Lighting Control Console Operations Manual Version 1.3 C o p y r i g h t © 2 0 0 8 E le c tr o n i c T h e a t r e C o n t r o l s , I n c . All Rights reserved. P r o d u c t in f o r m a t i on a n d s p e c i f i c a t i o n s s u bj e c t t o c h a n g e . Part Number: 4310M1210-1.3.
E T C , E o s , Io n , E m p h a s i s , E x p r e s s i o n , In s i g h t , I m a g i n e , F o c u s , E x p r e s s , U n i s o n , O b s e s s i o n I I , E T C N e t2 , E D M X , R e v o l u ti o n , a n d S e n s o r + , a r e e i t h e r r e g i s t e r e d t r a d em a r k s o r t r a d e m a r k s o f E l e c t r o n i c T h e a t r e C o n tr o l s , In c . i n t h e U n i te d S t a te s a n d o t h e r c o u n t r i e s .
Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Using this Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Register Your Ion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Help from ETC Technical Services . . . . . . . . . . . . . . . . . . . . . . . . . .3 Important Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Channel = Fixture . . . . . . . . . . . . . . .
Chapter 3 System Basics . . . . . . . . . . . . . . . . . . . . . . 21 Setting Up the Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Power up the console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Power down the console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 Your First Interaction . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter 5 Patch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53 About Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54 Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Channel View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Address View. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 Changing the Patch View . . . . . . . . . . .
Level Wheel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95 Manual Control of Non-intensity Parameters (NPs) . . . . . . . . . . . . .96 Parameter Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .96 Setting Parameters with the Keypad . . . . . . . . . . . . . . . . . . . . .97 Setting Non-intensity Parameters with the Encoders . . . . . . . .97 Using the Color Picker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102 Home . . . . .
Storing Palettes with [Record Only] . . . . . . . . . . . . . . . . . . . . .118 Using Filters with Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . .119 Recalling Palettes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .120 Editing Palettes Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Rerecord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121 Update . . . . . . . . . . . . . . . . . . . . . . . . .
Assert. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147 AllFade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147 Mark. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147 Preheat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147 Using the Execute List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148 Modifying Cues Live . . . . . . . . . .
Chapter 15 Cue Playback . . . . . . . . . . . . . . . . . . . . . . 177 Introduction to Playback . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 Playback controls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 Selected Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179 Live / Blind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179 Out of Sequence Cues . . . . . . . . . . . . . . . . . . . .
Chapter 18 Creating and Using Effects . . . . . . . . . . . . 203 About Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .204 The Effect List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .204 Effects Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205 Effect Status Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .209 Step Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
[About] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .232 [number] [Enter] . . . . . . . . . . . . . . . . . . . . . . . . . . . .233 [Cue] [number] [Enter]. . . . . . . . . . . . . . . . . . . . . . . .233 [I/F/C/B Palette] [number] [Enter] . . . . . . . . . . . . . . .234 [Preset] [number] [Enter] . . . . . . . . . . . . . . . . . . . . . .234 Chapter 22 Storing and Using Curves . . . . . . . . . . . . . 235 About Curves . . . . . .
Chapter 25 Multiple Users . . . . . . . . . . . . . . . . . . . . . . 257 About User ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258 Assigning User ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258 Chapter 26 Using Partitioned Control . . . . . . . . . . . . . 259 About Partitioned Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .260 How to Use Partitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Appendix D Remote Video Interface (RVI). . . . . . . . . . 289 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289 Hardware Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290 Start Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291 Basic Use Guidelines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292 Appendix E Radio Focus Remote (RFR) . . . . . . . . . . .
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Introduction Welcome to the Ion Operations Manual. This manual is a comprehensive resource for users of the Ion control console. This chapter contains the following sections: Introduction • Using this Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 • Help from ETC Technical Services. . . . . . . . . . . . . . . . . . . . . .3 • Important Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 • Other Reference Materials . . . . . . . . . . . . . .
Using this Manual In order to be specific about where features and commands are found, the following naming and text conventions will be used: • Facepanel buttons are indicated in bold [brackets]. For example, [LIVE] or [Enter]. Optional keys are indicated in , for example, or . • Browser menus, menu items, and commands you must perform are indicated in bold text. For example: In the File menu, click Open. Or: Press [Record] [Preset] [Enter].
Register Your Ion Registering your Ion system with ETC ensures that you will be notified of software and library updates, as well as any product advisories. When you register, you will also be enrolled in “My ETC,” a personalized ETC Web site that provides a more direct path of communication between you and ETC. Register now at http://www.etcconnect.com/product.registration.asp.
Important Concepts Before using Ion, you should read and familiarize yourself with the concepts defined below. These concepts are important for understanding both how Ion functions as well as how you, as a programmer, will interact with Ion to produce a successful show. You will find that understanding these terms and concepts will improve your efficiency with Ion. C h a n n e l = F i x tu r e A fixture is defined as a group of related addresses that together control a device.
Syntax Structure Most instructions can be entered into Ion through the command line. When entering data into the console, the Ion command line expects instructions to be entered in a specific structure, or syntax.
Tracking vs. Cue Only Ion is, by default, a tracking console. This means two things. First, tracking relates to how cue lists are created. Once data is in a cue list, it will remain a part of that cue list, at its original setting, and track forward through subsequent cues, until a new instruction is provided or until it is removed from the cue list using filters or null commands. Secondly, tracking relates to how changes to cue data are handled.
Live and Blind Live and Blind are methods to view and edit data in your show files. They are also considered to be specific displays within Ion. When you press the [Live] key, the screen will show you the live display. When you press [Blind], you will see the blind display. In either case, you may use the [Format] key to alter how the data is displayed (see Using [Format], page 38) When in Live, the data displayed in the live display represents the data being sent from the console at that moment.
Other Reference Materials Help System A keyhelp system is also contained within your Ion console. To access help, press and hold [Help] and press any key to see: • • • Note: the name of the key, a description of what the key enables you to do, and syntax examples for using the key (if applicable). Keyhelp is included on most tangible action buttons on your Ion console. This includes most softkeys and clickable buttons as well as the traditional keys on the keypad.
Chapter 1 System Overview Inside this chapter you will find general descriptions of your Ion control console, how it fits into a network control system, and the various areas of user interface. This chapter contains the following sections: 1 • System Components . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 • Console Geography. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 • Cleaning Ion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
System Components Console Ion is designed from conception as a fully integrated controller for conventional lights and multi-parameter devices (for example: moving lights, color scrollers, gobo wheels). Attention to detail across all areas of the system design and architecture allows you the utmost flexibility and customization of use. Ion allows designers and programmers to develop a mutual vocabulary for moving light control.
Gateways Ion is part of a fully networked system capable of direct output of both ETCNet2 and Net3. Gateways can be configured to listen to either ETCNet2 or Net3 and provide interface to devices in the lighting rig that do not accept network communication directly. Gateways are provided for DMX/ RDM output, show control input and output and analog input and output. • Net3 to DMX/RDM gateways are provided with a maximum of four outputs, which can be male, female, or terminal strip.
Console Geography Below is a diagram of the Ion console with references made to specific areas of use. The terms and names for each area and interface are used throughout this manual.
US B Ports One USB port is provided on the front of the console to connect any USB storage device. An additional four USB ports on the rear panel of the console can be used to connect peripherals such as an alphanumeric keyboard, pointing device, or touchscreen control for external monitors. Encoders Encoders and the LCD (see below) for control of non-intensity parameters are provided at the top center of the console.
Console Capacities Output Parameters • 1,000 outputs (DMX channels) -or• 1,500 outputs (DMX channels) -or• 2,000 outputs (DMX channels) Channel Counts • 5,000 channels Cues and Cue Lists • Up to 99 cue lists • Up to 10,000 cues Record Targets • 1,000 Groups • 1,000 x 4 Palettes (Intensity, Focus, Color and Beam) • 1,000 Presets • 1,000 Effects • 1,000 Macros Faders • 1 dedicated Master Playback, with Go and Stop/Back • a maximum of 30 configurable playbacks, with Go and Stop/Back • a maximum of 240 conf
Outputting DMX In order to output control levels from Ion, you can either configure the DMX ports on the back of the console (see Local DMX, page 275 in the ECU appendix) or you may connect a Net3 gateway or Net2 node. If your device receives Net3 or ETCNet2 directly, no gateway or node is required. Nodes and gateways must be given an IP address before they can function with Ion. This may require using NCE (Network Configuration Editor) and a Windows® PC to configure the gateways or nodes.
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Chapter 2 System Installation This chapter depicts the placement of Ion in a few lighting system risers. It also details connection of the various components of your Ion hardware. This chapter contains the following sections: 2 • Basic System Risers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 • Large System Riser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Basic System Risers DMX/RDM Net3 Gateway To ETCNet2/3 Ion Console Sensor+® Dimmers DMX/RDM Net3 Gateway To ETCNet2/3 Remote Processing Unit Ion Console 18 Ion Operations Manual
Large System Riser Ethernet Net3 Remote Video Interface (RVI) Ion Console Client Software Two Remote Processing Units (RPU - for backup) Radio Focus Remote (RFR - Receiver) Radio Focus Remote (RFR - Transmitter) Contact In, Contact Out, RS232 MIDI, SMPTE DMX/RDM Net3 Gateways Eos Console Sensor+ Dimmers 2 System Installation 19
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Chapter 3 System Basics This chapter explains the base level procedures for setting up, navigating, and understanding how to operate Ion. This chapter contains the following sections: 3 System Basics • Setting Up the Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22 • Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23 • The Central Information Area (CIA) . . . . . . . . . . . . . . . . . . . .27 • Using the Browser . . . . . . . . .
Setting Up the Hardware Follow these steps to prepare your Ion for use. Step 1: Step 2: Note: Step 3: Step 4: Step 5: Step 6: Place your console on a firm, level surface. Be sure to leave space for access to the rear of the console. You will need to connect several items to the ports on the back. Connect any monitors to the proper ports on the back of the console. Your monitor connection choices are: • Single VGA monitor connected to the blue VGA connector.
Power Power up the console Step 1: Step 2: Step 3: Step 4: Attach the appropriate power cable to the IEC connector on the rear of the console. Press the I/O switch (I is “on”) next to the IEC connector on the rear of the console to turn power on. This will provide power to all internal electronics. Press the power button, located in the top left corner of the console, above the USB port. The button LED will illuminate blue to indicate the console is running.
Your First Interaction When you first start up Ion, you will immediately enter the Ion software environment. A welcome window will greet you with a {Let’s Begin} button visible on the screen. Use your mouse to click on {Let’s Begin} or you can press the [Enter] key. Since Ion can be set up with one or two monitors, what you will first see depends partly upon the number of monitors you are using.
You can use the [Swap] key to change the view of the display. Multiple presses of [Swap] will yield the following responses: • First press - Expanded View - expands the top (primary) portion of the display to the full screen. This essentially hides the CIA from view. • Second press - Playback Status View - exposes the CIA again and switches the primary area to the playback status display. • Third press - Primary/CIA View - returns the screen to the original primary display with the CIA exposed.
D u a l M o n i to r C o n fi g u r a ti o n When two monitors are used, one monitor will show the playback status display as well as the CIA and the other monitor becomes the primary area for displayed information. In this dual configuration, Ion will first open with the live summary display open on the primary monitor and the playback status and CIA visible on the other monitor.
The Central Information Area (CIA) The Central Information Area (CIA) is displayed on the lower portion of the screen. By default, the CIA consists of two primary areas: the parameter display, and the browser. Parameter display Double arrows CIA show/hide Browser Push pin CIA lock (shown unlocked) Parameter category button labels Parameter Display This display shows the parameters available for patched channels. It is also where you can select which parameters to view in live or blind.
Using the Browser To use the browser, you must first draw focus to it by clicking anywhere in the browser area of the CIA or by pressing the [Displays] key. When focus is on the browser, the window border highlights in gold. The scroll lock LED illuminates red and the paging keys will now control selection in the browser. Selection bar Menu arrows Opened menu Scroll bar Sub menus • Use the page arrow keys to move the selection bar up and down the list.
Vir tual Faders If you prefer to have faders available to you, the monitors can be populated with virtual fader modules. To open virtual faders on a monitor: Step 1: Step 2: Go to Browser>Virtual Controls>Slider Module. A window will open in the CIA displaying your monitor placement options for the module. Click the placement option in the CIA in which you want the module to appear. To close the virtual faders on a monitor: Step 1: Step 2: Go to Browser>Virtual Controls>Close Module.
Selecting Channels with Direct Selects Channel direct selects are highlighted when selected. Channel selection is generally an additive process, if channels 1-5 are selected, pressing {Channel 6} adds channel 6 to the selection, leaving channels 1-5 also selected. Pressing {Channel 6} again will deselect the channel. It is possible to double hit a channel button. This selects that channel and deselects any previously selected channels.
Display Control and Navigation Opening and Closing Displays Displays can be opened and closed in different ways, depending on the display. Many displays are accessible from the browser, while other displays are accessible from the LCD softkeys. The blind displays of record targets (also called “lists”) can be quickly accessed by double pressing the record target button (for example, [Preset] [Preset] opens the preset list).
Scrolling within a Display By default the page keys will advance/retreat a display by one page per press. However, to scroll through displays you may press the [Scroll Lock] key on the keypad. The LED on the button illuminates red when in scroll lock mode. Scroll lock is a toggle state.
Graphical User Interface (GUI) Display Conventions Ion relies on many traditional ETC indicators which you may be familiar with, as well as some new ones. This section identifies the graphical and colorful conventions used in Ion to indicate conditions to you. Indicators in the live/blind display This is the live/blind summary view. Note: The color and text conventions described below apply regardless of the format of live/blind being used (see Using [Format], page 38).
Color indicators Ion uses color to indicate the selection state and information about channel or parameter levels. Channel numbers/channel headers Unselected Selected • Black . . . . . . . . . . . . Unselected channel number. • White . . . . . . . . . . . . Selected channel number or channel is parked. • Gray header . . . . . . Unselected channel header. • Gold outline . . . . . . Selected channel header. Channel or parameter levels 34 • Red. . . . . . . . . . . . . .
Text Indicators in live/blind Please note examples of text indicators in the following graphic: “C” “I” “B” “N” “_” (underscore) “MK” “Q5” “R” “A” “t” “+” “CP6” Color conventions listed above apply to text indicators as well. Therefore red indicates a manual value that must be stored. 3 • _ . . . . . . . . . . . . . . . . Underlined value (white) indicates a system-applied block (also called an auto-block). • + . . . . . . . . . . . . . . . .
• MK . . . . . . . . . . . . . . Indicates the channel is marked for a later cue. The cue number is indicated in the other categories (see “Q” below). • N. . . . . . . . . . . . . . . . Indicates the value is null (from either {Make Null} or a filter). • Pr (not shown) . . . . . Indicates that the value is referenced to a preset. This text is followed by a number, indicating which preset is being referenced.
Indicators in the playback status display Color indicators • Gold . . . . . . . . . . . . . Any item (cue, list, page) highlighted in gold indicates “current”. Outlined in gold indicates “selected”. • Red. . . . . . . . . . . . . . Cue fade is in progress (cue list area) T e x t in d i c a t o r s 3 • + . . . . . . . . . . . . . . . . Indicates that there is discrete timing within the associated cue. • * . . . . . . . . . . . . . . . . Indicates the cue has an allfade command. • A or a . . . . .
Using [Format] Some displays have multiple formats. When the display is first opened, it opens in its default view. The default view for Live/Blind is channel summary, with only intensity displayed. When the default format has been changed, those new settings will be used whenever the display is changed back to that format. Live and Blind share formatting. When you change from one format to another format, you are always working with the same format until you change it.
Table View Table view is available in live or blind. Unlike summary view, table view displays the fixture type associated with channels and details about each channel’s category and parameter levels. In live, table view displays all active channel data being output from Ion. In blind, it will display all data for a single record target (cue, preset, palette) depending on what is viewed. It shows a smaller range of channels than summary view but includes specific parameter data for each channel.
Spreadsheet (Blind Only) Spreadsheet format is available only in blind mode. It is useful for viewing channel data and data trends for multiple cues, submasters, palettes, or presets at one time. Cues and other record targets are displayed on the vertical axis and channel or parameter data is visible on the horizontal axis. Since this is a blind-only view, changes made in this view are immediate and do not require a record or update.
Encoders The encoders are one of two ways to control the non-intensity parameters (NPs) of moving lights. The four encoders are identified by the encoder LCD window, just beneath the encoder wheels. Encoder Navigation Use the encoder page buttons (located to the upper right of the encoder LCD) to choose which parameters are mapped to the encoders. A channel with relevant parameters must be selected for any parameters to appear in the parameter LCD.
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Chapter 4 Managing Show Files This chapter explains how to create, open, and save your show files. Each of these operations are accomplished through the browser area in the CIA. This chapter contains the following sections: 4 • Create a New Show File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 • Open an Existing Show File . . . . . . . . . . . . . . . . . . . . . . . . . .45 • Saving an Existing Show File . . . . . . . . . . . . . . . . . . . . . . . . .47 • Using Save As . . . .
Create a New Show File To create a new show file, navigate within the browser to: File> New> and press [Select]. You will be prompted for confirmation that you want to reset the system. Press {OK} to confirm or {Cancel} to discontinue the operation.
Open an Existing Show File To open an existing Ion show file, navigate within the browser to: File> Open> and press [Select]. Ion provides you with multiple locations to retrieve an Ion show file (.esf) including: • Show File Archive - This is the default storage location for show files when a show file is created and saved. Folders are automatically created to store older versions of a show file. This allows you the ability to open the latest version or an earlier version of a show file if desired.
Select the specific show file • Navigate within the specified storage location and select the show file you wish to open, press [Select]. • If the selected show has multiple time stamps, navigate to the desired revision and press [Select]. This will open the partial show loading screen in the CIA. Deselected show aspects From this screen you can select which aspects of the show file you wish to load. The buttons at the center of the CIA represent all of the show aspects that you can choose to load.
Saving an Existing Show File To save an existing Ion show file, navigate within the browser to: File> Save> and press [Select]. The Show File Archive is the default storage location for show files when they are saved. The new time stamp located beneath the show file name on the CIA indicates that the show file has been saved. All previous saves are stored in the Show File Archive with the time stamp following the file name.
Using Save As To save an existing Ion show file to a different location or with a different name, navigate within the browser to: File> Save As> and press [Select]. Ion provides you with three locations to save an Ion show file (.esf) including the Show File Archive, the File Server (if connected) or a USB device (if connected). Navigate to the desired storage location and press [Select]. When using “Save As” to save the show file to a specific location, the alphanumeric keypad will display on the CIA.
Importing Show Files Ion supports the import of standard USITT ASCII show files. Note: Ion supports ASCII show file import from a number of other control consoles, including the Obsession, Expression and Emphasis product lines, as well as the Strand 500 Series. Please note that all show files must be saved in an ASCII format prior to importing them into Ion. You have the option of importing standard USITT ASCII show files (.
Exporting a Show File Export your Ion show file to a standard USITT ASCII show file using the export feature. To export your Ion show file in ASCII format, navigate within the browser to: File> Export> and press [Select] You have the option of exporting your show file in ASCII format to the Show File Archive, to a File Server (if connected) or to a USB device. Navigate to the desired storage location and press [Select]. The alphanumeric keypad will display on the CIA. Name the show file and press [Enter].
Deleting a File Ion provides you with the ability to delete show files and ASCII files from the Show File Archive and the File Server from within the browser. To Delete an Ion Show File (.esf) Navigate within the browser to: File> Open and press [Select]. Navigate to the desired show file and press [Delete]. Press [Enter] to confirm or any other key to abort the deletion process. To Delete an ASCII Show File (.asc) Navigate within the browser to: File> Import and press [Select].
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Chapter 5 Patch Patching is how you assign channel numbers to dimmers (also known as address outputs). The “Patch” is where patching data is stored and can be view using the patch display. Once a channel is patched to an output, and the output is connected to a device (for example a dimmer, moving light, or accessory), the channel will then control that device. This chapter contains the following sections: 5 Patch • Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About Patch Ion treats fixtures and channels as one and the same, meaning each fixture is assigned a single control channel number. Individual parameters of that fixture, such as intensity, pan, tilt, zoom, or iris are also associated with that same channel number but as additional lines of channel information, not as separate channels. You are required to enter only the simplest data to patch a device and begin programming your show, such as the channel number, the device type (if needed), and address.
Displays To begin patching your show, you must first open the patch display. You may open the patch display from the LCD softkeys or from the browser menu. To open the patch display from the CIA: Step 1: Step 2: Press the [Displays] button located to the right of the LCD. Select the {Patch} softkey. To open the patch display from the browser: Step 1: Step 2: Step 3: Bring focus to the browser by pressing [Displays]. Notice the browser is highlighted with a gold box to indicate it is selected.
Changing the Patch View By default, patch is displayed in a sequential channel view. While in the channel patch view, any numeric entry from the keypad is assumed to be a channel. Note: It is recommended that you use the patch by channel display when working with moving lights or other multi-parameter devices. You may change this to a sequential address view by pressing the [Format] button. While in address patch view, any numeric entry from the keypad is assumed to be an output address.
Create and Edit Patch Select Channel, Set Device Type and Output Address Each field identified in the patch display is also displayed in the CIA as a button. You can select the fields using the page arrow keys (with “scroll lock” engaged) and edit them using the control keypad or from the CIA buttons. Selecting Channels You may select channels for patching and editing using the keypad or direct selects. Keypad Channels may be selected in all of the same methods as defined in Selecting Channels, page 92.
Patching a Dimmer Tutorial Step 1: Step 2: Note: Step 3: Step 4: Step 5: To patch a dimmer you must first open the patch display. You may open the patch display from the browser or by pressing [Displays]>{Patch}. Enter a channel number from the control keypad. • When typing any number from the control keypad, and patch is in default channel mode, channel is assumed and is placed on the command line. Alternatively, when patch is in address mode, DMX address is assumed and is placed on the command line.
Dimmer doubling You can patch channels in Ion to accomodate for dimmer doubling with Sensor+ dimmer racks. This is done using the softkeys available in patch ({No Dim Dbl}, {A}, and {B}). For Example: Let’s assume you patch 96 channels of dimmers to addresses 1-96. • [1] [Thru] [9] [6] [At] [1] [Enter] Now you wish to dimmer double 1-12 of your Sensor+ rack and you want these to be channels 97-108.
Patching Moving Lights The process of patching moving lights requires more detail than patching a dimmer. Specific information is required for more advanced control of the features offered by moving lights. Tutorial Step 1: Step 2: Note: Step 3: Step 4: To patch a moving light you must first open the patch display. You may open the patch display from the browser or by pressing [Displays]>{Patch}. Enter a channel number or multiple numbers from the control keypad.
Step 6: To select a device interface (optional), click {Interface}. • This displays three buttons labeled {ACN}, {EDMX}, and {All}. Select an interface for the selected device. Once your selection is made, the command line will populate with the selected interface and terminate. Select the {Attributes} softkey to set detailed moving light attributes. • The following softkeys are available from this page: {Invert Pan} and {Invert Tilt}, {Swap}, {Scroller}, {Gobo Wheel} and {Color Wheel}.
Display Pages in Patch Softkeys available for use while in patch include {Patch}, {Attributes}, and {Database}. Pressing any of these softkeys opens a paged view of the patch display and redraws the CIA to an expanded view of fields related to the selected page. When creating and editing your patch, page through each of these softkeys individually to enter more specific data about your selected device. {Patch} Display and Settings When patch is opened, Ion defaults to this display.
• {Address} - A required entry field for any device. You may use the [At] key rather than the {Address} button. • Use the keypad to define the starting DMX address for the device (from 1 to 32767) or a port and offset value. Note: Press and hold the [Data] key to show the complimentary value. For example if you have entered address value 514, the complimentary value would be port and offset value 2/2. • • You may enter a start address without defining an end address.
{Attribute} Display and Settings The {Attributes} page provides you with optional fields for additional information and details about the configuration of your system. Attribute settings include {Label}, {Proportion}, {Invert Pan}, {Invert Tilt} and {Swap}. When the selected device includes a color scroller, a {Scroller} button will be displayed in the CIA, when the selected device includes a color wheel or a gobo wheel, {Color Wheel} or {Gobo Wheel} buttons will appear.
• {Swap} - A moving light attribute used to exchange pan and tilt levels. Select the {Swap} button on the CIA. • [2] {Type} {ETC} {Revolution IR/FR} [At] [1] [1] {Attributes} {Swap} - patches channel 2 with an ETC Revolution fixture at address 11 and swaps the pan and tilt levels. • {Scroller} - An attribute used to change the scroll loaded in a scroller or moving light. Select the {Scroller} button on the CIA to display the scroller picker and the scrolls available for your device.
{Database} Display and Settings The {Database} page provides you with additional fields for entering information. These fields include {Notes} and {Text 1} through {Text 4}. • {Text} - Text fields are used to provide up to four keywords (see Keywords, page 73) about any channel or group of channels. These fields can be anything that you think is important about a channel, such as its location (FOH), an attribute of it (wash, spot) or other characteristics of the channel (such as gel R80).
Patch Channels from the Encoder LCD You may use the encoders and LCD to patch channels in Ion. This is an alternative to using the methods described above. The end result will be the same, this simply gives you the ability to patch without requiring the use of the mouse. To patch channels from the encoders and LCD: Step 1: Press [Displays]>{Patch}. The LCD will change to display the patch interface. Encoder ID Fields Command Line Softkeys Step 2: Select the channel you wish to patch.
Using the Scroller/Wheel Picker and Editor The scroller and wheel picker allows you to choose a specific scroll, color wheel, or gobo wheel from standard manufacturers and associate them with fixtures. You may also create customized scrolls or wheels using the editor to match custom devices installed in your fixture. Using the Picker Default color and pattern media for the selected fixture, as determined in the fixture library, is displayed in the {Attributes} page.
The picker displays buttons for the standard scroll or wheel type of the selected channel. The default selection is the wheel as shipped from the manufacturer (derived from the fixture library). Displayed to the left of the standard scroll or wheel selection is a list of each color or gobo as they are installed in the selected device (frame by frame). When the color or pattern image is available, it will display next to the frame name.
Creating a new scroll or wheel When you create a new scroll or wheel, {new wheel} appears in the wheel list as the selected button. The frame list will be empty with only “New” displayed in frame 1. You can label the new wheel by pressing the {Label} softkey and typing the desired label on the virtual PC keyboard and pressing {Enter}. To select a color or pattern for the specific frame in the scroll or wheel, select the “NEW” text.
Editing a copy of a scroll or wheel If a copy has been made of an existing scroll or wheel, the copied scroll or wheel will display as {new wheel} beneath the standard manufacturer offerings. The frame list will include an exact duplicate of the copied selection. To make a change to a frame you must first select the frame then press {Edit} to display the media selection. Or you can insert a new frame above a selected frame using the {Insert} softkey.
Calibrating a Scroller You can calibrate the center point of any frame in a scroller using the calibrate feature.This will ensure that color scroll frames will be centered over the aperture of the fixture when you advance a color scroll frame-by-frame. You can do this using the virtual encoders or the encoder LCD. Note: It is recommended that you calibrate your scroller frames starting with the last frame and working backward to the first frame. This will help ensure a complete and accurate calibration.
Keywords Query is a feature available in Eos, but not in Ion. Since show files are compatable between the two consoles, in Ion you can assign keywords to channels that can be queried when the show file is loaded onto an Eos. If you plan on being able to query channels in Eos based on a keyword association, the keyword must be defined in patch. To enter a keyword for a channel: Step 1: Step 2: Step 3: Step 4: Step 5: Press [Displays], to the right of the LCD. Press the {Patch} softkey. Press {Database}.
Fixture Creator Ion provides you with the ability to create your own fixture type within patch and store it with your show file. You can name the fixture, assign all necessary parameters, define the address of those parameters, and specify the operational range of them as well. Note: You cannot edit existing fixture library data from the fixture creator. You must create a new fixture entirely to customize any fixture for your show. The fixture creator is accessible from patch.
Creating a New Fixture New fixtures are created from the fixture creator list in the CIA (see above). To create a new fixture, click {New}. A new fixture will be added to the bottom of the fixture list. Name New Fixtur e Once the new fixture appears in the list, it is recommended that you name the fixture you are about to create. To name a fixture in the creator list: Step 1: Step 2: Step 3: Step 4: Press [Page T] to arrow down to the new fixture. Click {Type}.
To add parameters to a new fixture: Step 1: Step 2: Use the [Page] keys to select the new fixture from the fixture list. Click {Edit}. That fixture will open in a new display in the CIA. Step 3: Determine the total number of parameters that your fixture has. Do not count 16-bit channels as two channels, this will be done in a later step. Click {New} to add parameter slots. Repeat this step until you have as many slots as are required by the number determined in step 1.
Step 7: Step 8: Click the button for the desired parameter in the CIA. Repeat steps 3-5 until you have entered all of the required parameters for the new fixture. If you are missing a parameter slot: At any point you can use the [Page] keys and {Insert}, to insert a parameter slot above the selected one. If you want to remove a parameter: you can use the [Page] keys and {Delete}, to remove a parameter from the list.
To alter the Home settings for any parameter: You can define the value for any parameter’s “home” value. Step 1: Step 2: Use the [Page] keys to navigate to the “Home” column of the desired parameter. Enter the desired home value (0-255) using the keypad. Range editing a parameter You can enter the operational ranges for specific slots within any specific parameter (such as color scroller, color wheel, gobo wheel, and so on).
Chapter 6 Setup This chapter describes the processes involved in changing your system settings to meet your preferences. It also covers advanced setup functions. This chapter contains the following sections: 6 Setup • Opening Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 • Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 • Desk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Opening Setup To enter the setup screen, press [Displays]>{Setup}. The CIA will repaint to display the setup screen and the softkeys will change to display the various subcategories of setup. Ion defaults to display show settings, however if you have changed the view to another subcategory, Ion will remember the view you were in when you return to setup.
Show Settings Click {Show Settings} to enter this category. Three fields will be available to you: {Num of Channels}, {Auto-Mark}, and {Partitioned Control}. To change the setting for any of these fields, click the field in the CIA to activate it. If the field requires data, enter it from the keypad. If the field is a toggle state, one click of the button will switch the field to its other state. Changes from this screen are systemwide and will impact all Ion consoles and clients connected to the system.
Fader Configuration This screen allows you to specify what your faders are assigned as: playbacks, submasters, or grand masters. These faders can be used by opening the virtual faders (see Virtual Faders, page 29). Defined as Submaster Defined as Playback Defined as Grandmaster To change the configuration of any fader, use the {Page} buttons to access the fader page you wish to alter.
For Example: You want a specific cue list (cue list “x”) to appear as the last fader on every fader page. In fader configuration, on each fader page assign one slider per page as a playback and map it to 10. When you load cue list x to fader 10, on any page that has a fader mapped to playback 10, cue list x will be loaded to that fader. Note: Specifying a {Mapped to} location does not specify the cue list that will be loaded to that playback. Cue lists can be assigned to any playback.
{ACN - MIDI Transmit ID} This setting allows you to specify the ID number of MIDI Show Control data that Ion transmits over an Advanced Control Network (ACN). When set, Ion will transmit MSC data to any gateway that has its “MIDI Out Stream ID” set to the same number. ACN_MIDI Transmit ID can be from 1-32. ID ranges may be used. • {ACN_MIDI Transmit ID} [2] [5] [Enter] Note: Filter setup, Encoder configuration, and Partition Configuration settings are not available at this time.
System Blocks This setting enables or disables system-applied blocks. When enabled, if a channel level is changed to match the channel level in a succeeding cue, Ion will apply a block to the channel levels in the succeeding cue, thereby preserving the initial concept of a move instruction for that parameter (see Block, page 146). When disabled, the value in the subsequent cue will be changed to be a tracked value and the move instruction will be removed. The default is “Enabled”.
{Manual Control} This desk setting button gives you access to Ion manual control settings. Manual Time In this section you may change the default times for manual changes to occur in live. Times can be set for each parameter category (Intensity Up, Intensity Down, Focus, Color, and Beam). You may use the [Thru] key to enter a value for all categories. • {Int Up} [Thru] [9] [Enter] The default for each of these is 0 seconds.
{Face Panel} Sounds You can adjust the frequency and length of the audible sounds that Ion delivers. Sounds are qualified as being either an error sound or an advisory sound. Both types of sounds can be adjusted from this setup screen in the CIA. To adjust a sound, move the virtual slider with the mouse on the CIA. To hear the result of your adjustment, click the {Test} button respective to the sound type, located beneath the sliders.
{Displays} This desk setting button gives you access to the Ion display settings. High Contrast Display This button toggles the setting between “Enabled” and “Disabled”. When enabled, high-contrast brightens the cue numbers and channel numbers in displays and also brightens the magenta used to show tracked values. The default setting for this is disabled. Show Reference Labels This button toggles the setting between “Enabled” and “Disabled”.
Security This feature will be available in a future release.
90 Ion Operations Manual
Chapter 7 Basic Manual Control Ion provides a variety of ways to select and command control channels. This chapter identifies the many basic ways you can select channels and manipulate show data within Ion. This chapter contains the following sections: 7 • Selecting Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92 • Setting Intensity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .94 • Manual Control of Non-intensity Parameters (NPs) . . . . . . .
Selecting Channels Ion provides interactive ways to select channels including the control keypad and direct selects. Ion makes it possible to select channels by one method and add to the selection using other methods. Channels are deselected when any action is taken on the keypad that is unrelated to manual control, such as recording groups and cues, or updating a record target, etc. You can also press [Clear] after a terminated command line to clear the channel selection.
[Next] and [Last] The [Next] and [Last] buttons increment and decrement channel selection. If only one channel is selected, [Next] increments the channel selection to the next sequential channel, while [Last] decrements the channel selection by one. Select channel 10 then change the selection to channel 11 using the [Next] key: • [1] [0] [Enter] Channel 10 is selected with a gold outline around the entire channel and the channel number is indicated in white.
Setting Intensity Channel intensity may be manually entered from the keypad, set with an intensity palette (if programmed) or set with the level wheel. Pressing [At] after channel selection assumes an intensity value will be added to the selected channels. You may also use the [Full] button to bring the selected channels to their full intensity or you may use the [Out] button to fade the intensity out. Use the [Level], [+%] and [-%] keys to affect the intensity value of selected channels.
As long as channels are on the command line you can continue to address them with commands without having to reselect them. For Example: • [1] [thru] [5] [Full] [Enter] The selected channels are highlighted in gold, with white channel text and red intensity values (indicating manual data). You may continue to modify channels 1 through 5 since they are still selected and displayed on the command line. • [-%] [-%] This command would reduce the intensity of channels 1 through 5 by 20%.
Manual Control of Non-intensity Parameters (NPs) Non-intensity parameters can be set with a variety of controls including the control keypad, buttons on the central information area (CIA) and the encoders. Parameter Display The parameter display in the CIA is populated with only those parameters that are found in the patched devices. As channels are selected, the parameter display will change to show only parameters relevant to the selected channels.
Setting Parameters with the Keypad When the CIA is placed in parameter mode, all parameters of selected channels may be given numeric values through the keypad. Linear devices can be provided instructions from 0 to100, pan and tilt are controlled from -270 to 270 and -135 to 135 respectively. Saturation controls are represented from 0 to 360 and Hue controls are represented from 0 to 100. When no channels are selected, the CIA shows all of the parameters that are available in the lighting system.
Encoder LCD screen The encoder LCD displays the active parameter category loaded on the encoders, as selected by the page buttons. Each encoder has an associated control section in the LCD that provides visual indication of: • the parameter it controls. • the current setting (value) of the parameter. For Example: Encoder wheel 1 Encoder wheel 2 Encoder wheel 3 Encoder wheel 4 The above graphic shows the encoder LCD displaying the focus parameters for a moving light.
Encoder paging The number of pages for each category is displayed at the right of the LCD. You can go directly to the page required by pressing the encoder page button and a page number. For example: • {Form} & [3] - this will take you to the third page of the form category. Information in the encoder LCD is only as accurate as the patch information for that channel.
Min and Max {Min} and {Max} are displayed when the parameter is linear, such as a shutter. Use these keys to set a minimum and a maximum setting for a parameter. Next and Last {Next} and {Last} are displayed when the parameter is segmented such as a fixed gobo or color wheel or a color scroller. Use these keys to increment or decrement in full frames. Mode The {Mode} key is provided to select different modes for the encoder wheel such as rotate, index, or special effects.
Form Control Form (a subcategory of Beam) collects the parameters that affect the quality of the beam, including the iris, edge, frost, etc. ‘Shutter’ and ‘Image’ are the other two subcategories of Beam When the [Form] encoder page button is selected, the LED will illuminate and the encoders automatically populate with the “Form” parameters as specified in the show patch.
Using the Color Picker Press the [Displays] button and select the {Color Picker} from the softkeys to display the color picker in the CIA. Within the color picker, you will see columns of buttons to the right. These buttons are manufacturer catalogs of gels. To display a specific manufacturer’s catalog, press the specific manufacturer or catalog and select the desired gel.
Home Ion is equipped with a [Home] hardkey.This hardkey allows you to home a specific parameter. Additionally, you may home all of a channel’s non-intensity parameters or home only a specific category (I, F, C, B). Homing a channel, category, or parameter will return it to the default value. • [1] [Home] [Enter] - homes all parameters for channel 1, except intensity. • [1] [Color] [Home] [Enter] - homes all color parameters for channel 1.
Lamp Controls Lamp controls allow you to execute control functions of selected fixtures such as calibrate, douse lamp, strike lamp, and reset. Each fixture type has its own set of lamp control options which are available to you when you select the fixture from live and press the {Lamp Cntrls} softkey. This information is also available using [About] (see Using About, page 231).
Using [+%] and [-%] Use [+%] and [-%] keys to incrementally change parameter values. By default, the [+%] and [-%] keys are assigned a value of 10. This can be changed in Setup. These keys are self-terminating and can be used with any parameter. Channel Intensity When channels are selected, pressing [+%] increments the intensity level by 10 (or by the value established in setup, see {Manual Control}, page 86). Alternatively, you may press [-%] to decrement the intensity level by 10.
Remainder Dim [Rem Dim] temporarily provides a zero intensity to all channels except those that are currently selected, those that are parked, or those with intensity contributions from submasters. If the remainder dim command is reversed, the stage returns to its previous state. You may use the following commands for remainder dim: • [Next] and [Last]- moves through the channel list.
Sneak The [Sneak] command (when a destination is not provided) removes manual changes from selected channels and allows the channels to sneak back to their background states (cue or submaster instruction, if any). If there is no background state from the playbacks, the channel parameters will be set to their home position. The sneak command follows the sneak timing defaults established in Setup (see Setup {Manual Control}, page 86), unless a timing value is provided as part of the sneak command.
“Select” Keys Select Last The [Select Last] key allows you to reselect whatever the previous channel selection was. This includes multiple channel selections, groups, etc. Select Manual The [Select Manual] key is used to select all channels that currently have manual data. You may use [Select Manual] combined with the parameter control keys to capture only certain parameters of a channel with manual data.
Channel Check Channel check allows you to quickly step through all of your patched channels. This is useful for checking lamps or checking focus. Note: Parked dimmers will not be affected by the channel check feature. The following examples illustrates the how to use the channel check feature: • [1] [at] [7] <0> {Channel Check} [Enter] - brings channel 1 to 70% intensity • [Next] - channel 1 returns to its background state and channel 2 is set to 70% intensity.
Using {Move To} While technically not a manual control instruction, {Move To} will be very useful when managing record target data stored from manual control. {Move To} allows you to take recorded data of one type from one location and move it to another location.
Chapter 8 Using Groups Groups are channel selection devices used for fast recall of specific channels. A maximum of 1000 groups can be recorded. Once recorded, they are accessible from the keypad, direct selects, and through the displays. This chapter contains the following sections: 8 Using Groups • Recording Groups Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112 • Selecting and Recalling Groups. . . . . . . . . . . . . . . . . . . . . .113 • Group List. . . . . . . . . . . . . .
Recording Groups Live Record groups of channels that you want to have available for fast recall later. Groups can be stored as whole numbers (such as Group 5) or as decimals of tenths or hundredths (such as Group 2.5 or Group 7.65). Only whole number groups can be stored using the direct selects, any decimal designations for groups must be stored using the keypad. All groups may be labeled. These labels are then displayed on the direct selects as well as in the group list.
Offset You can use the {Offset} softkey to aid in channel selection prior to storing groups. The offset options are {Odd}, {Even}, {Reverse}, and {Random}. For example: • [1] [Thru] [9] {Offset} {Odd} [Record] [Group] [5] - records all odd numbered channels between 1 and 9 to Group 5. • [1] [Thru] [2] [0] {Offset} {Reverse} [Record] {Group 3} - records channels 1-20, in reverse order, to Group 3 using the direct selects.
Group List The group list allows viewing and editing of groups. You will find that editing groups from the group list is not only easy, but many more features and capabilities become available to you in this display. Open the Group List To open the group list you can: • Press [Group] [Group] • Press [Blind] & [Group] • In the browser, select “Group List” from the Record Target Lists You can navigate within the group list using [Next] and [Last] or by selecting the group you want to work with.
Chapter 9 Storing and Using Palettes Palettes are building blocks that can be used to create presets, cues and effects. Palettes are a critical component when using moving lights and can save considerable programming time when editing show data. This chapter contains the following sections: 9 • About Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 • Palette Types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116 • Storing Palettes Live .
About Palettes Palettes are referenced data. This means that when included in presets, cues, or effects, changes to the contents of the palette are propagated into all of the places the palette is stored. Four types of palettes are available; Intensity, Focus, Color, and Beam. Ion supports up to 1,000 palettes of each of the four types. Palettes are automatically filtered into IFCB categories. Color data cannot be placed in beam palettes, intensity cannot be included in focus palettes, and so forth.
Storing Palettes Live Palettes may be stored in live or blind. There are a variety of methods for determining what data is stored into a palette but [Record], [Record Only] and using filters are the most common ways. When [Record] is used, Ion will store the relevant parameter category data (intensity, focus, color or beam) for all channels that are not currently at their default value. [Record Only] is a type of selective store that can be used to store only the relevant parameters that have manual data.
Selective Storing Palettes with [Record] Palettes can also be created using selective storing, which allows you to specify only the channels and or parameters that you want to store. The following examples illustrate various methods of selectively storing palettes using [Record]: • [1] [thru] [3] [Record] [Intensity Palette] [2] [Label] [Enter] - records the intensity data for selected channels 1 through 3 and adds a label to intensity palette 2.
Using Filters with Palettes Filters can be used to modify what data is stored to a palette by a record action. Active filters will restrict specific parameters or categories from being recorded to a palette. To filter a parameter: Step 1: Step 2: Step 3: Click the {Filter} button in the top-right corner of the parameter grid in the CIA. In the CIA, click the button for the parameter you wish to store. Click the {Filter} button again to stop filter selection.
Recalling Palettes Palettes may be recalled from the control keypad or from direct selects. When palettes are recalled, all data is manual and will display in red. Recalled palettes are applied only to selected channels, therefore you must select channels before recalling a palette. If a selected channel or parameter has no stored value in the recalled palette, it remains in its current state. You can select all the channels included in a palette by pressing [Group] [Palette] [x] [Enter].
Editing Palettes Live Note: If a palette is already recorded, [Record] replaces all existing data. [Record Only] is a selective store, therefore it adds data. Recording over a previously existing palette requires a confirmation, if confirmations are enabled in the setup menu. It is also possible to [Update] to add manual changes to the record target. Rerecord Rerecording follows the conventions illustrated in the [Record] and [Record Only] sections detailed earlier in this chapter.
Editing Palettes in Blind CAUTION: When editing palettes in blind, changes to palettes are automatic, therefore no update or record command is required. Be aware that changes made in blind are altering previously stored data without a record command. Palettes can be viewed and edited in blind in the summary, table, and spreadsheet views.
Editing Palettes in Spreadsheet View Spreadsheet view shows a range of palettes along the Y axis and channels and channel parameters along the X axis. Viewing palettes in spreadsheet view is useful when you want to compare data between palettes. You may select a palette from the spreadsheet using the [Next] or [Last] keys to move through the list or you may select the exact palette from the keypad. You may also select a range of palettes to edit at once.
Editing Palettes in List View When you press the specific Intensity, Focus, Color or Beam palette button twice, a list view for the associated palette type is opened on a new tab (or brings the list view into focus if already open). You can also open the list view from the browser. See “Using the Browser” on page 28. From the list view, you can select a palette for editing, which changes focus to blind channel view, with the specified palette ready for editing.
Chapter 10 Storing and Using Presets Presets are very similar to palettes in that they are collections of data for specific channels to facilitate cue creation. Presets, however, can collect all data for a given channel (intensity, focus, color, beam) rather than just one parameter type. Up to 1000 presets may be stored in Ion and they can contain absolute data or a mix of IFCB palettes. Presets can not refer to other presets. This chapter contains the following sections: 10 • Storing Presets Live . . .
Storing Presets Live Presets can be recorded live using the keypad or the direct selects. Both [Record] and [Record Only] can be used to record presets, with or without filters. See “Storing Data with Record Filters” on page 176. [Record] will store all channels that are not at their default values, and it will record all information about those channels, including parameters that are still at default.
Storing presets using [Record Only] [Record Only] is a selective record process that stores only manual parameter data. Therefore, when used to record presets, only manual data for channels will be stored in the preset. As with [Record], filters and {Make Null} can be used to further modify what information is stored. See “Storing Data with Record Filters” on page 176.
Recalling Presets Channels must be selected when recalling a preset. If a selected channel or parameter has no value in the preset, it will stay in its current position. If you want to recall all channels in a preset, you can press [Group] [Preset] [x]. If you only want to recall certain parameters of the preset, select channels and enter the required parameters (or those not required, using the [-] key) in the command line (see command examples below).
Editing Presets Live There are two ways to edit a preset in Live. You may rerecord the preset or you may use [Update]. Rerecord Rerecording follows the conventions of [Record] and [Record Only]. The only exception is that a confirmation is required to actually rerecord the preset. For Example: Preset 5 has already been recorded. To rerecord Preset 5, recall the preset: • [Preset] [5] [Enter] Adjust parameters as needed.
Using the Preset List The preset list displays all recorded presets. List views only allow you to change attributes; no editing can be done directly in list view. Pressing the {Edit} softkey takes you to the blind view of the selected preset, in the last format you used in blind. This will allow you to edit the preset. You can navigate the preset list using [Next] and [Last]. Opening the Preset List Blind presets can also be viewed in the preset list and can be accessed in a number of ways.
Editing Presets in Blind All presets can be viewed and edited in blind. To open a preset in blind, you can do any of the following: • Press [Blind] & [Preset] • Press [Blind] & {Preset x} - opens to the specific preset • Press [Preset] [Preset] and then {Edit} when a preset is selected in the list CAUTION: When editing presets in Blind, changes to presets are automatically stored. Therefore no update or record command is required.
Editing in Spreadsheet view Spreadsheet view shows a range of presets along the Y axis and channels and channel parameters along the X axis. Viewing presets in spreadsheet view is useful when you want to compare data between presets. You may select a preset from the spreadsheet using the [Next] or [Last] keys to move through the list or you may select the exact preset from the keypad. You may also select a range of presets to edit at once.
Chapter 11 Working with a Single Cue List When cues are created they are stored in a cue list. By default, recording cues will result in a single cue list, identified as cue list 1. While other cue lists can be recorded in Ion, this chapter deals primarily with working in a single cue list. For more information on multiple cue lists, see Working with Multiple Cue Lists, page 165. This chapter contains the following sections: 11 • Basic Cueing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Basic Cueing A cue is a record target comprised of channels with associated parameter data, discrete (channel or parameter level) timing, and cue attributes (such as hold times, follow instructions and so on). Cues are stored with this information for later playback in a fader during your show. In Setup, you have determined if Ion will operate in a Cue Only or Tracking mode. By default, the system is set to tracking, therefore this section of the manual primarily addresses working in tracking mode.
Recording Cues in Live When using [Record], all parameters of any lights that have non-default values, either from manual control, other cues, or submaster playback are stored in the target cue. Channels that have all default values, meaning they have never been changed, are not included in the record action, unless you specifically select the channel and press {Make Manual}.
Using Record Only [Record Only] is similar to [Record] except that it selectively stores only manually set values, preventing unwanted levels (such as from a submaster or another cue list), from being recorded into the cue. Therefore, when used to record a cue, only the manual data for channels and parameters will be stored in the cue. All of the same commands used for [Record] may also be used for [Record Only].
Using Selective Store You may use the [-] button to withhold information from a cue or use the [+] button to specify a particular channel or parameter to be included in the record action. These actions are both selective stores. For information on a selective store using filters see Partial Filters, page 175. Using a Positive Selective Store You may record only specified parameters into cues. If the cue has already been stored, this action adds the specified channel parameters to the existing cue data.
Using [Cue Only / Track] In Track Mode When you create a new cue, any channel parameter data from the previous cue is tracked into the new specified cue. The [Cue Only/Track] key is an applied exception to the tracking mode system setting. When you record a cue in the middle of an existing cue list, using the [Cue Only] button will prohibit new information from tracking into the subsequent cue.
Timing Cue timing can be applied in a variety of ways. At a cue level, timing categories are provided for intensity up, intensity down, focus, color and beam transitions. Each of these times can have an associated delay. Timing can also be applied directly to a channel or a specific parameter. This is called discrete timing. Time can be entered in minutes and seconds (example 10:15), or seconds and tenths of seconds (example 1.3), or 100ths of seconds (example 1.35) with valid fade times from zero to 99.59.
Manual Timing at a Cue Level It is possible to assign a time of “manual”, for manual parameter transition through the associated fader. Manual times are assigned by using the {Manual} softkey that is displayed when recording a cue and they can be applied to any parameter. • [Record] [4] [Time] {Manual} [Enter] - applies a manual intensity time. If the cue had previously been given split times, would apply a manual to the upfade.
Delay Time Delay is used to delay a move instruction from being executed. The countdown of a delay time begins the moment the cue is executed (for example, pressing [Go]). Delay times can be added to any cue or to any specific parameter category within the cue, which will postpone the parameter transition until the delay time has elapsed. Following are some examples of recording with a delay: • [Record] [2] [Delay] [5] [Enter] - stores cue 2 with a 5 second delay on intensity.
Discrete Channel or Parameter Timing Discrete timing can be applied to a specific channel or parameter. When using the control keypad, you must select the channels that you want to apply the time to, otherwise the system assumes you are addressing the selected cue. Following are some examples of use: • [channel list] [Color] [Time] [3] [Enter] - adds a time of 3 seconds to all of the color parameters of the channel list that have a move instruction.
Assigning Cue Attributes You can record cues with specific attributes to affect how cues behave when executed. Cue attributes include follow time, hang time, link, loop, curve, rate and label. Cue attributes can be entered when the cue is initially recorded, or they can be added or modified at a later date. Follow/Hang A follow time creates an auto-follow which automatically activates the next cue in the sequence when the follow time of the associated cue has elapsed.
Link/Loop Link allows cues to be run out of sequence, by causing a different cue number to be loaded into the pending file of the playback fader when the cue that carries the link instruction is activated. If a follow or hang time is included with the cue attributes, the activation of the linked cue will occur when the follow or hang time has elapsed. The link can be within the cue list or to a cue in another cue list.
Rate The {Rate/Hold} softkey can be used to apply a rate adjustment to all timing in the cue. The default rate is 100%, which is real time. To slow a cue down, set the rate below 100%, to speed the cue up, set the rate above 100%. The range rate for a cue is 0 - 2000%. A timing value of 5, with a rate of 50% will replay in 10 seconds. A timing value of 5, with a rate of 200% will replay in 2.5 seconds.
Flags Flags can be applied to cues to change specific behaviors. Flags can be set for “AllFade”, “Block”, “Assert”, and “Mark”. Block You can apply a block to a cue, to any channel (or group of channels), or parameter (or group of parameters) within a cue. At a cue level A cue level block causes all tracked values in the cue to be treated as move instructions, which prohibits any data changes from tracking into the cue. Parameters that are not included in the cue are not impacted by the block instruction.
Assert Assert is only used when working with multiple cue lists. See the next chapter, Using Assert, page 167. AllFade Any cue can have an allfade flag applied. An allfade sends the intensity for all channels not included in the cue to zero. Submasters, any captured channels and the contribution from any faders that are set to independent are unaffected, unless the cue executing the allfade is also set to independent. An allfade flag “*” is identified in the playback status display for the specified cue.
Using the Execute List The execute list can be used to trigger actions on other faders, as well as macros. Additionally, you can enter instructions that sync the “Go” of other cue lists. When you press {Execute}, a dialog box appears. This provides a list of the available analog triggers and MIDI triggers. Also, fields are available to enter specific data relating to the macro, cue number and cue list that you wish to execute.
Modifying Cues Live Recorded cues can be modified live. Cue attributes (such as link, loop, label and so on) may be edited as well. The cue does not need to be active (played back) to change cue attributes. You may also change cue attributes for a range of cues if you wish. Using [At] [Enter] A useful feature when editing cues is [At] [Enter].
Using Record Only Modifying existing cues using [Record Only] is considered a “selective store” function. As such, it adds or modifies only manual data to the target cue, but leaves any other data that was already in the cue intact and does not include playback values from other cue lists or submasters. [Record Only] is a good way to modify existing cues without including contributions from other playbacks in the cue. In that way, it is very similar to update.
[U pd ate ] Update is a powerful feature, and also very versatile. Using a combination of [Cue Only], [Track], [Trace], and {Make Absolute}, the number of ways you can update specific information and manual data is virtually endless. Below you will find some examples of how data can be updated to various record targets either at once, or individually. This list is by no means exhaustive, so you are encouraged to try methods of updating on your own.
Updating to References When a cue is active, it is possible that various record targets (palettes or presets) will be played back within that cue. As changes are made to the data in that cue, as well as to the individual palettes or presets, updating both the cue and references within that cue is simple. When you have overridden a reference in a cue, the data is displayed in red with a red “R” in superscript next to the channel’s intensity.
Using Cue Only/Track The [Cue Only/Track] key can be used as an applied exception to the cue only/track system setting. Therefore if the system is set to Cue Only, the key behaves as a [Track] command. Alternatively, if the system is set to Track, the key behaves as a [Cue Only] button. For more information on Tracking vs. Cue Only see Tracking vs. Cue Only, page 6 in Setup. [Cue Only/Track] can be used in conjunction with record or update functions.
Using Trace [Trace] works just as Track does, except it allows changes to be tracked backwards through the cue list, until it sees a move instruction. A trace will track into, but not beyond, a blocked instruction. Following are some examples: • [Update] [5] [Trace] [Enter] -updates cue 5, and tracks changes backward until a move instruction is encountered. If the system is in track mode, the change will track forward in the cue list until the next move instruction or block.
Recording and Editing Cues from Blind Press [Blind] and the selected cue will be displayed. You can make changes to cues in the blind display using either the summary, table, or spreadsheet views. Note: Edits in blind take effect immediately. [Record] or [Update] commands do not work in blind. Therefore, editing in blind is a fast and effective way to make specific changes to show data. If changes are made in the blind display to an active cue, these changes will not impact the current stage state.
From Summary or Table Views Use the [Format] key to cycle through the available views (see Using [Format], page 38). Summary view allows you to see the greatest number of channels at once, though parameter data is somewhat truncated. Channels with focus, color, or beam data are indicated with a respective F, C, or B beneath the level data. This view is useful for viewing lots of channel data at once or for editing primarily intensity values.
Replace With {Replace With} is used to select channels that have certain specified values and then provide new instructions for those values. For Example: Select a range of cues: • [Cue] [1] [Thru] [9] [Enter] Select a range of channels that are used throughout these cues and enter a change instruction: • [1] [Thru] [7] [Color Palette] [5] {Replace With} [3] [Enter] This instruction finds all instances of channels 1-7 in cues 1-9 that are in color palette 5 and replace CP5 with CP3.
Deleting Cues Cues, lists of cues, or ranges of cues can be deleted. When deleting cues, the track/cue only setting of the console will determine how subsequent cues are affected. The [Cue Only/Track] button can be used to modify the default behavior as needed. In Track Mode When the console is in track mode, deleting a cue also removes any move instructions provided by the cue. For example, assume you have stored cues 1-10 and cue 5 contains move instructions for channels 1-5.
Chapter 12 Using Mark [Mark] is an instruction that automates the process of presetting moving lights to their required state in a cue, prior to fading intensity up. This allows your moving lights to unobtrusively perform non-intensity parameter transitions in an inactive (darkened) state. Ion provides two different methods to mark lights: AutoMark and Referenced Marks. This chapter contains the following sections: 12 Using Mark • AutoMark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
AutoMark The AutoMark feature is a system default setting and can be turned on or off at a global level. The system default for this setting is off. To change the default settings see Show Settings, page 81. When AutoMark is enabled, non-intensity parameter transitions will occur in the cue immediately preceding the cue in which the changes are stored, if intensity in that cue is moved from zero to any active level. Therefore, the preceding cue “executes” the AutoMark.
Referenced Marks Referenced marks are user-specified marks that are manually applied to specific channels or parameters. When AutoMarks are disabled, referenced marks are available for programming. When AutoMark is enabled, referenced marks are not available. There are essentially two parts to a successful referenced mark. The first part is the cue with the mark flag (set by the user). This is the cue in which any non-intensity parameters will change. This cue is referred to as the marked cue.
M a r k D i sp l a y I n d ic a t o r s In the previous example, indications that a mark had been placed are as follows. Cue 10 would be shown with a mark flag (M) in the cue list. In addition, when cue 10 is played back, channels 1-10 will show a green “MK” in the intensity field, while the non-intensity parameters would show the source cue number in green “Q12” (the MK in the intensity field is green if, in cue 10, the lights are fading to zero and then the NPs are marking.
Reference Marks and Timing Movement of non-intensity parameters in conjunction with a mark will adhere to the following timing rules. If discrete timing is used for non-intensity parameters: When channels execute a mark, the moves will use the discrete time(s) assigned to them in the source cue. For Example: A mark is applied to Cue 5, making it the marked cue.
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Chapter 13 Working with Multiple Cue Lists Ion provides many useful tools to allow you work efficiently and simultaneously with multiple cue lists. This chapter focuses on the features and methods used when working with more than one cue list. This chapter contains the following sections: 13 • Recording to a New Cue List . . . . . . . . . . . . . . . . . . . . . . . .166 • Using Assert. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .167 • Changing the Active Cue List . . .
Recording to a New Cue List When recording cues, cue list 1 is initially used as the default cue list. Cue list 1 is displayed with only the cue number. It does not have a lead cue list number or a “/”. To record to another cue list, that list must first be specified. Cues will then be recorded to that cue list until another list is specified, or until the selected cue is changed in live. You may record up to 99 cue lists in an Ion show file.
Using Assert By default, channel parameters only respond to move instructions during playback (see Cue List Ownership, page 6). The [Assert] function allows tracked data from a cue to be replayed, even when another cue list has taken control of that channel or parameter. Assert can be applied to cues, cue parts, channels, or channel parameters. Asserted channels will play back their tracked values, regardless of cue list ownership, when the associated cue is replayed.
Using AllFade Allfade is a cue attribute that commands any intensity values on stage that are not provided by the associated cue to fade to zero intensity when the cue is played. The allfade will adhere to the downfade time of the associated cue. This is useful in conjunction with assert, so you can regain control of channels from other cue lists and fade other channels from that cue list out. Note: Channels with tracked values in the associated cue will not fade out in response to an allfade.
Using [Go To Cue] [Go To Cue] defaults to the currently selected cue list. [Go to Cue] instructions can be executed from any operating mode, without returning to live. By default, a Go to Cue instruction is an out-of-sequence cue and will follow the rules of such (see Out of Sequence Cues, page 180. For examples of how to use [Go To Cue], please see Go To Cue, page 181.
Using the Cue List Index The cue list index is a blind display list which shows the cue list you are working with, the cue status, any other stored cue lists and what (if any) faders the lists are loaded onto. All cue attributes can be edited from the list including whether the cue list is set to independent or not, and if the intensity values in the cue list will play back as HTP or LTP.
Cue List Attributes Cue list attributes determine how the cue list will interact with other playbacks. Cue list attributes include: • The cue list number • The cue list label • Intensity HTP or LTP setting (default is LTP) • Independent On or Off (default is off) When a cue list is loaded to a fader, all attributes of that cue list are in effect.
M o ve T o The {Move To} softkey is used to move cues from one location in a cue list to another location in the same or even a different cue list. When cues are moved, values that had tracked will be matched to the previous cue and will be auto-blocked by the system. The impact on subsequent cues is based on track/cue only conventions.
Chapter 14 Using Filters Filters are used to determine which parameters can be stored to cues, palettes, and presets. The filter selection tool in the CIA affects record operations as long as the filters are set. This chapter contains the following sections: 14 Using Filters • Record Filters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174 • Storing Data with Record Filters . . . . . . . . . . . . . . . . . . . . .
Record Filters Record filters are used to select specific parameter data to store to record targets. When no filters are selected, all parameters can be stored, as appropriate to the [Record], [Record Only] and selective record action used. Note: When storing show data, applied filters are highlighted and allow the associated parameters to be stored in record targets. When filters are deselected (not highlighted), they prohibit storing the associated parameters.
To apply record filters by category: Step 1: Step 2: Step 3: Click {Filters} in the top-right corner of the parameter grid in the CIA. The parameter buttons change to display filter selection. Click the parameter category button {Intensity/Focus/Color/Beam} for the category you want to include in the record target. All parameters in that category will be highlighted and “Filter On” will appear above the softkey. Click {Filters}. The buttons return to their normal appearance.
Storing Data with Record Filters If a record target is stored with filters in place, the filters allow only associated parameter data to be recorded in the target. Non-filtered data is not included when you record. The various record targets are affected by filters in the following ways: • Palettes - Palettes by definition are already filtered. The color and beam filters can be used to further modify what is stored in the color and beam palettes, however.
Chapter 15 Cue Playback Ion has many features that aid in cue playback. The playback section is located on the left side of the console and includes the master fader pair, grandmaster, load button, and the fader control button. Virtual faders can also be used in playback. This chapter contains the following sections: 15 Cue Playback • Introduction to Playback . . . . . . . . . . . . . . . . . . . . . . . . . . . .178 • Selected Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Introduction to Playback Cues are played back using the master playback fader pair. While any cue list can be loaded to these faders, the first cue list you record to will automatically load to the master fader pair. The master playback fader pair is located to the left of the control keypad. The master is a split cross-fader pair. The two buttons beneath the master fader pair are [Go] and [Stop/Back].
Selected Cue The selected cue is always indicated just above the CIA. The selected cue and all of its attributes are displayed near the bottom of the live/blind display and on the playback status display. Live / Blind When working in live, the selected cue is always the last cue you recorded, edited, updated or played back. When entering blind for cues, the selected cue will be selected and displayed.
Out of Sequence Cues An out-of-sequence cue is any cue that is played back in one of the following ways: • Cue is executed using a [Go To Cue] command • Cue is executed by a link instruction • Cue is loaded into a fader’s pending file • Cue is re-executed using [Assert] & [Load] or is asserted from the command line Generally, when an out of sequence cue is executed, the entire contents of the cue will be played back (move instructions and tracked values). For Example: Cue 1 sets channel 1 to full.
Go To Cue [Go to Cue] instructions can be executed from any operating mode. By default, a [Go to Cue] instruction is an out-of-sequence cue and will follow the rules of such (see Out of Sequence Cues above. Following are examples of [Go To Cue]: • [Go To Cue] [5] [Enter] - all parameters with values in cue 5 are faded to those values, even if they are tracked. • [Go To Cue] [Next] [Enter] - takes you to the next cue in the active list.
Virtual Faders You can have access to multiple cue lists at once by using the virtual faders (see Virtual Faders, page 29). This will give you the ability to run multiple cue lists or submasters from multiple faders at the same time. Assigning Faders Playbacks and submasters can be defined on the virtual faders in setup (Setup, page 79). The location of playbacks and submasters can also be defined as the contents of those targets are stored.
Playback Fader Controls In Ion, many of the buttons mentioned below exist as softkeys. In order to have access to some of these keys, press and hold [Fader Control]. The softkeys will change to display the fader control keys. You may press [More SK] if the green LED is illuminated, to view additional fader control buttons. This must be done while holding down [Fader Control]. Go and Stop/Back Using [Go] The [Go] button is used to execute the cue currently in the pending file of the associated fader.
Using Manual Control There are three types of manual control for playbacks: • Cues can be stored with manual timing. When cues have stored manual timing, the default behavior of the fader is to control those manual values. • Cues can be captured for manual intensity control only. This is possible only when the associated cue has no manual timing values. • Cues can be manually overridden using the [Man Override] & [Load] feature which captures all parameter transitions.
Manual Intensity Override An intensity transition may be taken over manually and the transition captured by dropping the fader down until it reaches the percentage of cue completion (i.e. if the cue is 50% complete, when the fader is manually dropped to 50%, the intensity transitions will be captured and the intensity portion of the cue completed by moving the fader manually between 50% and full or anywhere in between).
Using Assert (playback button) Use {Assert} & [Load] for the associated fader to re-run the active cue in that fader, following the same rules as [Go To Cue]. Assert can be used to regain control of all cue contents, apply a newly set independent state to the associated fader, or make any changes in blind to an active cue on stage. When [Fader Controls] {Assert} & [Load] are used together, the entire contents of the cue are replayed. You can assert just certain elements of a cue by using the command line.
Using Stop Effect The {Stop Effect} softkey can be used to stop all effects from operating on any or all faders, or it may be used with the control keypad to stop a specific effect. • To stop all effects on a fader, press [Fader Controls] {Stop Effect} & [Load] of the associated fader. • To stop a specific effect regardless of the fader it is operating on, press [Effect] [2] [Fader Controls] {Stop Effect} [Enter].
Using Rate Override To collect a playback fader for rate control, press [Fader Controls] {Rate} & [Load] for the required fader. A subset of faders can be collected by pressing and holding {Rate} while clicking the [Load] button for the associated faders you would like to add. Use the rate encoder to adjust the rate dynamically. The default is 100%, which is real time (example: 5 seconds = 5 seconds). Decrease the percentage to slow the cue down. Setting the rate to 0% will stop the cue.
Chapter 16 Advanced Manual Control This chapter describes some more advanced features for manual control functions. These features can save you valuable programming time. This chapter contains the following sections: 16 • Using [Copy To] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 • Using [Recall From] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .191 • Using {Make Null} . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using [Copy To] [Copy To] allows you to copy data from one channel to another, either within the current working mode or to a different record target. [Copy To] works much like [Recall From], but in the opposite direction, [Copy To] forces data to a channel from the selected channel, whereas [Recall From] pulls it from a channel to the selected channel. You may copy all parameter data for selected channels, or by using the IFCB category buttons or parameter buttons, you may copy subsets of channel data.
Using [Recall From] [Recall From] is similar to [Copy To], except that it retrieves data from other locations, and can be used only for a channel list recalling from the same channel list but in a different location (for example, a cue). [Recall From] is essentially a “copy from” command. You may recall all parameter data for selected channels, or by using the IFCB category buttons or parameter buttons, you may recall subsets of channel data.
Using {Make Null} The {Make Null} softkey can be used to withhold parameter data from record or update actions in live, and remove parameter data from record targets in blind. {Make Null} is applied using channel selection and can impact entire channels, individual parameters, or parameter categories. In Live When you apply a {Make Null} instruction to channels or parameters in live, channel data is still visible onstage, but that data is essentially rendered invisible to record commands.
Using {Make Manual} The {Make Manual} softkey can be used to convert cue or submaster data into manual values, allowing it to be included in [Record], [Record Only], and [Update] operations. • [5] {Make Manual} [Enter] - selects channel 5 and makes all of its current parameter settings manual data. • [8] {Focus} {Make Manual} [Enter] - selects channel 5 and makes all of its focus data manual.
Using [Capture] Capture is a manual independent state. Any captured channel parameter data will be unaffected by playback, but will respond to manual control operations. When channels are selected, [Capture] [Enter] captures all parameters of those channels. They will remain unavailable for playback or submaster override until they are released from the captured state. Capture is a toggle state, so to release parameters from a captured state, press [Capture] [Enter] again.
Using [Undo] Undo is a method to reverse or “undo” certain operations performed in the software.You can use [Undo] to reverse any command that results in a change to data that would be saved to the show file or any command that changes manual levels in live. Commands that can be reversed using [Undo] are: • • • Record and update operations Delete commands Manual level changes If there are any commands in the command line, pressing [Undo] once clears the command line.
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Chapter 17 Multipart Cues Cues can be divided into up to 20 parts, thereby constituting a multipart cue. This chapter describes the methods used to create and edit multipart cues. This chapter contains the following sections: 17 Multipart Cues • Record a Multipart Cue in Live . . . . . . . . . . . . . . . . . . . . . . .198 • Storing a Multipart Cue in Blind . . . . . . . . . . . . . . . . . . . . . .
About Multipart Cues Cues can be divided into up to 20 parts. Each part can have its own channels, parameters, levels and timing information. Multipart cues can be stored in live or blind using the same conventions to record a standard cue. There are three basic ways to create a multipart cue.
Setting Multipart Cue Attributes Cue attributes, such as [Time], [Delay], [Block], [Assert], [Label], [Hold] and [Rate], [Mark], and [AutoMark Off] can be assigned in part cues. They are stored and function exactly as they do in single part cues. Cue part attributes can be defined as the parts are recorded, or they can be added after the part has been created.
Using Update in Live Updating a multipart cue is generally the same process as updating a single part cue, except you will provide a specific part cue number in the update command. Various referenced data, such as palettes or presets, can be assigned to build a multipart cue. If you have made changes to referenced data within a multipart cue, thereby creating manual data, pressing [Update] [Enter] updates both the multipart cue and any referenced data with the new levels, as it does with single part cues.
Storing a Multipart Cue in Blind Note: Edits in blind take effect immediately, they do not require a [Record] or [Update] command. Changing a Single Part Cue to a Multipart Cue When working in blind, more often than not you will be breaking a single part cue into a multipart cue. It is quite possible to create a new cue in blind and follow the exact same process, except in addition to pulling channel parameters into parts, you will also be providing them with move instructions or block commands.
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Chapter 18 Creating and Using Effects Effects are a method within Ion to provide dynamic, repetitive action to channels. This chapter explains the different types of effects, and how to use them. This chapter contains the following sections: 18 • About Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .204 • The Effect List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .204 • Effect Status Display . . . . . . . . . . . . . . . . . . . . . . . . .
About Effects Effects are manual control functions that can be applied to a channel parameter and then included in cues. Cues can contain both standard transitions for some channels and parameters and effects for the same or other channels and parameters. A single channel parameter cannot have more than one effect applied at any time. However, a channel may have one effect running on one parameter and another effect running on a different parameter.
Effects Editor When viewing the effect list, the selected effect is displayed in the CIA. The effect properties and attributes are shown in categorized buttons in the CIA. To change any property or attribute, press the corresponding button and enter data as required. The properties display of the effects editor is shown below and definitions of properties follow. Type Defines the effect type: step-based, absolute, or relative (linear, focus, or color).
Duration/Cycle This determines the length of time an effect will run. To specify, press {Duration/Cycle} and then choose the desired method from the buttons that appear to the left. The options are: • {Infinite} - for step and absolute effects, the effect will run until the channel is provided a new instruction or the effect is stopped. Relative effects with an infinite duration will run until a stop flag is applied. • {Duration} - the effect will run for a set amount of time given in minutes and seconds.
Entry Establishes at what time and how channels will enter the effect. To change the entry method press {Entry} and then choose a method from the buttons to the left. Entry modes vary by effect type. The options are: • {Cascade} - channels enter the effect according to the trail and cycle time values (if applicable). • {Immediate} - all channels enter the effect instantaneously. • {Fade by Size} - the effect will achieve its full value as allowed by the pattern or step or absolute values using the In Time.
Grouping Grouping is used only in relative and absolute effects. This determines how channels currently running the effect will be grouped throughout the pattern. To change this press {Grouping} and then enter the number of lights you want grouped together. Grouping defaults to {Spread}. This means that every light the effect is applied to will act as an individual element, moving through the effect sequentially based on the channel order, cycle time, and trail times. You can enter any number you require.
Effect Status Display To view the effects currently running, you may press [Displays]>{Effect Status} to reveal the effect status display in the CIA. This display shows you any currently running effects and gives you the ability to edit the effect while running. When an effect is selected, the encoders and encoder screen change to allow you to manipulate the effect according to rate, size, horizontal form, vertical form, and axis. For Example: To edit an effect, select the effect using the command line.
Step Effects In step effects, each step contains an on-state and an off-state. The on-state is the action the channels in the step should take when the step is active. The off-state is the action the channels in the step should take when the step is not active. Step effects are a quick and easy way to build simple chases. When building step effects, channels must be defined for each step. This is different from absolute and relative effects.
Program a step effect Below is the process used to program the effect illustrated in the image above. For Example: To open the effects list press: • [Effect] [Effect] Establish the number of the effect by pressing: • [1] [Enter] The CIA will repaint with unpopulated fields for the new effect. Assign the effect as “step” by pressing: • {Step-based} The effect will appear in the list and the CIA will repaint with the default entries for the effect and a step chart for the effect.
Delete a step To delete a step from a step-based effect, specify the effect in the command line and press delete: • [Effect] [1] {Step} [4] [Delete] [Enter] [Enter] • [Effect] [1] {Step} [4] [Thru] [8] [Delete] [Enter] [Enter] Insert a step To insert a step anywhere in the effect, specify the step you wish the new step to be inserted before. • [Effect] [1] {Step} [4] {Insert} [Enter] - Inserts a new step before step 4.
Absolute Effects Absolute effects are a listing of sequential actions that channels are to take. They differ from step effects in that there is no on/off state, rather they define progressive behavior from one action, to the next, to the next, and so on. The best example of this is that palettes and presets can be used as actions in absolute effects.
Program an absolute effect Below is the process used to program the effect illustrated in the image above. For Example: To open the effects list press: • [Effect] [Effect] Establish the number of the effect by pressing: • [Effect] [8] [Enter] The CIA will repaint with unpopulated fields for the new effect. Assign the effect as absolute by pressing: • {Absolute} The effect will appear in the list and the CIA will repaint with the default entries for the effect and an action chart for the effect.
Relative Effects A relative effect is an offset from the current state of a channel parameter. There are three different types of relative effects: focus, color, and linear. Each of the these effect types have a graphic editor designed specifically for the parameters involved. Relative effects have many of the same properties and attributes as step-based and absolute effects. Ion is preprogrammed with 16 relative effects which represent some of the most commonly used patterns and parameters.
Color effects Color effects impact only color parameters. Hue and saturation offsets can be used which are represented in the horizontal and vertical axes of the graph in the effects editor. The {Parameters} key within a color effect displays the various color mechanisms used in any patched channels. New color effects default to a circle. You can clear this and draw your own shape by pressing {Edit}>{Clear} and drawing on the graph with your finger or the mouse. Press {Apply} when you are done.
Define a pattern shape Shapes can be defined for any relative effect (focus, color, or linear). To define a shape, press the {Edit} softkey beneath the pattern editor. The softkeys will change to {Apply}, {Restore}, {Clear}. • Press {Clear} to clear the pattern. • Draw a new pattern using your finger (or the mouse). If you want to return to the original pattern, press {Restore} before pressing apply. • When you have the proper pattern drawn, press {Apply}. The pattern will be applied to the effect.
Apply an Existing Effect Once an effect has been created, it will appear in the effects list. To apply an existing effect, press: • [Select Channels] [Effect] [x] [Enter] or using the direct selects • [Select Channels] {Effect x} The selected channels will begin their changes as programmed in the effect.
Chapter 19 Using Park This chapter describes using park functions from both the live and park display. This chapter contains the following sections: 19 Using Park • Park Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .220 • Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .221 • Scaled Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . .222 • Park Values from the Park Display. . . . . . . . . . . . . . . . . . . .
Using Park The park instruction allows you to set a channel or parameter to a specific value and have it remain at that level on stage (live mode), prohibiting manual control override, cue or submaster playback modification. Park may also be used to place a scaling instruction on the intensity output of a channel. Note: A parked channel intensity is not impacted by grand master or blackout operations.
Parked Values in Live Channels and parameters may be parked and unparked from the live display.
Scaled Parked Values in Live A scaled parked value allows the intensity output (only) to be modified proportionally in live. Scaled park values are ignored when storing a record target. The setting on the display indicates what should be stored, not the actual scaled value. An example of how to set a scaled parked value in live includes: • [3] [At] [/] [1] [2] [5] [Park] [Enter] - sets a scaled value of 125% on channel 3 intensity.
Park Values from the Park Display You can park and unpark channel parameters or addresses from the park display. Open the display by pressing [Park] [Park] or [Blind] & [Park]. While in this display, it is assumed that you want to park channels or parameters, therefore the use of the [Park] key is not necessary when parking, but is required for unparking. Following are examples for parking channel parameters from the park display: • [3] [At] [4] [5] [Enter] - parks channel 3 at 45%.
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Chapter 20 Storing and Using Submasters The virtual faders can be assigned as submasters. This chapter explains how to assign and use submasters on your Ion console. This chapter contains the following sections: 20 • About Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .226 • Loading Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .227 • Using Bump Button Timing With Submasters . . . . . . . . . .
About Submasters Submasters can be used to store manual intensity data for channels. You can copy cues, presets, or intensity palettes to a submaster as well. Submasters can be accessed using the virtual faders (see Virtual Faders, page 182). Faders can be configured as submasters in setup (see Fader Configuration, page 82). When set as a submaster, the bottom button beneath the potentiometer acts as a bump button.
Loading Submasters Submasters can be loaded with cues, presets, or intensity palettes. To load a submaster with these record targets, see the following examples: • [Cue] [5] [Sub] [4] [Enter] - loads the intensity contents of cue 5 to submaster 5. • [Cue] [5] [Load] - loads cue 5 to the submaster associated with the chosen load button. • [-] [5] [Cue] [5] [Sub] [6] [Enter] - loads the contents of cue 5, minus channel 5, to submaster 6.
Configuring Submasters While Programming You can convert a fader to a submaster without configuring it in setup. If any submaster number is on the command line, you can press [Load] for the fader and it will be loaded with that submaster if: • the fader has no cue list loaded (and is assigned as a playback fader) -or• the fader has no submaster data recorded to it (and is already defined as a submaster).
Using Bump Button Timing With Submasters Each submaster bump can have three different timing values: Upfade, Dwell, and Downfade (see below). The default timing is set so that the bump functions as an “on” flash key for additive submasters and an “off” flash key for inhibitive submasters. The three timing values are: • Upfade time - this is the time for the submaster to fade from its home position to its target position (0 to Full if additive, Full to 0 if inhibitive). The default time is 0.
Submaster List You can access the submaster list by pressing [Sub] [Sub] or through the browser (Record Target Lists>Submaster List>[Select]). Either of these commands will open a new tab for the submaster list or bring focus to the list if it is already open on a tab. The list view includes a list of all submasters indicating the label, type, timing data, independent status, bump, and solo status of each.
Chapter 21 Using About [About] provides detailed information regarding selected elements. When opened, it appears in the CIA and remains open until closed or until another action forces it to close. This chapter contains the following sections: 21 Using About • [About] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .232 • [number] [Enter] . . . . . . . . . . . . . . . . . . . . . . . . . . .233 • [Cue] [number] [Enter] . . . . . . . . . . . . . . .
About [About] Pressing [About] puts the console in “about” mode, which allows you to examine “about” information indefinitely, simply by selecting the element you are interested in. When in about mode, selecting a channel will reveal information about that channel. Below are examples of the “Current Values” view (see below) of information that is presented when selecting conventional or moving lights.
< A b o u t> [ number ] [ E n t e r ] This displays information about the specified channel. Pressing [About] is not required if the about display in the CIA is already open. You can select the information you wish to view from the four buttons located on the right side of the CIA.
< A b o u t > [ I / F / C / B P a l e t t e ] [ number] [ E n t e r ] The following information will be displayed: • • • • • • the number of cues the palette is used in the number of presets the palette is used in the number of move instructions the palette is used in the first cue the palette is used in the last cue the palette is used in the number of cue lists that use the palette < A b o u t > [ P r e s e t ] [number ] [ E n t e r ] The following information will be displayed: • • • • 234 the number
Chapter 22 Storing and Using Curves A curve is a relationship between the time during a fade and the output level of a cue, cue part or dimmer at each point of time during that fade. By using a non-linear curve, you can create of variety of effects, accommodate variations and deficiencies in your lighting equipment, alter the transition ramp and protect equipment from stress. This chapter contains the following sections: 22 • About Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About Curves You may apply curves to dimmers in patch. Curves may also be applied to cues and to cue parts. When applied to a cue, the curve impacts only the intensity moves in that cue. When applied to a cue part, the curve impacts all parameter moves stored in that cue part. When applied in patch, the intensity transition will follow the ramp defined by the curve during its fade.
Creating and Editing Curves Creating a Curve When you have opened the curves display (see About Curves, page 236), you can select a curve or create a new curve by pressing: • {Curve} [x] [Enter] If the curve is already stored, the contents are displayed in the CIA. If this is a new curve, a linear curve is displayed.
Editing Curves Using the Keypad Once selected and displayed in the CIA, you can edit a curve from the keypad. Points are established in increments of five. You can add more points from the keypad. • • [3] [At] [1] [Enter] - adds control input point “3” and sets its curve level at 10%. [7] [7] [At] [Full] [Enter] - adds control input point “77” and sets its curve level at full.
Applying a Curve To Channels In Patch Curves can be applied to any intensity parameter in patch. Once added, the curve number appears in the channel’s “Curve” column of the patch display. • • • [Displays] {Patch} {Attributes} [1] {Curve} [9] [0] [1] [Enter] - applies curve 901 to channel 1 intensity. [Displays] {Patch} {Attributes} [2] [Thru] [8] {Curve} [2] [Enter] - applies curve 2 to intensity for channels 2 thru 8.
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Chapter 23 Storing and Using Macros Ion provides you with the ability to record macros, which allow you to compose a series of programming actions and be able to execute them later by recalling the macro. This chapter contains the following sections: 23 • Store a Macro from Live . . . . . . . . . . . . . . . . . . . . . . . . . . . .242 • Macro Editor Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .244 • Play a Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About Macros Macros are comprised of any series of button presses (both hard and softkeys), screen commands and events. Ion provides you with the macro feature to simplify complex or repetitive console programming and operating tasks that you perform often.
Begin writing the sequence of button presses and events for the macro record. When you have finished with the series of events and button presses, press the [Learn] key again to exit macro learn mode. Examples of a macro record function include: • [Learn] [1] [Enter] [Go To Cue] [Out] [Time] [0] [Enter] [Learn] - records macro 1 with the go to cue out command. • [Learn] [5] [Enter] [1] [Full] {Chan Check} [Enter] [Learn] - records macro 5 with channel 1 at full in channel check mode.
Macro Editor Display Macro editing is accomplished from the macro editor display. As an alternative to recording your macro in live, you may create it from this display instead. Open the macro editor display from the browser by navigating to Record Target Lists > Macro Editor, then press [Select]. The editor will display on an external monitor.
While in the macro editor display, the following functions may be performed using the control keypad and softkeys: • [Label] - when a macro is selected and [Label] is pressed, the alphanumeric keypad will display on the CIA. Label the macro and press [Enter]. • [1] [Label] [Enter] - labels macro 1 • [Delete] - when a macro is selected and [Delete] [Enter] is pressed, you will be prompted to confirm the deletion of the selected macro. To confirm press [Enter], to abort press [Clear].
Create a New Macro from the Display From the macro editor display, enter any unrecorded macro number from 1 to 1000 and press [Enter]. Your new macro number will display in the macro list in numerical order but will not have a label or any contents. To store the macro contents, select the macro and press {Edit}. A cursor appears flashing in the macro content detail portion of the display, ready for you to add the macro content. For Example: Create macro 3.
Edit an Existing Macro When you have created a macro using macro learn mode from live or otherwise, you can edit the content of your macro by removing or adding commands and special macro softkey functions (such as wait, loop, and so on). From the macro editor display, select an existing macro number and press [Enter]. The selected macro contents will display the detail section. Press {Edit} to make changes to the content.
Play a Macro You can play a macro from the command line, from the direct selects, run it from a linked cue, or from another macro. To play macro 5 from the command line press [Macro] [5] [Enter]. “Running Macro 5” displays above the command line in live while the macro is running. To run macro 5 from the macro direct selects simply press {Macro 5}. “Running Macro 5” displays above the command line in live while the macro is running.
Chapter 24 Using Show Control Ion supports MIDI Show Control, MIDI Time Code, and SMPTE Time Code. Ion will communicate MIDI and SMPTE to all other Eos consoles on the network with MIDI or SMPTE enabled. MIDI and SMPTE connect to the Eos control network through a Show Control Gateway. This chapter contains the following sections: 24 • About Show Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 • MIDI Show Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About Show Control The Ion Show Control system consists of MIDI Show Control plus any number of time code event lists (MIDI or SMPTE). There can be more than one event list of each type, but only one MIDI Show Control is available. For instance there can be multiple SMPTE Time Code lists, each with its own timing source, frame rate and event list. All can be running simultaneously. Each event list has a label, data source and status. The status information depends on the list type and is detailed below.
Go When accompanying a MIDI “Go” command, data for the following fields will result in the following effects: Cue Data Field List Data Field Cue List Cue - - List - - Effect Runs the specified cue in the specified cue list Runs the specified cue in the default cue list Runs the next cue in the specified list Runs the next cue in the default cue list Stop When accompanying a MIDI “Stop” command, data for the following fields will result in the following effects: Cue Data Field List Data Field Cu
Set The “Set” command allows MSC to control potentiometers using both a numeric control number (which specifies the potentiometer) and a data field (which controls the level: 0-100). Control values are as follows: Control Value 1-127 Indication Submaster 1-127 128 Primary playback in 129 Primary playback out 510 Grandmaster Accompanying any of these indications in the MSC data, a numeric value of 0-100 would set the specified potentiometer to that level. All other control values are ignored.
Time Code Ion has time code functionality based on a timing source and a list of events that execute at specific times of that timing source. You can compile event lists and have them play back later while following a timing source. Time code lists can receive timing data from either SMPTE or MIDI sources. Ion accepts up to 32 SMPTE sources and 32 MIDI Time Code (MTC) sources (each are numbered from 1-32). Enabling Time Code Ion has global enablers for MIDI Time Code and SMPTE.
Enabling the Clocks The internal and external clocks can be enabled separately for each time code list. If you enable the external clock only, events will play back as long as valid timing data is received. When the timing data stops, the events will stop. When you enable the internal clock only, it starts running immediately and triggers events appropriate to the time.
Programming an Event List Tutorial To program a time code event list in Ion, you first must open the show control display. Go to: • Borwser>Record Target Lists>Show Control Display Create an event list by specifying it in the command line. This display follows the “Cue List/ Cue” structure in calling out Event Lists/Events. • [1] [/] [Enter] Specify which time code the list will respond to (MIDI or SMPTE).
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Chapter 25 Multiple Users Ion can be set to act as a separate user from other consoles on the Eos system, or it can be set to act as the same user as another console. This is done by changing the user ID. This chapter contains the following sections: 25 Multiple Users • About User ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258 • Assigning User ID . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About User ID When multiple users are on the Eos network, they can all act as one combined user, as all separate users, or any of the varying degrees between. Any Ion console, RPU, Eos console, RVI or client software kit can be a separate user on the Eos network. Certain Eos devices work well as independent users while others are intended to share a user ID with another device.
Chapter 26 Using Partitioned Control Partitioned control allows discrete control and programming of channels between multiple programmers. Partitions can restrict access to specific channels by a particular user. This chapter contains the following sections: 26 • About Partitioned Control . . . . . . . . . . . . . . . . . . . . . . . . . . .260 • Setting Up Partitioned Control . . . . . . . . . . . . . . . . . . . . . . .260 • Partition List . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About Partitioned Control When multiple programmers are working on an Ion system, partitioned control can be used to restrict a specific user’s access to certain channels. This can help avoid overlapping control of channels by multiple programmers at once. Channels can be included in more than one partition. Partitions only affect which channels a user has access to. They do not affect playback.
Creating New Partitions To create a new partition, press: • {Partition} [x] [Enter] - where “x” is a number that does not yet exist in the partition list. This will create a new partition, highlight it in the list, and (if partition is enabled) assign it as your partition. To assign channels to that partition, enter them in the command line: • [1] [Thru] [9] [6] [Enter] You can also use [+], [-], and [Group] to further modify the channels in the partition.
Using Partitions When partitions are enabled and a partition is selected, you may only record data for the channels included in the partition, with the exception of parking and unparking channel parameters or playing back cues. If you try to control a channel that is not in your partition, you must confirm that you want to control that channel. You will not, however, be able to store information for that channel.
Appendix A Eos Configuration Utility (Eos Shell) Overview This appendix covers the Eos Configuration Utility (ECU) and its use. This is a component of the Eos Lighting Control System and is used for both system configuration and performing basic level test functions of your Ion console. These instructions illustrate how to use the utility, but do not specify what changes to make as these are based on your preferences and can be changed to suit your control needs.
Eos Configuration Utility Reference With an external keyboard connected to your Ion console, you can force the console to boot into the utility instead of the main console application. During the boot process, a countdown timer will appear near the Ion logo. You will have 5 seconds to hold down “e”, “o” and “s” at the same time on the connected keyboard. Otherwise, you can enter the ECU from the Ion application by choosing Browser>Exit Ion.
Backup Backup mode requires a master console be online to synchronize with. Once this is done, a backup console intakes all show data for use in the event that it needs to assume control of the lighting system. The main difference between backup and client modes is what happens in the event of master console failure. If the master fails, a backup will automatically assume control of the system and continue on as if nothing has happened.
Show Welcome Screen When this is checked, Ion will boot into the Configuration Utility every time instead of booting directly into the main Ion application. General Settings When you click on a field to change the entry, an appropriate keyboard (numbers only vs. full alpha-numeric) will pop-up to provide a data-entry method even without a keyboard connected to the console. If you do have a USB keyboard attached, you can use either keyboard for the data-entry.
Time Zone The time zone the console is using. This is an offset from Greenwich Mean Time (GMT). Each setting in the pull-down list displays the offset, the name of the time zone and a couple of cities in that time zone. Printer This displays the currently selected printer type. The pull-down list will only display supported printers. Show Archive Path This is the default location to save show files. The full path must be typed in and specified in a legal Windows format.
(Ion) Software Update This option is used to update the software of the Ion console itself. It does not affect or update the software in any other networked device such as a Net3 Gateway. When you click on Software Update, the Ion console looks at the root directory of any removable storage device (any connected USB drive or CD) for an Ion console software update file. You will be shown the name of the updater file before being given the choice to install it or not.
ETCNet2 Priority This sets the control priority for ETCNet2 data from this console. The valid range for this setting is 20 (lowest) to 1 (highest). This is the reverse of ACN. File Server Path This is a setting for an alternate show file storage location. It will accept any Windows standard file path name. After setting this location, it will appear as an option within the save show dialog in Ion.
Enable Address Server Net3 Services uses a DHCP (Dynamic Host Configuration Protocol) address server. DHCP is a TCP/IP protocol that dynamically assigns an IP address to a network device when it requests one. This is a small and simple DHCP server that is intended to be used on non-routed networks. It will not serve IP addresses across a router. CAUTION: There should only be a single DHCP server active on a network.
(I on ) IP Settin gs These are the settings that determine the method to get an IP address and/or the actual IP address information that Ion uses for network communication. Enable DHCP If DHCP is selected, the “in use” IP address information is displayed. Clicking in the enable box will set Ion to get its IP address dynamically from a DHCP server. While the console is starting, it will ask for an IP address from a DHCP server. If one responds, it will use the assigned IP address.
Maintenance and Diagnostics Deep Clear Deep Clear functions in the same way that “New” does from the File menu or “Reset System” does from the Clear menu (both are found within the browser). The advantage of deep clear is that you can clear all console data before reloading the console’s current state during boot.
Save Logs... Clicking on the button displays a dialog box prompting you to save the console log files for troubleshooting purposes. You have the option to select or deselect any of the various individual log files to be saved. You will see a drop down menu to select the target export location from any available write-enabled removable media such as a USB drive.
Face Panel Test... Face Panel Test provides a way to verify the functional state of all of the keys, encoders and sliders on the Ion console. The screens are very straightforward. For field diagnostics, you shouldn’t need more than the sections of Ion Keyboard. Press/move every key and verify that those events register on the diagnostic test screen.
Ion This screen allows you to configure the ports on the back of the Ion console. Local DMX This allows you to change the universe or port speed for the two DMX ports on the back of the Ion console. Universes can be from 1-64. The default settings are Universe 1 and Universe 2 respectively with both ports set to maximum speed (recommended). S h o w C o n tr o l MIDI Allows you to set the group number for the MIDI In and MIDI Out ports. Group numbers can be from 1-32. Default for both ports is 1.
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Appendix B Multi-console and Synchronized Backup Overview This appendix outlines the procedures required to use multiple Eos/Ion control devices (such as an Ion console, Eos console, Remote Processor Unit (RPU), Remote Video Interface (RVI), or PC with client dongle) simultaneously on a network. It outlines the setup, configuration, and behavior that is entailed in an Eos/Ion multi-console scenario.
Multi-console setup When using multiple Eos/Ion consoles on the network, you should adjust some of the settings of your devices to ensure optimal functionality. Note: It is recommended that you perform the following setting changes before connecting your Eos device(s) to the network. After the changes are complete, connect to the network and reboot the device. Designate Master By default, all Eos devices will boot as a master.
Change IP Address All Eos/Ion consoles by default have the same static IP address. All Eos RPUs also, by default, have the same static IP address. Default Eos Console IP Address:10.101.90.101 Default Eos RPU IP Address: 10.101.95.101 Each Eos device on the network should be given a unique IP address. If running multiple devices of the same type (for example - two consoles, or two RPUs), you must alter the default static IP addresses to ensure proper functionality.
U s e r I D a n d m u l ti - c o n s o l e f e a t u r e s Set in the ECU (see Start Up Settings, page 265), User ID is an Eos-specific identifier that can be set uniquely for each Eos device or can be shared between multiple devices allowing for shared data between consoles. The user ID can be set anywhere from 1 to 10. Eos devices sharing User IDs will share certain data, while those with different IDs will not. Below are the differences in multi-console data depending on User ID.
Synchronized Backup Once you have changed settings to facilitate a multi-console system on the network, you may activate synchronized backup to ensure show data security. Eos/Ion synchronized backup is designed so that during normal operation the primary (master) console controls the lighting system and any console configured as backup or client synchronize with the primary.
The CIA displays the current status of the backup. If the master goes offline for any reason, the backup will automatically takeover as the master. This happens with virtually no effect to the backup other than a change in the CIA heading, which will change to the following status. If you enter the Network>Configure screen, it will have changed to the following. Your backup is now acting as the master and is controlling the lighting system.
Backup Scenarios Console and console Two consoles can be used to provide backup. Either can be configured as the primary or the backup. If the master consoles fails, the second console will take control with full show data intact. This is a useful scenario for touring multi-user applications. RPU and console One RPU and one console can be used as a backup option. In this configuration, it is recommended that you set the RPU as the primary and the console as the backup.
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Appendix C Remote Processor Unit (RPU) Overview This appendix outlines the setup and configuration of your Eos Remote Processor Unit (RPU). The Eos RPU can be used as a primary, backup, or client processor in an Eos system (see Large System Riser, page 19). It can also be used for independent playback applications.
Front Panel 20 userconfigurable buttons (default shown) Backlit indicators Soft power switch • • • • • USB port CD drive The soft power switch activates the RPU (check rear panel to ensure power is connected and hard power switch is on). Backlit indicators identify the operating status (master, backup, client, and so on) of the unit. USB port is provided for easy show loading to or from a USB storage device. CD drive is used for full software installation from a CD.
Software Configuration Settings for the RPU can be altered in the Eos Configuration Utility (ECU). The 20 buttons on the front panel of the RPU are configurable from the “RPU” section of the ECU. To configure the RPU buttons: Step 1: In the Eos browser, select File>Exit Eos and confirm the selection. Eos will close and you will enter the Eos welcome screen. Step 2: Click on the [Settings] button. This will open the ECU.
Basic Use Guidelines Displays The RPU can be used with either one or two DVI monitors. You can collapse or expand the CIA on the displays by engaging the scroll lock and pressing F5. If you are using one monitor, you may find this feature useful in increasing the efficiency of your available display area. Net3 Services By default, both Eos and the Eos RPU ship with all Net3 services enabled. When used in a multi-console backup system, you must disabled Net3 services for the intended backup device.
Appendix D Remote Video Interface (RVI) Overview The RVI functions as a remote user interface to access and modify the contents of an entire Eos show file. You may configure the RVI to run Eos software in “Client” or “Offline” mode. This appendix outlines the setup and simple configuration of your Remote Video Interface (RVI) for use with the the Eos Control System. .
Hardware Setup Rear Panel Hard Power Switch Dual DVI Display Ethernet Not Used Net3 RVI 100-240 VAC 50/60 Hz 2A Dual DVI Display AC Input 1 2 BTX - L OP IOSHLDR Electronic Theatre Controls, Inc. Middleton, WI Made in USA Mouse AC Power IEC connector Step 1: Step 2: Note: Keyboard RS-232 USB x4 Not Used Attach the appropriate IEC power cord to the power connector, then to an AC receptacle. Attach the dual DVI connector/Y-adapter to the DVI port.
Front Panel 20 command keypad buttons Removable label strip Live Tab Blind Scroll Lock Escape Soft power switch Backlit indicators USB Select M001 M002 M003 M004 Stop/Back M005 M006 M007 M008 GO Primary Backup Client Master Sync Offline B a c k li t L E D s LEDs indicate which mode the unit is operating in (client or offline) and the status of the operation (sync). • • • The “Client” LED will illuminate when the unit is connected as a client of the master Eos console.
Basic Use Guidelines Displays The RVI can be used with either one or two DVI monitors. You can collapse or expand the CIA on the displays by engaging the scroll lock and pressing F5. If you are using one monitor, you may find this feature useful in increasing the efficiency of your available display area. B u t t o n C o n f i g u r a ti o n Settings for the RVI can be altered in the Eos Configuration Utility (ECU).
Appendix E Radio Focus Remote (RFR) more sk The RFR handheld remote and receiver unit features a high frequency (HF) link for bi-directional communication with a connected console. During operation, the system status can be viewed on the LCD of the remote. Note: Enter Chan The Net3 Radio Focus Remote (RFR) provides remote access to frequently used console features such as dimmer and channel checks of conventional and multi-parameter devices (moving lights, etc.) as well as update and record functions.
Base Station Receiver The receiver includes a USB type B connector and an Ethernet connector (IEEE 802.3af) on the front of the unit for connection to the console (USB) or to a switch in your Net3 network USB When the base station is connected directly to a console by USB type B, the RFR is powered by and controls only the console the base station is connected to. ETC supplies a 1.8m (6 ft.) USB cable for base station connection to a console or USB hub. The maximum distance between products is 5m (16 ft.).
Change Frequency and ID Setting A network ID is a separate digital channel on a single high frequency (HF) setting. Changing an ID setting from the default “1” is useful when multiple systems are utilizing the same frequency. Note: If you change the frequency and ID settings in the handheld remote you must also change the frequency and ID settings to match in the base station.
Basic Use Guidelines Keypad Function The keypad illuminates while the keys are in use and remains illuminated while the unit is transmitting data. After a key is released, the keypad will dim the backlight until the next button press or transmission. Most of the buttons on the handheld remote function exactly as they work on the Ion console. A select few of the buttons require additional explanation.
Recharge the Handheld Battery A battery level indicator is found in the upper right corner of the handheld LCD. When the battery is near to a complete drain, the indicator will flash. When charging, the indicator will depict increasing power to verify that it is charging. When the remote is not in use, set the switch to the “Off” position to guard against accidental key presses and to conserve battery power. Charge the battery using the USB mini b cable that shipped with your RFR.
RFR Operation Modes The Eos RFR defaults to opening in Live mode. There are other modes available in the RFR, however. To switch modes, hold down the [Mode/More SK] button and then select the desired mode from those available by pressing the appropriate softkey. Mode options are: Park, Live, Playback, and Patch. Park Mode This mode is used for parking channels and also for “channel check” and “address check” functions.
Live Mode Live mode is used for modifying levels and recording or updating cues. This mode is intended to allow you to make basic adjustments to show data. Buttons and softkeys function as they do within Eos. The command line is displayed in the LCD to verify the commands you enter. It also displays details for the currently selected channel or the current cue (if no channels are selected).
Playback Mode Softkeys The following softkeys are available in playback mode: • • • • • • Sub Load Q Stop/Bk Macro Goto Q Go {Sub} is used to set the level of a submaster. • {Sub} [5] [@] [7] [Enter] - sets submaster 5 to 70%. {Load Q} allows you to load a cue into the pending file for the master playback fader pair only. • {Load Q} [5] [Enter] - Loads cue 5 of the master playback fader to the pending file for that fader. Pressing {Go} will execute this cue.
Technical Specifications H a n d h e l d T r a n s m i t te r Output - Default HF:1 (2.410 GHz) with 11 additional HF: channels available (2.410 - 2.465). 99 groups available per channel. Connections - Integral USB mini b connector for charging the unit. Working range - 300m (900 ft) indoor, 200m (656 Power - 2x AA NiMH rechargeable battery. ft) in free field. (Recharge using the USB connection.) Size - 160mm(4.5”) x 72mm (2.6”) x 20mm (.8”) Weight - 400g (14 oz.) includes antenna. excludes antenna.
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Appendix F Universal Fader Wings Overview Universal fader wings can be used in conjunction with your Ion console to create up to 200 additional submasters. The wings are available in 10 x 2 or 20 x 2 configurations. The fader wings are designed to physically attach to your Ion console, thereby receiving power from the console and eliminating the need for the external power supply. Or you may connect wings to Ion using a USB cable and provide power using an external power supply.
Connecting Wings to Ion Up to three (3) Universal Fader Wings may be connected together and then connected to Ion using a USB cable only or by physically attaching them to the Ion console. The best way to connect wings together is to attach them in order from left to right. Connect Universal Fader Wings OR Step 1: Using a #1 Phillips head screwdriver, on the underside of the wing(s) remove the two screws securing the bumpers that will be removed from the appropriate side or sides of the wings.
Step 5: Align the two wings. Lift the wing on the right and place it gently on the hooks provided on the wing on the left. Check that the two wings are aligned properly front and back, then press down gently on the wing on the right until it is fully seated. This should be a smooth connection but may require a little force. Step 6: Repeat above procedure to connect another wing to the right end of the pair, if desired.
User Guidelines Fader Wing Interaction With Ion Ion will automatically recognize the fader wings and their configuration (10 x 2 or 20 x 2) once they are plugged into or attached to the console. The system will configure the lower row of faders contiguously starting with the furthest connected panel as submaster 1. The second row then begins with the next consecutive number over the last numbered fader on the bottom row.
Index Symbols -% . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 +% . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Numerics 1-to-1 patch. . . . . . . . . . . . . . . . . . . . . 54 A about about . . . . . . . . . . . . . . . . . . . . . 232 channel. . . . . . . . . . . . . . . . . . . . 233 cue . . . . . . . . . . . . . . . . . . . . . . . 233 palettes. . . . . . . . . . . . . . . . . . . . 234 presets . . . . . . . . . . . . . . . . . . . . 234 absolute data with palettes . . . . . . .
channels asserting. . . . . . . . . . . . . . . . . . . 167 display conventions . . . . . . . . . . . 33 homing . . . . . . . . . . . . . . . . . . . . 103 ordered with groups . . . . . . . . . . 112 selecting . . . . . . . . . . . . . . . . . . . . 92 in patch . . . . . . . . . . . . . . . . . 57 using about. . . . . . . . . . . . . . . . . 233 CIA. See Central Information Area cleaning Ion . . . . . . . . . . . . . . . . . . . . 13 clear cue attributes . . . . . . . . . . . . . . . 145 filters. . . . . .
rate. . . . . . . . . . . . . . . . . . . . 145 basic programming. . . . . . . . . . . 134 block . . . . . . . . . . . . . . . . . . . . . . 146 cue list index . . . . . . . . . . . . . . . 170 opening . . . . . . . . . . . . . . . . 170 deleting. . . . . . . . . . . . . . . . . . . . 158 in Cue Only mode . . . . . . . . 158 in Track mode . . . . . . . . . . . 158 editing in blind . . . . . . . . . . . . . . 155 execute list . . . . . . . . . . . . . . . . . 148 flags . . . . . . . . . . . . . . . . . . . .
direct selects opening . . . . . . . . . . . . . . . . . . . . 28 organizing. . . . . . . . . . . . . . . . . . . 29 selecting channels with . . . . . . . . 29 discrete timing. . . . . . . . . . . . . . . . . . 142 display indicators mark. . . . . . . . . . . . . . . . . . . 162 display indicators . . . . . . . . . . . . . . . . 33 displays attribute, in patch . . . . . . . . . . . . . 64 blind channel . . . . . . . . . . . . . . . 122 changing format . . . . . . . . . . . . . . 38 close. . . . . . . . . .
setting non-intensity parameters . 97 shutter control . . . . . . . . . . . . . . 101 using in blind . . . . . . . . . . . . . . . 157 virtual opening . . . . . . . . . . . . . . . . 100 use . . . . . . . . . . . . . . . . . . . . 100 with scroller calibration . . . . . 72 enter (key) using in syntax . . . . . . . . . . . . . . . . 5 ETC locations . . . . . . . . . . . . . . . . . . . . 3 ETC Technical Services . . . . . . . . . . . . 3 event list programming . . . . . . . . . . . . . . .
about . . . . . . . . . . . . . . . . . 111, 249 deleting. . . . . . . . . . . . . . . . . . . . 113 editing from the group list index, from114 editing in live . . . . . . . . . . . . . . . 113 group list index opening . . . . . . . . . . . . . . . . 114 numeric view . . . . . . . . . . . . . . . 114 ordered channels . . . . . . . . . . . . 112 ordered view. . . . . . . . . . . . . . . . 114 recalling . . . . . . . . . . . . . . . . . . . 113 recording in live . . . . . . . . . . . . .
loop . . . . . . . . . . . . . . . . . . . . . . . . . . 144 LTP . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 in cue list index. . . . . . . . . . . . . . 171 M macro editor display . . . . . . . . . . . . . 244 macros about . . . . . . . . . . . . . . . . . . . . . 241 create new using editor display . . . . . . . 246 deleting. . . . . . . . . . . . . . . . . . . . 248 editing. . . . . . . . . . . . . . . . . . . . . 247 editor display . . . . . . . . . . . . . . . 244 playing . . . . . . . .
{time} . . . . . . . . . . . . . . . . . . . . . . 36 next (key) . . . . . . . . . . . . . . . . . . . . . . 93 nodes . . . . . . . . . . . . . . . . . . . . . . . . . 15 non-intensity parameters (NPs) controlling. . . . . . . . . . . . . . . . . . . 96 setting -% . . . . . . . . . . . . . . . . . . . . 105 +% . . . . . . . . . . . . . . . . . . . . 105 setting with encoders . . . . . . . . . . 97 NPs. See non-intensity parameters numbering cues . . . . . . . . . . . . . . . . . . . . . .
partition list . . . . . . . . . . . . . . . . . 260 selecting partitions . . . . . . . . . . . 260 setup . . . . . . . . . . . . . . . . . . . . . 260 using partitions . . . . . . . . . . . . . . 262 patch . . . . . . . . . . . . . . . . . . . . . . . . . . 53 1-to-1 . . . . . . . . . . . . . . . . . . . . . . 54 adding keywords . . . . . . . . . . . . . 73 applying curves in . . . . . . . . . . . 239 assigning curves in. . . . . . . . . . . . 64 attribute display . . . . . . . . . . . . . .
basic use . . . . . . . . . . . . . . . . . . 296 keypad . . . . . . . . . . . . . . . . . 296 LCD . . . . . . . . . . . . . . . . . . . 296 recharging . . . . . . . . . . . . . . 297 thumbwheels . . . . . . . . . . . . 296 changing frequency . . . . . . . . . . 295 in System Overview . . . . . . . . . . . 10 in System Riser large. . . . . . . . . . . . . . . . . . . . 19 operation modes . . . . . . . . . . . . 298 live . . . . . . . . . . . . . . . . . . . . 299 park . . . . . . . . . . . . . . . . . . .
select active . . . . . . . . . . . . . . . . . . . 108 select channels keypad . . . . . . . . . . . . . . . . . . . . . 92 select last . . . . . . . . . . . . . . . . . . . . . 108 select manual . . . . . . . . . . . . . . . . . . 108 selecting channels in patch . . . . . . . . . . . . . 57 selective store negative . . . . . . . . . . . . . . . . . . . 137 positive . . . . . . . . . . . . . . . . . . . . 137 with cues . . . . . . . . . . . . . . . . . . 137 Services ETC Technical . . . . . . . . . . . . .
structure . . . . . . . . . . . . . . . . . . . . . 5 using enter . . . . . . . . . . . . . . . . . . . 5 System Components . . . . . . . . . . . . . 10 system riser basic. . . . . . . . . . . . . . . . . . . . . . . 18 large . . . . . . . . . . . . . . . . . . . . . . . 19 T table view . . . . . . . . . . . . . . . . . . . . . . 39 editing presets in . . . . . . . . . . . . 131 modifying cues from . . . . . . . . . . 156 technical services . . . . . . . . . . . . . . . . .
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