Lighting Control System User Manual Version 2.7.
Hog 4 Lighting Control System: User Manual High End Systems by Chris Muenchow and Michael Graham Copyright © High End Systems, Inc. 2014, All Rights Reserved. Changes Information and specifications in this document are subject to change without notice. High End Systems, Inc. assumes no responsibility or liability for any errors or inaccuracies that may appear in this manual. Trademarks The High End Systems, Flying Pig Systems, and Hog 4 logos are registered trademarks of High End Systems, Inc.
製品変更に対する警告 High End Systems 製品はアメリカ合衆国及び、国際安全基準の必要条件を満たすよう設計及び製造されてい ます。この為、製品に対する変更は安全に対して影響を及ぼす場合及び、関連安全基準に満たない状態にす る場合があります。 Important Safety Information Instructions pertaining to continued protection against fire, electric shock, and injury to persons are found in Safety Warnings (p.439). Please read all instructions prior to assembling, mounting, and operating this equipment.
Note: Freight Damage Claims are invalid for products shipped in non-factory boxes and packing materials. Freight: All shipping will be paid by the purchaser. Under no circumstances will freight collect shipments be accepted. REPAIR OR REPLACEMENT AS PROVIDED FOR UNDER THIS WARRANTY IS THE EXCLUSIVE REMEDY OF THE CONSUMER. HIGH END SYSTEMS, INC.
Declaration of Conformity According to ISO/IEC Guide 22 and EN45104 Manufacturer's name: High End Systems Distributor's name: High End Systems Distributor's address: 2105 Gracy Farms Lane, Austin TX 78758, USA Declares that the product: Product Name: Hog 4 Product Number: All Product Options: All Conforms to the following EEC directives: 73/23/EEC, as amended by 93/68/EEC 89/336/EEC, as amended by 92/31/EEC and 93/68/EEC Equipment referred to in this declaration of conformity was first manufact
Table of Contents 1: Getting Started .................................................................. 19 1.1 About this Manual .................................................................. 19 1.2 Manual Symbols ..................................................................... 19 2: Hog 4OS Fundamentals ....................................................... 21 2.1 The Command Line ................................................................ 21 2.1.1 Command Line Syntax .......................
Lighting Control System 3.1.11 Locking the Console for Access .................................. 57 3.2 DMX Processor 8000 Setup ..................................................... 59 3.2.1 Setting the Net Number .............................................. 59 3.2.2 Setting the Port Number .............................................. 59 3.2.3 Setting IP Addresses for the HogNet Adapter on a DMX Processor 8000 ..................................................................... 59 3.2.
Lighting Control System 4.10.1 Merging Fixture Types ................................................ 99 4.10.2 Merging Fixtures ...................................................... 100 4.10.3 Merging Programming ............................................. 102 4.10.4 Dependencies ......................................................... 103 4.10.5 Merging Examples ................................................... 103 5: Adding, Patching, and Managing Fixtures .......................... 105 5.
Lighting Control System 6.4.6 Fanning with Groupings ............................................. 147 6.5 Removing Values .................................................................. 148 6.5.1 Removing Entire Fixtures from an Editor .................... 149 6.5.2 Removing Kinds from an Editor .................................. 149 6.5.3 Removing Individual Parameters from an Editor ......... 149 6.6 Separating Parameters ......................................................... 149 7: Groups .......
Lighting Control System 10.3.3 Refreshing Catalyst Previews ................................... 178 10.3.4 Disabling Catalyst Preview Fetching on DP8000 ........ 178 10.4 Adding Previews to Pre-v2.0.0 Show Files ............................ 179 10.5 Renaming & Customizing Preview Images ........................... 179 10.6 Managing Preview Packages ............................................... 180 11: Cues and Cuelists ............................................................ 183 11.
Lighting Control System 13: Timing ............................................................................ 207 13.1 Timing Basics ..................................................................... 207 13.2 Fade, Delay, and Path ......................................................... 208 13.2.1 Fade Time ............................................................... 208 13.2.2 Delay Time .............................................................. 209 13.2.3 Paths ..............................
Lighting Control System 16.4 Auto Update ....................................................................... 251 16.5 Editing Discreetly ............................................................... 252 16.5.1 Fade Changes ......................................................... 253 16.5.2 Blind ....................................................................... 253 16.6 Parking .............................................................................. 253 16.6.
Lighting Control System 19: 20: 21: 22: x 18.3.1 Options When Changing Page .................................. 300 18.3.2 Matching Levels When Changing Page ..................... 302 18.3.3 Restoring Activity When Changing Pages .................. 302 18.4 Modifying Pages ................................................................. 303 18.4.1 Copying Lists, Scenes and Inhibitive Masters to a Page ................................................................................... 304 18.4.
Lighting Control System 23: 24: 25: 26: 27: 28: 22.2 LTC Input into a DMX Processor 8000 ................................. 334 22.3 Viewing Incoming LTC ......................................................... 335 22.4 Triggering Cues from LTC .................................................... 336 22.5 Editing Timecode Values for a Cue ...................................... 337 22.6 Simulating LTC ................................................................... 337 Macros .......................
Lighting Control System 29: 30: 31: 32: 33: xii 28.3.3 Additional Steps for WYSIWYG Console Edition ......... 395 28.3.4 Using the Connectivity with WYSIWYG ..................... 395 28.4 Troubleshooting ................................................................. 396 28.5 Visualiser Support Contacts ................................................ 397 Updating Console Software ............................................. 399 29.1 Software Update ................................................
Lighting Control System 33.3.3 Cleaning faders on HedgeHog 4 ............................... 437 33.4 Replacing the Trackball ....................................................... 438 34: Safety Information .......................................................... 439 34.1 Safety Warnings ................................................................. 439 34.1.1 For Continued Protection Against Fire ....................... 439 34.1.2 For Continued Protection Against Electric Shock ....... 439 34.
Lighting Control System 35.9 Playback Wing 4 ................................................................. 450 35.9.1 Input and Output Connections ................................. 450 35.9.2 Power, Weight and Dimensions ................................ 450 35.9.3 Performance ........................................................... 450 35.10 Master Wing 4 .................................................................. 450 35.10.1 Input and Output Connections ...............................
List of Figures 2.1 The Command Line ........................................................................ 22 2.2 The Status Bar ............................................................................... 22 2.3 The View Toolbar ............................................................................ 27 2.4 The Views Directory ....................................................................... 27 2.5 The Views Directory in Spreadsheet View ........................................ 29 2.
Lighting Control System 5.9 Changed Fixture Type ................................................................... 5.10 The Auto Palettes window ........................................................... 5.11 The Fixture window .................................................................... 5.12 The Edit Fixtures window ............................................................ 5.13 The Edit Fixtures window sorted by Function ............................... 6.1 The Select Toolbar ................
Lighting Control System 13.9 Selecting a Path in an Editor ....................................................... 13.10 The Trigger Toolbar ................................................................... 13.11 A Cuelist with a Loop ................................................................ 14.1 Effect Tables .............................................................................. 14.2 The Effects Engine ..................................................................... 14.
Section 1: Getting Started 1.1 About this Manual This manual describes the Hog 4OS as it pertains to the Hog 4 range of consoles (Hog 4, Full Boar 4, Road Hog 4, Hedge Hog 4, Nano Hog 4, RackHog 4, and Hog 4PC). Some of the information contained in this manual will only apply to specific consoles in the Hog 4 family but that information will be clearly identified as console specific. In this manual the word ‘key’ is used to indicate a hardware button on the console's front panel.
Section 1: Getting Started You will also find important or useful information highlighted: ! » Caution Information regarding potetial hazards to the equipment or your personnel. Important Information regarding items require special attention. Tip Information to help you be more productive in your programming.
Section 2: Hog 4OS Fundamentals 2.1 The Command Line The majority of user input into the Hog 4 Operating System is handled through the command line. Keystrokes and button presses accumulate on the Command Line Toolbar where users build executable commands such as recording a cue. In some cases command line entries are executed immediately but in most cases you must press Enter to confirm that the command is complete and ready to be executed.
Section 2: Hog 4OS Fundamentals Figure 2.1. The Command Line Source Mask Command Options Destination Comments Record Position 1 Records a position palette to location 1 in the position palette directory. No source is given, so the content of the current editor is assumed. Position 1 The Replace option (on the Record Options Toolbar) ensures that the new palette replaces the previously recorded palette. Position 2 The Copy command takes the Position 1 palette as its source.
Section 2: Hog 4OS Fundamentals The Status Bar gives you basic information about the status of the console as well as connected network items. Below is a list of the different kinds of data the status toolbar can show: Description Example The Trackball mode --- (pointer) POS (position) POS, ortho (ortho mode) The name of the current page Page 1 The current editor Programmer Cue 3 The currently chosen master Master 4 The network status The network is working normally.
Section 2: Hog 4OS Fundamentals to prioritise information that is most pertinent to a specific show or user. Information displayed can also be sorted or filtered. When a user logs out these preferences and settings are stored, and retrieved again on logging in. 2.2.1 Window Management Opening Windows Windows can be opened in four ways: • From a Toolbar: Some windows may have a dedicated button that can be pressed; the Programmer, for example.
Section 2: Hog 4OS Fundamentals Closing Windows Windows can be closed using the window's Close button (marked with a cross, at the right hand end of its title bar), by pressing Open + Backspace, or with the Close button Control Toolbar. on the Window Fronting, Resizing and Moving Windows You can open as many windows as you wish, but you can only work in one at a time.
Section 2: Hog 4OS Fundamentals Button Function Shortcut Page Up, Page Down, Page Left and Page Right scroll the currently selected window. The cursor isn't moved. Copy creates a copy of the selected window. This is Open + [slash] helpful when you need to view two parts of the same window at once. Size rotates through a range of set positions and Open + [plus] or sizes for the selected window within its current [minus] screen.
Section 2: Hog 4OS Fundamentals Scrolling Window Contents When a window's contents is too great to fit inside the window, scroll bars appear along the right and bottom edges of the window. You can scroll by pressing or clicking and then dragging on the scroll bar's slider, or by pressing or clicking on the arrows at the ends of the scroll bar. In addition, you can scroll window contents by holding down the Open key and using the Trackball, I-Wheel or parameter wheels to scroll. Desktop Views Figure 2.3.
Section 2: Hog 4OS Fundamentals 1. Arrange the console's windows as you want them stored in the desktop view. 2. Hold down the Record key and press one of the numbered buttons on the View Toolbar. Naming a Desktop View To name a desktop view using the View Toolbar: 1. Press the Set key together with the appropriate button on the View Toolbar. The Quickname window will open. 2. Enter a name, and click on OK. To name a desktop view using the Views Directory: 1.
Section 2: Hog 4OS Fundamentals 4. Press the Set key to toggle between Yes and No. Figure 2.5. The Views Directory in Spreadsheet View Deleting a Desktop View To delete a desktop view using the View Toolbar: 1. Hold down the Delete key and press the appropriate button on the View Toolbar. 2. Press OK to confirm. To delete a view using the Views Directory: 1. Open + View : opens the Views Directory. 2.
Section 2: Hog 4OS Fundamentals ideas of intensity, colour, and so on into the specific instructions that the fixtures need, defined by their DMX protocol. 2.3.1 Referring to Fixtures The Hog 4OS treats every fixture as a single entity. Every fixture is assigned a user number that allows users to easily recall a fixture and manipulate it's feature set no matter how many parameters it has. For more information on giving your fixtures custom user numbers , see Modifying the User Number (p.120).
Section 2: Hog 4OS Fundamentals 2.4 Tracking All Hog 4 family consoles are tracking by default which means the Hog 4OS records only changed cue data into cues and scenes allowing unchanged data that was recorded in previous cues and scenes to track through until a change is recorded for that particular fixture parameter.
Section 2: Hog 4OS Fundamentals it is at 100%, then the level seen on stage will be 100%. If the submaster is reduced to 40%, then the on-stage level will be 50%, because the level in the playback is higher and will take precedence. This system generally works well for non-moving light consoles, but moving lights introduce a problem.
Section 2: Hog 4OS Fundamentals the lower right, blue at the lower left, and the intermediate colours in between. The angle between 0 and 360 degrees specifies the hue of the colour: red has a hue of 0 degrees, yellow has a hue of 60 degrees, and cyan has a hue of 180 degrees; see Figure 2.6, “The HSI Colour Wheel”. Saturation: This is how ‘strong’ or ‘pale’ the colour is. Pale colours have low saturations, while strong colours have high saturations.
Section 2: Hog 4OS Fundamentals 2.6.2 The Colour Matching System The Hog 4OS's colour matching system is based on a fixture library that contains colour calibration data for the fixture types in use. This calibration ensures that fixtures of different types can easily be assigned to the same colour, including to a chosen definition of ‘white’.
Section 2: Hog 4OS Fundamentals lights have been programmed to light it. The palette can be updated once to accommodate the change, rather than in every cue. For more information, see Palettes (p.155). Palettes allow intensity, position, colour and beam parameters to be recorded as easily accessible ‘building blocks’ to be used when programming. Palettes are stored in classified directories. For general information on working with directories.
Section 2: Hog 4OS Fundamentals Figure 2.7, “A Typical Directory” shows a typical directory. The main part of the window is filled with large buttons, used to access the group, palette, scene, cuelist or page, as well as displaying their names and some other key information: Display Applies To ..C. Palettes Description Shows the parameter types recorded in the palette. I = intensity, P = position, C = colour, B = beam, E = effect, T = time. See Recording Palettes with Kind Masking (p.161).
Section 2: Hog 4OS Fundamentals Figure 2.8. A Typical Directory in Spreadsheet View Tip You can override the effect of the Guard button by holding down the Pig key while pressing a directory button. 2.7.1 Automatic Naming of Directory Items When you create or copy a directory item, the console automatically generates a name for the new item. For example, if you have two position palettes and them create a third, the new one will be recorded into location 3 in the directory and named ‘Position 3’.
Section 2: Hog 4OS Fundamentals Figure 2.9. The Default Naming pane of the User Preferences window • &d: the directory name • &D: the directory name (dynamic) • &n: the directory number • &N: the directory number (dynamic) • &o: the original text. This is used when a directory item is copied; the original text is the name of the item that has been copied.
Section 2: Hog 4OS Fundamentals Figure 2.10. Directory Item Colour To customise a directory item in button view: 1. Using the mouse, right click on the directory button to open the right click menu. 2. Click on one of the 15 options shown in Figure 2.11, “The Preset Colour Options” to assign the directory item this colour. 3. Alternatively, click on Choose to select a custom colour from a colour wheel or click None to select the standard grey colour.
Section 2: Hog 4OS Fundamentals Figure 2.11. The Preset Colour Options 40 • To resize a spreadhseet column: Place the cursor over the right-hand edge of the column header. The cursor will change to a double-ended arrow. Click and drag to resize the column. • To move a spreasheet column: Click and drag on the column header. • To hide a spreadsheet column: Right-click on the column header, and choose Hide.
Section 2: Hog 4OS Fundamentals 2.8.1 • To select all the cells in a spreadsheet column: Double-click on the column header at the top of the spreadsheet. • To select a single spreadsheet cell: Click or press in the cell. You can use the cursor keys below the Trackball to change which cell is selected. If the cell is editable, it will have a red border. • To select a range of cells in a spreasheet: You can click or press and then drag across a range of cells to select them all.
Section 2: Hog 4OS Fundamentals 2.8.2 Aggregation In windows such as the Programmer, it is often useful to keep fixtures of the same type together; this is known as ‘aggregation’. The spreadsheet effectively becomes a list of fixtures in fixture type order, with headings in the list separating each fixture type; see Figure 2.13, “A Spreadsheet with Aggregation Turned On”. To use aggregation: 1. Make sure the spreadsheet is sorted by Fixture Type: right click on the Type column and select Sort.
Section 2: Hog 4OS Fundamentals Figure 2.13. A Spreadsheet with Aggregation Turned On Figure 2.14. An Aggregated Spreadsheet With Collapsed Rows Priority of Aggregated Sections You can change the position of an aggregation section in the list by altering its priority. Raising a section's priority will make it appear nearer the top of the spreadsheet.
Section 2: Hog 4OS Fundamentals To move an aggregate row up or down in priority, right click the section's black header bar and then select Raise Priority or Lower Priority. Jumping Between Aggregated Sections You can quickly bring aggregated sections into view using the Jump Toolbar located on the upper right of a spreadsheet window, see Figure 2.15, “The Jump Toolbar”. This has a button for each aggregation section; clicking a button will scroll the list to bring the section into view. Figure 2.15.
Section 2: Hog 4OS Fundamentals 2.9 Editors Editors are windows where you can view and assign the parameter values of fixtures. The most important editor in the Hog 4OS is the programmer which acts as the default active editor for all parameter changes when no other editors are open or active. Individual cues, scenes, and palettes can all be openned in editors. Editing parameter values works in essentially the same way for all of editors; see Selecting Fixtures and Modifying Parameters (p.127). Figure 2.
Section 2: Hog 4OS Fundamentals Button Purpose Press this to make the contents of the editor editable, rather than just to view it. Instructions given to the command line, or using the parameter wheels and I-Wheel, are directed to the editable editor. In cue editors, press this to see all the parameters that will appear on stage, including those that have tracked through from earlier cues in the cuelist. With Show State deselected, only the hard values actually recorded in the cue are displayed.
Section 2: Hog 4OS Fundamentals If you hold down the Update key, the Update Toolbar will appear. This allows you to select which parameter types are recorded, whether changes should track forwards, and whether references should be allowed when recording palettes. See Stopping Values from Tracking Forward (p.190) and Reference Palettes (p.164). If you close the editor without updating, you will be asked whether you want to save or discard the changes, or cancel the closing of the editor.
Section 2: Hog 4OS Fundamentals Pressing the Pig button, together with the Undo button, will redo the last undone action. Again, if you have gone back through several undos, you can redo repeatedly until you get back to the most recent action. The undo and redo feature works on your show data, but generally not on other things. Undo is not available for: • Changes to the fixture selection in the Programmer. However, the selection may change as a side effect of an undo action.
Section 2: Hog 4OS Fundamentals • Right-click on the file and select Rename from the contextual menu. Type in the new name and press Enter. Tip You can also copy and paste files by right-clicking on them and selecting Copy or Paste from the contextual menu. 2.12.2 Creating New Folders You can create sub-folders in the Shows and Libraries folders to help organise your work: 1. 2. 3. Click on the folder you want to make a new folder in. Click on the button. Enter a name for the folder and press Enter.
Section 2: Hog 4OS Fundamentals Figure 2.17. The CD Burning pane of the Show Manager window Tip You can use drag and drop to move files to the CD Master list. Note that files will always be copied, not moved.
Section 3: Setting Up the System 3.1 Setting Up the Console 3.1.1 Starting Up the Console To power on and start up the console plug one end of a standard IEC power cable into any 100220 VAC power source and plug the other end into the console's dedicated IEC power port and then turn the power switch on the back of the console to the on position.
Section 3: Setting Up the System your show file open the Preferences window and navigate to theAppearance tab. The format preference is stored in the show file and will change based on which show file you load. Note: In order to permanately store changes made to the time and date of the console you must restart the Hog 4OS or properly shutdown/reboot the console. Simply switching the console's power switch off/on will result in any time and date changes being lost. 3.1.
Section 3: Setting Up the System 1. Setup → Preferences → Appearance 2. Adjust the Backlight Off time located at the bottom of the pane, either by pressing the arrows to increment or decrement the value, or by clicking on the value, pressing Set and typing in a new value. 3. Select OK to apply and close. Tip Once the Hog displays are asleep you can wake them up by pressing any key. It is a good idea to use the Pig key as this will prevent you from accidentally changing any data within the show. 3.1.
Section 3: Setting Up the System 54 Manu- Model facturer Size Part Video Number Notes ELO AccuTouch ET1229L 12" All Part No. ELO AccuTouch ET1215L 12" E432532 VGA Only / Must use VGAto-DVI adapter with for use with Full Boar 4 ELO AccuTouch ET1725L 17" E103047 VGA/DVI ELO iTouch ET1519L 15.
Section 3: Setting Up the System Manu- Model facturer Size Part Video Number Notes ELO iTouch ET1919L 18.
Section 3: Setting Up the System You can adjust the timings for Repeat Delay, Repeat Period, and Double Press in the Key Timings pane of the User Preferences window. Tip You can use an external keyboard to control many of the console's functions, as well as entering numbers and text; see Keyboard Shortcuts (p.421). Using the On-screen Keyboard You can use the on-screen keyboard to enter text when an external keyboard is not present; see Figure 3.3, “The On-screen Keyboard”.
Section 3: Setting Up the System 3.1.10 Shutting Down and Restarting the Console To properly shut down or restart the desk, select Setup → Quit. The Quit button is on the right hand end of the Setup ToolbarAfter press the quit button the Shut Down dialog will open (see Figure 3.4, “The Shut Down Dialog”), with the following options: Figure 3.4. The Shut Down Dialog • Shut Down: shutting down will turn the Hog console off completely.
Section 3: Setting Up the System Figure 3.6. The Lock Window Requesting Pin By default the lock code for consoles is 1234. To change the lock PIN code for the console open the network window, right click on the console you want to change the settings for, click on settings, and navigate to the security tab. Change the PIN code to the desired value and hit apply. Figure 3.7.
Section 3: Setting Up the System 3.2 DMX Processor 8000 Setup To begin setting up your DMX Processor 8000 plug in mains power at any voltage between 100 and 240V AC. The DMX Processor 8000's most fundamental settings are available using the built in front panel menu system. To navigate through the front panel menu system of the DMX Processor 8000: Move the cursor through the options backwards. Select the option currently highlighted by the cursor. Move the cursor through the options forwards. 3.2.
Section 3: Setting Up the System You may want to assign a fixed or ‘static’ IP address, perhaps if the Hog system is sharing a network with non-lighting devices such as personal computers. You should contact your system administrator to determine the optimum settings for your network. To assign a static IP address: 1. Main → Network → Console → Console Link Config : navigate to the IP Config screen. 3.2.4 2. Set DHCP Off. 3. Set the IP Address and Subnet Mask as required. 4.
Section 3: Setting Up the System » 3.2.6 Important Make sure that you keep a record of your lock code close to hand if your DMX Processor is located away from the console. The DMX Processor cannot be unlocked without it or a console operator. Backlight Off Time Selecting Backlight in the Control Panel opens a screen where you can assign the delay time before the backlight goes off. The Permanent setting keeps the light on continually. 3.2.
Section 3: Setting Up the System 3.2.
Section 3: Setting Up the System Figure 3.8. Widget Outputs pane of the DMX Processor Settings window 1. Setup → Network : open the Network window. 2. Select the DMX Processor 8000 in the list by clicking on its net number, and press the Settings button to open the DMX Processor Settings window; see Figure 3.8, “Widget Outputs pane of the DMX Processor Settings window”. 3. Select the Widget Outputs pane. 4.
Section 3: Setting Up the System 3.3 HogNet Network On the back of every Hog 4OS console is a dedicated Base-T Ethernet jack that can be used for connecting to a network of DMX Processors, computers, and other consoles. If there is more than one Ethernet jack on the back of the console, then the jack labeled HogNet should be used.
Section 3: Setting Up the System • A link status of Up indicates the adapter is connected to a network and is ready to be configured to communicate to other network devices. • A link status of Disconnected indicates the adapter is running but is unable to communicate to other nodes because the network cable is not connected to a network. • A link status of Down indicates the adapter is either disabled or in an unstable state and is not usable for show operation.
Section 3: Setting Up the System without a custom address range) or to run both a Boot server and a DHCP server. When running both, the custom address range applies to both the DHCP server and the Boot server. Using a Custom DHCP Server Range Sometimes in more complex networks where more than one DHCP server is present, specifying a custom DHCP server range is necessary to avoid IP address conflicts. Using a custom DHCP address range applies to both the DHCP server and the Boot server processes.
Section 3: Setting Up the System Example B: The console is a DHCP server, and all other nodes obtain an IP address from it. Example C: A DHCP Router serves all components.
Section 3: Setting Up the System Example D: All components have a custom unique static IP address. 3.3.2 Port Number Since multiple shows can be run on a single network, each show server running on the network must have its own port number to keep lighting data for each show on the network seperated. Nodes connecting to the show server must then have the same port number as the show server console.
Section 3: Setting Up the System 3.3.3 Node Types and Net Numbers There are two elements that help to identify a node’s role in a network show: node type and net number. The node type is inherent to device hardware and cannot be changed. For example, a Hog 4 is a “console” node type while a DMX Processor 8000 is a DMX Processor node type. Secondly, there is the device’s net number. The net number is a user-configurable setting that further defines the node’s role in a network show.
Section 3: Setting Up the System 3.3.5 Configuring the Network for Client/Server Running the Console as a Show Server When the Run Server option in the Settings window of the start screen is checked, the console is enabled as a show server. A show server console is able to do three main things that it would not otherwise be able to do as a client: 1. Start New Shows 2. Launch existing shows from disk 3. Connect to and sync a local copy of show data from other show server consoles on the network.
Section 3: Setting Up the System Running the Console as a Client When the Run Server option in the Settings window of the Start screen is not checked, the console will operate only as a client to other show server consoles on the network. As a client, the console will not keep a local copy of the network show file and as a result will be forced to log off the connected show session if all show servers running on the network are logged off.
Section 3: Setting Up the System To enable console failover: 1. Connect two consoles via an Ethernet switch. 2. Enable the Run Server option in the Settings window on each console. 3. Configure the primary console as Net number 1 and the secondary console as Net number 2. 4. Log on primary console and then connect secondary console.
Section 3: Setting Up the System If you see this message, first check to see if the original primary console is still physically connected to the network, then power cycle the original primary console and reconnect it to the show.
Section 3: Setting Up the System 5. If all servers log off at the same time then any server can initially launch the show, since all servers will have the same data. However, the last server to shut down will also clean up the database, so it's preferable that this be the initial server when starting up next time. So it's preferable to designate a single console to store the "master" copy of the show, and ensure it's always the first server to start and the last server to shut down. 6.
Section 3: Setting Up the System their partition is gone, and they will each have a current copy of the show with all new changes. The master server will have an old (unmodified) copy of the show. If it's rebooted and it initially launches the show, it will still be using it's old copy. The consoles can now rejoin the master server, but their current copy of the show will be replaced with the old show from the master server. 8.
Section 3: Setting Up the System To enable Console Tracking: 1. Connect two consoles via an Ethernet switch. 2. Enable the Run Server option in the Settings window on at least one of the consoles. You can choose to enable the Run Server option on both consoles to also engage failover functionality. 3. Set both consoles to Net number 1. 4. Log the primary console to a show and then connect the secondary console to the same show.
Section 3: Setting Up the System 3.3.8 More than One Show on the Network If you want to run more than one show on the same network, you need to choose a port number for each show. The default port number is 6600, so the second show could be on 6601, the third on 6602, and so on. You need to assign the port number of each console system and network device according to the show it is used with. 3.3.9 Connecting to an Existing Network You can connect the console to an existing ethernet network if desired.
Section 3: Setting Up the System Note that depending upon your network drive configuration, not all fields may be required. 5. Check the box if you want the connection to be saved with the console. If this option is not selected, then this mapping will be lost when the console is rebooted or power cycled. 6. Check the box to save the password if you wish to have the password for the drive mapping saved with the above option.
Section 3: Setting Up the System 3.4 Art-Net and E1.31(sACN) Art-Net and E1.31 (also known as streaming ACN) are two communication protocols supported by the Hog 4OS that allow for DMX512 data to be sent over Ethernet. While each protocol is unique in terms of specification and implementation, they both provide the ability to carry many DMX universes over a single cat 5 Ethernet cable.
Section 3: Setting Up the System both HogNet and Art-Net/E1.31 to a single adapter but using separate network adapters is strongly advised. 3.4.2 Configuring the FixtureNet Port In order to successfully output Art-Net or E1.31 from your Hog 4 console, DMX Processor 8000, or Hog 4PC, you must first properly configure the FixtureNet's IP address to settings that are appropriate for your network.
Section 3: Setting Up the System 3.4.3 Configuring Art-Net Output Art-Net output is configurable using the Art-Net Outputs pane of the DMX Processor Settings window. 3.4.4 1. Setup → Network : open the Network window. 2. Select the DMX Processor 8000 and press Settings. 3. Select the Art-Net Outputs pane of the DMX Processor Settings window, see Figure 3.10, “Art-Net Outputs pane of the DMX Processor Settings window”. • Universe: this field denotes which DMX universe to configure.
Section 3: Setting Up the System Figure 3.10. Art-Net Outputs pane of the DMX Processor Settings window Figure 3.11. E1.
Section 3: Setting Up the System E1.31 supports two styles of priority. The first is a per-universe priority that defines a single priority for all of the slots within the universe. The second style, per-slot priority, allows a separate priority be be assigned to each individual slot within that universe. Not all E1.31 receivers support per-slot priority. On those receivers that support per-slot priority, the per-universe priority will be ignored when per-slot priority is enabled.
Section 3: Setting Up the System Figure 3.12. Docking Playback Bars with wings and external displays To attach a Playback Wing: 1. Apply AC power to the wing and connect the wing's USB port and DVI port to the console. 2. Setup → Control Panel → Wings : open the Wings pane of the Control Panel window (see Figure 3.13, “The Wings pane of the Control Panel with Playback Wing Mapping”). 3.
Section 3: Setting Up the System Figure 3.13. The Wings pane of the Control Panel with Playback Wing Mapping 3.6 Adding Master Wings You can increase the number of physical masters by adding Master Wings to the console. The Master Wing is a USB device with 30 faderless masters, a rate wheel, and a 15" LED baclit screen. The backit LED screen can be enabled to display any information you move to that monitor including Playback Bars.
Section 3: Setting Up the System bar. The Master Wing has three three assignable sections: Hog4Master Top, Hog4Master Middle, and Hog4Master Bottom which cordinate to the three rows of masters on the control surface of the Master Wing. 4. If you have more than one wing, you can identify which wing is which by pressing the Beacon button for any assigned playback bar. The LEDs on the wing will flash. 5.
Section 3: Setting Up the System 4. High End Systems If you have more than one dmx widget plugged in, you can identify which is which by pressing the Beacon button for the appropriate universe output mapping.
Section 4: Shows 4.1 Launch a New Show To launch a new show press the Launch New Show button in the start window. A browser window will open. Select the directory where you wish to store the show, give it a name, and then press the finish button. The console will then launch all the neccessary processes to get you up and running in your new blank show. TIP If the launch new show button is greyed out or unavalaible make sure that the "run server" option is checked in the start screen's settings window.
Section 4: Shows • 4.4 Check that your console's IP address settings are correct for that particular network setup. Change the Currently Loaded Show If you are logged into a show but want to change to a different show: 4.5 1. Setup → Quit 2. Select Log Off. 3. In the Start window, either launch a new show or browse to launch an existing show. Automatically Launch a Show at Console Startup You can assign the Hog 4OS to automatically launch an existing show file at startup: 1.
Section 4: Shows 4.6 Managing Show Data All show data is stored on the internal hard disk of the console. Show files and folders are stored in the Shows folder while libraries are stored in the Libraries folder. As you edit your show file all of your changes are immediately saved to the console's internal hard disk. In the event of power failure the Hog 4OS will have already saved the show data to disk so that none of your work is lost. You can use the Show Manager window (see Figure 4.
Section 4: Shows For details of the macro syntax, see Macros (p.339). 4.8 Backing Up Your Show It is recommended that you backup your show file regularly by saving a compressed copy of your show file on the console's hard disk or on a USB Flash Drive. Backup files are small in size and are also easy to transfer from one console to another. Compressed backups provide a method for reverting to older archives of your show file should a major problem occur with your show file.
Section 4: Shows Tip You should backup your show files to external media regularly so that if something catostrophic happens to you console or internal hard drive you can still access the backups. The Hog 4 and Full Boar 4 consoles also feature a quick backup button on the bottom right hand side of the right screen's main toolbar. Clicking on the "backup" button will quickly generate a backup of your show file in the shows directory using your show file's name.
Section 4: Shows • Position Mode: The trackball lights up in blue and controls the position (pan and tilt) of fixtures while the trackball ring controls whichever function is assigned to it in the Trackball tab of the User Preferences window. You can switch between the two modes by pressing the top right Trackball key. To lock the Trackball to one mode: 1. Setup → Preferences → Trackball 2. Select Pointer or Position from the drop down menu to lock the Trackball in that mode.
Section 4: Shows • Ball Mode: switches the Trackball between position and pointer modes. • Ortho Toggle: switches the Trackball between Ortho and Normal. When in position mode, with ortho on, the Trackball will only control pan or tilt, not both at the same time. This can be useful for accurately setting fixtures. • Right Click: the same as a right-click with the mouse. This is usually used to bring up a contextual menu with commands such as copy and paste.
Section 4: Shows 4.9.4 Center Wheel Preferences The user preference for which fixture functions are assigned to the center wheel on the front panel of the Hog 4 Console is managed in the Center Wheel pane of the User Preferences window. In this window you can assign as many functions as you like to the center wheel by dragging functions from left hand side of the window to the wheel display on the right hand side of the window.
Section 4: Shows 4.9.5 Encoder Wheel Button Options You can adjust the action that occurs when pressing the grey encoder wheel button (located to bottom left of each encoder wheel) in the Programming pane of the User Preferences window: 4.9.
Section 4: Shows Tip Double-pressing a key is often a shortcut way of opening the window associated with the key; for example, double pressing the Beam key will open the Bean directory window. If you prefer not to use the double-press shortcuts, then assign the double-press time to zero to disable it. 4.9.7 Importing and Exporting Show Preferences You can export the user preference settings as a separate file so that you can later import them into any show that you are working on.
Section 4: Shows Figure 4.4. The Source Location page of the Merge Show window 4.10.1 Merging Fixture Types Once you have selected a source show, Hog 4OS compares the fixture types contained within each show file and creates a list of fixture types which have changed; see Figure 4.5, “The Type Merge page of the Merge Show window”.
Section 4: Shows Figure 4.5. The Type Merge page of the Merge Show window An expanding tree shows the fixture types that do not match exactly and will explain what their differences are: • Newer: the fixture type in the source show is a newer revision. • Older: the type in the source show is an older revision. • Not In Show: the type is in the source show but not the current show.
Section 4: Shows Figure 4.6. The Fixture Merge page of the Merge Show window There are two options for merging fixtures: Append: appending fixtures will add a copy of all of the fixtures from the source show into the current show. Any programming that is merged from the source show will use the appended fixtures and all programming in the current show will continue to use the same fixtures as before.
Section 4: Shows 4.10.3 Merging Programming After merging fixtures, you can merge the programming (groups, palettes, cuelists and cues, scenes, pages and views) from the source show; see Figure 4.7, “The Group Merge page of the Merge Show window”. Figure 4.7.
Section 4: Shows • Merge By Number: is the same as Merge By Name, but the matching is done by number. This option is not available when merging views. • Replace: if programming with the same number is found in the current show, it is overwritten with programming from the source show. If no match is found, the source programming is appended to the current show.
Section 5: Adding, Patching, and Managing Fixtures 5.1 Adding Fixtures To add a fixture to a show: 1. Setup → Patch : opens the Fixture window. 2. Press the Fixture Schedule button in the top left hand corner of the Fixture window. The Fixture Schedule window will open with a list of fixture personalities in the current show file as well as fixtures that are part of the currently chosen Fixture Library. The currently chosen fixture library is listed at the bottom of the fixture selection window.
Section 5: Adding, Patching, and Managing Fixtures Figure 5.1. The Fixture Schedule window 5.2 3. Once you find the fixture type you wish to add, click on or touch the fixture in the list and use the count column to input the number fixtures of that type your wish to add. 4. When you have finished select OK and you will now see these added fixtures list in the patch window where you will patch them to outputs.
Section 5: Adding, Patching, and Managing Fixtures 1. Setup → Patch : this opens theFixture window. 2. Select the fixture fixtures you wish to patch and then press the Patch @ button to open the Fixture Patch window. See Figure 5.2, “The Fixture Patch window”. 3. Select a DP8000 in the list on the left-hand side of the window. If there are no DP8000s shown, or you want to patch to one that isn't listed shown in the list, you need to add it. See Adding and Removing DMX Processors (p.110). 4.
Section 5: Adding, Patching, and Managing Fixtures To patch further fixtures to the same DMX Processor and universe, you can use the shorthand: • Fixture 2 @ 33 Enter To patch a fixture at the next available address on the same DMX Processor and universe: • Fixture 3 @ Enter Again, if you have finished patching click on Apply Patch or close the Fixture window to send the new patch information to the DMX Processors. 5.2.
Section 5: Adding, Patching, and Managing Fixtures • Fixture [Desk Channel] 1 @ 1 Thru 10, Enter : patches the desk channel to each address between 1 and 10. Tip You don't have to patch fixtures before you start programming. Once the fixtures have been added they can be programmed. However, without a patch, you will not be able to output DMX. 5.2.3 Finding Unused DMX Addresses Figure 5.3.
Section 5: Adding, Patching, and Managing Fixtures 5.2.4 Adding and Removing DMX Processors All fixtures in the Hog 4OS are patched to DP8000s. The Hog 4OS automatically detects and makes available any connected DP800s for patching but if you want to patch fixtures to DP8000s that are not currently connected to the console, you must first add the DP8000s to the show: 1. Setup → Patch → Patch @ : open the Fixture Patch window. The Patch @ button is on the toolbar at the top of the Fixture window. 2.
Section 5: Adding, Patching, and Managing Fixtures Figure 5.4. Examples of Fixtures requiring Multiple Patch Points 1. Setup → Patch : Open the Fixture window. 2. Fixture [Scroller Dimmer] 1 @ : Opens the Fixture Patch window. 3. Select the Fixture Patch Point (for the scroller) from the drop down list in the top right corner of the Fixture Patch window: 4. Click DMX 2 to select the second DMX universe. 5. [501] Enter : Enter the DMX address for the scroller. 6.
Section 5: Adding, Patching, and Managing Fixtures Figure 5.5. A Fixture with Multiple Patch Points 5.2.6 Cloning Universes Cloning patching copies fixture and associated patch information from one DMX universe to another. A selected fixture will therefore control recurring patch locations across several universes. To clone the patching of one universe to another: 1. Setup → Patch → View by DP : open the Fixture window in View by DP view. 2.
Section 5: Adding, Patching, and Managing Fixtures If cloning will overwrite patch information in the destination, you will be asked for confirmation. The console will only unpatch previous fixtures that are in the way of new ones; the rest of the destination universe will be untouched. Tip You can also move patching from one universe to another by cloning the patch to the new universe, and then unpatching the old universe; see Unpatching Fixtures (p.114). 5.2.
Section 5: Adding, Patching, and Managing Fixtures Figure 5.7. The Clone DP window 5.2.8 Unpatching Fixtures You can unpatch a fixture in order to repatch it with a different start address, or to stop DMX output being sent to it. Unpatching does not erase any programming for the fixture in groups, palettes, cues and so on. There are two ways to unpatch.
Section 5: Adding, Patching, and Managing Fixtures 2. Fixture 1 Pig + @, Enter 3. Click on Apply Patch or close the Fixture window to send the new patch information to the DP8000s. Unpatching by DMX Address To unpatch a specific DMX start address you need to change the Fixture window to View by DP.: 1. Setup → Patch : open the Fixture window. 2. View by DP : change the Fixture window to View by DP.
Section 5: Adding, Patching, and Managing Fixtures 5.3 Replicating Fixtures You can expand your show to accommodate a larger rig using the Replicate Fixture function. This will create copies of fixtures, including all their programming. To replicate fixtures: 1. Setup → Patch : open the Fixture window. 2. Select one or more fixtures in the Fixture window by clicking on its numbered button in the left hand column. 3. Press Replicate Fixture, located in the toolbar at the top of the Fixture window.
Section 5: Adding, Patching, and Managing Fixtures » Important Changing a fixture's type may cause ambiguities in any programming that has already taken place. Whilst Hog 4OS translates all real world figure data, including colour and beam, between fixture functions, it cannot match the performance of a higher specification unit with a greater number of functions to that of a lower specification unit. Figure 5.9. Changed Fixture Type 5.5 Removing a Fixture from the Show To remove a fixture: 1.
Section 5: Adding, Patching, and Managing Fixtures Figure 5.10. The Auto Palettes window You can choose to have the console automatically make: 118 • Groups: If the Make Groups button is depressed, the console will make groups for each fixture type. You can specify the repeat multiple for the groups to be created.
Section 5: Adding, Patching, and Managing Fixtures • Beam Palettes: If the Make Beam Palettes button is depressed, the console will make beam palettes. If you press the adjacent Separate by Wheel button, the console will create separate beam palettes for each beam effect wheel in fixtures that have more than one. This ensures that you can use the palettes to program looks that use both wheels simultaneously, without the palettes conflicting with each other.
Section 5: Adding, Patching, and Managing Fixtures Modifying the User Number The User Number is the number that you use to select a particular fixture when programming. By default, Hog 4OS gives each fixture type its own range of user numbers, so that there might be several fixtures numbered 1, of different types. If this is the case, the fixture number has an asterisk next to it in the Fixture window: To change the User Number: 1. Open + Fixture 2.
Section 5: Adding, Patching, and Managing Fixtures 2. Select the fixture's Note cell. 3. Set [text of note] Enter : Type in the note text. Tip Fixture notes can be displayed in editors such as the Programmer, but this is turned off by default. To display notes, right click on any column header in the editor, and select Note. Patch Notes Patch Notes can be used to attach a comment to a fixture regarding its patching. To add a Patch Note: 1. Open + Fixture 2. Select the fixture's Patch Note cell. 3.
Section 5: Adding, Patching, and Managing Fixtures reduced in proportion, so that with a proportional patch of 80%, a programmed intensity of 100% would be output as an intensity of 80%, and one of 50% would be output as 40%. You can use this to limit the maximum intensity of a fixture so that it never goes above 80%, for example, by assigning the proportional patch to 80%. To assign a fixture's proportional patch: 1. Open + Fixture 2. Select the Intensity % cell for the fixture required. 3.
Section 5: Adding, Patching, and Managing Fixtures Figure 5.12. The Edit Fixtures window You can select a fixture type from the list on the left hand side of the window. The main part of the window then shows the configurable settings for each fixture of that type. The numbered buttons in the Jump Toolbar at the top of the window take you quickly to a particular fixture of that type.
Section 5: Adding, Patching, and Managing Fixtures Figure 5.13. The Edit Fixtures window sorted by Function Assigning Minimums and Maximums for Parameters When fixtures are placed close to obstacles, such as trussing or set pieces, it may be important to limit movement to prevent accidental damage, especially when the fixture is out of view of the operator. However, other functions can also be limited, for example to implement a house or event policy on the use of strobe lighting.
Section 5: Adding, Patching, and Managing Fixtures Assign a Parameter Offset This setting allows you to offset the range of values over which a parameter varies. For instance if one fixture is hung at an angle to the bar, so that it has a different pan centre-point from all the others on that bar, then you could assign an offset so that the fixture appeared to line up from a programming and operating point of view. To assign a parameter offset: 1. Setup → Patch → Edit Fixtures 2.
Section 6: Selecting Fixtures and Modifying Parameters 6.1 Selecting Fixtures There are three ways to select fixtures: using the command line with the numeric keypad, visually selecting and clicking on the fixture's number in the programmer, or by selecting groups from the groups directory. 6.1.1 Selecting Single Fixtures To select a single fixture visually in the programmer or other open editor, click on the fixture's number in the Num column of the spreadsheet.
Section 6: Selecting Fixtures and Modifying Parameters 1Thru5– 4 : selects fixtures 1 to 5, but not 4. 1Thru5+7 : selects 1 to 5 and also 7. 5ThruEnter : selects from fixture 5 of the current type through to the last fixture of the current type. ThruEnter : selects all fixtures of the current type. Note that selections are cumulative, building the total selection, until the selection is used to perform an action on the selected fixtures.
Section 6: Selecting Fixtures and Modifying Parameters 4. 6.1.5 Invert : the selection is now Studio Colors 2 and 4: Sub Selections You can make sub selections from within the current selection, using the Next and Back keys, and the Odd, Even and Random buttons on the Select Toolbar: • Main Toolbar → Select Random: The Random button selects a single fixture at random from the current active selection in the Programmer.
Section 6: Selecting Fixtures and Modifying Parameters 6.1.7 Reselecting Fixtures You can recall the last sub selection made before deselecting fixtures by pressing Previous on the Select Toolbar. 6.2 Selection Order The order in which you select fixtures is significant in controlling how fanning and effects are applied to them; see Fanning (p.144) and Effects (p.227). For example, applying a fan or effect after selecting fixtures 1-5 can appear different than if you selected fixtures 1 + 3 + 2 + 4 + 5.
Section 6: Selecting Fixtures and Modifying Parameters 6.3 Modifying Parameters Once fixtures are selected within an editor, you can modify their parameters. Hog consoles provide several ways to adjust the different parameter types: • Command Line: Use for intensity and selecting palettes. • I-Wheel: Use for intensity. • Trackball: Use for position (pan and tilt). Use the top-right Trackball key to switch the Trackball between controlling the on-screen pointer and the position of selected fixtures.
Section 6: Selecting Fixtures and Modifying Parameters • Fixture 4 @ 70, Enter : assigns Fixture 4 to 70%. • Fixture 4 @ 5, Enter : assigns Fixture 4 to 50% (not 5%). • Fixture 4 @ 05, Enter : assigns Fixture 4 to 5%. To assign fixtures to full or zero: • Fixture 4 Full : assigns Fixture 4 to full. • Fixture 4 Out : assigns Fixture 4 to zero. The Out button is on the Main Toolbar.
Section 6: Selecting Fixtures and Modifying Parameters 6.3.2 Position Using the Trackball To switch the Trackball from controlling the cursor to controlling fixture position, press the top right selection key adjacent to the Trackball. When controlling fixture position the Trackball will glow blue, and can be used in two modes. To change mode press the top right Trackball selection key. • Position Mode: In the default mode, the pan and tilt of the fixture follows the movement of the Trackball.
Section 6: Selecting Fixtures and Modifying Parameters 6.3.3 Continuous Parameters: Colour and Beam Colour and beam parameters can be either discrete (known as ‘slotted’) or continuous. An example of a slotted parameter is the gobo and colour wheels in a moving light, which can be assigned to values such as Gobo 1 and Colour 3.
Section 6: Selecting Fixtures and Modifying Parameters Figure 6.4. The Wheels Toolbar Direct Entry Dialog Enter a value for the parameter in the direct value entry box and select any available modes. Press Enter to complete the direct value entry. Snapping to a Single Value When you have several fixtures selected, you can make all the values of a parameter the same as that of the first fixture: • Press and hold the / key while turning the appropriate parameter wheel.
Section 6: Selecting Fixtures and Modifying Parameters Figure 6.6. The Colour Slots Toolbar for a Studio Spot 575 6.3.5 Working with Colour Fixtures that have continuously variable colour mixing create colour in different ways. The two main systems are: • CMY: this system is used by most moving lights that have continuous colour mixing; the colour is controlled by three parameters: Cyan (C), Magenta (M) and Yellow (Y).
Section 6: Selecting Fixtures and Modifying Parameters during crossfades colours tend not to remain matched through the duration of the cue, producing uneven colour fades. Hog 4OS solves these problems by using a third colour system: Hue and Saturation (HS). Under the HS system, a fixture's colour is determined by two parameters: • Hue: the colour's position in the possible range of colours, from red, going through yellow, green, cyan, blue and magenta, and finally returning to red.
Section 6: Selecting Fixtures and Modifying Parameters Using Colour Matching One of the advantages of the Hog 4OS's HS colour system is its ability to match colours across different fixture types. Assigning the Hue and Saturation parameters of two different types of fixtures will set them to the same visual colour (within the limitations of the fixtures), but it might send different DMX values to each. Furthermore, they will maintain that match through a crossfade, ensuring even colour fades.
Section 6: Selecting Fixtures and Modifying Parameters Figure 6.8. The Colour Picker • With no fixtures selected, you just see the colour wheel with saturated colours around the outside, and paler colours towards the centre. • When a calibrated fixture is selected, a dashed line will be superimposed on the colour wheel. This line represents the fixture's gamut, or range of colours that it can achieve. To select any colour within this range, simply click on it.
Section 6: Selecting Fixtures and Modifying Parameters You can select colours from the Lee, Rosco E-Colour, Rosco Supergel and GamColor ranges, using the buttons in the toolbar at the top of the window. You can also select whether to match to the gel as it would appear in a Par 64 or similar conventional tungsten source, or in a Source 4, which has a slightly bluer light output. There is a button to open the Gel Picker in the Colour Directory window. Figure 6.9.
Section 6: Selecting Fixtures and Modifying Parameters • To touch only the parameters of a particular kind, press the appropriate parameter type key followed by Touch. For example: • Position Touch : touches all position parameters of the se- lected fixtures. • To touch a single parameter you can hold the Touch button while moving that parameter's wheel slightly. The current value will be touched without modification from the parameter wheel.
Section 6: Selecting Fixtures and Modifying Parameters 3. Record : the contents of the editor is recorded with only fixtures 6-10, not 1- 5. If the above example had used Touch instead of Pig + Touch, then you would have to untouch or knockout 1-5 before recording. Tip Values with a dark or light blue background in the Programmer or editor are recordable, while those with a white or gray background are not recordable. 6.3.
Section 6: Selecting Fixtures and Modifying Parameters You can add parameter, location and destination masks to any copy command: • 1 Thru 4 Intensity Copy List 3 Cue 1 Fixture 8 Thru 11, Enter : copies the intensities of fixtures 1 to 4 in the current selection to fixtures 8 to 11 in cue 1 of cuelist 3. You can use Copy to reverse the order of values.
Section 6: Selecting Fixtures and Modifying Parameters 6.3.9 Restoring Default Values You can reset parameter values to their default settings by using the . (point) key or Pig + . keys as a modifier. Default values for parameters can be set in the Edit Fixtures window. When using the . key as a modifier, modes such as gobo rotate will be restored to default value but the current mode will remain (gobo rotate). When using the Pig + .
Section 6: Selecting Fixtures and Modifying Parameters 6.4.2 1. 1 Thru 5 @ 30, Enter : select the fixtures and assign the intensities to 30%: 2. Press and hold the Fan key, whilst slowly moving the I-Wheel. The fixtures at either end of the range take the values 10% and 50%, with those in between evenly spread across the intervening range: In the Programmer Window To fan a parameter: 1. Select a range of cells, for example the intensity cells of Studio Colors 1 to 5. 2.
Section 6: Selecting Fixtures and Modifying Parameters • 6.4.4 1 Thru 5 @ 5 Thru 10, Enter : fixture 1 has an intensity of 50% and fixture 5 an intensity of 10%. Fanning Options By default, fanning adjusts parameter values proportionally from the centre of the fixture selection. You can have fanning work in other ways: • • • • Fan Normal: As described above, the middle fixture remains unchanged, while the first and last fixtures' values change the most, in opposite directions.
Section 6: Selecting Fixtures and Modifying Parameters 6.4.5 Multipart Fanning With the command line, you can enter multipart fanning: • 1 Thru 9 @ 10 Thru 50 Thru 10 : The fixtures at either end of the range take the value of 10%, that in the middle 50%, and the others spread between: 10 20 30 40 50 40 30 20 10 You can fan in as many parts as you want, separating values with the Thru key. Note that multipart fanning only works with the command line, not when editing values in the spreadsheet.
Section 6: Selecting Fixtures and Modifying Parameters You can combine repeats and buddying to create complex patterns very simply. Repeats and buddying are selected from the Grouping Toolbar: press Grouping on the Main Toolbar. The toolbar will remain open to allow you to combine Grouping and Buddying; press Enter or click on the toolbar's Close button when you have made your selection. Figure 6.11.
Section 6: Selecting Fixtures and Modifying Parameters Tip If you want to clear the entire contents of an editor, use the Clear key. 6.5.1 Removing Entire Fixtures from an Editor To remove selected fixtures from an editor (known as ‘knocking out’), press the Knockout button on the Main Toolbar. For example: 6.5.2 • Fixture 1 Thru 5 Knockout : removes Fixtures 1 to 5 from the editor. • Group 2 Knockout : removes all fixtures in Group 2 from the editor.
Section 6: Selecting Fixtures and Modifying Parameters For most purposes this provides the results that you would expect but there may be situations where you want to separate the linked parameters, for example to run separate chases with the cyan, magenta and yellow parameters. By default, Hog 4OS links all position parameters together, and all colour parameters together. You can separate linked parameter types in the kinds editor window for both fixed and user kinds: 1.
Section 7: Groups 7.1 Recording Groups When recording a group, only the active fixture selection is recorded, not all the fixtures currently in the editor. To record a group: 1. Select the desired fixtures in the Programmer or editor. 2. Record, Group : the Group Directory window opens. 3. Select the destination location in the Group Directory window. 4. Alternatively, enter a number on the keypad and press Enter. 5.
Section 7: Groups 7.3 Using Groups in Programming You use groups in the same way that you would use fixture selections, for example: • Group 1, Enter : selects all the fixtures in Group 1. • Group 1 @ 50, Enter : selects all the fixtures in Group 1 and sets their intens- ity to 50%. • Group 1 + Fixture 3 @ 50, Enter : you can mix fixture and group selections. One particularly useful syntax to use with groups is the / key: • 7.4 Group 1 / Group 3 : selects only fixtures that are in both groups.
Section 7: Groups Or from the group directory: 1. Press and hold Delete whilst selecting the group to be deleted from directory. 2. Release the Delete key. A dialog will appear asking you to confirm the delete. 3. Click OK. You can also delete several groups at once: 1. Group 1 Thru 5 Delete : deletes groups 1 through 5. 2. Click OK to confirm the delete. Or from the group directory: 1. Press and hold Delete whilst selecting all the groups to be deleted from directory. 2.
Section 7: Groups • Group 1 Intensity Copy Fixture Group 2 Enter : copies the intensity values of the fixtures in group 1 to the fixtures in group 2. 7.7 Insert, Merge and Replace When recording or copying a group, if the destination location already has a group recorded in it, you will be prompted with record options of Insert, Merge or Replace. If you are moving a group, only the Insert option is available. • Insert: creates a new destination group.
Section 8: Palettes 8.1 Recording a Palette There are five palette directories (intensity, position, colour, beam, effects) into which users can record preset values for easy recall during show programming. The Hog 4OS determines which function values are recorded into palettes based the kind masking specified at the time of recording.
Section 8: Palettes Tip To name a palette immediately after recording it, pressing the Set key will open a Quickname window. Enter the palette name and select OK. 8.2 Using Palettes in Programming In the Programmer or editor, you can apply a palette by selecting it from its directory window. The palette will be applied to the current fixture selection, as long as the palette contains parameter information for the selected fixtures. Doing so assigns the parameter value to be a reference to the palette.
Section 8: Palettes You can change the parameter values that are applied when a palette is referenced during playback by editing the palette's contents in an editor window, see Figure 8.2, “The Palette Editor window”. For example, to open Colour Palette 2 for editing: 1. Open + Colour : opens the Colour Directory. 2. Open + [Colour 2] : opens the palette editor for Colour Palette 2. 3. Alternatively using the command line : Colour 2 Open 4.
Section 8: Palettes Tip You can also use the Palette Masking Toolbar to quickly remove all values of a particular parameter type from a palette by deselecting the appropriate button before updating. 8.4 Deleting Palettes » Important Deleting a palette will remove all references to the palette that have been recorded in cues, scenes and other palettes, and replace the references with numerical parameter values.
Section 8: Palettes 4. Press the Copy key. 5. Press the button of the location in the directory you want to copy the palette to. Or, using the command line: • Colour 2 Copy Colour 3 Enter : copies the contents of Colour Palette 2 to Colour Palette 3. • Group 5 Colour 2 Copy Colour 3 Enter : copies fixtures that are in Colour Palette 2 and Group 5 into Colour Palette 3.
Section 8: Palettes By default, the following rules determine how the palette is recorded: 1. Position palettes are always recorded Per Fixture. 2. If all the fixtures to be recorded have exactly the same parameter values, then the palette is recorded as Global. 3. Otherwise the palette is recorded Per Fixture. In the palette's editor, the parameter values in a Global palette will appear as All Types.
Section 8: Palettes You can override the default settings using the Record Options Toolbar; for example to record a single fixture's parameter values as per fixture: 1. Assign the parameters of the fixture as required. 2. Press Record. 3. The Record Options Toolbar will appear on the bottom of the right-hand touch screen. Select Per Fixture. 4. Press the key to choose the palette type, for example Colour. The Palette Directory will open. 5.
Section 8: Palettes Figure 8.6. Example of Palettes containing different parameter types Masking Using the Record Options Toolbar To specify masking when recording a palette using the Record Options Toolbar: 162 1. Assign the parameters of the fixtures as required. 2. Press Record. The Kind Mask menu will automatically pop up above the record options toolbar and displays a grid of buttons containing all of the fixed kinds and user kinds included in your show.see Figure 8.
Section 8: Palettes Figure 8.7. The Record Options Toolbar Masking Using the Command Line When recording a palette using the command line, you can choose which fixed kinds and/or user kind functions you want to start off with in the mask by listing them on the command line before the Record command: • Colour Position Record Colour 3 Enter : records the colour and position parameters of the Programmer or editor contents into Colour Palette 3.
Section 8: Palettes 8.6.4 Reference Palettes When you record a cue using a palette, a reference to the palette is recorded instead of a numerical value for the parameters. Similarly, you can record palettes using other palettes, so that the new palette contains references rather than numerical values. A palette recorded in this way is known as a reference palette, and is marked in the palette directory window by a icon.
Section 8: Palettes To create a direct palette: 1. Assign the fixtures as required. 2. Record 3. As Direct 4. [Position 2], Enter : choose a location for the palette. To convert an existing palette to a direct palette: 1. 2. 3. Open + Colour : open the appropriate Palette Directory. Set the directory window to spreadsheet view by pressing the button. Select the Is Direct cell for the palette you want to change, and press Set to toggle the value to Yes.
Section 9: Directory Windows Directory windows are the windows that allow users to access recorded data such as palettes, cuelists, scenes, pages, effects, kinds, and groups using a grid of buttons. Directory windows and their contents can be displayed in a number of ways. In this section we will cover the different options available for directory windows. 9.
Section 9: Directory Windows Figure 9.2. Directory Kind Mask Legend 9.2 Color Coding Each button within a directory window can be color coded to help distinguish it from the other buttons in the directory. To color code a directory button right click on the button in the directory window and choose from a preset palette of 12 colors, mix a custom color, or choose to have the console auto-color code the button based on the dominant mixed color data recorded in the button (palette buttons only). Figure 9.
Section 9: Directory Windows 9.3 Button Sizes By default each directory window displays its buttons using a medium size. To change the displayed button sizes in any directory window open the window configuration menu by clicking on the icon located at the top of the directory window. Locate the drop down menu option called "button sizes". Here you will see the option to display the directory's buttons in three different sizes: small, medium, and large.
Section 9: Directory Windows Figure 9.6. Show Fewer Buttons Option 9.5 Show Auto Color Swatch The "show auto color swatch" option is avaiable only in palette directory windows and is only useful in cases where the user has programmed color mixing values into a palette within that directory.
Section 9: Directory Windows 9.6 Spreadsheet View By default directory windows are displayed as a grid of touch-sized buttons, however you can also view the contents of any directory as a spreadsheet by clicking on the button. When in list view the directory buttons can be selected and/or applied by pressing on it's number in the num column. The option to display a directory in list view is unique to each directory and is also stored when you record a directory window into a view. Figure 9.8.
Section 10: Media Picker The media picker is a tabbed, graphical window that allows users to view and select slotted function values for the current fixture selection using previews. To open the media picker window hold the open key and press the “media picker” button on the main toolbar or press Pig + Open + Beam on the console front panel. When a fixture selection is made the console will populate the media picker with previews as defined by the preview package assigned to that fixture. See section 10.
Section 10: Media Picker 174 1. Merged Different (default on) : when this option is turned on the media picker window merges previews for content across the current fixture selection even if the preview images do not match. When in this mode a "page turn" icon will appear in the upper right corner for preview that is not the same across the entire fixture selection. 2. Show/hide dmx value (default on) : shows and hides the dmx value of the previews displayed in the media picker 3.
Section 10: Media Picker 10.2 CITP Previews in the Media Picker By default the media picker displays previews for fixtures using a default preview package for that fixture type as supplied by the fixture library. However, the media picker can also display previews that have been downloaded and cached from connected CITP enabled fixtures.
Section 10: Media Picker active DP8000 connected to the console. Follow these steps to patch a fixutre to a CITP discovered fixture: 1. Open the patch window 2. Select the fixture(s) you wish to associate with a CITP fixture in the rig 3. Press the "patch media" button at the top of the patch window 4. Select the IP address of a discovered CITP fixture from the media patch window 5. Press okay.
Section 10: Media Picker 3. 10.3 Deselect the enable button and hit apply Catalyst Previews in the Media Picker In addition to CITP and fixture library defined preview packages, the Hog 4OS is also capable of displaying previews for content stored on Catalyst media servers.
Section 10: Media Picker media servers in the rig as long as the Catalyst media server's IP remains the same. 7. ! With the fixtures still selected press the "refresh media" button at the top of the patch window to fetch previews from the Catalyst Caution If the IP address of a Catalyst Media server in the rig changes you will need to perform the "patch media" task again. Tip Entering an IP address of 0.0.0.
Section 10: Media Picker 10.4 Adding Previews to Pre-v2.0.0 Show Files Hog 4 OS and Hog 3 OS show files built with fixture library v4.7 and older will not display library based preview thumbnails in the media picker until the fixtures in the show file are updated using the follow steps: 10.5 1. Open the patch window 2. Select the fixture(s) you wish to update with library based preview thumbnails 3.
Section 10: Media Picker Figure 10.2. Media Picker Window 10.6 Managing Preview Packages To view which preview package a fixture is using open the fixture window and locate the "preview package" column for that fixture. Listed in this column will be the name of the preview package currently being used by the fixture to display preview names and thumnails on the slot toolbar, in the editors, and in the media picker.
Section 10: Media Picker Figure 10.3. Fixture Window Tip Custom preview packages and CITP cached preview packages can be associated with more than one fixture of the same type. For example, you can create a custom preview package for Solaspot fixture 1 and then use the fixture window to assigned Solaspot fixtures 2<10 to the same preview package enabling those fixtures to display the same custom previews.
Section 11: Cues and Cuelists 11.1 Recording a Cue To record a look created in the Programmer or editor as a cue within a cuelist, you need to specify a cuelist and cue number to record to. If the cuelist does not yet exist, Hog 4OS will create it automatically. For example, to record Cue 4 into Cuelist 2: • 11.1.1 Record List 2 Cue 4 Enter Recording to a Cuelist on a Master You can choose a master rather than a cuelist when recording a cue.
Section 11: Cues and Cuelists 11.1.3 Insert, Merge and Replace When recording, copying or moving a cue, if the destination location already has a cue recorded in it, you will be prompted with record options of Insert, Merge or Replace: • Insert: creates a new destination cue. The new cue will be assigned a free location lower than the one chosen, using a point number if necessary. • Merge: Incorporates the new information into the destination cue.
Section 11: Cues and Cuelists 11.2 Record Options 11.2.1 Recording Selected Fixtures Only Normally, recording a cue records the total contents of the Programmer or editor, but you can choose to record only the currently selected fixtures. For example: 1. Select the fixtures that you want to record. 2. Record 3. Press Selected on the Record Options Toolbar. 4. Choose : records the selected fixtures as a new cue in the cuelist on the selected master. 11.2.
Section 11: Cues and Cuelists Tip If you prefer not to be asked to confirm the delete action, select Don't Ask Me Again in the confirmation window. You can reenable the confirmation by going to Setup → Preferences → Programming and selecting Confirm before deleting directory items. You can delete a range of cues: 1. List 1 Cue 1 Thru 4 Delete : deletes Cues 1 to 4 in Cuelist 1. 2. Click OK to confirm the delete.
Section 11: Cues and Cuelists If the destination cue(s) already exist, you will be asked to choose an option: Insert, Merge and Replace (p.184). 11.4.2 Moving Cues To move a cue to a new location: • Cue 1 Move Cue 2 Enter : moves the cue from 1 to Cue 2, effectively remov- ing Cue 1. If the destination cue(s) already exist, you will be asked to choose an option: Insert, Merge and Replace (p.184). 11.5 Renumbering Cues within a Cuelist If your cuelist has many point cues (1.2, 1.5, 2.5, etc.
Section 11: Cues and Cuelists » 11.6 Important Using Renumber will affect the number column and numeric entries in the Name column. Also, renumber will not rewrite macros or links that refer to renumbered cues; you will need to update these manually. Editing Cue Contents You can edit the contents of a cue in an editor window: see Figure 11.1, “The Cue Editor window”.
Section 11: Cues and Cuelists Within the editor, you can assign fixture parameters and timing in the same way as in the Programmer. See Selecting Fixtures and Modifying Parameters (p.127). Once you have made changes be sure to press the Update key to save them, the Cue Editor will then automatically close. 11.6.1 Viewing Different Cues in the Editor In addition to the usual functions available in all editors, described in Editors (p.
Section 11: Cues and Cuelists If you assign all three fixtures to 100% and record with merge into Cue 3 (see Insert, Merge and Replace (p.184) for recording with merging), you would get these values: Fixture: 1 2 3 Cue 1 50 50 50 Cue 2 60 60 Cue 3 100 100 100 However, if you did the same thing with Track Backwards, you would get: Fixture: 1 2 3 Cue 1 50 50 100 Cue 2 60 100 Cue 3 100 The value of 100% has been applied to the last cue that the intensity parameter had a value in.
Section 11: Cues and Cuelists You now insert a Cue 2.5 with Fixture 1 at 100%. Because cues 3 and 4 do not change the intensity of Fixture 1, it will remain at 100% for the rest of the cuelist: Fixture: 1 2 3 Cue 1 30 50 100 100 60 Cue 2 Cue 2.
Section 11: Cues and Cuelists Fixture: 1 2 3 Cue 1 30 50 100 Cue 2 100 80 60 Cue 3 50 Cue 4 40 If you now delete Cue 2, Fixture 1 will track from Cue 1 through Cues 3 and 4 at 30%, rather than going to the expected 100% in Cues 3 and 4: Fixture: 1 2 3 Cue 1 30 50 100 Cue 3 50 Cue 4 40 You can prevent this happening by deleting the cue ‘cue only’ which adds any values that previously tracked through from the deleted cue into the next cue: Fixture: 1 2 3 Cue 1 30 50 100 Cu
Section 11: Cues and Cuelists to turn Cue 4 into a blocking cue, you copy it to itself ‘with state’: 1. Cue 4 Copy State Cue 4 Enter : the State button is on the Record Options Toolbar that appears when you press Copy. 2. Select Replace.
Section 11: Cues and Cuelists • Cue 1 Thru 10 Colour Unblock, Enter : unblock only colour parameters in cues 1 through 10 of the cuelist on the currently chosen master. • List 1 Cue 3 Group 10 Colour Unblock, Enter : unblock only the colour parameters of fixtures in Group 3, in cue 3 of cuelist 1. To unblock complete cuelists: • List 1 Unblock, Enter Or on a master: • Unblock Choose Tip » 11.8 Unblocking obeys the linked parameter preferences assigned in Setup → Preferences → Programming.
Section 11: Cues and Cuelists 11.8.2 • Enable the Mark Fade New Cues or Mark Time New Cues option in the Cuelist Options window. All new cues will be created with the mark type. Note that when Mark Time New Cues is selected all newly recorded cues will get a 2s mark time by default. • Toggle the Mark Fade or Mark Time button in a Cue Editor window of the cue you wish to mark. Fade Mark verses Time Marks Cues can be marked with either a fade mark or a time mark.
Section 11: Cues and Cuelists A Fade mark uses the fade and delay times assigned in the marked cue to mark fixtures. Fade marking occurs on a fixture by fixture basis, so several fixtures could be marking at different times and rates depending upon their individual cue data in the marked cue. In the fade mark example below, when cue 2 completes its 2 second fade to 0% intensity, cue 3 will automatically play all of its data except intensity in a 5 second fade.
Section 11: Cues and Cuelists 11.8.4 Cuelist Feedback for Mark Cues The following figures show the different states of a marking cue. Figure 11.2. Cue 3 with a Fade Mark Figure 11.3. Cue 3 Actively Fading into its Mark Figure 11.4. Cue 3 Fully Marked 11.9 Understanding Cuelists Cuelists are lists of cues, usually used to play back the cues in a defined order. A cue number is specific to each cuelist, not the entire console, so there can be a cue 1 for cuelists 1, 2 and 3.
Section 11: Cues and Cuelists Cuelists are held in the Cuelist Directory (Figure 11.5, “The Cuelist Directory window”), and it is possible to copy or move cues between cuelists; see Copying and Moving Cues (p.186). To open the Cuelist Directory: • Open + List Alternatively: • List, List Figure 11.5. The Cuelist Directory window To open a cuelist (Figure 11.6, “The Cuelist window”): • Open + [Cuelist 1] : select a cuelist from the Cuelist Directory.
Section 11: Cues and Cuelists Figure 11.6. The Cuelist window 2. Check that the Guard button is selected, so that you don't accidentally activate a cuelist when pressing its button in the directory. 3. Select the cuelist. 4. Set [name] Enter : type in the name. Tip You can rename a cuelist when it is attached to a master by pressing Set + Choose. 11.11 Deleting Cuelists To delete a cuelist: 1. List 1 Delete : deletes cuelist 1. 2. Click OK to confirm the delete. Or from the cuelist directory: 1.
Section 11: Cues and Cuelists Tip To detach a cuelist from its master rather than deleting it completely from the show file, hold Delete while pressing the master's Choose button. This removes the cuelist from the master but not from the cuelist directory. 11.12 Copying and Moving Cuelists Cuelists can be copied and moved within the Cuelist Directory. To open the Cuelist Directory: • Open + List 11.12.
Section 11: Cues and Cuelists Tip If you know that you are about to copy or move a cuelist to an existing destination, you can pre-select Insert, Merge or Replace from the Record Options Toolbar. This appears after you press the Record, Copy or Move keys.
Section 12: Scenes 12.1 Recording Scenes You can record scenes either directly to a physical master for immediate playback, or to the Scene Directory. 12.1.1 Recording to the Scene Directory To record a scene: 12.1.2 1. Create the look for the scene in the Programmer or editor. 2. Record, Scene : the Scene Directory window opens. 3. Select the destination location in the Scene Directory window. 4. Alternatively, enter a number on the keypad and press Enter.
Section 12: Scenes 12.2 Deleting Scenes To delete a scene: 1. Scene 1 Delete 2. Click OK to confirm the delete. Tip If you prefer not to be asked to confirm the delete action, select Don't Ask Me Again in the confirmation window. You can reenable the confirmation by going to Setup → Preferences → Programming and selecting Confirm before deleting directory items. You can delete a range of scenes: 1. Scene 1 Thru 4 Delete : deletes scenes 1 to 4. 2. Click OK to confirm the delete.
Section 12: Scenes 12.4 Editing Scene Contents You can edit the contents of a scene in an editor window. For example, to open Scene 1 for editing: 1. Open + Scene : opens the Scene Directory. 2. Open + [Scene 1] : opens the scene editor for Scene 1. 3. Alternatively using the command line : Scene 1 Open 4. Press the Edit button in the editor window to select this as your current editor.
Section 12: Scenes If you are copying a scene, all three options are available. If you are moving a scene, only the Insert option is available. Tip If you know that you are about to record, copy or move a scene to an existing destination, you can pre-select Insert, Merge or Replace from the Record Options Toolbar. This appears after you press the Record, Copy or Move keys.
Section 13: Timing 13.1 Timing Basics With Hog 4OS you can assign individual crossfade timings for each parameter of each fixture, giving you complete control of how each parameter changes during a cue. Because of this, there are no cue parts as found on some other consoles. Hog 4OS gives you easy ways to assign timings for the whole cue, for individual fixtures and by parameter type (intensity, position, colour, beam, and so on) as well as for each parameter.
Section 13: Timing • Timecode: A specific timecode value when a cue is triggered; see Triggering Cues from MIDI Timecode (p.323). • Clock: A real-world time and date value when a cue is triggered; see Clock Triggers (p.220). Figure 13.1, “Cue timings” shows how the main kinds of timing and triggering values control the playback of cues. Figure 13.1. Cue timings Hog 4OS allows you to assign timings to each parameter of each fixture in a cue, scene or palette.
Section 13: Timing • Time 140 Enter : select a fade time of 1 minute 40 seconds. To change the time of an already recorded cue: 1. Cuelist 1 : select the cuelist unless the desired cuelist or master is already the chosen master. 2. Cue 2 Time 7 Enter : assigns a fade time of 7 seconds. Different Fade-in and Fade-out Times You can assign different fade-in and fade-out times (known as a ‘split time’) using the / key. For example: 1. Create the desired look for the cue in the Programmer. 2.
Section 13: Timing 2. Select the cue's Delay cell and press Set. 3. 5, Enter : enter the delay time. As with fade times you can assign separate delay times for the incoming and outgoing parts of the cue, for example 3/5. Alternatively, you can use the command line, pressing the Time key twice to assign the delay time: • Cue 2 Time Time 5 Enter Tip Note that the Delay time should not be confused with the Wait time; see Cue Wait Timing (p.218). 13.2.
Section 13: Timing Path Description Default Uses the default path from the fixture's library definition. This is generally Linear for continuous parameters and Start for slotted parameters. Linear Fades at a steady rate for the duration of the cue. Start Snap change at the beginning of the cue. End Snap change at the end of the cue. Over The parameters overshoot their destination and then return to it. Under The parameters move first in the opposite direction before going to their destination.
Section 13: Timing Use the H, M and S buttons that appear when editing a fade or delay time cell to enter the H, M and S text into the cell. Alternatively, you can use an external keyboard. Note that if you enter 140 the time will be 1 minute 40 seconds, not 140 seconds (2 minutes 20 seconds). To assign paths directly in the Cuelist window: 1. Click in the Path cell for the desired cue, and press Set. 2. Choose a path from the displayed list; see Figure 13.3, “Selecting a Path in a Cuelist Window”.
Section 13: Timing in the cue, scene and palette editors. Note that you can only assign timings for a parameter that has a value in the editor. To display parameter fade times, delay times or paths in an editor, select the Fade, Delay or Path buttons from the top left of the editor window. You can assign the individual timings of parameters using the parameter wheels, the command line or directly in editor windows.
Section 13: Timing Figure 13.5. Selecting Parameter Types from the Wheels Toolbar To assign a path to all the parameters of a fixture: 1. Select the fixtures that you want to assign a path to, making sure that they have been given parameter values. 2. Press the Time key. 3. The Slot Toolbar will show buttons for All, In and Out; see Figure 13.6, “The Slot Toolbar showing Paths”. 4.
Section 13: Timing 1. Fixture 1 : select the fixtures you want to assign a time to, making sure that they have been given parameter values. 2. Time 4, Enter : assigns the fade time to 4 seconds. To assign separate fade in and fade out times: 1. Fixture 1 : select the fixtures you want to assign a time to, making sure that they have been given parameter values. 2. Time 4 / 7, Enter : assigns the Fade In time to 4 seconds and the Fade Out time to 7 seconds.
Section 13: Timing Figure 13.8. The Cue Editor window with Fade selected • 2s : 2 seconds in and out times. • 2s/5s : 2 seconds in, 5 seconds out. • 1m : 1 minute in and out times. • 1m10s : 1 minute and 10 seconds in and out times. • 1h10m30s/1h : 1 hour, 10 minutes and 30 seconds in time, and 1 hour out time. Use the H, M and S buttons that appear when editing a fade or delay time cell to enter the H, M and S text into the cell. Alternatively, you can use an external keyboard.
Section 13: Timing Figure 13.9. Selecting a Path in an Editor The different types of path are explained in Paths (p.210). 13.3.4 Fanned Timings You can fan timings across multiple fixtures, just as you can fan colour or position.
Section 13: Timing 13.4 Cue Wait Timing In addition to manually pressingGo to execute you can also automate the triggering of a cue by assigning a wati value for the cue. The wait value for a cue is assigned in the wait column of the cuelist window. To assign how long a cue timing: 1. List 1 Open : open the cuelist. 2. Select the Wait cell for the desired cue, and press Set. 3. The Trigger Toolbar will appear below the Wait cell; see Figure 13.10, “The Trigger Toolbar”. Select an option from this.
Section 13: Timing • Manual: A manual cue can only be triggered by pressing the Go key. This means the cuelist will stop until the Go key is pressed, irrespective of any wait, follow or timecode triggers that later cues in the list may have. Manual cues are useful because the word ‘Manual’ appears in the Cuelist window to remind the operator that they need to press the Go key. They are also useful to prevent times being recorded into the Wait column when using Learn Timing (p.219). • 13.4.
Section 13: Timing 4. Press the Go key to run the first cue, and again to run subsequent cues after the required time interval. A time value equivalent to the duration between Go presses will appear in the Wait cell for each cue. 5. When you have finished, deselect Learn Timing. Now when you run the first cue, the subsequent cues will be triggered at the same intervals as when you ran them manually.
Section 13: Timing 5. Adjust the Start Time and Start Date to assign a single shot trigger. 6. If you want the trigger to recur at regular intervals, check the Recurrence Pattern check box. Then click the frequency (Time, Daily, Weekly, Monthly, Yearly) with which you want the trigger to recur, and select options for the specified frequency. Tip The next valid trigger date and time is shown at the bottom of the Clock Trigger window. 7. Click OK.
Section 13: Timing To enable or disable the clock functions on a cuelist, toggle the Enable Clock button in the cuelist window: Tip You can also enable or disable the clock functions for a cuelist in the cuelist's Cuelist Options window, or using macros; see Macros (p.339). The Clock Toolbar The Clock Toolbar shows the time and date according to the Hog 4OS clock, and information about the next cue due to be triggered.
Section 13: Timing 13.5 Loops and Links Normally cues in a cuelist will be replayed in numerical order, but you can use links to change this. Links can be used to jump to other points in the cuelist, or to create loops. Unlike some consoles, Hog 4OS creates a link as a special type of cue, rather than an attribute of an ordinary cue. Because it is a separate item in the cuelist, you can move cues within the list without disturbing the link.
Section 13: Timing Figure 13.11. A Cuelist with a Loop Exiting Loops You can determine when the cuelist stops looping and continues with cues after the loop. The options are: • Forever: the loop will run indefinitely until you press the Go key. • Count: the cuelist will loop the assigned number of times. Assigning a count of zero will make the cuelist ignore the link. • Timed: the cuelist will loop until the assigned time period has elapsed. To assign the looping behaviour: 1.
Section 13: Timing 13.5.3 Tracking Through Loops By default, Hog 4OS's feature ensures that, when you use links to change the order of cue playback, the cues appear on stage as if they had been played back in the order they appear in the cuelist. Sometimes, however, you might want to track through links rather than maintain state.
Section 14: Effects Effects can be used to create a repeating change or ‘movement’ in the value of fixture parameters. Effects are recorded as part of cues, scenes and palettes. 14.1 Table Effects Table effects are effects applied to fixture functions using wave tables that apply mathematical functions (such as sine or tangent) to values against time. Table effects have seven main attributes: table, size, rate, offset, and length, bounce, and direction.
Section 14: Effects Sine Tangent Step Sawtooth Ramp Inverse Ramp Mark On Mark Off Spiral Random 1 Low-weighted Random 2 High-weighted Random 3 Centre-weighted Figure 14.1. Effect Tables • Iris Chase: A Sawtooth table is applied to the iris. Tip You can create many of these useful combinations of tables using the predefined effects palettes; see Predefined Effect Palettes (p.235). 14.1.
Section 14: Effects Effect Size The range over which the parameter value varies. This is described in terms appropriate for the parameter, for example degrees for position parameters, or slots for slotted colour parameters. For example, applying a Sine wave with the default size of 5Hz to a base value strobe rate of 5Hz will vary it from 0Hz through to 10Hz. You can decrease this range by adjusting the size: 2Hz will give a range between 3Hz and 7Hz.
Section 14: Effects The following diagram shows the begin, end, and start points of a simple efffect: Effect Length The length is the proportion of the effect's period that it is active for. It is assigned as a percentage. The following diagram shows how the value of a parameter assigned to the sawtooth table changes over time, with different length values: N Shot This is the number of times that the effect repeats before finishing.
Section 14: Effects Equally, an intensity ripple between 0-100% will need a base value of 50% in order to use the full length of the effect. 2. Open + Effect : the Effects Engine and Effect Directory will open. 3. In the Effects Engine, select the Table cells for the fixture parameters that you want to apply the effect to. 4. Press Set, choose the effect table from the menu and press Enter. Figure 14.2.
Section 14: Effects Tip All effect attributes can be fanned using the Fan key and parameter wheels; remember to select the required parameter types in the Effects Engine Functioncolumn first. You can also enter a value of, say, 50 Thru 80 in a cell of the Effects Engine window. See Fanning (p.144). 14.1.4 Building Table Effects in Editors Effects can be assigned directly to specific fixtures and their attributes in any editor including the Programmer.
Section 14: Effects Tip When assigning effect parameters such as Offset, remember that values 0 and 360 Degrees are the same. Fanning a range of fixtures from 0 through to 360 degrees of offset will mean that the first and last fixtures will share the same offset value. 14.1.5 Tracking Table Effects By default, effects values track through to subsequent cues until a new value for the particular parameter is reached.
Section 14: Effects Figure 14.3. Controlling Effect Transitions with Timing You can assign effect fade times using the command line: 1. Fixture 1 : select the fixtures you want to assign an effect time to, making sure that they have been given parameter values. 2. Effect Time 4, Enter : assigns the effect fade time to 4 seconds. To assign a effect delay time: 1. Fixture 1 : select the desired fixture(s). 2. Effect Time Time 2, Enter : pressing Time twice assigns the delay time.
Section 14: Effects 14.2 Effect Palettes 14.2.1 Predefined Effect Palettes You can quickly apply effects to the current selection using predefined effects palettes in the Effect Directory; see Figure 14.4, “The Effect Directory”. Effects palettes for parameter functions not available in the current selection will be greyed out; for example the Iris Step palette is not available for Studio Color 575s as they do not have an iris parameter.
Section 14: Effects 1. 1 Thru 5 @ 50 Enter : select the required fixtures and assign an intensity value 2. Effect 13 Enter : assigns Effect Palette 13. Studio Colors 1 to 5 fade their intensity between 0 and 100%. You can also select the effect palette by pressing or clicking on its button in the Effect Directory window. 14.2.
Section 14: Effects Naming an Effect Palette You can give an effect palette a name that will be displayed in the Effect Directory: 1. Open + Effect : opens the Effect Directory. 2. Check that the Guard button is selected, so that you don't accidentally activate a palette when pressing its button in the directory. 3. Select the palette to be named. 4. Set [name] Enter : type in the name. Tip To name an effect palette immediately after recording it, pressing the Set key will open a Quickname window.
Section 14: Effects • 14.2.6 Effect 1 Open Deleting Effect Palettes To delete an effect palette using the commandline: 1. Effect 1 Delete : deletes Effect Palette 1. 2. Click OK to confirm the delete. Or, from the Effect Directory: 1. Press and hold Delete whilst selecting the palette to be deleted from directory. 2. Release the Delete key. A dialog will appear asking you to confirm the delete. 3. Click OK.
Section 15: Kinds and Wheelsets 15.1 Kinds Kinds are collections of fixture functions organized into wheelsets. The wheelsets determine how the fixture functions assigned to the kind will cordinate with the console's main encoder wheels when the kind is selected and a fixture selection is made. Kinds are stored in the kinds directory and exist in two different forms: fixed kinds and user kinds. 15.1.
Section 15: Kinds and Wheelsets Figure 15.1. Fixed Kinds in the Kinds Directory matically change the last function key on the front panel to a next button. You can create as many user kinds as you want. Tip TIP: To quickly edit a user kind simply hold Open and press the user kind's button on the front panel. Manually Creating User Kinds To manually create a new user kind: 1. Open + Kinds opens the Kinds Directory Window. 2. Press Record and then press any empty cell in the Kinds Directory window.
Section 15: Kinds and Wheelsets Figure 15.2. User Kinds as displayed in the the Kinds Directory and on the Front Panel Figure 15.3. Auto Kinds Button in the Kinds Directory Copying and Moving Users Kinds To copy a user kind: 1. Open + Kinds opens the Kinds Directory Window. 2. Click on an existing user kind in the Kinds Directory, press the Copy key, and then click on any empty cell in the Kinds Directory window. To move a user kind: 1.
Section 15: Kinds and Wheelsets 2. 15.2 Click on an existing User Kind in the Kinds Directory, press Move and then click on any empty cell in the Kinds Directory window. Wheelsets Wheelsets are the building blocks of both fixed kinds and user kinds. They specify how fixture funtions assigned within a kind are displayed on the console's main encoder wheels when a fixture selection is made.
Section 15: Kinds and Wheelsets Figure 15.4. Wheeslets displayed in a kind editor Wheels are holding places for fixture functions and cordinate with the encoders on the front panel. You will notice that several wheelsets can exist within a single kind editor. To assign a function to a wheelset: Click and drag a function from the list of functions on the left hand side of the window to any wheel on one of the wheelsets. To delete a function from a wheelset: Click on the function. It will highlight in blue.
Section 16: Advanced Programming 16.1 Selecting from What is Onstage You can select fixtures from what is on stage using the Live key. Fixtures are considered to be on stage if their intensities are non-zero. If you wish to select fixtures that are onstage but have intensity values at zero then you can use Pig + Live. Below are some examples of how live can be used: • Live Enter : selects all fixtures that are on stage with intensities above 0.
Section 16: Advanced Programming 16.2 Bringing Parameter Values Into the Programmer Sometimes you will end up with a look onstage or in a cue, scene or palette that you want to reuse in further programming. There are various ways in which you can bring those fixtures and parameter values into the Programmer or editor. 16.2.1 Suck You can use Suck to assign fixture parameters to the values that they currently have ‘on stage’.
Section 16: Advanced Programming Or, you can use a mask to bring particular parameter type values from specific palettes that are on stage. For example, to bring the intensity values of [Red Palette] into the editor: • Live [Red Palette], Intensity Suck : the intensity values of fixtures on stage assigned to Red Palette are brought into the Programmer: 16.2.
Section 16: Advanced Programming • Live Touch : brings all the parameters of Studio Color 575s 1 to 3 into the Programmer, not just the intensity values (as suck would): You can select the parameter types to touch: • 248 Live Colour Touch : only the colour parameters are touched: High End Systems
Section 16: Advanced Programming 16.2.3 Using Copy to Bring Values into an Editor You can bring parameter values from a palette, scene or cue into an editor such as the Programmer using Copy: • Cue 1 Copy, Enter : copies the contents of Cue 1 of the currently chosen cuelist into the current editor. You can chose which fixtures or parameter types are copied into the Programmer. For example: • Cue 1 Position Copy, Enter : copies only the position values from Cue 1 into the current editor. 16.
Section 16: Advanced Programming Highlight will remain active until you press the Highlight key again, and you can use the Next and Back keys to highlight in turn each fixture in the current selection. You can release each parameter from highlight by adjusting its value in the Programmer or editor, letting you modify parameters whilst keeping the fixture beam as visible as possible.
Section 16: Advanced Programming by creating a lowlight palette. For example, you could create a lowlight palette that sets the intensity of all fixtures to 30%, to give the highlighted fixture greater contrast. Note that lowlight only affects parameter values of the non-selected fixtures in the current editor. Parameter values being output by playbacks will not be affected.
Section 16: Advanced Programming window will open, showing which cuelists, cues, palettes and scenes are contributing to the look on stage so that you can choose which to update For cuelists, you have several choices: • Either update the current cue in the cuelist, or track the programming backwards so that the new values are merged into the last cue with a hard value for that parameter; see Tracking Values Backwards When Recording (p.189).
Section 16: Advanced Programming 16.5.1 Fade Changes If you select the Fade Changes button in an editor window, any changes you make will appear on stage over the current time settings for the changed parameters. For example, if you have intensity values in the Programmer with a fade time of ten seconds, and you select all of the fixtures and press @ 0 Enter, all of the lights would fade to 0 over 10 seconds. This is useful for making changes on the fly during a performance.
Section 16: Advanced Programming Parking holds a fixture's parameters on stage, but still allows you to edit the data in the Programmer or other editors. To park fixture parameter values: 1. Fixture 1 @ 50 : Select fixture(s) and assign the parameter(s) you wish to park. 2. More → Park : Select Park from the More options of the Main Toolbar. To unpark fixtures, select the fixtures, set any value for the parked parameters, and hold the Pig key while pressing Park.
Section 16: Advanced Programming The Parked Output Window You can view and modify the parked settings of fixtures in the Parked Output window; see Figure 16.4, “The Parked Output window”. To open the Parked Output window: • Open + Parked : the Parked button is on the toolbar that appears when you press the Open key. Within this window you can edit parameter values in the same way as in any editor.
Section 17: Playback 17.1 Physical Master Playback Hog consoles have ten physical playback masters that cuelists, scenes, and inhibitive submasters (groups) can be attached to for playback. Each master (‘masters’) has a fader, a Go, key, a Halt/Back key, a Back key and a Flash key. Additional physical playback master can be added to your console by adding a playback wing or executor wing. 17.1.
Section 17: Playback • Delete + Choose : detaches the cuelist from the chosen master. Note that this will not delete the cuelist itself or remove it from the cuelist directory, only detach it from the master. 17.1.2 Controlling Playback Once assigned to masters, cuelists can be played back using the master's contols, or using the main controls. Master Controls Each of the ten masters has a Choose, Go, Halt/Back, Back, and Flash key, as well as a fader; see Figure 17.1, “The Master Controls”.
Section 17: Playback master. The console allows for multiple selected masters but only one master can be chosen at any time. • Go: if the cuelist is inactive pressing Go will activate it onstage. If the cuelist is already active then pressing Go will run the next cue, or restart paused fades (see Halt/Back below). • Halt: pauses any running fades. If there are no running fades then pressing Halt will start a fade back to the previous cue. • Back: immediaetly begins a fade into the previous cue.
Section 17: Playback Figure 17.2. The Main Playback Controls The main playback control keys are: 260 • Assert: reasserts control of fixture parameters by the chosen master if other masters have taken control under the Latest Takes Precedence rule; see Asserting One Cuelist Over the Others (p.273). • Release: releases the chosen master's control of fixture parameters, making the cuelist inactive; see Releasing Masters (p.261).
Section 17: Playback 17.1.3 Releasing Masters You can remove a cuelist's look from the stage, so that it relinquishes control of all fixture parameters and effectively turns the cuelist's output off; this is known as releasing the cuelist. To release a cuelist on a master: • Release : releases the currently chosen master. • Release + Choose : use the Choose key of the master with the cuelist you Or: wish to release. Pressing Go after a cuelist is released will resume playback from the current cue.
Section 17: Playback 4. Set 5, Enter : assign the desired release time. You can also set a default release time for all newly created cuelists in the Cuelist pane of the User Preferences window: • Setup → Preferences → Cuelist Tip If you have assigned a release time to a cuelist, and you want to revert to the default release time, press the Default button adjacent to the Release Time cell.
Section 17: Playback You can also assign the default Auto Release options for new cuelists in the Action at End of List menu in the Cuelist pane of the User Preferences window: • Setup → Preferences → Cuelist Resetting Cuelists on Release You can assign a cuelist to reset when released so it will proceed from the first cue when Go is pressed again. You can assign Reset on Release in the Playback Options window of each cuelist: 1. Open + Choose → Options → Cuelist 2.
Section 17: Playback Priority (p.274). You can set Release on Other Go in the Playback Options window of each cuelist: 1. Open + Choose → Options → Cuelist 2. Select Release on Other Go: Alternatively, you can turn on Release on Other Go for all new cuelists in the Cuelist pane of the User Preferences window: • 17.1.4 Setup → Preferences → Cuelist Choosing and Selecting Masters At all times one of the physical masters of the console is chosen.
Section 17: Playback 1. Open + Choose : open the Cuelist window of the chosen master. 2. Options → Cuelist : open the Cuelist pane of the Cuelist Options window. Alternatively, you can quickly access many cuelist options from the Cuelist Options Toolbar by holding down the Choose key of the master the cuelist is on: Tip You can quickly open the Playback Options window of a cuelist attached to a master by holding the Pig key and pressing the master's Choose key. Figure 17.4.
Section 17: Playback Tip You can revert all of the settings in the Cuelist pane of the Playback Defaults window by pressing the Reset to Defaults button in the bottom left corner of the window. Cuelist Timing and Rate Settings You can assign several settings that control cuelist timing: Timing Function Default Notes Release Time 2s The time over which parameter values go to their default values when the cuelist is released; see Releasing Masters (p.261).
Section 17: Playback Cue Only Cue Only enables a cuelist to playback cue data one cue at a time (otherwise known as a nontracking cuelist). For example: any cue data in cue 1 is released as you play cue 2 so that only data from cue 2 is onstage. The release time of the previous cue is determined by the longest fade time in the cue being played.
Section 17: Playback Fader As- Description signment Configuration Options None fader has no effect on master's output -- I Fader fader controls fixture intensities being output by the master. • Go Off Zero: The cuelist is triggered when the fader is moved from zero, as if you had pressed the Go key. • Release At Zero: The cuelist is released when the fader returns to zero; see Releasing Masters (p.261).
Section 17: Playback Fader As- Description signment Scale Effect Size Configuration Options adjusts the effect size of the by applying a scaling value to the base effect size of the master • Upper Bound: Determines the amount of scaling applied to the master when the fader is at top of travel (Full). • Lower Bound: Determines the amount of scaling applied to the master when the fader is at bottom of travel (0).
Section 17: Playback Tip You can press List + Release to release all running cuelists playing back as virtual masters. 17.2.1 Running Virtual Masters from the Cuelist Directory You can run cuelist virtual masters from the Cuelist Directory window: • Open + List • List, List Or: To run a cuelist, make sure that the Guard button in the Cuelist Directory window is deselected. Then press a cuelist button in the directory, and it will playback onstage, as if Go had been pressed on a physical master.
Section 17: Playback 1. Open + List : open the Cuelist Directory window. 2. Check that the Guard button is depressed. 3. Open + [List 1] : open the required cuelist. 4. Press the Play Controls button in the Cuelist window. The on-screen playback controls will appear: The controls are, from left to right, the Go, Halt/Back, Skip Back, Skip Forward, and Release buttons. These function in the same way as their front panel equivalents; see The Main Controls (p.259). 17.2.
Section 17: Playback • For position, colour and beam parameters: Hog 4OS deals with position, colour and beam parameters on a Latest Takes Precedence (LTP) basis. If several masters have programming for the same parameter then the value from the most recently activated master will override the value from previously activated masters. Parameters that are only programmed into a single master will remain at that value.
Section 17: Playback Alternatively, you can turn on Use HTP for all new cuelists in the Cuelist pane of the User Preferences window: » • 17.3.2 Setup → Preferences → Cuelist Important If you have an HTP master with the fader up (i.e. intensities above zero), then using Release or Pig + Release has no effect on the intensity parameters. To release the intensities of HTP masters, bring the fader to zero. For more on releasing cuelists, see Releasing Masters (p.261).
Section 17: Playback 3. Set 5, Enter : change the assert time to 5 seconds. Alternatively, you can assign the Assert Time for all new cuelists in the Cuelist pane of the User Preferences window: • Setup → Preferences → Cuelist Tip If you have assigned an assert time to a cuelist, and you want to revert to the default assert time, press the Default button adjacent to the Assert Time cell. 17.3.
Section 17: Playback 3. Set 50, Enter : change the priority to 50. Alternatively, you can assign the Playback Priority for all new cuelists in the Cuelist pane of the User Preferences window: • Setup → Preferences → Cuelist In the event that two or more cuelists share the same priority level, normal LTP rules are applied. Persist on Override Hog 4OS automatically releases cuelists when all of their parameter contents have been overridden by other cuelists.
Section 17: Playback For example, to allow the cuelist on Master 10 override effects running on other masters: 17.4 1. Open + Choose : open the Cuelist window for Master 10. 2. Options : open the cuelist's Playback Options window. 3. Select the Cuelist pane and select Pile-Add FX: Understanding Feedback There are several ways in which you can tell the status of the console's output: 17.4.1 • The status of masters is shown by the playback control key LEDs and the onscreen Playback Bar.
Section 17: Playback • Flash key (Red): When solidly lit, this indicates that this playback is controlling intensity. When flashing it indicates that its control of intensity has been overridden by other playbacks. The Playback Bar Figure 17.5. The Playback Bar The Playback Bar is located at the bottom of the left touchscreen, giving feedback for each master; see Figure 17.5, “The Playback Bar”.
Section 17: Playback Symbol Description The cuelist is working under the HTP rule. The cuelist is set to Persist on Override. See Changing a Cuelist's Priority (p.274). The cuelist is set to Release on Other Go. See Releasing on Another Go (p.263). The cuelist has a high priority. See Changing a Cuelist's Priority (p.274). The cuelist has a low priority. See Changing a Cuelist's Priority (p.274). The scene uses the master as an IPCB fader. Note that this applies to scenes only.
Section 17: Playback Figure 17.6. The Cuelist Window with a Cue Running The current cue is displayed with an arrow in the wait column of the cuelist, when triggered the arrow turns green and the letter R(for Running) is displayed; the cue's progress is indicated by the percentage completed in the same column. Pausing a cue will turn the arrow red and the letter H(Halted) is displayed. Customising Cuelist Feedback There are several view options selected by buttons at the top of Cuelist window: 17.4.
Section 17: Playback • Select Output from the View Toolbar at the top of the left hand touchscreen. Figure 17.7. The Output Window The Output window by default displays raw parameter values; you can configure it via buttons at the top of the window to display output information in the following ways: • Values: displays the raw parameter values. • Effects: displays the base value before the effect is applied, along with a percentage indication of the effect cycle.
Section 17: Playback 17.4.4 The Levels View Window The Levels View window displays the output value of all intensities controlled by Hog 4OS from all cuelists, virtual cuelists, scenes, the Programmer and other editors, and parked parameters. It provides an accurate indication of the status of shared intensity values when multiple cuelists are running simultaneously; see Figure 17.8, “The Levels View Window”.
Section 17: Playback The Levels View window by default displays raw intensity values; you can configure it via buttons at the top of the window to display output information in the following ways: • Values: displays the raw parameter values. • Source: displays the source that currently has control of an intensity, for example, the Programmer or a cuelist and cue number. • Show Palettes: as with source, displays the palette that is supplying the intensity value.
Section 17: Playback (cuelist, scene, chase) is to open the options window for that master and modify the playback and effect rate fields. Any modifications made to the playback and effect rate fields in the options window are stored and persisted for that cuelist/scene as the "base rate". 17.5.2 • Holding choose and adjusting the main encoder wheels: Press and hold the Choose key for a master and use the parameter wheels to adjust the playback and effects rates.
Section 17: Playback open the options window for that master and directly modify the effect size field. Any modifications made to effect size field in the options window are stored and persisted as the "base size". • Holding choose and adjusting the main encoder wheels: Press and hold the Choose key for a master and then use the parameter wheels to adjust the effects size for the selected master. Any changes you make the base effect size for a master are stored and will persist as the "base size".
Section 17: Playback Manual crossfade mode will be indicated on the Playback Bar above the selected master by . Tip You can still run cues to time when manual fader mode is selected by pressing the master's Go key. Note that you have no individual fader control of intensity and accidentally moving a fader will start to run the next cue manually. 17.5.
Section 17: Playback To use a cuelist as a chase: 1. Open + Choose → Options → Cuelist 2. Select Is a Chase: The Playback Bar displays Chase and the playback rate (which defaults to 120 bpm): Each cue step is by default equivalent to a beat, so to set a chase that advances every second the rate needs to be 60 bpm.
Section 17: Playback You can also configure the following loop types in the Cuelist pane of the Playback Options window: • High End Systems Continuous: the chase steps indefinitely until paused or released.
Section 17: Playback • Stop On Last: the chase stops at the last cue in the cuelist until released or triggered again with a Go. • Release On Last: the cuelist chase is released when it reaches the final step. • Stop On First: the chase completes one cycle and stops on the first cue until triggered again. If any loop type other than continuous is chosen then you can assign the number of cycles the chase completes before the loop behaviour is actioned.
Section 17: Playback 17.5.7 Triggering Automatic Tasks When a Cue Runs You can use Trigger Macros to perform a variety of tasks when a cue runs. Macros are simple text instructions placed in the cue's Macro cell: 1. Open + Choose : open the Cuelist window. 2. Select the Macro cell for the desired cue, and press Set. 3. Type in the Macro command, then press Enter. For a full description of the available macro commands, see Macros (p.339).
Section 17: Playback 17.6 Grand Master The Grand Master inhibits the intensities of all fixtures on the console, including those within the Programmer. Parked intensities are NOT effected by the Grand Master level. 17.6.1 GM Key Since the Nano Hog 4 and Road Hog 4 consoles do not have a dedicated Grand Master fader it is possible that you can write a cuelist over the grandmaster portion of the playback bar.
Section 17: Playback 17.7 Inhibitive Masters Inhibitive masters allow you to limit the intensity of a group of fixtures. If the inhibitive master is at full, then the fixtures that it controls will be at the level determined by the playbacks, Programmer, and so on. As the inhibitive master level is reduced, the fixture intensities will be reduced in proportion.
Section 17: Playback Figure 17.9. The display of Inhibitive Masters on the Playback Bar 17.8 Configuring Playback Controls For each cuelist and scene you can configure how the playback controls work. For example you can: • Assign the master Go key to assert the selected cuelist over 3 seconds. • Assign the main Halt/Back key to Halt the selected cuelist with the option to ‘Release if already halted’. • Assign the Fader to be a manual crossfader rather than an intensity fader.
Section 17: Playback Tip Holding down the PIG key while pressing any one of a master's playback keys will release that playback regardless of the function assigned to that key. Figure 17.10.
Section 17: Playback Figure 17.11. The Main Controls pane of the Cuelist Options window 17.8.1 Configuring Master Controls When you configure master controls, these settings are part of the cuelist and will be applied to the master that the cuelist is on.
Section 17: Playback The Master Go and Master Halt keys Function Options and Notes None Disables the control Assert Asserts the master. Deselect Use default cuelist time to enter your own assert time for the master, overriding the cuelist's assert time. Release Releases the master. Deselect Use default cuelist time to enter your own release time for the master, overriding the cuelist's release time. Go Go's the master.
Section 17: Playback The Master Go and Master Halt keys Scale Effect Size Adjusts the effect size of the master by applying a scaling value to the base effect size of the master. • Temporary: When temporary is turned on scaling will be applied when button is pressed down and released when when button is released.
Section 17: Playback Function Options and Notes None Disables the control I Fader The fader controls fixture intensities being output by the master. • Go Off Zero: The cuelist is triggered when the fader is moved from zero, as if you had pressed the Go key. • Release At Zero: The cuelist is released when the fader returns to zero; see Releasing Masters (p.261).
Section 17: Playback The Flash key 17.8.2 Function Options and Notes None Disables the control Flash The Flash key brings either the intensity, playback state, or current scaler value (determined by the assignment of the fader) to a specified level, determined by the cuelist or scene on the master. This is equivalent to momentarily bringing the fader to a certain value. You can enter a percentage level for the Flash function. Press Go On Flash to go the master when the Flash key is pressed.
Section 18: Pages 18.1 How Pages Are Used Pages allow you to predefine layouts of cuelists, scenes and inhibitive masters, so that they can be loaded quickly on to the available playback masters. For a concert, for example, cuelists can be organized in one page per song, so that before each performance it is possible to re-arrange the pages to reflect the current running order of the songs. One cuelist can be used several times within a page or on several pages, or it can be unique to a specific page.
Section 18: Pages 18.3 Changing Page Changing the page loads a different set of cuelists, scenes and/or inhibitive masters onto the physical playback masters. You can do this in several ways: • Press the Next Page key to go to the next page in the Page Directory. To go to the previous page hold Pig and press Next Page. • Using the command line : Page [number] Enter. • Select the desired page from the Page Directory window. Check that the Guard button in the directory window is not selected.
Section 18: Pages Tip You can think of changing pages using the Leave In Background option as being similar to having one very long page, and moving the masters to ‘look’ at different sections of it. A further option, Remember Fader Values, allows a page's fader levels to be restored back to where they were the last time the page was loaded. If the physical faders have moved then the motorized faders on the Hog 4, Full Boar 4, Master Wing 4, and Playback Wing 4 will move to match the stored values.
Section 18: Pages 18.3.2 Matching Levels When Changing Page When you change page using Leave In Background, it is possible for the actual position of the physical master faders to be different to the stored master level of the cuelist.
Section 18: Pages 1. Page + Open : open the Page Directory. 2. Go to the desired page, and assign the page activity: you can playback cuelists and scenes, and set fader levels. For example, Master 1 Go, Master 4 at 50%, Master 8 at 25%. 3. Select Capture Activity from the Page Directory to store the activity as a macro for the page. To directly edit a page's macro: 1. 2. 3. Page + Open : open the Page Directory. Select to change to the spreadsheet view.
Section 18: Pages 18.4.1 Copying Lists, Scenes and Inhibitive Masters to a Page Copying a cuelist to a page creates a new cuelist which is independent of the one it is a copy of. Any changes made to this new cuelist will not effect the original cuelist. To copy an existing cuelist to a page: • List 2 Copy Choose : copies cuelist 2 to the selected master. You can also copy a cuelist from one master to another: 1. Choose : press the Choose key of the master with the cuelist you want to copy. 2.
Section 18: Pages Note that clearing the current page will remove items from the masters; the items themselves will not be deleted from the show. » 18.5 Important When you clear the current page, any cuelists, scenes and inhibitive masters that were previously loaded onto the physical masters will be released, and their contents will no longer be output from the console. Copying and Moving Pages You can copy and move pages: 1. Open + Page : open the Page Directory. 2.
Section 18: Pages Note that you cannot delete the current page. Deleting a page does not delete cuelists or scenes from the show. Tip If you prefer not to be asked to confirm the delete action, select Don't Ask Me Again in the confirmation window. You can reenable the confirmation by going to Setup → Preferences → Programming and selecting Confirm before deleting directory items. 18.
Section 18: Pages If the template page is the current page, the entire Playback Bar, including empty masters, are also shown in blue; see Figure 18.4, “The Playback Bar with the Template Page loaded”. Figure 18.4.
Section 19: Command Keys Command Keys are user-created single button executers that trigger existing show objects including palettes, groups, views, lists, scenes, and keystroke macros. Command keys are stored in the commands directory and are also accessable using the 12 function keys on the front panel of the console (when the function keys are set to command mode). To toggle the function keys between kind mode and command mode hold down Pig and press Enter.
Section 19: Command Keys To copy a command key: Press and hold copy; then press a command key on the front panel or in the commands directory. after you release the copy key press any empty command key on the front panel or empty cell in the commands directory. 19.3 Changing the Action of a Command Key The action that occurs when a command key is pressed can be configured by viewing the commands directory in spreadsheet view and editing the "Action" cell. Figure 19.1.
Section 19: Command Keys 19.
Section 20: MIDI 20.1 MIDI Show Control MIDI Show Control (MSC) is supported on every console in the Hog family including Hog 4PC. Midi Show control allows you to control the basic playback functionalities of the Hog 4 OS from other MSC enabled consoles or from a Midi Show Control output device such as a personal computer running show control software. 20.1.1 Bringing MSC into the Console To bring MSC into a Hog Console: 1.
Section 20: MIDI Figure 20.1. The MIDI pane of the Console Settings window Tip You can selectively disable MSC input for individual cuelists or scenes by enabling the "Ignore MSC in" option in the options window. 20.1.2 Sending MSC from the Console To send MSC from a Hog Console: 1. Connect the input of an MSC device to the Midi OUT port on the back of the console.
Section 20: MIDI Tip You can selectively disable MSC output for individual cuelists or scenes by enabling the "Supress MSC out" option in the options window. 20.1.
Section 20: MIDI 20.2.1 Bringing MIDI Notes into the Console To bring MIDI Notes into the console: 1. Connect a MIDI device to the MIDI In port on the back of the console. If you are using a USB Midi device such as a USB keyboard or an external USB Midi Widget to send Midi Notes into the console then connect the USB connection of your external USB midi device to one of the USB ports on your console. 2. Setup → Control Panel : Navigate to the midi tab of the control panel.
Section 20: MIDI 1. Connect a MIDI device to a MIDI input on either the console or a USB MIDI input device connected to the console. 2. Setup → Network : open the Network window. 3. Select the console in the list. 4. Settings : open the Settings window. 5. Select the MIDI Notes tab in the Console Settings window. 6. In the desired MIDI Channel assignment field, select a Playback Bar to associate with the MIDI Channel.
Section 20: MIDI 20.2.4 Assigning MIDI Notes to Encoders and Wheels To assign MIDI Note information to the console's encoders and wheels (not supported on Hog 4PC): 1. Connect a MIDI device to a MIDI input on either the console or a USB MIDI input device connected to the console. 2. Setup → Network : open the Network window. 3. Select the console in the list. 4. Settings : open the Settings window 5. Select the MIDI Notes tab of the Console Settings window. 6.
Section 20: MIDI 20.2.5 Assigning MIDI Notes to Monitor Soft Keys To assign MIDI Note information to monitor soft keys: 1. Connect a MIDI device to a MIDI input on either the console or a USB MIDI input device connected to the console. 2. Setup → Network : open the Network window. 3. Select the console in the list. 4. Settings : open the Settings window 5. Select the MIDI Notes tab of the Console Settings window. 6.
Section 20: MIDI 20.2.6 Assigning MIDI Notes to Comment Macros To assign MIDI Note information to comment macros: 320 1. Setup → Network : open the Network window. 2. Select the console in the list. 3. Settings : open the Settings window. 4. Select the MIDI Notes tab. 5. In the desired MIDI Channel assignment field, select Comment Macros to associate with the MIDI Channel.
Section 20: MIDI 6. Click on the Configure 7. High End Systems button to open the MIDI Notes window. Assign a comment macro in the macro field to a specific MIDI Note value.
Section 20: MIDI 20.2.7 Using Midi to Control Faders You can control the front panel faders of your console including the Grand Master fader by sending Midi controller event messages to the console. (Not supported on Hog 4PC). Since the Hog 4OS listens for Midi controller events on all midi channels a midi channel assignment for faders is not neccesary. The Hog 4 console's front panel faders are hard-coded to the following midi controller events (event values 0<127 = Hog 4 fader values 0<100): 20.
Section 20: MIDI as the midi input device. If you are using an external Generic Midi Class USB device the make sure you select that device from the input drop down menu. 20.3.2 3. Setup → Network : open the Network window. 4. Select the console in the list. 5. Settings : open the Settings window. 6. In the Timecode pane, select MIDI as the active port. Viewing Incoming MIDI Timecode You can view the timecode generated by any source in a Timecode Toolbar: 1.
Section 20: MIDI 4. Ensure that the Enable Timecode button is selected. Tip There is an Enable Timecode button in the Cuelist window, so you can easily enable and disable timecode during programming and playback without having to open the Playback Options window each time. To trigger a cue from timecode: 1. Open → Choose : open the Cuelist window. 2. Select the Wait cell for the cue, and press Set. 3. From the toolbar, select Timecode. 4.
Section 20: MIDI 20.3.5 3. Press Set. 4. Edit the timecode value of the first cell then press Enter. All the selected timecode values will be adjusted by the same amount of time added or subtracted from the first value. Simulating MIDI Timecode You can temporarily simulate midi timecode on the console using the Timecode Toolbar. To simulate Midi timecode: 1. Press the simulate button on the Timecode Toolbar. Simulate is now enabled and all external timecode input for that source will be ignored. 2.
Section 21: Open Sound Control 21.1 Introduction to OSC Open Sound Control (OSC) is a modern network based communication protocol that can be used to send a variety of control messages between OSC enabled devices. OSC input is supported on every console in the Hog 4 family including Hog 4PC.
Section 21: Open Sound Control Figure 21.1. The OSC pane of the Console Settings window 21.3 Configuring OSC Output To send OSC messages from the Console: 328 1. Connect your OSC controller to a physical network port that is attached to the same local area network as the console's HogNet port. 2. Setup → Network : opens the network window 3. Right click on the console number and select Settings : opens the Settings window 4.
Section 21: Open Sound Control Figure 21.2. The OSC pane of the Console Settings window 21.4 OSC Mappings 21.4.
Section 21: Open Sound Control 21.4.2 Hog 4OS OSC Command Path Data Go a Cuelist / hog / playback / go 0, cuelist # Go a specific cue in / hog / playback / go a list (goto) 0, cuelist #.
Section 21: Open Sound Control Hog 4OS OSC Command Path Choose Keys / hog / hardware / choose / 0 = button up, 1 = button down master # Data Go Keys / hog / hardware / go / master # 0 = button up, 1 = button down Pause Keys / hog / hardware / pause / master # 0 = button up, 1 = button down Back Keys / hog / hardware / goback / 0 = button up, 1 = button down master # Flash Keys / hog / hardware / flash / master # 0 = button up, 1 = button down Faders / hog / hardware / fader / master # 0 <
Section 21: Open Sound Control Hog 4OS OSC Command Path Data @ key / hog / hardware / at 0 = button up, 1 = button down - key / hog / hardware / minus 0 = button up, 1 = button down + key / hog / hardware / plus 0 = button up, 1 = button down / key / hog / hardware / slash 0 = button up, 1 = button down backspace key / hog / hardware / backspace 0 = button up, 1 = button down H keys (function keys) / hog / hardware / h# 0 = button up, 1 = button down Main Play key / hog / hardware / ma
Section 22: Linear Timecode (LTC) Linear Timecode (LTC) is a form of SMPTE timecode encoded into an audio signal. The Hog 4OS can listen to LTC by inputting the LTC signal directly into the back of the console or by inputting the LTC audio signal into a DP8000 through an attached USB LTC widget. 22.1 LTC Input into Console To bring LTC into the system through the console: 1.
Section 22: Linear Timecode (LTC) 22.2 LTC Input into a DMX Processor 8000 To bring LTC into the system using a DMX Processor 8000: 334 1. Connect an external USB LTC widget to one of the USB ports on the rear panel of the DMX Processor 8000 (up to 8 USB LTC widgets are supported on the DP8000; each LTC input is mapped to an "Index") 2. Connect the LTC source to the LTC widget using a balanced 3-pin XLR connector 3. Setup → Network : opens the Network window. 4.
Section 22: Linear Timecode (LTC) 22.3 Viewing Incoming LTC You can view the LTC being processed by any DP8000 in the sytem by openning the Timecode Toolbar associated with that DP8000: 1. Setup → Network : open the Network window. 2. Select the DP8000 in the list that you wish to view incoming LTC (for LTC inputs directly into a console this is going to be the DP8000 that is running internally on that console) 3. Settings : opens the Settings window 4.
Section 22: Linear Timecode (LTC) Figure 22.1. The Timecode Toolbar 22.4 Triggering Cues from LTC Cuelist can be assigned to listen to a single LTC source. To select an LTC timecode source for a cuelist: 1. Open → Choose : opens the Cuelist window. 2. Options → Cuelist : go to the Cuelist pane of the Playback Options window. 3. Select LTC timecode source from the drop down list. Each source will have a node name and an index. 4.
Section 22: Linear Timecode (LTC) 22.5 Editing Timecode Values for a Cue To change the timecode value used to trigger a cue: 1. Open → Choose : open the Cuelist window. 2. Select the Wait cell for the cue, and press Set. 3. From the toolbar, select Timecode. 4. Enter a timecode value in hours, minutes, seconds and frames, in the form hh/mm/ss.ff, then press Enter.
Section 22: Linear Timecode (LTC) A drop down menu will appear with a set of fields allowing you to change the jump points.
Section 23: Macros 23.1 Intro to Macros There are two types of macros you can use to automate tasks on the console. Comment Macros are placed in the macro field of cuelist and other objects to trigger activity on the console. Keystroke Macros allow a sequence of screen and button presses to be recorded for later playback. 23.2 Comment Macros You can use comment macros to automate tasks on the console such as: • Going, Halting, Asserting, Releasing and Fading Masters.
Section 23: Macros Controlling Masters Comment Macro Syntax Example Notes Go Master GM[master]/[cue] GM1/3 Use ‘*’ for the current chosen master. If you omit the cue number, the next cue will Go. Go Master GM[range] GM2>7 Go next cue on a range of masters. Halt Master HM[master or range] HM1,3:HM2>7 Assert Master AM[master or range] AM1:AM2>7 Release Master RM[master or range] RM1:RM2>7 Release All RA RA Equivalent to Pig + Release.
Section 23: Macros Controlling Pages and Views Comment Macro Syntax Example Notes Change Page CP[page] CP3 Next Page CP+ CP+ Goes to the next page in the Page Directory, skipping the template page and blank pages. Previous Page CP- CP- Goes to the previous page in the Page Directory, skipping the template page and blank pages. Recall View RV[view] RV2 Controlling Timecode Comment Macro Syntax Example Notes Enable Timecode ET[cuelist] ET2 Enables timecode for the selected cuelist.
Section 23: Macros 23.2.1 Entering Comment Macro Commands To enter a comment macro command into a macro cell: 1. Select the macro cell, and press Set. 2. Select a command from the drop down menu. 3. Enter the specific information for the macro, such as the master number. 4. Press Enter to finish or select another macro and repeat. If you add a further macro command, the ‘:’ will be entered automatically. Alternatively: 1. Select the macro cell, and press Set. 2.
Section 23: Macros 23.3 Keystroke Macros Keystroke Macros are a series of keystrokes, screen events, and encoder movements that are recorded into an object similar to a cuelist. When the Keystroke Macro is executed, the recorded key presses and actions are regenerated. Keystroke Macros can be executed manually or triggered by Comment Macros. 23.3.
Section 23: Macros 23.3.2 Naming Keystroke Macros You can give a Macro a name that will be displayed in the Macro Directory window: 1. Open + Macro : open the Macro Directory 2. Check that the Guard button is selected, so that you don't accidentally active a Macro when pressing its button in the directory. 3. Select the Macro. 4. Set, [Name], Enter: type in the name Tip To name a Macro immediately after recording it, press the Set key to open a Quickname window.
Section 23: Macros It is also possible to speed up a macro so that it runs faster than the console can keep up with. This problem tends to manifest itself as key presses being missed out when replaying the macro. Increasing the amount of time in the Wait column of the macro will solve this problem. The size of the wait required varies depending upon the number of things the desk is trying to do at once, and the complexity of the task initiated by the preceding key presses.
Section 23: Macros Running a Keystroke Macro from the Macro Window 1. Open + Macro: open the Macro Directory Window. 2. Check that the Guard button is depressed. 3. Open + [Macro 4]: open the required Macro. 4. Press the Play Controls button in the Macro window. The on-screen playback controls will appear: The controls are, from left to right, the Go,Pause, and Stop buttons. During Macro playback, the Macro LED will illuminate green and will appear to the right of the command line.
Section 23: Macros Tip Keystroke Macros can also be triggered within cuelists or scenes by using a Comment Macro. See Comment Macros (p.339) for more information. 23.3.4 Editing Keystroke Macros You can edit the contents of a Macro in an editor window. For example, to open Macro 1 for editing: 1. Open + Macro: opens the Macro Directory. 2. Open + [Macro 1]: opens the Macro editor for Macro 1. 3. Alternatively, using the command line: Open Macro 1 Figure 23.1.
Section 23: Macros Figure 23.2. Command Data Selection Deleting Keystroke Macro Steps To delete a macro step: 23.3.5 1. Press and hold Delete whilst selecting the macro step to be deleted from the Macro window. 2. Release the Delete key. A dialog will appear asking you to confirm the delete. 3. Click OK. Deleting Keystroke Macros To delete a keystroke macro: 1. Macro 1 Delete: deletes Macro 1. 2. Click OK. Or, from the macro directory: 348 1.
Section 23: Macros Tip For advanced Macro control, you may wish to delete either of the first two default steps of a macro. The first step is a recall view and the second step clears the command line. Tip If you prefer not to be asked to confirm the delete action, select Don't Ask Me Again in the confirmation window. You can reenable the confirmation by going to Macro → Preferences → Programming and selecting Confirm before deleting directory items. 23.3.
Section 23: Macros Tip If you know that you are about to record, copy or move a macro to an existing destination, you can pre-select Insert, Merge or Replace from the Record Options Toolbar. This appears after you press the Record, Copy or Move keys.
Section 24: Direct Control of DMX Channels By default the DMX channel values output by the DP8000 are controlled by patched fixture data as programmed in the Hog show file. However, you may wish to override these values with manually entered DMX values or with Art-Net values streaming into the console from a remote third party Art-Net source such as another console. Both of these tasks can be accomplished in the DMX output window by following the instructions outlined in this chapter. Figure 24.1.
Section 24: Direct Control of DMX Channels 1. Open the DMX Output window (press the SETUP key on the front panel and select the DMX button on the main toolbar) 2. Use the two drop down menus at the top of the DMX Output window to select the corresponding DP8000 and universe you wish the manilpulate 3. Select the desired dmx channel cell in the spreadsheet (or highlight a group of dmx channel cells) 4. Press the "Set to Art-Net Input" button in the top (the value will now be displayed in red) 5.
Section 24: Direct Control of DMX Channels Tip The dmx test feature can be used to perform a traditional "dimmer check" by toggling on the Test button in the dmx output window, selecting a dmx channel cell in the spreadsheet, and using the cursor left and right keys to go through the dmx channels for that universe.
Section 25: Reporting The reporting tool of the Hog 4 OS enables users to quickly search for specific programming in the current show file by creating custom queries that search for specific show data. For example, you may want to identify which fixtures in the show are referencing position palette 12 in list 43. This data can quickly be found by running a report that queries for this data. The following section will cover how to build a report query, run the query, and organize and save the results. 25.
Section 25: Reporting Follow these instruction to delete a query: 1. Select a saved query from the "queries" drop down menu at the top left of the report window. 2. Press the “Delete Query” button Tip If you have a show file that contains reporting queries that you find particularly useful and that you wish to use in other show files then you can use the show merge utility to merge those report queries into other show files. 25.
Section 26: The Fixture Builder The fixture builder gives users the ability to create their own basic fixture libraries. The fixture builder should only be used in extreme cases when a new library is needed and there is no time to contact High End Systems support. Generally it is best that you contact hoglibraries@barco.com to request properly built fixture libraries.
Section 26: The Fixture Builder The options are: 358 • Create New: creates a new fixture from scratch. See Creating a New Fixture Library From Scratch (p.359). • Copy From: creates a new fixture based on an existing fixture within a fixture library. See Creating a New Fixture Library Using an Existing Library (p.359). • Delete Current: deletes the user-created library selected in the drop down list.
Section 26: The Fixture Builder Creating a New Fixture Library From Scratch When you press the Create New button, the Create New Custom Type window will open; see Figure 26.1, “The Create New Custom Type window”. Figure 26.1. The Create New Custom Type window Within this window you can define the Model Name, Author, and enter any Notes. You can also choose to create blank or create from existing from within this window.
Section 26: The Fixture Builder Figure 26.2. The Create New Custom Type window Within this window you can define the Model Name, Author, and enter any Notes. The currently loaded fixture library within the show will be displayed. Select a manufacture and fixture to copy the existing library to the fixture builder. Select OK to submit the library information and begin the building process; see Building the Fixture (p.360). 26.1.
Section 26: The Fixture Builder Figure 26.3. The Fixture Builder window Use the fixture’s DMX Protocol to edit the cells as needed to build the custom library. The various cells and their uses are: Type Information • Model Name: the name assigned to this library. • Author: the author of the library. • Date Modified: the date of the last modification to this library. • Notes: any notes entered by the author. • DMX Footprint: total number of DMX channels used by this fixture.
Section 26: The Fixture Builder Function This cell represents the function or parameter used to access this channel. A function is defined as the parameter name displayed when programming the fixture. Examples of functions include: intensity, pan, tilt, gobo, cyan, etc. Functions are selected from a dialog box that is sorted by the following Kind categories: Unused, Intensity, Position, Colour, Beam, and Control. Most functions also have a sub-category called feature.
Section 26: The Fixture Builder When defining the Real World values for a function/feature, you can simply enter the numeric value (0>100) and the predefined unit type will automatically be defined (for intensity this would appear as percentage, for position as degrees, for strobe as hertz); you do not have to enter in the unit type. Also if a Real World value is out of the range of the console, the minimum or maximum value will automatically be used (an entry of 0>200% will become 0>100%).
Section 26: The Fixture Builder 3. Add, patch, and program custom libraries in the same manner as existing libraries. Once a fixture is created, it behaves the same as built-in fixture libraries: 26.2 • You can merge custom libraries from one show to another using the Merge Show function. • You can use the Edit Fixtures window to adjust default values and further customize user created libraries. • You can replicate and replace to and from user created fixtures.
Section 26: The Fixture Builder Fictitious 575 Protocol 26.2.1 Ch.
Section 26: The Fixture Builder 2. Enter your name for Author. 3. Enter any notes. 4. Adjust the channel count to match Protocol : 10 channels. 5. Click OK to close this window and start the fixture creation.
Section 26: The Fixture Builder High End Systems 367
Section 26: The Fixture Builder 26.2.3 Step 3: Configure Channel Features Intensity 368 1. Select the Function cell for channel 1 and press Set. A dialog will appear with a list of function categories. 2. Select Intensity on the left column to display a list of Intensity function subcategories. 3. Select Intensity as the desired function. The window will close and you will see intensity assigned as the function and feature for channel 1.
Section 26: The Fixture Builder Pan and Tilt (16 bit) Define 16 bit channels for Pan and Tilt: 1. Select the channel cell for Channel 2 and press Set. Enter 2/3 to indicate that channels 2 and 3 combine to create a single 16-bit fixture. 2. Select the channel cell for Channel 3 and press Set. Enter 2/3 to indicate that channels 2 and 3 combine to create a single 16-bit fixture. 3. Repeat the above for channels 4 and 5. Configure Pan and Tilt Functions: High End Systems 1.
Section 26: The Fixture Builder 5. Select the Real World value cell for channel 2/3 and press Set. Enter the Real World value to be displayed in degrees (-270>270°) and press Enter. This real world value will map the 540 degrees of movement across the DMX range so the middle of the range (32768) is equal to 0°. Note that you could instead enter 0>540° if desired, but then this would be different than existing fixtures as the 0° value would equal a DMX value of 0. 6.
Section 26: The Fixture Builder 4. Select the DMX value cell for channel 6 and press Set. Enter the DMX values range for the Cyan channel (255>0) and press Enter. Note that the DMX value is inverted because the protocol shows 0 is full colour and 255 is no colour. 5. Select the Real World value cell for channel 6 and press Set. Enter the Real World value to be displayed in percentage (0>100) and press Enter. 6. Repeat the above steps for Magenta on channel 7 and Yellow on channel 8.
Section 26: The Fixture Builder Define each DMX entry for Slots: 372 High End Systems
Section 26: The Fixture Builder High End Systems 1. Select the function cell for a blank DMX Entry of channel 9 and press Set. A dialog will appear with a list of function categories. 2. Select Beam on the left column to display a list of Beam function sub-categories. 3. Select Gobo as the desired function. The window will close and you will see Gobo assigned as the function and feature for channel 9. Note the feature column will auto-fill with ‘slots’.
Section 26: The Fixture Builder 4. Select the DMX value cell for this DMX Entry and press Set. Enter the DMX values range for the first gobo value (0) and press Enter. 5. Select the Real World value cell for this DMX Entry and press Set. A dialog box will display a list of slot names. Select a slot name and press Enter. 6. Repeat the above steps for the other DMX entries for each gobo in the protocol.
Section 26: The Fixture Builder High End Systems 1. Select the function cell for a blank DMX Entry of channel 9 and press Set. A dialog will appear with a list of function categories. 2. Select Beam on the left column to display a list of Beam function sub-categories. 3. Select Gobo as the desired function. The window will close and you will see Gobo assigned as the function and feature for channel 9. Note the feature column will auto-fill with ‘slots’. Select this cell and press Set.
Section 26: The Fixture Builder Strobe/Control Channel The number of DMX entries needs to be increased for this channel: 1. Select the Channel cell for channel 10. 2. Press the New DMX Entry button to add an additional DMX entry for channel 10. 3. Repeat the above until there are 8 channel entries for this channel.
Section 26: The Fixture Builder 1. Select the function cell for a blank DMX Entry of channel 10 and press Set. A dialog will appear with a list of function categories. 2. Select Intensity on the left column to display a list of Intensity function subcategories. 3. Select Strobe as the desired function. The window will close and you will see Strobe assigned as the function for channel 10. Note the feature column will auto-fill with ‘Shutter’. 4.
Section 26: The Fixture Builder Lamp Control commands from Strobe channel: 1. Select the function cell for a blank DMX Entry of channel 10 and press Set. A dialog will appear with a list of function categories. 2. Select Control on the left column to display a list of Control function subcategories. 3. Select Lamp Control as the desired function. The window will close and you will see Lamp Control assigned as the function for channel 10. Note the feature column will auto-fill with ‘Strike’.
Section 26: The Fixture Builder To build the fixture: High End Systems 1. Press the Build Type button to build the fixture library. 2. If any errors are found a dialog will explain the error. Make any corrections and build again. 3.
Section 26: The Fixture Builder 26.2.5 26.2.6 Step 5: Add the Fixture in the Fixture Schedule 1. Open the Fixture Schedule window and scroll to the User Created manufacturer. 2. Select your new fixture and press Set. Enter the number of fixtures to be used in the show. 3.
Section 26: The Fixture Builder 26.2.7 Step 7: Programming Your Custom Fixture When programming with the fixture from the tutorial, bear in mind the following: High End Systems • Pan and Tilt are 16-bit DMX, but appear as a single parameter (and use 2 DMX channels each). • Cyan, Magenta, and Yellow function properly in respect to the DMX values being inverted from the Real World value. • The Gobo slots appear on the Slot toolbar.
Section 27: Key & Button Combinations Many of the console's functions can be accessed quickly through a mixture of front panel key combinations and on screen button combinations. The following tables lists these combinations and their uses. Programming / Patching Key Presses Result Pig with parameter wheels Moving the parameter wheel with Pig allows fine adjustment of the parameter, so that each turn of the wheel will change the parameter value by a smaller amount, making exact adjustments easier.
Section 27: Key & Button Combinations Playback Key Presses Result Pig + Main Go Equivalent to pressing Go on all masters. Pig + Main Halt Equivalent to pressing Halt on all masters. Pig + Main Back Equivalent to pressing Back on all masters. Pig + Release Releases all masters. Pig + Go, Halt, Back, or Flash on a master Releases the individual master. Pig + Next Page Changes the page to the previous page, rather than the next page.
Section 27: Key & Button Combinations Spreedsheets Key Presses Result Pig + Copy Copies the contents of the currently selected cells. Pig + Record Pastes into the currently selected cells. Pig + Backspace Removes values from the currently highlighted cells in the Programmer or editor.
Section 28: Visualiser Connectivity All Hog 4OS consoles are capable of connecting directly to visualisers via the HogNet network. Currently ESP Vision, WYSIWYG, MSD, Capture and Light Converse are supported. The Hog 4 Connectivity application must be installed on the visualization computer for this connectivity to function. This section describes the basic information needed to install the Hog 4 Connectivity application on your visualiser computer as well as the configuration of the application.
Section 28: Visualiser Connectivity After you select I accept the terms in the License Agreement, press Next to continue. 388 4. The installer now shows you which features of the Hog Connect application are going to be installed and into which location. Do not make any changes to the install location as most 3rd party visualizer applications are hard coded to point to the default installation directory and changing this option could lead to failure of the connectivity driver to start properly.
Section 28: Visualiser Connectivity High End Systems 6. Installation: during the installation a progress bar will be shown: 7. Completing the installation: when the installation is complete, press Finish to exit the installer.
Section 28: Visualiser Connectivity 28.2 Connecting the Console to the Visualizer The Hog 4 visualiser connectivity supports multiple DMX Processors dependent upon the number of universes supported by your visualiser and/or license. Contact the visualiser manufacturer for upgrade information. 28.2.1 Configuring Visualisers Refer to your visualiser documentation for information regarding configuration of DMX input via the Hog visualiser connectivity application.
Section 28: Visualiser Connectivity A Hog logo will also be placed in the Windows task bar when this application is running: If you close the dialog box, the Wholehog DP will continue to run, and double-clicking on the task bar icon will re-open the dialog box. When a Hog server is detected on the network the Status field will change to Wholehog Network Found, then to Loading Show, and finally to Running: The Session and Info fields will contain additional network information.
Section 28: Visualiser Connectivity 28.2.4 Using the Visualizer Once the above configuration is complete, the connectivity between the Hog system and the visualiser should begin working. You can close the Wholehog DP window and the connectivity will continue as long as the Hog logo remains in the task bar: 28.3 Connecting to WYSIWYG The Hog Connectivity for WYSIWYG supports multiple DP’s up to the number of channels supported by your WYSIWYG dongle. Contact Cast for WYSIWYG upgrade information. 28.3.
Section 28: Visualiser Connectivity The Session and Info fields will contain additional network information. The Wholehog DP application can be configured similarly to an actual DMX Processor. You can assign Hog network port and the net number for this application. The Port field must be assigned to the same port as your Hog console on the network. The User Number field represents the net number and is similar to the number in the upper right hand corner on a DMX Processor.
Section 28: Visualiser Connectivity 3. The device window will now display the Hog DMX Processor 8000. Double click on this device or select it and press Properties. The Properties window will open: 394 4. In the Address field enter the DP number used when patching on the Hog console. Click OK to close this window. 5. Bind the ports to the universes in your WYSIWYG show; consult the WYSIWYG documentation for detailed instructions.
Section 28: Visualiser Connectivity 6. 28.3.3 Once the universes are bound, you can connect to the Wholehog DP. Repeat the above steps for each DMX Processor used in your Hog show file. Additional Steps for WYSIWYG Console Edition When using some versions of Console Edition (CE) WYSIWYG to connect directly to a Hog system only one universe of visualization is possible at a time.
Section 28: Visualiser Connectivity Autofocus Feature WYSIWYG can send information back to your Hog console to allow lights to be automatically positioned to a particular location on stage, rather than individually positioning the fixtures using the console’s controls. Refer to the WYSIWYG Users Manual for further details on the Autofocus feature. When WYSIWYG Autofocus is enabled, selecting and deselecting fixtures in WYSIWYG will do the same on your console.
Section 28: Visualiser Connectivity You need to update the Connectivity Application. Check www.flyingpig.com for the latest version. 8. No visible fixture output in the visualiser. Check that the console Grand Master is up. Cycle the Blind key to assert the contents of the Programmer. 9. WYSIWYG displays Could not connect the following consoles: Wholehog DP. Check that the Wholehog DP window indicates it is connected to the console and is running.
Section 29: Updating Console Software 29.1 Software Update Hog console software can be updated using an fpspkg installer package downloadable from the Flying Pig website. Hog 4PC is upgraded using an msi installer package. For details on installing/upgrading Hog 4PC see Installing Hog 4PC (p.411). To upgrade software on your Hog 4(not Hog 4PC): 29.2 1. Download the FPSPKG installer from the Flying Pig website (once downloaded the file name will be Hog4_X-X-X-X.
Section 29: Updating Console Software 1. First ensure that your data stored on the hard drive is backed up onto CD or USB flash drive. See Backing Up Your Show (p.92). 2. Download the proper version of your console's full resotre .ISO file from the Flyinpig website. 3. Burn the .ISO file to a CD as an image file (do not burn as a regular data disk). For Windows 7 users it is recommended you simply right click on the ISO file and select "Burn as Image".
Section 29: Updating Console Software 29.2.2 5. Skip step 3 of the Linux Live USB Creator and look at step 4. Select "Format the key in Fat32" 6. Click on the lightning bolt in step 5 of the Linux Live USB creator. 7. A dialogue box will pop up warning you that your USB flash drive contents will be erased. Click okay. 8. When Linux Live USB Creator is finished it will alert you. Remove your USB flash drive and proceed to restore your console as outlined in section 24.1.
Section 29: Updating Console Software 13. Now click on the browse button in Unetbootin (the browse button is the button with three dots on it) and select the correct Full Restore .ISO file that you downloaded from the Hog 4OS support website. 14. Click okay and Unetbootin will proceed to create your USB flash drive. 15. When Unetbootin is finished it will alert you. Remove your USB flash drive and proceed to use it to restore your console as outlined in section 24.1. 29.
Section 29: Updating Console Software the DP8000 Bootloader message on the display. After about one minute the firmware will be reloaded. CPU Board Firmware Reload and Restore to Defaults: to reload the CPU board firmware hold down the , and keys as the unit is powered on. The DMX Processor 8000 will then reload its firmware from the network. Once the process begins you will see the Forcing Software Reload message on the display. 29.
Section 29: Updating Console Software 5. 404 Contact a High End Systems Sales representative and provide them with the upgrade code shown on the screen as well as which console platform (model) you are upgrading from and which console model you are wanting to upgrade to. The High End Systems sales representative will provide you with the current pricing for the upgrade and will process your order.
Section 29: Updating Console Software 6. High End Systems Once your HedgeHog upgrade order is complete, High End Systems will send you a validation code. Enter the validation code into the upgrade wizard and press Next.
Section 29: Updating Console Software 7. 406 Press the Finish. The console will now reboot and operate as the new platform (model).
Section 29: Updating Console Software 29.5 Upgrading USB DMX Widgets Some older USB DMX Widgets (single universe) are compatible only with Hog 2. These USB DMX widgets will need to be upgraded to be compatible with Hog 4 OS. Please contact your High End Systems dealer for pricing and details. When purchasing, you need to provide your Widget serial number and Widget ID number. Once the upgrade is purchased, you will receive an Upgrade Kit for each USB DMX Widget.
Section 29: Updating Console Software 408 4. Select a Widget ID number from the drop down menu. To confirm the identity of the selected widget, press the Beacon button to flash the LEDs on the widget. If the drop down menu displays ‘No DMX Widgets found!’, check your USB connections. Press Next to continue to the next step. 5. Enter the authorization code for the selected widget and press Next (the authorization code is delivered with the Widget Upgrade Kit).
Section 29: Updating Console Software 6. High End Systems Once complete, the widget will be fully upgraded. You can now select Upgrade Another to upgrade another widget, or press Finish to exit the application. In the event of an error, a message will be displayed. Please contact High End Systems support for further assistance; see How to Report Problems to Support (p.431).
Section 30: Installing Hog 4PC Hog 4PC is a software program that runs the Hog 4OS on Windows based computers. You can download the current version for no charge at www.flyingpig.com. The software can be used as an offline editor, a backup server, or a stand alone controller through the use of USB DMX Widgets or DMX Processors. 30.1 Software Installation Hog 4PC requires Windows XP SP2 or greater to ensure proper functionality.
Section 30: Installing Hog 4PC 412 4. The wizard displays an End User License Agreement. After you select I accept the terms in the License Agreement, you can click the Next button to continue. 5. You can now choose which features of Hog 4PC you wish to install. The listed options will vary depending on which components are already installed on your machine. Select your preferences and click on Next to continue. 6.
Section 30: Installing Hog 4PC Systems website after you complete the Hog 4PC installation. Click on Next to continue the installation. 9. This prompts a Ready to Install screen with instructions on beginning or cancelling the installation. Click Install to begin installing. 10. When the installation has finished, a final screen confirms that the application has successfully installed. Click Finish. You will then be prompted to restart your computer.
Section 30: Installing Hog 4PC » Important It is important that you restart your computer at this point to ensure proper device driver configuration. A Hog 4PC group will be added to the Programs folder on your Start Menu, with icons to start the Hog 4PC application and view installed documentation. A shortcut to the Hog 4PC application will also appear on your desktop. In addition to the Hog 4PC application, the Hog 4PC group contains the Hog 4PC Widget Upgrader and a link to the User Manual.
Section 30: Installing Hog 4PC 30.3 Hardware Installation Hardware installation for Hog 4PC should only be performed after the Hog 4PC software has been installed on your computer. 30.3.
Section 30: Installing Hog 4PC See Figure 30.1, “Widget Outputs pane of the DMX Processor Settings window” 3. Select the Widget Outputs pane. 4. The Hog 4PC application provides one port for each of the DMX outputs on the DMX Processor in the show file. To configure a widget to an output port of a DMX Processor, click on the box associated with the port and select the widget from the list of serial numbers that appears. Super Widget ports will appear with the serial number followed by an output number.
Section 30: Installing Hog 4PC When the internal hub is active (with an external power supply connected), it operates as a self powered hub. It is therefore possible to connect high-power USB devices to the internal hub, such as the USB DMX Widget, or another Wing. USB Wings are high-power USB devices when used without an external power supply, and so should not be connected to bus powered USB hubs unless the external power supply is connected.
Section 30: Installing Hog 4PC sequent keys) will remain held down. You can then click on another key, button, cell, or encoder to access further functions. Right Click Menu When right clicking in most portions of the Hog 4PC application, the following options are displayed: • Workspaces: opens a sub-selection allowing various portions of the front panel to be displayed. • Default Positions: restores all Hog 4PC screens to their default location on the Windows desktop.
Section 30: Installing Hog 4PC Note that the control panel settings are system specific, so the number of screens will be retained regardless of the show file that is launched. Figure 30.2.
Section 31: Cheat Sheets 31.1 Keyboard Shortcuts You can use an external keyboard to operate many of the Hog 4 OS's functions. This is especially useful if you are using Hog4PC. You can toggle keyboard shortcuts on and off using the Pause or Break key on the computer keyboard. When shortcuts are enabled (known as map mode), the computer keyboard is mapped to the shortcuts; when disabled, text entry via the computer keyboard is possible.
Section 31: Cheat Sheets 422 Function Keystroke Function Keystroke Toggle Shortcuts Pause/Break or Ctrl +Q Main GO } or ] or Space Pig CTRL Main Pause { or [ Open ESC or O Skip Fwd K Set NumLock or Insert or Skip Back i J Intensity F11 Goto G Position F2 Release Z Colour F3 Pig + Release ALT + Z Beam F4 Assert A Effects F7 Next Page : or ; Macro F5 @ ' or @ Group F1 Full ~ or # Fixture F12 Thru *, > or X Scene F9 Minus (-) - or _ Cue F10 Plus (+) =
Section 31: Cheat Sheets 31.2 Magic Key Combinations Several of the functions of the Hog 4 OS can be accesed through use of the front panel key combinations and onscreen button combinations found in the tables below.
Section 31: Cheat Sheets Programming/Patching Pig + Blind Fades Changes when blinding and unblinding Pig + Flip Sends fixture selection through possible flip positions in reverse order Pig + Park Unparks selected fixtures, rather than parking them Pig + Touch Touches specified parameters and fixtures but as record ineligible Pig + parameter wheels Allows fine adjustment of the wheel's value . + any encoder wheel Sets wheel to default value Pig + .
Section 31: Cheat Sheets Pig + Backspace Removes values from the currently highlighted cells in the Programmer or editor Pig + Copy Copies the contents of the currently selected cells Pig + Move Pastes into the currently selected cells Directories Pig + Set Acts as a right mouse click Pig + arrow keys Extends the selected directory items in directory Pig + button in a directory Overrides directory Guard button File Browser Pig + Set Acts as a right mouse click Pig + click on file Allows for
Section 31: Cheat Sheets 31.3 Front Panel Diagrams Figure 31.2.
Section 31: Cheat Sheets Figure 31.3.
Section 32: Troubleshooting If you are having problems with the console, try the troubleshooting procedures covered in this chapter. If you cannot rectify the problem, or you think that it is because the console is not working as it should, please contact support@highend.com. 32.1 Console won't startup • 32.2 If a software update has failed the console can get into a state where it either fails to start properly, or it goes immediately to the shutdown screen.
Section 32: Troubleshooting Figure 32.1. The Launched Processes window 32.4 3. Check the network settings. The DMX Processor and console both need to be on the same subnet. 4. Check the port number setting. The DMX Processor and console both need to have the same Port Number. See HogNet Network (p.64). 5. Check the software. The DMX Processor and console both need to be running the same version of the software; see Updating the DMX Processor Software (p.402).
Section 32: Troubleshooting 32.6 How to Report Problems to Support When reporting problems with the console (known as “bugs”) it is important that the information you provide is as clear and detailed as possible to ensure that the problem can be fixed. Please follow the guidelines below. Please report bugs to: support@flyingpig.com 24/7 phone support: +1-800-890-8989 http://forums.highend.com 32.6.1 Reporting Problems with the Console Please include the following information in your bug report: 1.
Section 32: Troubleshooting 32.6.2 Reporting Problems with Hog 4PC In the event of a failure with Hog 4PC, it is important to provide as much information as possible. Different computer configurations, other applications, and additional hardware may all have unexpected results.
Section 32: Troubleshooting 32.6.4 About Software Version Numbering The software version number is made up of four parts: the major version number, the minor version number, the current release number, and the build number. For example: v1.2.3 b512 : 1 is the major number, 2 is the minor version number, 3 is the current release, and 512 is the build 32.6.5 About Beta Software As new releases of Hog 4OS are developed, High End Systems relies on input from console users.
Section 33: Service All Hog 4 family consoles must be serviced by a qualified service technician. The information in this section is intended to assist qualified personnel only. 33.1 Replacing the Screens ! Caution Always shut down and disconnect the mains power before removing the front panel. Damaged screens are easily replaced: 33.2 1. With the LCD box in the horizontal (flat) position undo the six screws surrounding the screen using a 3mm allen key. 2.
Section 33: Service 33.2.1 33.2.2 33.3 Replacing faders on Hog 4, Full Boar 4, and Playback Wing 4 1. Pull off the fader handles for the fader that you wish to replace. 2. Undo the four front panel screws with a 3mm allen key (plus the two thumb screws in the armrest on the Hog 4 console) , and carefully lift off the front panel from the edge closest to you. 3. Gently unplug the fader's cable lead from the main board. 4.
Section 33: Service 33.3.1 33.3.2 33.3.3 Cleaning faders on Hog 4, Full Boar 4, and Playback Wing 4 1. Remove the dirty fader. See Replacing Faders (p.435). 2. Wipe the tracks with a dry, clean tissue. Do not use solvents. 3. Replace the cleaned fader. See Replacing Faders (p.435). Cleaning faders on RoadHog 4 and NanoHog 4 1. Remove each of the 10 fader handles from the console. 2.
Section 33: Service 33.4 Replacing the Trackball ! Caution Always shut down and disconnect the mains power before removing the front panel. To replace the Trackball on a Hog 4 or Full Boar 4 console: 438 1. Undo the four front panel screws with a 3mm allen key (plus the two thumb screws in the armrest on the Hog 4 console) , and carefully lift up the front panel from the edge closest to you and insert into service slot. 2.
Section 34: Safety Information 34.1 Safety Warnings 34.1.1 For Continued Protection Against Fire • 34.1.2 Only connect this equipment to a branch circuit having a maximum overload protection of 20 A. For Continued Protection Against Electric Shock 1. 2.
Section 34: Safety Information 34.2 Informations Importantes Sur La Sécurité 34.2.1 Pour Une Protection Permanente Contre Les Incendies • 34.2.2 Cet appareil comporte une protection de 20 A contre les surcharges électrique. Pour Une Protection Permanente Contre Les Chocs Électriques 1. Si cet équipement est livré sans prise sur le câble d'alimentation, veuillez connecter la prise de courant selon le code suivant: • marron - phase • bleu - neutre • vert/jaune - terre 2.
Section 34: Safety Information 2. Da die Farben der Leitungen im Hauptanschluss möglicherweise nicht mit den farbigen Markierungen die die Anschlussklemmen identifizieren übereinstimmen, fahren sie wie folgt fort: • Die Grün und Gelb gefärbte Leitung muss im Stecker mit der mit dem Buchstaben E oder dem Erde Symbol markierten , oder der Grün und Gelb gefärbten Anschlussklemme verbunden werden.
Section 34: Safety Information 4. Derive el servicio de reparación de este equipo al personal calificado. El interior no contiene repuestos que puedan ser reparados por el usuario. 5. Equipo de Clase I. Este equipo debe conectarse a la tierra. 34.5 Importanti Informazioni Di Sicurezza 34.5.1 Per Prevenire Incendi • 34.5.2 Per Prevenire Le Scosse Elettriche 1. 34.6 Questa apparecchiatura e' da collegarsi ad un circuito con una protezzione da sovraccarico massima di 20 amperes.
Section 34: Safety Information 34.7 安全に関する情報 34.7.1 警告: 火災からの継続的な保護の為に • 34.7.2 この装置には分岐回線への接続の為の最大 20 A の過負荷防止機構を 持っています。 警告: 感電に対する継続的な保護の為に 1. 2.
Section 35: Technical Specifications 35.1 Hog 4 Console 35.1.1 Input and Output Connections From right to left when viewing the console from the back: 35.1.
Section 35: Technical Specifications 35.2.2 Mains in: IEC 320 connector (5A/250V rated cable supplied) 100-250V, 50/60Hz, 5A maximum MIDI in,out,thru: Musical Instrument Digital Interface input, output, and thru ports LTC In: 3-pin XLR Linear Timecode Input Video Out: 1 x DVI-D / 1 x VGA (only 1 can be used at a time) Ethernet: 2 x Neutrik Ethercon; Gigabit Ethernet port USB: Universal Serial Bus 2.
Section 35: Technical Specifications 35.3.2 Power, Weight and Dimensions Power: 500W Weight: 45 lbs (20.41 kg) Dimensions: 35.49” (901.19mm) wide x 22.65” (575.36mm) deep x 9.62” (244.34mm) high 35.4 Road Hog 4 Console 35.4.1 Input and Output Connections From right to left when viewing the console from the back: 35.4.
Section 35: Technical Specifications 35.5.2 Mains in: IEC 320 connector (5A/250V rated cable supplied) 100-240V, 50/60Hz, 2.5 A maximum USB: 2 x Universal Serial Bus 2.0 ports (rear) Ethernet: 1 x Gigabit base-TX Ethernet port DMX out: 2 x Neutrik 5 pin female XLR Keyboard: Not included (Generic Class USB keyboards Supported) Power, Weight and Dimensions Power: 250W Weight: 17 lbs (7.7 kg) Dimensions: 20.74” (526.8mm) wide by 21.83” (554.37mm) deep by 3.97" (100.78mm) high 35.
Section 35: Technical Specifications 35.7 Nano Hog 4 Console 35.7.1 Input and Output Connections From right to left when viewing the console from the back: 35.7.2 Mains in: External DC Power Supply (5.5A/12V) 100-240V, 50/60Hz, 1.5A maximum USB: Type B USB Input Socket Universal Serial Bus 2.0 ports (2 rear) DMX Out: 4 x 5-pin XLR DMX Outputs (when DMX output kit is installed) Power, Weight and Dimensions Power: 5W Weight: 18.1 lbs (8.21 kg) Dimensions: 26.7” (678.18mm) wide by 13.76” (349.
Section 35: Technical Specifications 35.9 Playback Wing 4 35.9.1 Input and Output Connections 35.9.2 35.9.3 Mains in: Built-in Power Supply with IEC 320 connector 100-240V, 50/60Hz, 1.5A maximum Digital video in: DVI-D connector USB: Type B USB input socket USB-A 2.0 High Speed (x2) Power, Weight and Dimensions Power: 75W Weight: 27.6 lbs (12.51 kg) Dimensions: 20.14” (511.56mm) wide by 24.02” (610.05mm) deep by 9.62” (244.34mm) high Performance Display: 15.
Section 35: Technical Specifications 35.10.2 Power, Weight and Dimensions Power: 75W Weight: 27.2 lbs (12.33 kg) Dimensions: 20.14” (511.56mm) wide by 24.02” (610.05mm) deep by 9.62” (244.34mm) high 35.10.3 Performance Display: 15.6" Diagonal active matrix TFT LCD Native resolution: 1366 x 768 Input frequency: 31.5 - 80 kHz (H), 56-75 Hz (V) Contrast ratio: 500:1 (typical) Viewing angle: 160 x 160 degrees (typical) Response: 80 ms (typical) Brightness: 300 cd/m2 (typical) 35.
Glossary 1 10 Base-T An older flavour of Ethernet that is slower (10 MBits per second) than the 100 Base-T used by Hog components. If connected to other equipment that only supports this flavour, then Hog components will automatically detect this, and run their Ethernet connections at this slower speed. See Also 100 Base-T. 100 Base-T A flavour of Ethernet that supports data rates of up to 100 MBits per second.
Glossary command line A method of entering information into the Programmer, using the numerical keypad and the @ button. See Also programmer. conversion curve A curve that defines the relationship between the plotted parameter value and the DMX value sent to the dimmer or fixture. Conversion curves are like dimmer curves or profiles on other consoles, and should not be confused with paths. Conversion curves are properties of the fixture, while the path is a property of a cue. See Also path .
Glossary DMX address A number between 1 and 512 that identifies a controllable parameter of a fixture. Each fixture or group of dimmers has a ‘start address’, the first of the range of DMX addresses that it uses. DMX universe A single DMX output with 512 channels is known as one DMX universe. A Hog network may support many universes each with fixture addresses between 1 and 512. See Also DMX Processor. DMX Processor A nineteen inch, rack mounted network node that distributes DMX output.
Glossary G gamut The range of colours that a fixture is capable of producing. Each fixture type has its own gamut. gobo Image placed within the optical system of the fixture, projected onto lit object. Also known as a pattern. graphical user interface A way of displaying information, and allowing the user to work with it, in a visual form. Most personal computers use a GUI with windows, buttons and a pointer. See Also command keys.
Glossary but if you are connecting to an existing network you may need to specify a different address, according to how your network is configured. See Also ethernet. K key A physical button on the console's front panel. The manual reserves the word "button" for buttons that appear on screen. kinds Kinds are collections of fixture functions organized into wheelsets. Kinds are stored in the kinds directory and exist in two different forms: fixed kinds and user kinds. See Also fixed kind, user kind.
Glossary MIDI Musical Instrument Digital Interface. Allows communication of musical notes, programmes and timing data between electronic instruments and other devices such as lighting consoles. See Also timecode. MIDI Show Control Subset of MIDI used in the entertainment industry for integrated control of lighting, sound and stage automation. modifier A key that is used in conjunction with other keys or buttons, to change the effect that it has. For example, the Pig key. See Also pig key.
Glossary parameter A controllable property of the light produced by a fixture. For example a fresnel has one attribute: intensity. Moving fixtures have pan and tilt parameters and perhaps colour, beam shape, and so on. Parameter Wheel A wheel that facilitates the control of fixture parameters. Parameter Wheels are fixture sensitive: once loaded from the fixture library, parameters are allocated logically to the wheels. patch The assignment of DMX addresses to fixtures. See Also DMX.
Glossary programmer A window where cue and scene data is created or edited. The Programmer takes priority over all commands sent to a fixture elsewhere in the console. rate The adjusted speed at which a recorded cuelists, scenes, chases, and effects are played. For recorded chases rate is represented in beats per minute. For recorded cues, scenes, scenes, and effects rate is represnted in percentage. For example, a 2s cue will playback in 4s when the cuelist it is part of has a rate of 50%.
Glossary spreadsheet A way of displaying values in a grid. Hog 4OS editor windows use a spreadsheet to display parameter values. suck A console function that will put any values that are "on stage" (in playback from a master) for the selected fixtures into your current active editor. switch When you want to connect more than two Hog components together, then you need a special piece of equipment to allow them to interconnect called an Ethernet Hub or Ethernet Switch. See Also ethernet.
Glossary U UDP A network protocol or language that computers use to talk to each other over Ethernet. Hog 4OS uses this standard protocol, which means that it can safely be connected to other networks of computers and will not interfere with them. For show-critical situations you should run the Hog system on its own independent network. See Also ethernet. user kind User kinds are customized kinds built by the user, allowing you to create smaller collections of fixture functions on fewer wheelsets.
Glossary Z zoom High End Systems Allows the size of beam/ image to be adjusted whilst maintaining its focus.
Symbols button, 19 @ key, 131 C A calibration colour, 34, 138 calibration of touch screens, 52 capture activity, 302 CD drive creating a CD, 49 ejecting a disk, 49 CD-ROM drive, 91 center wheel, 96, 131 chases configuring playback controls, 292 setting rate with Tap Sync, 288 using cuelist as, 285 choose key, 257, 258 CITP, 175 cleaning faders, 436 client, 71 clock, 22 display format, 51 clock toolbar, 222 clock triggers, 220 clock, console, 51 clone (see copying fixture parameter values) cloning patch
Index locking the console, 57 reporting problems, 431 updating software, 399 console failover, 71 console tracking, 75 control panel console date and time, 51 displays, 53 keyboard, 55, 56 network settings, 89 system info, 431 copy, 44 copying cuelists, 200 cuelists to pages, 304 cues, 186 effects, 238 fixture parameter values, 142 fixtures, 116 groups, 153 inhibitive masters to pages, 304 pages, 305 palettes, 158 parameter values into an editor, 249 scenes, 204 scenes to pages, 304 shows, 48 user kinds, 2
Index dbo key, 290 default value of parameters, 124 delay button, 45 delay time, 207, 209 fanned, 217 deleting cuelists, 199 cues, 185 desktop views, 29 effects, 238 fixtures from groups, 152 groups, 152 link cues, 223 pages, 305 palettes, 158 scenes, 204 shows, 48 user kinds, 240 deselecting fixtures, 129 desk channels, 30, 105 desklights, 93 desktop views, 27 deleting, 29 naming, 28 options, 28 recalling, 28 recording, 27 DHCP server, 59, 65, 66 diagrams front panel, 426 direct palettes, 34, 164 director
Index length, 228 moving, 238 n-shot, 228 naming, 237 offset, 228 palettes, 236 predefined, 235 rate, 228 size, 228 tables, 227 timing, 233 using in programming, 237 embedded palettes, 155 enable aggregation, 42 enable jump toolbar, 44 enable timecode, 323, 336 encoder wheel encoder wheel button options, 97 endstops of parameter values, 135 ethernet, 64 even button, 129 expander, 62 export preferences, 93 external displays, 53 keyboard, 55, 56 touch screens, 53 F fade button, 45 fade changes, 253 fade tim
Index user number, 120 flash button flash level, 269 go on flash, 269 latching, 269 release on off, 269 solo, 269 flash key, 258 flip, 133 follow chosen, 279 follow cue, 279 follow current, 189 follow next, 189 follow-on, 218 follow-on time, 207 forward button, 190, 191 front panel diagrams, 426 G generic fixtures, 105 global palettes, 159 global button when recording palettes, 159 glossary, 19, 453 gm key, 290 go key, 258 gobo reversing rotation, 135 grand master, 290 dbo Key, 290 flash key, 290 gm key,
Index copying to pages, 304 moving to pages, 304 removing from pages, 304 insert button with cuelists, 200 with cues, 184 with groups, 154 with palettes, 165 with scenes, 205 installing software, 399 intensity, 32 modifying values, 131 interface (see graphical user interface) inverting pan and tilt, 121 inverting parameter values, 135 inverting the fixture selection, 128 IP address, 65, 66 dmx processor, 59 with Art-net, 80 IPCB fader mode (with cuelists), 285 J jump points in timecode, 325, 337 jump tool
Index M macro command syntax, 339 when changing pages, 302 when cues run, 289 when launching a show, 91 maintain state, 225 maintenance, 435 manual crossfade, 284 manual cues, 218 mark cues, 194 mask syntax, 21 when recording effect palettes, 236 when recording palettes, 161 masking playback, 289 when recording fade times, 209 master wing adding, 85 master wing 4 technical specifications, 450 masters choosen, 264 grand master, 290 inhibitive, 291 pages, 299 physical, 257 selected, 264 virtual, 257, 269 whi
Index multiple consoles, 69 net number, 69 port number, 68, 77 show server, 70 using art-net, 79 network adapter, 64 IP address, 65 new show, 89 next button, 189 next key, 129 next page key, 300 nudge up and nudge down keys, 132 numbering cues, 184 (see also renumbering) O odd button, 129 on-screen keyboard, 56 open key, 24 OSC (open sound control), 327 input configuration, 327 mappings, 329 output configuration, 328 output window, 279 P pages, 299 changing, 300 clearing, 304 copying, 305 copying cuelist
Index path button, 45 paths, 207, 210 per fixture button when recording palettes, 159 per fixture type button when recording palettes, 159 persist on override, 275 pig key, 47, 141 for copy and paste, 44 for fine control of parameter values, 140 to unpark parameters, 253 when using desktop views, 28 when using directories, 34 with the i-Wheel, 132 Pig key list of commands, 383 pile-add effects, 275 pinning windows, 25 playback (see masking) configuring controls, 292 cuelists, 257 priority, 271 using pages,
Index release time, 261 releasing parameters, 125 remainder dim button, 132 remember fader values, 300 renaming shows, 48 renumbering cuelists, 187 reorder button, 130 repeat, with fanning, 147 replace button with cuelists, 200 with cues, 184 with groups, 154 with palettes, 165 with scenes, 205 replacing faders, 435 touch screens, 435 trackball, 438 replicating fixtures, 116 reporting, 355 reselecting fixtures, 130 restarting, 57 processes, 429 restore activity, 302 restoring default parameters values, 144
Index starting up, 89 startup macros, 91 state button, 192 status bar, 22 sub selections of fixtures, 129 Suck button, 246 suppress MSC out;, 315 swapping axes, 121 switching off the console (see shutting down) symbols, 19 syntax, 21 T tables effects, 227 tap sync, 288 technical specifications, 445 technical support, 429 template page, 306 template pages, 34 theatre lighting consoles, 31 tilt (see position) time format, 51 setting the console clock, 51 timecode, 218, 313 editing values, 324, 337 jump poin
Index unblocking, 193 undo, 47 units real world, 30 universe cloning, 112 unpatching, 115 unpatching, 114 by DMX address, 115 update key, 46 auto update, 251 updating fixture types, 98 software, 399 updating software, 399 USB Flash Drive Making A Bootable USB Flash Drive on Windows, 400, 401 user interface, 23 user kinds, 239 auto kinds, 240 copying, 241 creating new, 240 deleting, 240 moving, 241 user manual reporting problems, 432 user number modifying, 120 user preferences center wheel, 96 console, 52,