Setup display. Please follow the steps below: Procedure: Notes: 1. Press [SETUP] 2. Press (More) Changes soft-key level 3. Press (Clear) Clear menu appears 4. Enter [3] “Clear Submasters” Warning appears 5. Enter [1] to confirm All submaster memory erased 6.
Chapter 4 Submasters Page 54 Rev. 1.30.03.07.
User Guide Chapter 5 Cues Chapter 5 Cues Cues are recorded lighting changes or "looks" that can be reproduced with specific timing. A cue is recorded as a set of channels or device traits with specified levels along with certain other attributes. These attributes can include Fade, Delay and Follow times, Cue Links, Cue Names and assigned Groups, Effects and Macros. You can save up to 600 cues per show in the control console.
Chapter 5 Cues Recording Cues Cues are created "Live" from the Stage or Device displays or "Blind" from the Preview, Tracksheet or Cuesheet displays. When a cue is recorded live, you see the immediate results on stage. When a cue is recorded blind, the results will not be seen until the cue is played back. For more information on Cue Playback, refer to the Playing Back Cues section further in this chapter.
User Guide Chapter 5 Cues Creating a Basic Cue To create a cue live from the Stage display, you first create the look by setting channel levels. Then, using the record cue functionality of the console, you enter the cue number and all required cue attributes. From this point, pressing the [ENTER] key completes the recording of the cue. The cue then can be recalled from the playback faders. In-depth examples are given further in this chapter but here is the general procedure: Procedure: Notes: 1.
Chapter 5 Cues Cue Attributes The attributes which can be recorded with a cue are as follows (procedural examples of using these attributes are given further in this chapter): For graphic examples of attribute keys see Figure 1.2, Page 8. Fade Time The fade time is the time that the cue takes to fade to its final levels after the [GO] button has been pressed. Delay Time The delay time is the amount of time after you press [GO] and when the fade actually begins.
User Guide Chapter 5 Cues Recording Cues in the Stage Display When recording a cue from the Stage display, the levels being set are seen live on stage. In this example you will be setting only channel levels for a cue, recording a cue with attributes such as fade, delay and follow times are shown further below. Follow these steps to record a simple live cue: Procedure: Notes: 1. Press [STAGE] Opens Stage display 2. Press [ENTER] [AT] [ENTER] [CLEAR] to clear screen (if necessary) 3.
Chapter 5 Cues Recording a Cue with a Single Fade Time Follow the example steps below to record a cue with a single fade time: Procedure: Notes: 1. Press [STAGE] 2. Press [ENTER] [AT] [ENTER] [CLEAR] to clear screen (if necessary) 3. Press [50] [AND] [61] Selects channels to be recorded 4. Press [FULL] Not necessary to press the [AT] key when recording Full 5. Press [RECORD CUE] [3] 6. Press [TIME] [5] Adds single up/down fade time of 5 seconds 7.
User Guide Chapter 5 Cues Recording a Cue Delay Time As explained earlier, a cue delay time is the amount of time after you press [GO] and when the fade actually begins. You can record delay times in either seconds or minutes for a maximum of 99:59 minutes. For example, to add a delay time of 2.5 seconds to a previously recorded cue: Press [CUE] [1] [DELAY] [2.5] [ENTER]. To enter a delay time in minutes, press the (Minute) soft-key after you enter the value: Press [CUE] [1] [DELAY] [5] (Minute) [ENTER].
Chapter 5 Cues Recording Cues with Follow As mentioned earlier in this chapter, a follow time specifies how long the console waits after the current cue starts before the next cue automatically executes. Follow times can be recorded up to 99:59 minutes. For example, to add a follow time of 2.5 seconds to a previously recorded cue: Press [CUE] [10] [FOLLOW] [2.5] [ENTER]. To enter a follow time in minutes, press the (Minute) soft-key after you enter the value: Press [CUE] [1] [FOLLOW] [5] (Minute) [ENTER].
User Guide Chapter 5 Cues Recording Cues with Link Cues can be played back out of their numeric sequence by assigning a Link to a cue. When a cue is linked to another cue, the execution sequence continues onward in the list from that destination cue until the end of the cue list until another link is encountered in a later cue. The assigned link can be viewed from the Cuesheet or Preview displays. For example, to link cue 5 to cue 12: Press [CUE] [5] [LINK] [12] [ENTER].
Chapter 5 Cues Recording Cues in the Preview Display Recording a cue in the Preview display allows you to create a cue without affecting the current look on stage. It is sometimes referred to as recording "in the blind". It is important to realize that the [RECORD CUE] key is not used for cues that are recorded blind; blind cues are automatically recorded as they are made. If you do use the [RECORD CUE] key, the active stage levels will be recorded, not the blind levels.
User Guide Chapter 5 Cues Editing Cues If you would like to edit channels in a cue that has already been recorded, you can either play back the cue live from the Stage display or work blind in the Preview or Tracksheet displays. Editing, as in recording, while in different Cue Record Modes produces different results. See the Cue Record Modes section further in this chapter for more information.
Chapter 5 Cues Editing Cues in the Preview Display To edit cues in Preview, just make the changes you want, all changes are recorded as you make them. For example: Assume Cue 2 is already recorded with channels 1 thru 10 at full. To just set channels 5 and 6 to a new level follow below: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelCue) [2] [ENTER] Or press [CUE] [2] [ENTER] 3. Press [5] [AND] [6] Selects channels to be edited 4.
User Guide Chapter 5 Cues The Cuesheet Display The Cuesheet display can be accessed by pressing the [CUESHEET] hardkey on the console. This display is used to view the order of cues and each cue’s attributes. The features of this display include the ability to edit the cue attributes, delete, copy or renumber cues and create blank cues. Cue Number Fade, Delay and Follow Times Figure 5.
Chapter 5 Cues Up: assigned Up fade time Eff: assigned Effect Dwn: assigned Down fade time Mac: assigned Macro Dly: assigned Delay time Grp: assigned Group Flw: assigned Follow time Lnk: assigned Link Table 5.1 Cuesheet Attributes To change the attributes of the currently selected cue, press the key on the console corresponding to the specific attribute you want to change, then enter the attribute information followed by the [ENTER] key.
User Guide Chapter 5 Cues Naming Cues You can assign names up to 16 characters in length to cues. These names can be exclusively numbers, exclusively letters or a combination of letters and numbers. Names are entered using the submaster bump buttons for letters and the keypad for numbers. You can also use a standard PC keyboard to enter names.
Chapter 5 Cues Copying Cues Cues can be copied to another location in the cue list. Please follow the example procedures below to learn how to copy cues. To copy cues in the Cuesheet and Tracksheet displays: Procedure: Notes: 1. Select the cue number you wish to copy 2. Press (Copy) 3. Enter the destination cue Command line reads: Copy Cue # to Cue # 4. Press [ENTER] To copy cues in the Preview display: Procedure: Notes: 1. Select the cue number you wish to copy 2.
User Guide Chapter 5 Cues Clearing Cues Cues can be individually deleted from the cue list or all cues can be entirely cleared from the console. Please see the following example procedures. To delete cues while in the Cuesheet and Tracksheet displays: Procedure: Notes: 1. Press (Delete) 2. Enter cue you would like to delete Command line reads: Delete Cue # 3. Press [ENTER] To delete cues while in the Preview display: Procedure: Notes: 1. Press (More) Changes soft-key level 2. Press (Delete) 3.
Chapter 5 Cues Inserting and Renumbering Cues Inserting Cues A new cue can be inserted between two existing cues. For example, to insert a new cue between cues 1 and 2, just record the new cue as cue 1.5. Please see the Cue Numbering section earlier in this chapter for more information on numbering cues. Renumbering Cues To renumber a cue use the (Renum) softkey. Please see the following examples: To renumber cue 1 to cue 5 while in the Cuesheet display: Procedure: Notes: 1. Select Cue 1 2.
User Guide Chapter 5 Cues Using Groups when Recording Cues Groups are frequently used combinations of channels or device traits which can be used as building blocks when recording. There are two different ways of working with groups: 1. The first way is to assign a single group to a cue. When you assign a group to a cue, any changes that you make later in the group will be updated in the cue also.
Chapter 5 Cues Assigning Effects to Cues When an effect is assigned to a cue, the effect fades in during the up time of the cue. The effect remains running until the next [GO] command is executed, at which time the effect fades out during the down time of that cue. To assign an effect as a cue is being recorded: Procedure: Notes: 1. Press [RECORD CUE] [#] [EFFECT] [#] 2. Press [ENTER] To assign an effect to an existing cue: Procedure: Notes: 1. Press [CUE] [#] [EFFECT] [#] 2.
User Guide Chapter 5 Cues Assigning Macros to Cues You can assign a recorded macro to a cue to automatically execute the macro. The specified macro will execute when the cue fade begins. This feature can be very useful for triggering timed submasters or for capturing specific channels on the trackball for overriding cue control.
Chapter 5 Cues Multipart Cues Multipart cues allow you to have up to eight simultaneously executing separate cue parts in one main cue. Each part contain it’s own channel levels along with fade times and delay times. By using individual delay times for each part you can program fades that start at different times within the main cue. Split fades and split delay times are also possible in each cue part, see Figure 5.1 below.
User Guide Chapter 5 Cues To record an example multipart cue as in Figure 5.1: Procedure: Notes: 1. Press [CUESHEET] 2. Press [CUE] [1] 3. Press [PART] [1] [TIME] [5] Adds part 1 with five second fade time 4. Press [ENTER] Records part 1 5. Press [PART] [2] [TIME] [5] [DELAY] [3] Adds part 2 with two second fade time and three second delay 6. Press [GROUP] [55] Assigns group 55 to part 2 7. Records part 2 Press [ENTER] 8.
Chapter 5 Cues Playing Back Cues Playback Faders Playback Faders Figure 5.2 Playback Faders section The two playback fader pairs, A/B and C/D, allow you to play back recorded cues. The left fader, A and C, of each fader pair controls upfades, the right fader, B and D, of each fader pair controls downfades. A playback fader pair is referred to simply as a playback fader in this user guide unless otherwise noted.
User Guide Chapter 5 Cues Playback Keys See example procedure of using these keys on next page. [LOAD] A [LOAD] key is located above each pair of playback faders. The [LOAD] key is used to load cues into each playback fader before pressing the [GO] button. If you do not enter a cue number after pressing [LOAD], the first cue in the cue list will automatically be loaded. You can also load a cue with a fade time which will override any programmed fade times.
Chapter 5 Cues [RATE] A [RATE] key is located above each pair of playback faders. Pressing the [RATE] key assigns control of the cue fade rate to the trackball and to the wheels below the LCD display. Pressing the [RATE] key again releases rate control and the adjusted fade times remain for the fade. See Rate Override section further in this chapter. Follow the steps below for examples of using the [LOAD], [GO], [HOLD] and [BACK] keys: Page 80 Procedure: Notes: 1.
User Guide Chapter 5 Cues The Playback Display The Playback display consist of three sections; the Cuesheet section, the Submaster section and the Playback Faders section. Cuesheet Section The top area of the Playback display shows a section of the Cuesheet. If a cue is playing in one of the playback faders, the playback fader will be listed adjacent to the cue number. Cuesheet Section Submaster Section Playback Faders section Figure 5.
Chapter 5 Cues Playback Faders Section The two Playback Fader boxes, labeled A/B and C/D, show you the current status of the playback faders. The Playback Fader Boxes contain the following information: Cue The number of the current cue. Next The number of the next cue to be executed. Up Indicates the up fade (in time or %) completion of the cue or multipart cue. Dn Indicates the down fade (in time or %) completion of the cue or multipart cue.
User Guide Chapter 5 Cues Playing Back Manual Cues Cues that are assigned a manual fade time wait to be executed by the movement of the A/B or C/D playback faders. The fade takes place as you move the faders along to the completion of their travel. When the faders reach the top, the fade is complete and is cleared from the fader automatically.
Chapter 5 Cues Playing Back Timed Cues Timed Cues are automatically executed after pressing the [GO] button located at the bottom of each playback fader and the fade takes place according to the timing information programmed with the cue. It is necessary for the playback faders (A/B or C/D) to be in the full UP position for timed fades to progress when the [GO] button is pressed. Follow this example to playback a timed cue: Procedure: Notes: 1. Press [LOAD] 2. Press [2] Loads cue 2 3.
User Guide Chapter 5 Cues Rate Override When you are playing back cues on playback faders, you can use the [RATE] key of a playback fader pair to assign control of the cue fade rate to the trackball and to the wheels below the LCD display. Pressing the [RATE] key again releases rate control and the adjusted fade times remain for the fade. Using the Trackball The trackball adjusts both the up and the down fade times simultaneously.
Chapter 5 Cues Using the Real Time Event Clock to Playback Cues A cue, or series of cues, can be run automatically by assigning them to be played back by the console’s Real Time Event Clock. Up to 500 real time events can be programmed in the control console. Some examples of using this feature would be to automatically turn the work lights on for a regular rehearsal, or bring up curtain warmers a half hour before show time.
User Guide Chapter 5 Cues Navigating the Real Time Event sub-display Use the arrow keys to move the cursor within the desired area of the Real Time Events section of the display then press [ENTER]. This will open up a pop-up display allowing you to add or edit the relevant information. Press [ENTER] again to complete the assignment. To select a menu item from the Real Time Menu section of the display use the keypad to enter the menu item number.
Chapter 5 Cues Real Time Event Example Procedure Follow below to assign cue 101 to be automatically run at 7:00pm (19:00), Monday through Friday evenings, as Event #1: Procedure: Notes: 1. Press [SETUP] (More) (RT Clk) Enters Setup display and opens Real Time Event Sub-display 2. Use the arrow keys to move the cursor to the "E# 1" field. 3. Press [5] to set Scheduler to "ON" 4. Use the arrow keys to move the cursor to the "Time" field of Event 1 (E# 1) 5. Press [ENTER] 6. Press [190000] [ENTER] 7.
User Guide Chapter 5 Cues Cue Record Modes This section is more descriptive than procedural. It is meant to be used in conjunction with the Recording Cues section earlier in this chapter which shows actual cue recording and editing examples. There are three different cue recording / editing modes, called Cue Record Modes. Each of these modes affects the relationship of channel levels in a cue to their levels in subsequent cues, in different ways.
Chapter 5 Cues Selecting the Cue Record Mode To change the Cue Record Mode, press the (Q Mode) soft-key until the desired mode name appears to the left of the command line. You must select the type of Cue Record Mode you would like before creating or recording the cue. Tracking Level Conventions Tracking Levels (Soft Levels) A tracking level is referred to as a Soft Level. Soft levels are levels that take their value from the level of the channel in the previous cue.
User Guide Chapter 5 Cues The Tracksheet Display Hard Levels Soft Levels Figure 5.5 Tracksheet Display Hard Zeros Soft Zeros (non-visible) Assigned Group Levels (Teal) Figure 5.5 above is an example of how Hard Levels, Soft Levels, Hard Zeros Soft Zeros and Group Levels appear in the Tracksheet display. Navigating the Tracksheet Display To edit a cue while in the Tracksheet display, press [CUE] [#] [ENTER]. You can also use the up/down arrow keys to scroll through the list of cues.
Chapter 5 Cues Clean Up Mode When you operate in Clean Up mode the concept of tracking levels does not exist. Note that you can make a cue that was recorded in Tracking or Cue Only mode into a Clean Up cue by pressing the Clean Up hard-key. See Using the Clean Up hard-key later in this chapter. Recording and Editing Live in Clean Up Mode When you record cues live in Clean Up mode, you only affect levels in the cue you are creating. Every channel is assigned a hard level.
User Guide Chapter 5 Cues Tracking Mode Recording and Editing Live in Tracking Mode Channels that have new levels which are different from the previous cue will have hard levels; all other channels will have soft levels.The new hard levels will then track into subsequent cues as soft levels. Press [RECORD CUE] [#] [ENTER] to record or edit (re-record) live.
Chapter 5 Cues Cue Only Mode Cue Only Mode operates in the same way as Tracking Mode when recording live. The differences are when you record or edit blind (see explanations below). Recording and Editing Live in Cue Only Mode Channels that have new levels which are different from the previous cue will have hard levels; all other channels will have soft levels.The new hard levels will then track into subsequent cues as soft levels. Press [RECORD CUE] [#] [ENTER] to record or edit (re-record) live.
User Guide Chapter 5 Cues Using the Clean Up hard-key When you are using tracking levels, you sometimes need to stop the tracking levels from continuing into later cues. Typically, this happens at the end of a scene when the basic stage look changes to the look of the next scene. To prevent tracking levels from continuing into later cues, you can assign the Clean Up attribute to a cue. When you assign the Clean Up attribute to a cue, the cue levels all automatically become hard levels.
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User Guide Chapter 6 Groups Chapter 6 Groups Lighting "Groups" can be thought of like virtual submasters or cues. Groups are pre-recorded looks for use as building blocks in the creation of cues, effects and live stage looks. This console gives you the ability to store and recall up to 500 groups.
Chapter 6 Groups Groups and Automated Devices As mentioned earlier, groups can be thought of as virtual submasters or cues. In almost all aspects, groups are recorded and behave very similar to a submaster or cue, however instead of being controlled or recalled by a fader on the console, they are recalled by number and can be added to cues, effects, and submaster faders.
User Guide Chapter 6 Groups Recording Groups Live The [RECORD GROUP] hard-key records the instantaneous look of the current Stage or Device display by recording all channels or traits at their current levels. This includes all levels that may be originating from level setting commands, cues, running effects, or even other groups. The Record Group command can be executed from any display except Setup.
Chapter 6 Groups Recording a device trait group live Follow these steps to record a group of device traits live: Procedure: Notes: 1. Press [DEVICE] display key Assume devices 1- 4 have been assigned, see Chapter 10 2. Press [DEVICE] [1] [THRU] [4] [ENTER] Select the devices to be recorded by using the device key on keypad 4. Adjust traits using encoder wheels or trackball Captures traits for record, notice "DV" icon at top right of screen 5.
User Guide Chapter 6 Groups Editing Groups Live Editing groups live, whether conventional channels or device traits, involves the following steps: 1. 2. 3. 4. Clear all console output Recall the group Edit the levels or device traits as required Re-record the group. Recalling Groups To view a recorded group on stage, press [GROUP] [#] [FULL]. You can assign a level to a group in the command line. Just like submasters, levels within the group read proportionally to the level assignment of the group.
Chapter 6 Groups Editing a device trait group live To edit a group of device traits live you basically re-record the group: Procedure: Notes: 1. Press [DEVICE] display key 2. Press [DEVICE] [1] [THRU] [4] [ENTER] Select the devices to be edited by using the device key on keypad. 3. Press [GROUP] [50] [ENTER] 4. Adjust traits using encoder wheels or trackball 5. Press [RECORD GROUP] [50] 6.
User Guide Chapter 6 Groups Group Preview Sub-Display Group Number Group Levels (note teal color) Figure 6.0 Group Name Device Display Box Device Trait in Group Navigating the Group Sub-Display To select a specific group, press the (SelGrp) soft-key while in the Preview display. Only one group’s information is shown at a time. You can use the left/right arrow keys to page through all the different groups. Follow these steps to select a group from the Preview display: Procedure: Notes: 1.
Chapter 6 Groups Recording Groups in the Group Preview Sub-Display Recording a channel group blind Follow the steps below to record a group of conventional channels blind: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelGrp) [#] Creates new group 3. Press [ENTER] If group has already been recorded, its levels will show. 4. Select channels and set channel levels Group recorded All levels are recorded automatically when in a Preview display, it is not necessary to press the [RECORD GROUP] hard-key.
User Guide Chapter 6 Groups Editing Groups in the Group Preview Sub-Display To select a specific group for viewing and editing press the (SelGrp) softkey while in the Preview display. Only one group’s channel or trait information is shown at a time. Use the left/right arrow keys to view additional groups. Editing a channel group blind Follow these steps to blind edit a previously recorded group: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelGrp) [#] [ENTER] Selects group 3.
Chapter 6 Groups Naming Groups You can assign names up to 16 characters in length to groups. These names can be exclusively numbers, exclusively letters or a combination of letters and numbers. Names are entered using the submaster bump buttons for letters and the keypad for numbers. You can also use a standard PC keyboard to enter names. See Appendix A for information on installing a keyboard.
User Guide Chapter 6 Groups Copying Groups Follow the procedure below to copy the contents of one group to another group: Procedure: Notes: 1. Press [PREVIEW] 2. Press (SelGrp) [#] Enter the number of the group to be copied 3. Press [ENTER] 4. Press (Copy) 5. Enter destination group number to copy to 6. Press [ENTER] If a group already exists in the destination, a warning will appear asking for confirmation Renumbering Groups Follow the procedure below to renumber a group: Procedure: Notes: 1.
Chapter 6 Groups Clearing Groups From the Group sub-display of Preview: To delete an individual group press the (Delete) soft-key. From the Clear menu of the Setup display: To clear all groups follow the steps below: Procedure: Notes: 1. Press [SETUP] 2. Press (MORE) Changes soft-key level 3. Press (Clear) Clear menu appears 4. Enter [2] “Clear Groups” Warning appears 5. Enter [1] to confirm All group memory erased 6.
User Guide Chapter 6 Groups Using the Only Key with Groups The Only key is very useful when working with Groups. It can be used to select "only" a channel or selection of channels from within a group. This selection could be used to record other groups, subs, or cues. For example, to select channels from a group live from the Stage display: Procedure: Notes: 1. Press [STAGE] 2. Press [GROUP] [20] Group 20 has channels 1 - 24 already recorded 3. Press [ONLY] 4. [5] [THRU] [10] 5.
Chapter 6 Groups Using Groups in Cues There are two ways groups can be used with cues with distinct differences and potentially severe ramifications. The first method is to assign the group to a cue. The second method is to recall the group and then record the result into the cue. The first method of assigning the group to cue has the benefit (or consequence) that when the group is changed, the use of the group within the cue is changed as well.
User Guide Chapter 6 Groups Using Groups in Submasters There are two methods that groups can be used to set submaster levels. The first method is to assign the group to a sub, the second method is to just use the group’s levels to set sub levels. With the first method, when a group is assigned to a submaster, the group’s levels will be called up proportionately to the setting of the submaster fader. When the group is edited, the submaster to which it was assigned to will also be updated.
Chapter 6 Groups Using Groups in Effects Groups can be used as building blocks when programming an effect. By adding groups to effect steps you can create very complex and powerful effects which can then be triggered by a submaster or cue. For example, when using automated devices you could have a different group of positions for each effect step. You could then add a different group of colors to the same steps to create a moving pattern which changes color at each step.
User Guide Chapter 7 Effects Chapter 7 Effects Think of an effect as a sequential series of lighting steps which contain time attributes like cues but also can contain patterns. The content of an effect is determined by the elements assigned to each of its steps and the attributes defined for each step. Each effect step contains up to ten elements and these elements may include individual channels, device traits, submasters, groups or cues.
Chapter 7 Effects Effect Sub-Display The Effect sub-display is used to create new effects or edit existing effects. The display lists the name and pattern type of the effect as well as the elements and fade/dwell times for each effect step. Effect Name Step Number Pattern Type Dwell Time Effect Elements Fade Time Figure 7.0 Effect Sub-Display Navigating the Effect Sub-Display Use the up/down and left/right arrow keys next to keypad to navigate the the different areas of the display.
User Guide Chapter 7 Effects Effect Sub-Display Soft-Keys Soft-key Description (ClrVal) Clears the value of the current field. (ClrStp) Clears the values of the current step. (InsStp) Inserts a new step BEFORE your current step position. (DelStp) Deletes the current step. (AddStp) Adds a new step at the END of the current effect. (DelAll) Deletes all information for the current effect and resets the effect to the default blank two step effect. Table 7.0 Effect Soft-keys Rev. 1.30.03.07.
Chapter 7 Effects Effect Attributes Setting Amount of Effect Steps The number of steps consumed by all effects can be dynamically changed. The console default is 100 and the maximum is 9,999. Be aware that effects take a lot of memory and allowing too many steps can affect the remaining number of cues, groups, submasters and channels. The number of effect steps is set from the Setup display. To set the number of effect steps: Procedure: Notes: 1. [SETUP] [10] [ENTER] 2. Enter amount of steps 3.
User Guide Chapter 7 Effects Effect Patterns A pattern determines how the effect will play the steps. There are four different patterns available: Forward: The steps run from step 1 to the highest step number, then begin again with step 1. Reverse: The steps run from the highest step number down to step 1, then begin again with the highest step. Bounce: Each full cycle of the steps switches between the forward and reverse patterns.
Chapter 7 Effects Creating and Editing Effects To create or edit an effect from either the Stage or Preview displays, press (SelEff) [#] [ENTER]. If the number of the effect does not exist, a new effect will be created at the given number. Creating a Step Follow the example below to create an effect with a channel assigned to element one of step one: Procedure: Notes: 1. Press [STAGE] or [PREVIEW] 2. Press (SelEff) [1] [ENTER] 3. Use the up arrow key to move cursor to "Effect" field 4.
User Guide Chapter 7 Effects Assigning a group, sub, cue or device trait to an effect To assign a group to an effect element, press [GROUP] [#] [ENTER] at step 12 in the preceding example. To assign a submaster to an effect element, press [SUB] [#] [ENTER] at step 12 in the preceding example. To assign a cue to an effect element, press [CUE] [#] [ENTER] at step 12 in the preceding example.
Chapter 7 Effects Adding Steps When an effect is first created there are only two steps in the effect. To add more steps, press the (AddStp) soft-key. A new step will be added at the END of the effect. Inserting Steps You can insert a step into an effect at any location by moving the cursor to the desired location and then pressing the (InsStp) soft-key. The new step will be inserted BEFORE the current step. All steps following the inserted step will be renumbered.
User Guide Chapter 7 Effects Clearing Effects From the Effect sub-display of Stage or Preview: To delete an individual effect press the (DelAll) soft-key. From the Clear menu of the Setup display: To clear all effects follow the steps below: Procedure: Notes: 1. Press [SETUP] 2. Press (MORE) Changes soft-key level 3. Press (Clear) Clear menu appears 4. Enter [4] “Clear Effects” Warning appears 5. Enter [1] to confirm All group memory erased 6.
Chapter 7 Effects Assigning Effects to Cues When an effect is assigned to a cue, the effect fades in during the up time of the cue. The effect remains running until the next [GO] command is executed, at which time the effect fades out during the down time of that cue. To assign an effect to a cue press [CUE] [#] [EFFECT] [#] [ENTER] A [LOAD] fader [#] [GO] command fades out all running cue effects immediately. Please refer to Chapter 5 Cues for more information on working with cues.
User Guide Chapter 8 Macros Chapter 8 Macros A Macro is a series of keystrokes that you record to perform a complex command with the press of a single macro key. Macros are especially useful for executing command sequences that you repeat often. Some example macros could include a macro that loads and plays a cue, a macro that performs a channel check or a macro which records a show to floppy disk. There are 64 pages of macros with eight macros per page for a total of 500 macros available on the console.
Chapter 8 Macros Macro Sub-Display Keystrokes Active Macro Page # / Macro # Macro Menu Options Figure 8.0 Macro Sub-Display To access the Macro sub-display, press [SETUP] (Macro). Navigating the Macro Sub-Display Menu selection in the General Options and Macro Specific sections is performed by entering the menu item on the keypad then either entering the appropriate value or selecting an option with the up/down arrow keys.
User Guide Chapter 8 Macros Macro Paging A single macro page contains eight macros assigned to the eight macro hard-keys labeled [M1] - [M8]. The number of macro pages available is set from the Setup display. To change the number of pages, press [SETUP] [9] [ENTER], enter the number of pages (up to 64) then press [ENTER] again. For more information on the Setup display see Chapter 12 System Settings.
Chapter 8 Macros Recording Macros A macro may contain both hard-key and soft-key keystrokes, but cannot record fader or trackball functions. A macro may contain up to 64 keystrokes. You may "nest" macros by using another macro inside a macro; both will be executed with a single keystroke. Macros are recorded literally as a series of keystrokes. When you record a level setting command such as [1] [THRU] [10] [AT] [FULL], the macro will work in any display that accepts that command syntax.
User Guide Chapter 8 Macros Recording Real-Time Macros In addition to simply recording keystrokes, the console allows for “Real Time” recording of macros. This feature can be very useful in building special types of effects and playing them back as timed macros rather than the sometimes tedious efforts required to build certain effects. For example, bump buttons can be used to bump channels in a specific order in a specific timed sequence to create an effect: Procedure: Notes: 1.
Chapter 8 Macros Nesting Macros A macro may be nested within a macro. When the first macro runs, the nested macro will automatically run when the nested macro key number is sequenced. For example to nest macro 2 within macro 1: 1. Press [SETUP] (Macro) Opens Macro sub-display 2. Press [4] Menu item 4: Macro Number 3. Enter macro number [1] 4. Press [1] Menu item 1: Record Macro Initiates macro 1 recording 5. Press desired keystrokes for macro 1 Page 128 6.
User Guide Chapter 8 Macros Playing Macros To playback a macro, select the macro page from the Stage or Playback displays then press the macro key you recorded to: Procedure: Notes: 1. Press [STAGE] or [PLAYBACK] 2. Press (MP #) Command Line reads: "Macro Page" 3. Enter macro page 4. Press macro key 1 - 8 Macro executes If the macro is a timed macro, you must first turn on the "Timed Execute" option in the Macro sub-display: Procedure: Notes: 1. Press [SETUP] (Macro) Opens Macro sub-display 2.
Chapter 8 Macros Editing Macros Macros may be edited in one of three ways; Insert, Modify or Delete. To insert a keystroke in a macro: Procedure: Notes: 1. Press [SETUP] (Macro) Opens Macro sub-display 2. Press [4] Menu item 4: Macro Number 3. Enter macro number to edit 1-8 4. Use the arrow keys to select the portion of macro to perform insert 5. Press [7] Menu item 7: Insert 6.
User Guide Chapter 8 Macros Clearing Macros To clear an individual macro: Procedure: Notes: 1. Press [SETUP] (Macro) Opens Macro sub-display 2. Press [4] Menu item 4: Macro Number 3. Enter macro number 1-8 4. Press [9] repetitively to delete all keystrokes To clear all macros from memory: Procedure: Notes: 1. Press [SETUP] 2. Press (More) Changes soft-key level 3. Press (Clear) Clear menu appears 4. Enter [5] “Clear Macros” Warning appears 5.
Chapter 8 Macros Example Macros Load and Execute a Cue Procedure: Notes: 1. Press [SETUP] (Macro) Opens Macro sub-display 2. Press [4] Menu item 4: Macro Number 3. Enter macro number [2] 4. Press [1] Menu item 1: Record Macro Initiates macro 2 recording 5. Press [LOAD] 6. Enter cue number 7. Press [GO] 8. Press macro key [M2] Ends recording Record Show to Disk Procedure: Notes: 1. Press [SETUP] (Macro) Opens Macro sub-display 2. Press [4] Menu item 4: Macro Number 3.
User Guide Chapter 8 Macros Start Channel Check Automatically This example is a timed macro: Procedure: Notes: 1. Press [SETUP] (Macro) Opens Macro sub-display 2. Press [4] Menu item 4: Macro Number 3. Enter macro number [6] 4. Press [2] Menu item 2: Record Mode 5. Use the up/down arrow keys to select "Timed" 6. Press [ENTER] 7. Press [1] Menu item 1: Record Macro Initiates macro 6 recording 8. Press [STAGE] 9. Press the (More) soft-key 10. Press the (ChnChk) soft-key 11.
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User Guide Chapter 9 Patching Chapter 9 Patching Before you begin patching, you should set the of number of channels and dimmers that you will be using. Please see Chapter 12 System Settings for more information. By using only the amount of channels and dimmers needed, you will speed up processing and allow for the greatest number of cues, macros, effects, etc. The console is shipped with Ports A and B configured as a 1 to 1 patch for conventional channels and dimmers.
Chapter 9 Patching Patch Display To enter the Patch display press the [PATCH] hard-key. Patching is the process by which console control channels are associated with, or patched to, dimmer output addresses. As you will recall from earlier sections of this guide, your console has 1,536 dimmer (DMX or CMX) output addresses and has either 384 or 600 (depending on the model) conventional lighting control channels. Automated devices are not dealt with the same way as conventional control channels.
User Guide Chapter 9 Patching Channel Dimmer Proportional Level Assigned Profile Figure 9.0 Sample Patch Display Navigating the Patch Display To navigate the Patch display, use the arrow keys next to the keypad to scroll or page through the patch list. The up/down arrow keys will scroll and the left/right arrow keys will page. You can also enter the dimmer or channel number directly to view an assignment.
Chapter 9 Patching Ordering of Dimmer Numbers, [S2] You have the option of viewing and addressing dimmers either 1 - 512, per port, or 1 - 1536 across all three ports. This soft-key toggles in between the two views. Sorted by Channel or Sorted by Dimmer, [S3] This soft-key toggles between sorting either by console control channel or by output dimmer. Patching 1 To 1 Use the (1 to 1) soft-key in the Patch display to patch each channel to the dimmer of the same number (ch 1 at dim 1, ch 2 at dim 2, etc.).
User Guide Chapter 9 Patching Custom Patching Channels to Dimmers You can create a custom patch by pressing the number of the channel that you want to assign, followed by the [DIMMER] key. At this point, you can enter dimmer number assignment(s). Follow these example steps to patch channel 2 to dimmer 5 at full: Procedure: Notes: 1. Press [PATCH] Opens Patch display 2. Enter [2] on keypad Selects channel 2 for patching 3. Press [DIMMER] 4.
Chapter 9 Patching Proportional Levels Proportional patching is an advanced feature which when applied correctly can be very powerful. Proportional patching works very similar to a more familiar concept of proportional submasters. With submasters, channels are patched to the submaster at varying levels. The submaster controls those channels from 0 up to the channel max all at the same proportional rate. For example, imagine a situation where you have two fixtures both aimed at the same area.
User Guide Chapter 9 Patching Patching Automated Devices Automated Devices are patched from the Device Assignments sub-display of the Setup display. See Chapter 10 Automated Devices for additional information. In the Patch display, the location of automated device patching is shown by device numbers in the device column. For example, the screen shot in Figure 9.1 below shows the 16 device traits of Device 1 (Dv 1) patched to dimmer addresses 1-16 on Port C. Dimmer Addresses Device Traits Figure 9.
Chapter 9 Patching Dimmer Check Figure 9.2 Dimmer Check PopUp The Dimmer Check utility lets you test the output of individual dimmers. This is useful for verifying lamps, or investigating to see which fixtures are connected to which dimmers. Follow these steps to check dimmers at full: Procedure: Notes: 1. Press [PATCH] 2. Press [S1] to select the port Port A is used in this example 3. Press (DimChk) 4. Enter [1] on Keypad Command line reads: "Check Dimmer 1" 5.
User Guide Chapter 9 Patching Profiles A Profile is a method of altering the output level of the console relative to that of the level of the channel. For example, the default curve (profile 0) dictates that when the console dictates a dimmer output of 25%, the console output is at 25%. When the console dictates a dimmer level of 50%, the console outputs 50%, 75%/75%, etc. This is called a linear profile, or dimmer curve. (See figure 9.3 below).
Chapter 9 Patching Non-Dim Dimmers (Virtual Non-Dims) You can make any dimmer behave like a non-dim dimmer by creating a custom profile that forces the dimmer to full at some point during the fade. This means that the actual dimmer output on stage is zero until the dimmer level in the fade reaches a “trigger level” at which point the dimmer output immediately goes to Full. This is useful for practical lighting on your set, such as table lamps, or other lights that actors may turn on “on cue.
User Guide Chapter 9 Patching Dimmer Output Channel Level Figure 9.7 Profile Sub-Display Navigating the Profile Sub-Display Edits to profiles are made from the Profile sub-display of the Setup display. The current profile for editing is shown at the top of the sub-display. Each profile is divided into 16 equal sections (Compressed Mode, see below) and numbered in increments of roughly 6.25%. Each 6.25% increment is called a fade point.
Chapter 9 Patching Compressed Mode vs. Expanded Mode The default mode when viewing or creating a profile is called Compressed Mode and shows the profile divided into 16 equal sections. Expanded Mode allows you to view or create a profile in more detail and is divided up into 255 equal sections. To switch to Expanded mode press the [ENTER] key while in Compressed mode. To switch back to Compressed mode, press the [ENTER] key again.
User Guide Chapter 10 Automated Devices Chapter 10 Automated Devices A special feature of the control console is that in addition to the control of conventional stage lighting dimmers, the console provides a special set of control features for the control of automated devices. Separated from the conventional control channels are 512 dedicated channels reserved exclusively for controlling automated devices.
Chapter 10 Automated Devices Understanding Your Automated Devices Moving lights, scrollers, fog machines etc., all fall into the family of automated devices that may be controlled by the console. It is EXTREMELY important that before you try to use an automated device that you become familiar with its operation by reading the manual that came with your device. Learning how each device works as well as how to make them respond the way you want them to is the first step in working with automated devices.
User Guide Chapter 10 Automated Devices Assigning Devices Before you can control an automated device, the console must first know what device it is going to control. This is done by "assigning" (patching) a device to a DMX dimmer address and port. Assigning a device is done from the Device Assignment sub-display of the Setup display (Fig 10.1 below). To access this display press [SETUP] (Device). Device Assignment Start Address Data Port Figure 10.
Chapter 10 Automated Devices Device Menu Item Description 1. Edit Assignment Use to assign the device, starting address and DMX port. 2. Clear Assignment Use to remove the device assignment highlighted. 3. Edit Definition Use to edit a device definition in the device library. 4. Add Definition Use to initiate the routine to add a new device to the device library. 5. Delete Definition Use to deletea device from the library. Table 10.0 Device Menu Items Initial Device Assignment Figure 10.
User Guide Chapter 10 Automated Devices The console is shipped with Ports A and B configured as a 1 to 1 patch for conventional channels and dimmers. Port C is clear and configured for automated devices. This is also the default patch configuration after performing a hard clear. See Chapter 9 Patching and Chapter 11 Memory Functions for more information. Follow these example steps to initially assign a device: Procedure: Notes: 1. Press [SETUP] Opens Setup display 2.
Chapter 10 Automated Devices Custom Device Address Assignment In the previous procedure, when the initial assignment was first made, the console looked at its patch tables and assigned the device to the first dimmer address that was not assigned to a conventional channel and has enough unpatched consecutive channels following for the number of channels required for the device. This may not be the address you wish the fixture to respond to.
User Guide Chapter 10 Automated Devices Assigning a Device Dimmer Trait to a Channel Fader or Submaster A dimmer address may be assigned to both a conventional channel and a device trait at the same time. A device’s dimmer trait can be patched in this way to directly control the device’s intensity via a conventional channel. The channel could then be recorded into a submaster fader for quick access.
Chapter 10 Automated Devices Using Automated Devices Submasters Playback Faders Encoder Wheels Figure 10.3 Device Console Controls Trackball LCD display Device Default Key After the automated devices have been properly assigned in the console you can start controlling your devices by using the console’s encoder wheels and trackball.
User Guide Chapter 10 Automated Devices LCD and Encoder Wheels As explained above, the encoder wheels are used to control the individual traits of devices. To modify a trait, turn the encoder wheel to increase or decrease the trait value. To view additional traits in the LCD use the left/ right arrow keys to scroll through the traits, to page through the traits, press and hold the Leviton logo key while using the left/right arrow keys.
Chapter 10 Automated Devices The Device Display The primary display used when programming automated devices is the Device display. The Device display is a "live" display, meaning that any changes made to device traits here will be visible on stage. The other displays in which you can view and adjust trait levels of devices are the Preview displays, Effect display and Tracksheet display. Traits selected for record (white) Figure 10.5 Device Display Active Device (Blue Arrows) Figure 10.
User Guide Chapter 10 Automated Devices Navigating the Device Display You can view up to five consecutive devices at a time in the Device display. Other assigned devices can be viewed in the display by using the up/down arrow keys which will scroll the screen. Blue colored arrows indicate which device is currently active in the view. See Figure 10.6 on previous page. The left/right arrow keys are used to scroll through the traits of devices which have more than seven traits.
Chapter 10 Automated Devices The following table gives descriptions of the Device display soft-keys: Soft-key Description (Q Mode) Switches Cue Record Modes, see Chapter 5 Cues for more information. (KillDv) Quickly closes the shutter of devices which are active on stage. For example, press (KillDv) [#] [ENTER]. (SelAll) Selects all device traits of assigned devices for record. Trait names will appear in white. (RelAll) De-selects all device traits of assigned devices so they will not be recorded.
User Guide Chapter 10 Automated Devices Recording Cues As with conventional channels, the easiest way to program automated device cues is live on stage. This allows you to create a particular look and then save it. While recording an individual device or a group of devices, always keep in mind the following: Trait Selection: Only selected traits (white) will be recorded, unselected traits (gray) are ignored. See the preceding Device Display section for more information on trait colors.
Chapter 10 Automated Devices Devices and Cue Tracking Cues using automated devices can be created easily by using Tracking as the cue record mode. Tracking allows you to record a number of sequential cues and adjust just the traits you want to change for each cue while not affecting the other traits which track. Refer to Chapter 5 Cues for more information on Tracking. The example Tracksheet display below shows how Tracking can be used to record cues 1 - 3.
User Guide Chapter 10 Automated Devices Follow the procedure below to recreate the example tracking cues as in Figure 10.7 (note that a fade time of 2 sec. is also recorded for each cue): Procedure: Notes: 1. Press (Q Mode) until "Tracking" appears next to Command Line 2. Press the [DEVICE] display key Device must already have been assigned 3. Press [DEVICE] [1] [ENTER] LCD opens showing selected device 4.
Chapter 10 Automated Devices Using Submasters In addition to recording channel levels of conventional lights, submasters can also record trait levels from automated devices. They are very dynamic in nature, allowing the user to program even specific traits of a device. For example, you could program a submaster to affect only the colors, positions or gobos. The submasters could then be used to change traits of devices which are running in a cue.
User Guide Chapter 10 Automated Devices Using Groups Any specific traits of a device can be programmed as a group. The user can build up focus positions, colors, gobos and effects such as strobing or scrolling to be used as building blocks or palettes when recording cues, subs or effects. Please see Chapter 6 Groups for more information on working with groups. If a group is assigned to a cue, sub or effect, whenever the group is updated so will be the cue, sub or effect.
Chapter 10 Automated Devices Using Groups as Focus Points Sometimes the venue changes or there are other changes in the show which demand re-focusing of certain pan and tilt positions. These new positions can be quickly updated in your cues, subs and effects by first recording your focus points into groups then assigning these groups to your cues, subs or effects. This way, whenever the group is updated, any cue, sub or effect which references that group will be automatically updated also.
User Guide Chapter 10 Automated Devices Blind Recording and Editing of Devices Sometimes it is necessary to record or edit your devices while not affecting the current look on stage. This can be accomplished by using the Cue, Group and Submaster Preview displays or the Tracksheet display. Figure 10.
Chapter 10 Automated Devices Some Programming Hints • There are many different ways in which lighting operators and designers program automated devices in their consoles. Depending on the show requirements and your personal preferences, you may choose to just create individual looks which can be quickly recorded into cues for playback later. Or you may choose to start recording groups or "palettes" of colors, positions, gobos, etc.
User Guide Chapter 10 Automated Devices Device Definition Language The Device Definition Language (DDL) is used to describe a device’s personality (its traits). Devices can include moving lights, fog machines, color scrollers or simply a series of dimmer channels. Through the use of the DDL, the console can present the individual traits of the device with descriptive labels rather than simple channel numbers as you would with a standard lighting console.
Chapter 10 Automated Devices Creating and Editing DDLs Before a DDL is created or edited (via the console or a text editor), it is important to understand the following definitions of what comprises a DDL: 1. Types of Traits There are three types of traits used when defining a device: Continuous, Indexed and Union: Continuous traits: These are traits that move continuously from a minimum value to a maximum value such as pan/tilt or lamp intensity.
User Guide Chapter 10 Automated Devices Size of data: Determines whether the trait will use one or two bytes of the DMX 512 stream. Choices are "8 Bit" or "16 Bit". 16 bit is mostly used for Pan and Tilt of high resolution devices. X/Y Axis Invert: This determines whether to invert a continuous trait such as Pan so that it moves the direction that the trackball moves. Select "Yes" if you would like to invert the trait. If a trait is to be assigned to the X or Y axis, select "Yes" for these attributes.
Chapter 10 Automated Devices Creating a new DDL with a Text Editor When using a text editor for creating a new DDL, it is very important to be precise with the syntax of the DDL so that the device will work properly. Studying previously written DDLs is a good method to understanding the intricacies involved. DDLs can be viewed in a text editor from the DDL diskette which was included with your console. DDLs can also be printed out directly from the console, provided a correct printer is attached.
User Guide Chapter 10 Automated Devices Keyword Valid Values Description Device 16 character text string Defines the name of the device. Trait 8 character text string Defines the text label of the trait. Type Union, End Union, Continuous, Indexed Defines the type of the trait. Channel 1 - 256 Defines the channel offset of the trait. Size 8 Bit, l6 Bit Defines the trait as 8 bit or 16 bit. Only used in continuous types.
Chapter 10 Automated Devices Creating a new DDL in the Console The procedure below gives the general steps for defining a new device within the control console: Procedure: Notes: 1. Press [SETUP] Opens Setup display 2. Press (Device) Enters Device Assignment sub-display 3. Press [4] Device menu item 4: "Add Definition" 4. Enter new device name Use the submaster bump buttons for letters 5. Press [ENTER] 6. Use the Definition menu to modify or insert traits accordingly. 7. See Table 10.
User Guide Chapter 10 Automated Devices Editing DDLs in the Console The example steps below give the general steps for editing a device definition: Procedure: Notes: 1. Press [SETUP] Opens Setup display 2. Press (Device) Enters Device Assignment sub-display 3. Press [3] Device menu item 3: "Edit Definition". 4. Use the arrow keys to highlight the device to edit then press [ENTER] 5. Use the arrow keys to highlight the trait to edit then press [ENTER] 6.
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User Guide Chapter 11 Memory Functions Chapter 11 Memory Functions This chapter includes information on how to clear console memory, record and retrieve show information using a floppy disk and upgrade the console’s system software. Refer to Chapter 12 System Settings for information on how to allocate memory resources.
Chapter 11 Memory Functions Console Memory (RAM) When you record show information, the information is saved in the console's RAM (Random Access Memory). All information remains in memory when the console is turned off because the RAM has a battery to keep the memory active. At some point however, the battery will fail. When the battery fails, console memory can be lost! For this reason, it's important to frequently back up all show and configuration data frequently.
User Guide Chapter 11 Memory Functions Clear Functions Hard Clear (Console Reset) You can clear all memory in the console and reset the main processor in the console by performing a "hard clear". This totally clears anything that has been stored in RAM. No show information will remain in memory after you perform a hard clear and the system settings will be reset to their default settings.
Chapter 11 Memory Functions Soft Clear Figure 11.0 Clear sub-menu A "soft clear" erases just the contents of some or all of the show memory, it does not reset the board to it’s default settings as a hard clear does as described in the preceding section. From the clear menu of the Setup display you can individually clear cues, groups, submasters, effects and macros or clear all of the above (see Figure 11.0 above). Procedure: Notes: 1. Press [SETUP] 2. Press (More) Changes soft-key level 3.
User Guide Chapter 11 Memory Functions Diskette Functions Figure 11.1 Disk sub-menu The Disk sub-menu allows you save, load, delete and rename files using a floppy disk. It also allows you to format a floppy disk and load console system software. The console uses only 3.5" double-sided HD (High Density) 1.44MB disks formatted for IBM compatible PCs. The floppy disk drive is located on the front edge or back panel of the console (depending on the model).
Chapter 11 Memory Functions Recording Show Files to a Floppy Disk File names have a .INN suffix (MYSHOW.INN for example). You can use the submaster bump buttons or a standard PC keyboard to name the file to be recorded. Up to 8 characters may be used to specify the file name. To record show information to a floppy disk on the console, insert a disk into the disk drive and follow these steps (see Figures 11.1 and 11.2 on previous page): Procedure: Notes: 1. Press [SETUP] (Disk) Opens Disk Menu 2.
User Guide Chapter 11 Memory Functions Loading Show Files from a Floppy Disk To retrieve a show file from a disk and load it into the console RAM, follow the procedure below. Procedure: Notes: 1. Press [SETUP] 2. Press (Disk) Opens Disk Menu 3. Press [2] Opens Load File Menu 4. Use the up/down arrow keys to select file to load Opens Load File Name box Select file with .INN suffix 5.
Chapter 11 Memory Functions Upgrading Console System Software The console has the ability to have new versions of operating software loaded into it from floppy disk. The disk must be an Innovator or MC Series system disk in order for the procedure to function correctly. The system software file name has a. DWN suffix and is called INNOVATR.DWN. Your console was shipped with a system disk that has a copy of the original software version that was loaded in it when it was tested at the factory.
User Guide Chapter 12 System Settings Chapter 12 System Settings The Setup display allows you to customize the console settings and execute certain functions. For example, you can set the number of dimmers and channels, select and patch automated devices, and perform printing and file management tasks. Settings remain in memory after the console is turned off. When console memory is hard cleared, the settings are reset to the factory defaults.
Chapter 12 System Settings Navigating the Setup Display Figure 12.0 Sample Setup Display (Actual screen may vary depending on model) To navigate within the Setup display, use the keypad to enter a menu item number then press [ENTER]. The selected menu item parameter is changed by either entering an applicable alphanumerical value or by using the up/down arrow keys to toggle a selection. The sections throughout this chapter demonstrate these techniques.
User Guide Chapter 12 System Settings Naming the Show Setup menu item 1 provides a way to add an alphanumeric name to a show. The Show Name only appears in the Setup display and can only be viewed when the show is in active memory. For example, to assign a Show Name: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [1] [ENTER] Selects menu item 1: “Show name” 3. Press the submaster bump buttons or use a keyboard to enter a show name 4.
Chapter 12 System Settings Setting number of Dimmers Rearranging memory by changing the number of channels, groups, etc. may have an adverse effect (total loss) of items stored within that memory. Backup your entire console BEFORE making configuration changes. The console provides 3 DMX output ports (A, B, or C) for addressing dimmers or devices. Each port is capable of up to 512 DMX addresses for a total of 1,536 addressable DMX channels.
User Guide Chapter 12 System Settings Channel Bump/Toggle Buttons Console models with channel faders have a bump button associated with the individual channel faders. Menu item 6 allows the user to change the operation of the channel bump buttons from momentary on/off to maintained on/off. When set to "off" the bump buttons are normal momentary flash to full. When set to "on" the channel bump buttons toggle on and off. Follow these steps to select a Channel Flash or Toggle mode: Procedure: Notes: 1.
Chapter 12 System Settings Allocating Memory Changing the number of channels, submasters, groups, macros and effects available within the console’s memory resources will affect the remaining resources. By increasing channels, for example, you will reduce the amount of submasters, groups, etc. Be sure to back up your console before performing memory allocation. See Chapter11 Memory Functions for information on how to save your work.
User Guide Chapter 12 System Settings Setting number of Submasters The console is capable of holding up to 8 pages of submasters. Each page contains 24 submasters which correspond to the submaster faders. The total console capacity is 192 submasters. Follow this example to set the number of submaster pages to four: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [8] [ENTER] Selects menu item 8: “Number of Submaster pages” 3. Press [4] [ENTER] Valid numbers are 1 to 8 4.
Chapter 12 System Settings Setting number of Effect Steps The console is capable of holding up to 600 recorded Effects. Each Effect can have up to 100 steps. The total number of steps for all Effects combined is 9,999. An Effect may be a simple sequential chase of channels or a complex series of Submasters, Groups, Cues, or Device Traits. Follow these example steps to set the number of effect steps to 1000: Procedure: Notes: 1. Press [Setup] Opens the Setup Display 2.
User Guide Chapter 12 System Settings Setting Worklight level Depending on the model purchased, the control console has from 1 to 3 connectors on the back panel for the optional gooseneck worklights. This menu item is used to set the intensity level of the console worklights. Follow this example to set the worklight intensity to 100: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [12] [ENTER] Selects menu item 12: “Worklight level” 3.
Chapter 12 System Settings Selecting Printer type The console is capable of sending information for print to one of two printer types: HP Laser Jet and Epson LX series. Most printers will emulate these types, consult your printer manual for compatibility requirements. Follow this example to select HP Laserjet type: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [16] [ENTER] Selects menu item 16: “Printer Type” 3. Use the up/down arrow keys to select “HP Laserjet” 4.
User Guide Chapter 12 System Settings Setting MIDI Configuration Information Setting MIDI device number Follow these example steps to set a MIDI device number: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [17] [ENTER] Selects menu item 17: “MIDI Device Number” 3. Enter [1] Valid numbers are 0 to 127 4.
Chapter 12 System Settings ColorNet Configuration (Innovator Only) Follow this example to set the ColorNet option to “On”: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [19] [ENTER] Selects menu item 19: “ColorNet” 3. Use the up/down arrow keys to select “On” 4. Press [ENTER] Confirms selection See Chapter 14 Alternate Control Interfaces for additional information on ColorNet.
User Guide Chapter 12 System Settings Setting Two Scene / Single Scene Mode All models of the control console except the Innovator 600 have manual channel faders. These faders are arranged in two rows of either 24, 48, or 72 faders each. In single scene mode, each fader represents a control channel. In two scene mode, the channel of the top row are duplicated on the second row and the A/B playback fader serves as a split-fader to operate the scenes.
Chapter 12 System Settings Selecting Secondary Video Secondary video is a product option, see Appendix A Installation for additional information on adding a secondary video card. To select type of secondary video display mode: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [22] [ENTER] Selects menu item 22: “Secondary Video” 3. Use the up/down arrow keys to select your choice 4.
User Guide Chapter 12 System Settings Soft-key Functions in Setup Display (System) Returns you to the main Setup display while in a sub-display (Print) Executes printing commands. See Chapter 13 Printing. (Disply) Returns you to the main Setup display while in a sub-display (Disk) Allows you to save, load, delete, and rename show files using a floppy disk. Formatting floppy disks and loading system files are performed here also. See Chapter 11 Memory Functions.
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User Guide Chapter 13 Printing Chapter 13 Printing The console is designed to be used with parallel printers that support the IBM ® character graphics set. The console is compatible with the LX line of Epson ® dot-matrix printers or with any printer that supports emulation of Epson ® LX printers. If you use a laser or inkjet printer, it must be a HP ® Laser printer or a printer which supports emulation of a HP ® Laser printer. See Chapter 12 System Settings for information on how to select a printer.
Chapter 13 Printing Print Sub-Display Print Menu Items Print Menu Page Number Figure 13.0 Print Menu, Page 1 Navigating the Print Menu To access the print menu press [SETUP] (Print). There are three pages of the print menu; to change pages press [9]. This will bring you to the next page. To select the type of printout desired, enter the menu item number then press [ENTER]. When a menu item is selected for print, the letter "X" will appear in the square brackets next to the menu item number.
User Guide Chapter 13 Printing Example Printing Procedure You can enter a range of specific items for printing. For example, to print just cues 1 through 6 follow the steps below: Procedure: Notes: 1. Press [SETUP] (Print) Opens Print Menu 2. Press [2] Selects menu item 2: Cues 3. Press [1] [ENTER] [ENTER] in this case functions as a Thru key 4. Press [6] [ENTER] Cues 1 - 6 will begin printing Pressing [1] will cancel the print job. To hold the print job, press [9] [8]. Press [8] to resume.
Chapter 13 Printing Printouts Available The console allows for printouts of all of the different options used when building a show. Following are descriptions of the print options available along with their menu item number. Print Menu Page 1 Page 202 Menu Item Description 0. All Prints all show data. Warning: This is a long report, printing will take some time and use a lot of paper. 1. Cancel Cancels the print selection. 2. Cues Prints selected cues with their channel levels and cue attributes.
User Guide Chapter 13 Printing Print Menu Page 2 Menu Item Description 0. Groups Prints the selected groups which are used in the current loaded show. 1. Macros Prints the selected macros which are used in the current loaded show. 2. Misc Prints a list of real time events and the power up log. 3. Patch by channel Prints selected channel to dimmer assignments which are used in the current loaded show. 4.
Chapter 13 Printing Print Screen Option Although the console is capable of printing out very detailed lists of cues, devices, etc., you can also quickly print out just a display screen shot (a shot of the Cuesheet display, for example). Any of the eight main displays (Stage, Preview, Device, Cuesheet, Tracksheet, Playback, Patch, Setup) may be printed in this manner. This function will print exactly what appears on screen in the selected display at the time.
User Guide Chapter 14 Alternate Control Interfaces Chapter 14 Alternate Control Interfaces The control console offers several means of optional control and communication methods. This chapter will cover these more advanced options and includes the following topics: • Using the Hand Held Remote • Using MIDI • MIDI Standard • MIDI Show Control (MSC) • ColorNet (Innovator Only) • DMX IN • Remote Macro Activation Rev. 1.30.03.07.
Chapter 14 Alternate Control Interfaces Using the Hand Held Remote The optional Hand Held Remote (HHR) is a very useful device. It unchains you from the console and allows you to stand on stage and call up and check lights on the move, making for a quicker setup and focus. With the HHR, you can access dimmers directly and move through dimmer or channel checks quickly and effortlessly. The four-line backlit LCD display allows you to verify your keystrokes, even in dark locations.
User Guide Chapter 14 Alternate Control Interfaces The maximum cable length that the console can support for a HHR is 1000 feet, including all connecting cables and permanent wiring. HHR Functions When the control console receives a character signal through its Hand Held Remote port, the console interprets the character signal as if the corresponding key was pressed on the console in the Stage display.
Chapter 14 Alternate Control Interfaces Page 208 HHR Key Description Example FULL Sets an item to its maximum level [#] [@] [FULL] or [#] [FULL] GO Starts the next cue in the cue list or resumes stopped fades GO TO CUE Begins a Load Cue command for the C/D playback fader GROUP Sets a Group at a specified [GROUP] [#] [@] [level] level.
User Guide Chapter 14 Alternate Control Interfaces Using MIDI MIDI (Musical Instrument Digital Interface) is a control standard that was first developed as a means to connect MIDI capable musical instruments together so that one instrument may control another. It has since evolved to allow a MIDI capable device, such as your lighting console, to control or be controlled by another MIDI capable device such as another lighting console or other piece of electronic equipment (synthesizers etc.).
Chapter 14 Alternate Control Interfaces Standard MIDI The Standard MIDI Commands that the console can transmit/receive include: Note On, Note Off, Control Change, Program Change and System Exclusive (SysEx) messages. See table on next page. These commands all use MIDI channels which allow a MIDI controller to send commands to MIDI receivers. There are 16 MIDI channels (0-15) available when using Standard MIDI.
User Guide Chapter 14 Alternate Control Interfaces Command MIDI Number Value MIDI Note On " " 0 1 … 0 - 1271 0 - 127 … " 127 0 - 127 Control Change 0 0 - 1271 " " 1 … 0 - 127 … " 17 0 - 127 Program Change " " " " " " " 0 1 … 23 48 49 … 71 " 962 " " 97 … " " " 103 126 127 Console Function Transmit on Receive as Ch Bump 1 Ch Bump 2 … Ch Bump 127 if it exists Sub 1 Slider or Bump change Sub 2 Slider or Bump change … Sub 24 Slider or Bump change Channel 1 Channel 2 … Channel 127 if
Chapter 14 Alternate Control Interfaces MIDI Show Control MIDI Show control was developed to allow MIDI systems to communicate with dedicated control equipment in environments such as live performance, multi-media and theatre. The MSC commands that the control console recognize are: GO, STOP, RESUME, TIMED_GO, SET, FIRE, and ALL_OFF. GO: Starts a fade to a cue. If no cue number is specified, the next cue in numerical sequence will execute.
User Guide Chapter 14 Alternate Control Interfaces ColorNet (Innovator Only) ColorNet is the Ethernet networking protocol used by Leviton’s lighting control equipment. The ColorNet protocol use TCP/IP over Ethernet to transmit/receive commands. With ColorNet, your lighting control console has the following additional capabilities: • Transmit any or all of the three DMX universes over ColorNet.
Chapter 14 Alternate Control Interfaces Hand Held Remote Activation If you plan to communicate to your console with a handheld remote across the network follow these steps to set the Network Remote option to “ON”: Procedure: Notes: 1. Press [SETUP] Opens the Setup display 2. Press [20] [ENTER] Selects menu item 20: “Network Remote” 3. Use the up/down arrow keys to select “ON” 4. Press [ENTER] Page 214 Rev. 1.30.03.07.
User Guide Chapter 14 Alternate Control Interfaces DMX IN The DMX512 IN feature of the console merges incoming dimmer levels from another console with those of the DMX512 Output B of the console in a HTP fashion. The DMX512 IN connector is a 5 pin male XLR and is located at the rear of the console. Remote Macro Activation Macros recorded in macro keys M1 - M8 may be fired externally.
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User Guide Appendix A Installation Appendix A Installation This Appendix covers the following topics: • Setting up your Console • Unpacking the console • Physical Setup • Power Connections • Control Connections • Installing Console Worklights • Power On • Installing a Keyboard • Installing a Printer • Secondary Video Option • Installation • Configuration Rev. 1.30.03.07.
Appendix A Installation Setting up your Console Unpacking the console Carefully unpack your console from its carton. Underneath the console, you will find: • This guide • Quick Reference Card • Training Video • System Disk • A 7' AC power cable • One 3.5", 1.44MB floppy show storage disk • 1 or more gooseneck Worklight fixtures (if the option was ordered) In a separate shipping container, (if ordered) you will find the console monitor. Carefully inspect all items for evidence of shipping damage.
User Guide Appendix A Installation Power Connections Power Supply Specifications: The console has a dual-range power supply designed to operate on AC power at any nominal voltage within the two ranges, 100 to 120V, or 220 to 240V, 50/60 Hz. The power supply requires a maximum of 4A. The console is shipped set for operation at 120V, and with a power supply cord containing a North American NEMA 515P plug (Edison, parallel-blade type).
Appendix A Installation Power Supply Voltage Selection: The console contains a power supply designed to operate on AC power at a nominal voltage range of 120V or 240V, 50/60Hz. The voltage selected is indicated in the window on the console inlet connector on the back of the console. To change that selection proceed as follows: 1. Remove the power supply cable. 2. Insert a screwdriver in the slot exposed by removing the cable and pry out the fuse block. 3.
User Guide Appendix A Installation Control Connections A label on the back panel of the console identifies all control connections. They are all Class 2 low voltage circuits (extra-low voltage in some parts of the world). Figure A.2 shows the back panel of a 24/48. Figure A.2 Console Back Panel Figure A.3 Console Dimmer Connections Dimmer/Device Connection: The DMX control connections to the dimmers or devices is via the DMX connector(s) on the back panel (standard 5 pin XLR type female connectors).
Appendix A Installation Figure A.4 Monitor and Peripheral Device Connections Monitor Connection: The monitor is supplied with a control cable terminated in a high-density 15-pin "D" connector. Connect the monitor control cable to the console connector marked VIDEO 1. The VIDEO 1 connector is a computer industry standard SVGA control connector. You can secure the connector with a small, flat blade screwdriver, or in some cases, with built-in hand-screws.
User Guide Appendix A Installation Power On WARNING! Do not consume food or beverages while operating the console, because lethal voltages (120V or 220V) exist inside the console. Spills may cause a hazardous condition, or may cause damage to the console. CAUTION! When the console has been stored in a cold environment (below 40ºF), do not turn the power on until the console warms up, or else damage to the console may occur.
Appendix A Installation Installing a Keyboard You can use an optional keyboard to assign names to different features of your shows, such as to name the show and the cues, submasters, groups, etc. CAUTION! Do not connect or disconnect a keyboard while your console is turned on. To install an alphanumeric keyboard: 1. Insert the keyboard cable into the connector labeled Keyboard on the rear of the console (connector is a DIN 5-pin).
User Guide Appendix A Installation Secondary Video Option The control console supports a second video display to enhance the information provided to the console operator. By being able to view more information, the operator can have not only additional information but with the fast display change features more control of vital show functions. Figure A.5 Video Card Installation Installation • Check package contents: (2) Zip style cable ties and (1) Video Card • Disconnect AC power.
Appendix A Installation 3. With a Phillips screwdriver, remove the rubber feet and screws from the bottom panel. (see Figure A.6) Figure A.6 Bottom of Console Figure A.7 Location of CPU and Video cards 4. Locate the Main Processor Circuit card. (See Figure A.7) 5. Remove Video Connector Cover plate. Be sure to save the two screws. 6. Insert Secondary Video card, aligning the video connector with the back panel and the white card connect facing the processor card. Press the white connector together.
User Guide Appendix A Installation 8. The video card and CPU card have two holes. Use the small cable ties provided to secure the two card together. This is important for consoles that are frequently moved or toured. On some early versions of the main CPU card the cable tie holes are filled with solder. This can easily be melted away with a small soldering iron. If you have question or need assistance call Field Service at 1-800-959-6004 for further instructions. 9. Double check installation. 10.
Appendix A Installation Configuration If you are not familiar with the Setup Display of the control console, you may wish to refer to Chapters 12 System Settings for an overview before proceeding. Also refer to Chapter 2 Displays for information on how to switch active monitors. To configure the operation of the Secondary Video option: Procedure: Notes: 1. Press [SETUP] Opens Setup display 2. Press [22] Menu Item 22: Disabled 3. Press [ENTER] 4.
User Guide Appendix B Specifications Appendix B Specifications Console Specifications Model 24/48 48/96 72/144 600 (Innovator Only) Channel Faders: 48 96 144 N/A Conventional Channels: 384 384 384 600 Device Channels: 512 512 512 512 Submaster Faders: 24 Faders with 8 pages ofMemory(192 total). Dimmers: 1,536 dimmers on 3 DMX Universes. Maximum Cues: 600 cues per show. Maximum Groups: 500 groups per show. Maximum Macros: 500 macros per show.
Appendix B Specifications Memory • 3.5" HD disk drive - 1.
User Guide Appendix B Specifications Interfaces Connector Parallel printer port 25 pin D DMX Out data universes (3) 5 pin XLR and (1) 3 pin XLR DMX In (1) 5 pin XLR MIDI In/Out/Thru (3) 5-pin DIN Single video monitor (standard) High density 15-pin D Second video monitor (optional) High density 15-pin D Hand Held Remote (optional) 6-pin XLR 8 external Macro Inputs 9 pin D Worklights 3 pin XLR or BNC depending on model Ethernet RJ 45, AUI (Innovator Only) Keyboard 5 pin DIN Warranty •
Appendix B Specifications Page 232 Rev. 1.30.03.07.
User Guide Appendix C Maintenance Appendix C Maintenance Your console should require very little maintenance other than basic cleaning. How to Clean Console The use of a dry non-abrasive cloth will remove most dust. For harder to remove substances you may spray a little water into a soft cloth, then apply carefully. Be sure to spray only into cloth and not directly on to console. Using a cover to protect the console is highly recommended (see Console data sheet for ordering information).
Appendix C Maintenance 1. Remove the power supply cable. 2. Insert a screwdriver in the slot exposed by removing the cable and pry out the fuse block. 3. Replace the blown fuse(s) with a new one. 4. Re-insert the fuse block with its arrow up. Power Supply Fuses: The power supply fuses are located in fuse holders inside the console enclosure on brackets near the back of the power input connector and the power supply transformer.
User Guide Appendix C Maintenance 2. Unplug the console from the AC power source! WARNING! The console contains high voltage (120 or 240 VA C) which can cause injury or death. Be sure to unplug the console from its AC power source before performing any maintenance inside the console. Due to risk of electrical shock all maintenance and repair inside console must be performed by qualified service personnel. 3.
Appendix C Maintenance Page 236 Rev. 1.30.03.07.
User Guide Appendix D Resident Devices Appendix D Resident Devices Resident Device Types Software version 1.30 of the control console ships with the following Automated Lighting Device Definitions resident in memory. High End Systems Products AF1000 - Personality DIP switches 3, 4 & 5 on.
Appendix D Resident Devices Clay Paky Products CombiColor Golden Scan 2 Golden Scan 3 - Expanded Version (DIP switch 4 up) Golden Scan HPE - (DIP switch 1, 2 & 4 up, 12 channels) Mini Scan HPE - 7 channels Super Scan- Expanded Mode (DIP switch 2 up) Super Scan Zoom - Expanded Mode (DIP switch 4 up) Silverado VARI*LITE Products VL5 VL6 KLS Products SE204 SE600/601 American DJ Products StarTec H150 Arcbeam 150 Colorchanger 250 X-treme Abstract Fixtures Color Change CED Futurescan 2CE Show*Pro (Ness) Products
User Guide Index A AC Power Fuses 233 Active Channels 4, 35 Allocating Memory 188 And key 9 Arrow keys 11 Automated Device Clear Assignment 152 DDL 167 Focus Points 164 Patching (Assigning) 141, 149 Programming 154, 166 Recording Cues 159 Resident devices 237 Traits 4, 148 Using Effects with 164 Using Groups with 163 Using Submasters with 162 B Back key 79 Blackout key 10 Bump button modes Channel 28, 187 Submaster 43 C Captured Channels 4, 34 Change key 10 Channel +/- mode 40 Active 4, 35 Bump button mo
Index Control Connections 221 Converting Hard and Soft Levels 95 Copying Cues 70 Groups 107 Submasters 52 Cue Assigning Effects to Cues 74, 122 Assigning Macros to Cues 75, 129 Attributes 58 Back key 79 Clear Playback Fader key 79 Clearing 71 Converting Hard and Soft Levels 95 Copying 70 Edit blind in Preview display 66 Edit live in Stage display 65 Go key 79 Hold key 79 Inserting 72 Load key 79 Multipart Cues 76 Naming 69 Numbering 56 Playback 78 Rate Override 85 Record blind in Preview display 64 Record l
User Guide Selecting 17 Setup 22, 184 Stage 18 Submaster Preview 20, 49 Switching Active Monitors 26 Tracksheet 21, 91 DMX-512 Device Traits 148 DMX IN 215 Port 136 Selecting Protocol 191 E Effect Assigning to Cues 74, 122 Assigning to Submasters 122 Clearing 121 Element Hierarchy 119 Recording, Editing 118 Setting number of Steps 190 Steps 118 Testing 120 Effect Sub-Display 20, 114 Encoder Wheels 155 Enter key 9 F Faders Channel 28 Grand Master 10, 82 Playback 11, 78, 82 Submaster 41 Focus Points 164 Fol
Index Hard 7 Hold 79 Leviton Logo 11 Link 9 Load 79 Macro 7 Meatball 11 Minus 9 Only 9, 109 Part 9, 76 Profile 9 Rate 80, 85 Record Cue 9 Record Group 9 Record Sub 9 Select 10 Soft 7 Sub 9 Thru 9 Time 9 L LCD Display 25, 155 Leviton Logo Key 11 Link key 9 Load key 79 Loading Show Files 181 M Macro Assigning to Cues 129 Assigning to Subs 129 Clearing 131 Editing 130 Examples 132 Keys 7 Nesting 128 Pages 125 Playback 129 Real-Time 127 Recording 126 Remote activation 215 Setting number of 189 Macro Sub-Displ
User Guide Macros 129 Submasters 43 Playback Display 81 Playback Faders 11, 78, 82 Port A, B, C 136 Power connections 219 Power Supply voltage selection 220 Print Print Screen option 204 Printer installation 224 Printouts available 202 Selecting Printer type 192 Print Sub-Display 200 Profile Sub-Display 145 Profiles Custom 146 Default 143 Programming Hints 166 Proportional patching 140 R RAM Backup Battery 234 Rate key 80, 85 Rate Override 85 Real Time Event Sub-Display 86 Record Cue key 9 Record Group key
Index Printer type 192 Scene Mode 195 Secondary Video 196 Time / Day 196 Worklight level 191 T Technical Support 14 Terminology Definitions Active Channels 4, 35 Automated Device 4 Automated Device Channels 4 Captured Channels 4, 34 Channels 4 Cue 4, 55 Device Traits 4, 148 Dimmer Protocols 5 Effect 5, 113 Group 97 Level 4 Patch 5, 136 Page 244 Profile 5 Show 4 Thru key 9 Time key 9 Trackball 10 Proportional control 31 Setting levels with 30 Tracking Level Conventions 90 Tracking mode 93 Tracksheet Displ