User Manual Famil y v6.4 C o p y r i g h t © 2 0 1 3 E le c tr o n i c T h e a t r e C o n t r o l s , I n c . All Rights reserved. P r o d u c t in f o r m a t i on a n d s p e c i f i c a t i o n s s u bj e c t t o c h a n g e . P a r t N umbe r : 7310M1200-6.4.
E T C p e r m i t s t h e r e p r o d u c t i o n o f m a te r i a l s i n t h is m a nu a l o n l y f o r n o n - c o m m e r c i a l p u r p o s e s . A l l o t h e r r i g h t s a r e reserved by ETC. E T C i n t en d s t h i s d o c u m e n t , w h e th e r p r i n t e d o r e l e c t r o n i c , t o b e p r o v i d e d i n i t s e n t i r e t y .
CONGO MANUAL This is the manual for the Congo Family. (V6.4 2013-03-15 Last: 2012-08-22) This manual covers Congo, Congo Jr, Congo Kid, Congo Lightserver, Client and Offline editor.
Table Of Contents CONGO MANUAL ........................................................................................................................ 1 Table Of Contents ........................................................................................................................... 2 CONGO MANUAL ...................................................................................................................... 39 This Manual - Using the Help system ...........................................
Scale Key in V6 .................................................................................................................... 60 Auto Close Tab Mode in V6 ................................................................................................. 60 About Play in V6 .................................................................................................................. 61 GETTING STARTED ..................................................................................................
Troubleshooting - Lights Are Not Responding ........................................................................ 87 Troubleshooting - Crashes & Bugs ........................................................................................... 88 An Error Popup Appears - copy log ..................................................................................... 88 What to do after a crash? ......................................................................................................
The Level Wheel ................................................................................................................. 110 Navigating - Browser .............................................................................................................. 111 Browser Controls (6.3)........................................................................................................ 112 Browser Functions - LOAD ......................................................................................
Mute & Solo - SOLO .......................................................................................................... 132 Output Mode Switch ............................................................................................................... 133 Grand Master .......................................................................................................................... 134 Freeze Mode ...............................................................................................
Drag and Drop - Replacing Data (6.3) ................................................................................ 163 About........................................................................................................................................... 165 About - Congo ........................................................................................................................ 166 About - Play .........................................................................................
System Settings - Monitor ...................................................................................................... 210 System Settings - Update ........................................................................................................ 212 Update Software.................................................................................................................. 213 System Settings - USB RFR .....................................................................................
Console Settings ..................................................................................................................... 241 Sound Settings (6.3) ............................................................................................................ 242 Network....................................................................................................................................... 243 Network - Introduction .....................................................................
Configure Dock Areas (6.3) ................................................................................................ 269 Navigate Dock Areas (6.3) ................................................................................................. 271 Console Mimic Dock .............................................................................................................. 273 Designer Summary .........................................................................................................
Import Template Wizard (6.2) ................................................................................................ 300 Patch Wizard ........................................................................................................................... 302 Patch Dimmer(s) ................................................................................................................. 302 Patch Device(s) ...........................................................................................
16 Bit Control - Fine Step ................................................................................................... 326 Templates - Snap or Fade ....................................................................................................... 327 Templates - Ranges ................................................................................................................. 328 Template Range Editor - Columns ...............................................................................
Groups - Fetch Intensities ....................................................................................................... 351 Groups - List ........................................................................................................................... 352 Group List - Columns & Functions .................................................................................... 353 Groups - Display List ...........................................................................................
Channel Editor Wizard - Value........................................................................................... 376 Channel Editor Wizard - Include If 0% .............................................................................. 377 Presets - Auto-Save ................................................................................................................. 378 Presets - Times ................................................................................................................
Sequences - Crossfade Profiles (6.0) ...................................................................................... 408 Sequences - Insert Step ........................................................................................................... 409 Insert A Sequence Step - In any playback .......................................................................... 409 Insert A Sequence Step Directly In The Main Playback (6.0) ............................................
Drag and Drop a Sequence Step (6.3) ................................................................................. 430 Drag and Drop Device Attributes (6.3)............................................................................... 433 Sequences - Section Markers (6.3) ......................................................................................... 436 Jump Between Section Markers (6.3) ................................................................................. 438 Playlist (6.2) .....
Capturing levels or parameters ........................................................................................... 461 Recording only Captured channels ..................................................................................... 461 Releasing Captured Channels ............................................................................................. 462 Channels - Clear Functions .....................................................................................................
Blind - Introduction 6.0) ......................................................................................................... 494 Select the Blind Tab ............................................................................................................ 494 Editing In Blind (6.0) .............................................................................................................. 495 Record and copy in Blind (6.0) .........................................................................
Set Channel Texts For The Database .................................................................................. 520 Display List - Auto Groups ................................................................................................. 523 Channel Database - Import Text File Wizard ..................................................................... 523 Import Text File - LightWright ...........................................................................................
Partitions - Activate ................................................................................................................ 549 Devices........................................................................................................................................ 550 Devices - Introduction ............................................................................................................ 551 Devices - Media Servers .................................................................
Preset Attribute Editor - Columns....................................................................................... 578 Preset Attribute Editor - Times ........................................................................................... 578 Device Views - Data ............................................................................................................... 579 Device Recording...........................................................................................................
Device Palettes - Focusing Mode ........................................................................................... 607 Device Palettes - Renumber (6.3) ........................................................................................... 608 Device Times .............................................................................................................................. 609 Device Times - Introduction ...................................................................................
>Settings & Tools ................................................................................................................... 632 Scroller Rolls .......................................................................................................................... 633 Scroller Rolls Editor - Columns .......................................................................................... 633 Create a Scroller Roll ..................................................................................
Chase Tap Tempo ............................................................................................................... 662 Chase Effect Parameters ......................................................................................................... 663 Chase Editor ........................................................................................................................ 665 Chase Editor - Functions ...................................................................................
Live Dynamics (old) ............................................................................................................... 690 Live Dynamic Effects - Columns........................................................................................ 691 Old Dynamic Effects .............................................................................................................. 692 Dynamics - Base Value.................................................................................................
Dynamics - Relations & Distance ........................................................................................... 708 Offset Relation .................................................................................................................... 708 Offset Relation - Dynamics Display ................................................................................... 708 Delay Relation & Distance .................................................................................................
Main Playback - Introduction ................................................................................................. 736 Main Playback - Functions ......................................................................................................... 739 Main Playback - Manual Crossfades ...................................................................................... 740 Main Playback - Transport Keys .........................................................................................
Master fader settings (6.1) .................................................................................................. 767 Flash settings (6.1) .............................................................................................................. 768 Disable Flash Keys (6.3) ..................................................................................................... 769 Master Settings From the Console .................................................................................
Masters - Sequences (6.1) ....................................................................................................... 793 Load a sequence to a master ............................................................................................... 793 Record a sequence to a master (6.1) ................................................................................... 794 Master settings for sequences .............................................................................................
Master Pages - Introduction .................................................................................................... 818 Master Pages - Record (6.2) ................................................................................................... 819 Master Pages - Functions (6.1) ............................................................................................... 820 Master Soft Key page for Jr & Kid (6.2) ............................................................................
Console Key - ? ................................................................................................................... 840 Console Key - <-- (Disp Mode) .......................................................................................... 840 Console Key - @LEVEL .................................................................................................... 841 Console Key - A..............................................................................................................
Console Key - FLASH MODE (6.2) .................................................................................. 855 Console Key - FLIP ............................................................................................................ 855 Console Key - FOCUS........................................................................................................ 856 Console Key - FOCUS MODE ...........................................................................................
Console Key - PAUSE ........................................................................................................ 870 Console Key - PAUSE (in Master Playback) ..................................................................... 871 Console Key - PALETTE (Alt P) ....................................................................................... 871 Console Key - PARAMETER ............................................................................................ 871 Console Key - PARK ......
Console Key - UPDATE PALETTE .................................................................................. 886 Console Key - WAIT .......................................................................................................... 886 Console Key - WIZARD .................................................................................................... 886 Soft Key Menu - Channels ..................................................................................................
Shortcuts - Channel Text Wizard ........................................................................................ 913 Shortcuts - Main Playback .................................................................................................. 913 Shortcuts - Sequence Editor ................................................................................................ 914 Shortcuts - Direct Selects ....................................................................................................
Phone Remote - Functions .................................................................................................. 938 Remote Control - iRFR (6.0) .................................................................................................. 941 Using the iRFR (6.0) ........................................................................................................... 941 iRFR Color Picker (6.0) ................................................................................................
Connector - Desk Light ....................................................................................................... 967 Connector - Congo Jr Backpanel ........................................................................................ 967 Connector - Congo Kid Backpanel ..................................................................................... 968 MIDI ..................................................................................................................................
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CONGO MANUAL This is the manual for the Congo Family. (V6.4 2013-03-15 Last: 2012-08-22) This manual covers Congo, Congo Jr, Congo Kid, Congo Lightserver, Client and Offline editor.
This Manual - Using the Help system Action Key Feedback Help [?] The help system is started in a tab. Find topic [?] & [Key] Hold the ? key and press any key in the console to open help for that key. Find topic tab [?] Press ? after opening an editor or list to get help. Jump to page 1 [?] Press ? to jump to page 1. • Use the up and down arrow keys to browse the table of contents. The right arrow expands a topic and the left arrow jumps to the parent and closes. See Navigating Browser.
Help - Search Function Pressing TEXT in the Help tab opens a search dialog where you can search for information in the Online Help. The result page is shown like this example. The focused link will be bold. Navigating links is done like this.MODIFY follows the focused link (bold). Action Key Feedback Next [C/ALT] & [Down_Arrow] Steps to the next hyperlink (bold). Previous [C/ALT] & [Up_Arrow] Steps to the previous hyperlink (bold).
Help System - Favourites Press NOTE in a Help tab to record a Favourite. A dialog allows you to enter a pretty long descriptive text for the chapter you are tagging as a favourite. This text is shown in the Info area when you focus on a Favourite in the Browser. See Navigating - Browser. To delete a Note - focus it in the Browser and press DELETE.
This Manual - Terminology This manual is intended for use with the Congo lighting control system by ETC. The on-line manual and the paper manual are the exact same document. In order to be specific about where features and commands are found, the following naming and text conventions will be used • • • • • • Congo processor (hardware): the computer used to run the Congo applications. Congo Facepanel (hardware): the control console hardware. This is also referred to simply as the "Facepanel".
Disclaimer We do everything possible to guarantee the reliability of this system. Please don't load other software onto your Congo lighting console. ETC has tested the configuration of this system to guarantee its best performance. Additional software or unauthorized changes within the operating system may significantly affect the performance of this lighting control system.
***News in This V6.4 *** One of the main differences in 6.4 are the addition of Direct Mode Midi that allow you to connect any MIDI device that is set up to address the functions described in this chapter and use as a remote interface for Congo. See Direct Mode Midi. Another main differenc is the possibility to use RDM on the local DMX ports of the console. This is default set to ON. See System Settings - Output. Besides this there are a lot of minor tweaks, in general search for "6.4".
*** News in 6.3 *** Version 6.3 is an exciting version in many ways. You can use the search function and search for "6.3" to find all new instances directly in the help system. • • • • • • A more intuitive Interface A new way of structuring a sequence Easy and flexible organization A Complete new import interface Enhanced Safari/VLC import New interface options 6.
These are the options you get in a channel view: You can choose any of the functions with the arrow keys and press MODIFY to confirm. The reason it is called a "Context" menu is that it opens the functions that apply most to the part of the interface you have focused at the moment. Examples • • • Press BROWSER to select the Browser. Select any node with the arrows and press SELECT twice to open the appropriate Context Menu. Press PRESET to open the Preset List.
6.3 - A New Way of Managing a Sequence When there is a long main sequence, with may different sections, you may want to get out of navigating by Preset or Step numbers. This is where the simple philosopy of "bookmarks" enter in the form of Sequence Section Markers.
sequence step to another because it makes too much noise and has to be positioned earlier.... Wouldn't it be great if it was possible to do this as easy as copying and pasting or dragging and dropping in a text document? Answer: The Organizer tab! This is a new tab in 6.3 and it's packed with power under its simple and innocent looking grey surface. It shows you the entire data of your show file, in a simple tree structure - similar to the Browser. You can navigate with keys or with a mouse.
Using a mouse you can click on any node to expand it, you can select any item, select several with Shift-Click - and drag (hold left key and drag to a new location). Examples of drag and drop • • Click-hold and drag a preset to a Sequence Step. Click-hold and drag an attribute link from a sequence step to another sequence step. Other actions Right-click on a group to open the context menu.
See Drag And Drop. 6.3 - A Complete New Import Interface The interface for importing parts of another play into the current play has changed completely from the Import Wizard into the new Organizer - with a special Import tab for the Organizer where you can drag and drop easily from a play in memory to the current play. See Import From...
6.3 - Enhanced Safari/VLC Import These are ASCII Safari show file reading improvements: • • • Additional palette types (4 and 5) are merged into Beam palettes. Note: If there is a corresponding Beam palette, its existing name will be kept. If there is no corresponding beam palette, the VLC palette name will be used. Sequences above 1 are read. VLC Effects are translated to Chase Sequences with numbers offset by 10 (similar to Presto import). See Import From - Avab VLC Safari (6.3) 6.
***News in V6.2*** You can find all new functions in the help system by using the search function (press TEXT when the help is open) and searching for "6.2". Congo V6.2 offers the following features and improvements: Dimmer/Device Feedback Information from CEM3, FDX and RDM devices has been added. See or search the chapter Browser >About >Dimmer/Device Feedback. RDM Device Patching & Control Congo will detect and offer patching and control of RDM devices on the network.
***News in V6.1*** Congo V6.1 brings the following features and improvements: Performance improvements These are all around and improve speed of performance, screen updates, saving and loading shows. New Color Engine A new color dock and color picker. Please note to see calibrated color gamut lines in the color picker, you need to use templates from the Extended Library. See Color Dock.
***News in V6*** Congo V6 is a major upgrade bringing new features and improvements to all kinds of operational styles. This includes improved graphics, response times, timing resolution and blind editing. Part of V6 is designed specifically for those of you who need to improvise on the fly bringing old school operation to a completely new level with two-scene master mode and enhanced master settings.
Blind Attribute Editing in V6 Since Attributes now can be shown in any channel view, spreadsheet editing now is something you activate per tab - this allows you to use parameter wheels, Fetch and Palette functions in all Attribute views including BLIND. See Device Views - Editing. Effects in V6 The new effect playbacks that were introduced in V5 have new symbols with more details, and a new type of effect that works great for channel mapping applications has been added: Image Effects.
New Remote - iRFR in V6 In V6 the new iRFR for iPhone or iPod touch is supported giving you all the functionality of the RFR. See Remote Control - iRFR Master Playbacks in V6 This is a big part of V6. We have added 40 more master playbacks - giving you a total of 80 master playbacks. These can be accessed both from the software and using any combination of fader wings. See Masters. The master settings and screens have been redesigned to provide fine tuning of the behavior of every single master playback.
Printing in V6 There is a completely new printing wizard that allows you to print play data to pdf or text files, sorted in different ways and in different formats. These files are copied to a USB memory and printed from any standard computer. See Print. You can print Channel Layouts in grey or color as jpg files. See Channel Layout Editor - Print.
File Handling in V6 In system settings there is a new utility for moving play files between your Congo system and a USB memory. See System Settings - Utilities Lock Console in V6 You can lock the console so that unauthorized operators are unable to use it. See Lock Console Sequence and Presets in V6 Preset numbering is increased to 9999.999 providing you with a lot of new possibilities for organizing your numbering.
Sequence profiles can be recorded manually and played back. See Sequences - Crossfade Profiles. You can insert and delete sequence steps directly with an new shortcut: INSERT & A/B or DELETE & A/B. See Sequences - Insert Step. Scale Key in V6 In V6 the popular SCALE key is added to the Channels soft key page allowing you to Scale directly by holding the key which makes it easier to use the function for touring and television when intensities may need to be scaled.
About Play in V6 There is a new summary of your play in the About node of the Browser.
GETTING STARTED Getting Started is all about connecting your console, powering up and understanding the basic functionality. • • • • • • • General Info Workflow In Congo Power-up Procedure Troubleshooting System Info Console Facepanels General Functions NOTE We recommend new users to spend half an hour on the Workflow in Congo. Also see the movies in the MEDIA folder of the Browser.
General Info This chapter describes the key syntaxes, basic software and control terminology.
System Overview Congo is a control system for conventional lights, moving devices, scrollers and media servers. It controls up to 3072channels and 6144 outputs. Consoles and main accessories 1. 2. 3. 4. 5. 6. 7. 8. Congo Congo Jr Congo Light Server, Net3 RVI & Client Radio Remote Congo Jr Master Playback wing 2x20 Universal Fader Wings 1x20, 2x20, 2x10 Net3 Node Congo Kid (new) See Facepanel - Congo Kid For 30 years ETC has been known for revolutionary lighting control design.
templates and a brand new Effects system is provided within the console, with an amazing ability to build and edit effects on the fly. Console Specification Console data Explanation Control channels Maximum 3072 channels, numbering from 1 to 4999. Congo Kid: 250 channels. Outputs Maximum 6144 outputs. Congo Kid: 1024 outputs. Output protocols DMX512, ETCNET2, ETCNet3, AVABIPX and ArtNet over Ethernet, streaming ACN.
Interface Specification Interfaces Explanation Monitor Congo: 3 x VGA Congo jr: Y-cable splitter for 2x DVI or VGA (with adapters, included) Congo Kid: 2 x DVI or 1 x DVI+1 x VGA, two monitors maximum Mouse or trackball USB Interface (integrated in Congo) Keyboard Integrated plus USB Interface DMX512 Output 1 & 2 for DMX512. RDM ready.
Installation guidelines Equipment required to run this system • • • • • Congo, Congo Jr, Congo Lightserver, Net3 RVI, Client software Monitor(s) starting at 1024 x 768 resolution Power cables Monitor signal cable(s) - with Congo Jr you need a split from DVI to VGA DMX512 or Ethernet cable(s) to external equipment Connect the monitor signal cable(s) from the back of the console to the monitor(s), and then connect the power cables to a 230/110V outlet and start all units.
Key Syntaxes There are mainly two kinds of keys in the console: keys with a fixed function, and the softkeys around the LCD Display. Keys in the Congo can behave in the following ways Function Description Example Direct Will perform a function directly when it is pressed. GO and PAUSE in the Main Playback Numerical Prefix Requires a numerical entry (09) before it is pressed.
Congo Terminology It can be easier to understand Congo if you are familiar with the basic terminology. Channels (terminology) A Channel is the control handle used to call anything controlled by Congo. Regardless if it is a dimmer channel, a moving device, a smoke machine or something else it will always correspond to a channel number in the Patch. See Channels Attributes (terminology) The control of non-intensity parameters, for example a moving device or a scroller, are called attributes.
Presets (terminology) This is a specific "Avab" concept. Frequently used combinations of channels are stored in up to 9999.999 Presets for playback in the Main or Master Playbacks. The combination of a Preset and a Sequence Step is the equivalent of a "Cue" in many other systems. The advantage here is that Presets can be reused in any Sequence, with different times.
Control Hierarchy Intensity is handled with highest-takes-precedence (HTP) logic, meaning the highest output level will be the "winner" and have control of those channels. Attributes are handled using last-takes-precedence (LTP) logic, meaning the last instruction given to the attribute will be the winner. There is a Grand Master and Inhibit Masters that can subtract from the output. There is a Capture mode which can override HTP control of intensities.
Control Hierarchy - Master Playbacks Light output from the Masters is added to the output on a Highest Takes Precedence basis. Device attributes are controlled by Last Takes Precedence. An Independents Master set to Inhibit Mode will subtract the assigned channels from the output similar to the function of the Grand Master. See Master Playbacks Control Hierarchy - Main Playback Light output from the Main Playback is added to the output on a Highest Takes Precedence basis.
Software & Update We constantly update the Congo software with new features, bug fixes and changes. Check www.etcconnect.com periodically to see if there's a more recent version than the one you are currently working with. Software versions come in two types: Beta release and Official release. Beta releases are test versions, which are not meant for use on real Plays. Once Beta releases are tested and proven reliable, they become official releases. The AVAB Congo software is owned and manufactured by ETC.
Workflow in Congo The workflow in Congo can be divided into five steps This chapter is a simplified introduction to this workflow - meant to serve as an introduction to the basic functionality of the system. Patch Before you can control a dimmer or device it has to be patched to a channel. See Patch (workflow). Control Control is how you select channels, set levels and control parameters. See Control (workflow). Record To be able to playback something it has to be recorded. See Record (workflow).
Patch (workflow) There are various approaches to patching, which depend on your situation. Very often conventional lights are patched in one universe, and moving devices in another, in order to simplify troubleshooting. The main work with patching is the planning involved before approaching the console.
individual parameters like pan, tilt and scroller calibration. See Device List. Control (workflow) Controlling channels, levels and moving device parameters is very straightforward. The default setting is to work in "Live" which is the sum of all playbacks. Intensities are added to live in the A field of the main playback. Command Syntax The whole command structure of Congo is designed to get you from point A to point B with as few keystrokes as possible.
• If a selected channel is a moving device press FOCUS to get pan and tilt functions on the parameter wheels. See Devices - Control. NOTE If you are looking for a "RELEASE" function you are probably used to working with a console that has a "programmer". There is no programmer in Congo, instead you work directly in any playback. Record (workflow) If you press RECORD in LIVE, the default record target is the next free Preset, of the Sequence in the Main Playback.
Other types of record targets Besides presets there are Groups for organising channel selection and Palettes for referencing moving device data. See Groups. See Devices - Palettes. Playback (workflow) There is a Main Playback, and forty Master Playbacks. The Main Playback is used for theatre style sequential playback of any Preset or Sequence. The Master Playbacks can play back • • • • • • • Single channels Groups Palettes Parameters Presets Sequences Console keys See Masters.
• • • • • CAPTURE will override all normal playback features and "hold" the values of intensities and/or attributes. See Capture. There is a PARK feature to park any intensity or parameter at a fixed value. See Parked. There is an exclusive mode for the Independents and Master Playbacks, that will "remove" the intensity of the assigned channels from the normal functionality of the console. See Independent Modes.
• General playback mode (Sequence/Chase) and chase parameters are set in the Sequences list. See Sequences - List. Additional editing features • • It's possible to track and edit intensities and parameters in a lot of different ways with the Track function. See Track - Track Editing. To edit channel intensities in the main playback there is a Channel Editor Wizard. See Presets - Channel Editor Wizard.
Power-up Procedure For best performance, power-up your system in the following order. No output will be sent until the startup show file has been loaded. Action Hardware Feedback 1. Turn on external hub(s) or switch(es) Power switches 2. Turn on the console and monitor(s) Power and/or reset switch on console and monitors. The displays will light up with the Congo logo. The screens will load the login screen. 3.
Reset The System When you open a new (empty) Play, you can choose to set the patch 1:1. This chapter is a checklist for resetting the frontpanel and checking the output. This chapter contains the following sections • • Reset The Console Facepanel Check The Output Before you start, make sure you have loaded a new (empty) Play. See Load a New (empty) Play Reset The Console Facepanel To get light you have to make sure the console is reset properly.
The crossfaders are in the bottom right corner of the console. Action Console Feedback 2. Reset the crossfaders A/B faders to bottom position by moving the up and back down The Grand Master is in the top right corner. It controls the total output of the console. Action Console Feedback 3. Reset the Grand Master Grand Master to 100% The Playback Fade mode switch is normally in Masters mode. Note that in Congo Jr and Kid this is a soft key function.
Check The Output After loading a new Play the patch is set 1:1 and the output protocol will be set to DMX512 on both output connectors in the back of the console. If you enter a number and move the level wheel, a dimmer should respond - providing there is one connected. If nothing happens, see Lights Are Not Responding.
Bypass Startup Screen It's possible to set the system to boot directly into the lighting control software - without having to pass the login screen. This was designed for backup systems and Light Servers so that they can self-boot, and it may be desirable also for a normal situation where the system settings are not needed at power-up.
Troubleshooting When you run into a problem with this system there are few probable reasons.
Troubleshooting - Lights Are Not Responding If you have lights (dimmers, devices) connected and they are not responding check this list. • • • • • • • • Have you reset the console properly? See Reset the system.
Troubleshooting - Crashes & Bugs All software-based products run the risk of a crash regardless of testing procedures. In the unlikely event it happens, please help us to eliminate problems with crashes and bugs by reporting them to us. An Error Popup Appears - copy log If you get an error popup we have saved your show data and created two files (log and dmp) that can be saved to a USB memory if there is one connected to the console. Mail these file to us. It can help us solve your problem very fast. 1.
What to do after a crash? In most cases your play will have been saved (recover.asc). In this case you got a popup explaining this and returned to the login screen. • Log in again. If you don't return to the login screen, which is extremely unlikely you need to restart the console. • • • Press Esc if the front panel seems frozen. Try resetting the console using the reset button on the back, in the middle. If none of these efforts work, contact your local ETC Support.
Troubleshooting - Reset There is a "reset" button in the back of the console. It works differently depending on your Congo Hardware model. There are two kinds of Congo hardware. Without internal UPS These consoles have a soft switch for power. • In order to reset the console, press reset. With internal UPS These consoles have a two position mains switch (on/off) for power. • • In order to reset the console, hold the reset button for more than 5 seconds. This will shut down the console.
Troubleshooting - Help from ETC Technical Services Emergency service is available from all ETC offices outside of normal business hours. If you are having difficulties, your most convenient resources are the references given in this manual and the Help system. To search more widely, try the ETC website at www.etcconnect.com/community. If none of these resources is sufficient, contact ETC Technical Services directly at one of the offices identified below.
System Info This chapter describes what is included in a Congo system. This chapter contains the following sections • • • • System Info - Installation Guidelines System Info - Software & Update System Info - Console Specification System Info - Interface Specification Console Specification Console data Explanation Control channels Maximum 3072 channels, numbering from 1 to 4999. Congo Kid: 250 channels. Outputs Maximum 6144 outputs. Congo Kid: 1024 outputs.
Interface Specification Interfaces Explanation Monitor Congo: 3 x VGA Congo jr: Y-cable splitter for 2x DVI or VGA (with adapters, included) Congo Kid: 2 x DVI or 1 x DVI+1 x VGA, two monitors maximum Mouse or trackball USB Interface (integrated in Congo) Keyboard Integrated plus USB Interface DMX512 Output 1 & 2 for DMX512. RDM ready.
Console Facepanels There are four facepanels for Congo: • • • • Congo Congo Jr Congo Kid Congo LS (rack) The facepanel of a Congo Console is divided into different sections. In Congo and Congo Jr these sections are more or less identical there are some small differences.
Facepanel - Congo In the Congo console everything is integrated. There is an integrated trackball and a Master Playback section. The main display has a display list section.
Facepanel - Congo Jr In the Congo Jr console there is an external mouse. The Main Display does not have a display list section. The Master Playbacks is an optional wing. The Master Playback functionality is integrated into the Main Playback.
Congo Jr Master Playback Wing For access to physical faders you can connect two different types of master playback wings to the Congo Jr. See Accessories - Fader Wings. The wing that provides the full functionality of the big Congo is the Master Playback wing. It can be connected with an external power supply and a USB cable to the Jr - or it can be mounted so they form one unit.
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Facepanel - Congo Kid The Congo Kid is similar to Congo Jr in facepanel layout and display functionality. The mouse is external if needed (mainly for creating channel layouts). The Main Display does not have a display list section. There are few, but some limiting factors for the Kid: Channels/outputs The Kid has a maximum control capacity of 256 channels/devices and 1024 outputs by direct output or Ethernet. Masters The Master Playback functionality is integrated into the Main Playback.
Facepanel - Congo LS The Congo Light Server’s 19”-design packs the identical features, channel and output counts as the Congo console into a stand-alone, rack-mountable enclosure suitable for permanently installed applications. Running Congo’s operating software, the Congo Light Server is a fully independent lighting playback controller or a convenient back-up option. There are twenty keys with a shift function in the front panel that make it possible to run a lot of functions.
Facepanel - Programming Section NOTE Congo & Congo JR share the exact same layout of the Programming Section. The only difference is that in Congo Jr, the number input and channel info displays are only shown on the screen status bars. The keys in the programming section allow you to select and store channels, levels, moving light parameters and times.
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Facepanel - Console Main Display This section has different programming functions. • • • The Display has soft menus with different sets of functions for the keys around it. The wheels can be used for any device parameter.
Congo Jr main display area Main Display - Functions The Soft Menu exit key (<--) moves one step back up to the top menu level each time it is pressed.
Summary of soft key menus Soft Key Menus Explanation Times Shortcuts for setting times. See The Times Soft Key Page Dynamics Controls for running Dynamics. See Dynamics - Control Channels Channel functions. See Channels - Balance Mode See Channels - Group Wheel Mode See Presets - Compare Mode Device Device control and special functions. See Device Control - Flip See Device Palettes - Focusing Mode See Only "Changed" are recorded See Device Palettes - Update Select Select functions.
Facepanel - Trackball NOTE Congo JR has no integrated mouse or trackball. It is delivered with an external mouse that is connected via USB. The trackball has three different modes that are activated with the keys around it. Key Feedback Cursor The trackball controls the cursor in the software. This is mainly used for creating channel layouts. Parameter Controls Pan and Tilt of the selected Device(s). Left/Right work as Next/Last (5.0). Display List Is used to select and scroll Display Lists.
GENERAL FUNCTIONS These are important functions that apply in general and don't belong to a specific chapter or node of the Browser.
Navigating You can control everything in the software from the Navigating pad. Open and close tabs, zoom, move tabs and edit in lists. We call it mouseless navigation.
Navigating - Introduction The Navigation Pad is the centre of all programming in Congo. I makes it possible to open tabs, move tabs, browse the software and zoom without the need to use a mouse or trackball.
The round navigation keys are described in other chapters. • • • • • • • For BROWSER see The Browser For SELECT see The Lists For COLUMN see The Lists For TAB see The Tabs For LIVE see The Live Tab For FORMAT see The Channel Views For BLIND see The Blind View The ARROW Keys The arrow keys are used for navigating in all directions. Hold an arrow key and used the level wheel to speed scroll in that direction. The ESC Key The ESC Key is used to close tabs and popups.
Navigating - Browser The Browser tab gives you a direct link to everything in Congo.
Browser Controls (6.3) Action Key Feedback Select the Browser [BROWSER] The Browser is focused. Press again to close or open it. Move up/down in a list [Arrow_Keys] Up and down arrows move in all open lists. Open a sublist [Right_Arrow] The right arrow opens a sublist under a closed node. Jump to top sublist [Left_Arrow] The left arrow jumps to the top of a sublist, and closes that node if pressed again. Open an editor [MODIFY] Opens the editor of the object selected in the Browser.
Browser Functions - LOAD Use MODIFY and LOAD to activate selected items from the lists in the Browser. Action Key Feedback Open an editor [MODIFY] Opens the editor of the object selected in the Browser. Load a Group [LOAD] Loads the selected Group to the active Channel View. Activate a palette [LOAD] Activates palette # for the selected channel(s).
Navigating - Tabs All data and editors are opened in a tab. • • • • • There are direct keys for most tabs (PRESET, PLAYBACK etc) Tabs can also be opened from the Browser Two tabs are never closed: LIVE and MAIN PLAYBACK Tabs can be locked (PARK & TAB) Every tab is assigned a number when opened. Auto close tab mode (6.0) In Congo System Settings you can activate a mode that will close the previous tab when a new tab is opened, to keep down the number of tabs at all times. See System Settings - General.
Navigating The Tabs Function Key Feedback Toggle open tabs [TAB] Steps through all open tabs in all screens Select Tab # [#] [TAB] Selects the tab with that number Split [TAB] & [Down_Arrow] First press creates a vertical-, second press a horizontal split. Reset [TAB] & [Up_Arrow] Exits a split view. Move Moves the selected tab to [TAB] & another screen or tab position in [Right_Arrow] [TAB] & [Left_Arrow] a split screen view. Close [ESC] Closes any selected tab except Live and Playback.
Tabs - Drag and Drop (6.3) You can drag tabs between screens and between split areas with the mouse. You have to drop the tab in the tab header area of the receiving screen or split area.
Navigating - Channel Views (6.3) The Channel Views are easy to navigate with the navigation keys.
Compact Channel Format There is a compact channel format where relative intensity levels are shown with a white status bar. • • FORMAT & up arrow - compacts the format FORMAT & down arrow - expands the format Channel View Formats - Selected Only selected channels are shown. (Pressing FORMAT toggles through the formats.
Channel View Format - Selected and non-zero Selected and non-zero channels are shown. (Pressing FORMAT toggles through the formats.) Hold FORMAT and press CH/ID to select this format directly. Channel View Format - Selected And Captured Selected and captured channels are shown. (Pressing FORMAT toggles through the formats.) Hold FORMAT and press CAPTURE to select this format directly. See Channels - Capture Mode.
Channel View Format - Used In Play Only channels recorded in some way in this play are shown. (Pressing FORMAT toggles through the formats). Channel View Format - Layout The last selected Channel Layout is shown. (# FORMAT selects Layout #.) If there are no Layouts stored in the show, this screen will not appear.
Channel View Zoom Hold FORMAT and use the wheel to Zoom in/out. NOTE Hold C & FORMAT to reset the zoom factor.
Navigating - Lists All editors are lists. They behave very similar to a standard spreadsheet.
Editing In Lists Function Key Feedback Edit the selected cells [MODIFY] Entering a value and press MODIFY. If it is a dropdown just press MODIFY. If it is a text cell, press MODIFY, enter a text and press MODIFY to exit. Insert a new item [INSERT] Inserts a new item with the next free number. If you enter a number first, the inserted item will have that number. Delete selected item(s) [DELETE] Deletes the selected items (cannot be undone).
Change The List View Function Key Feedback Move a column [COLUMN] & [Side_Arrows] The selected column is moved left/right depending on which arrow you press* Resize a column [COLUMN] & Wheel The column is resized Resize the list section [TAB] & Wheel The list section is resized* * These changes are temporary, they will be lost if the tab is closed and opened again.
Navigating - Soft Key Pages The Soft Key pages are the menu keys around the Main Display in the consoles. This display is different between console types, but the functionality is the same. There is a menu key marked with an left arrow"<--" to the right of the display, that is used to get to the top level. Press a soft key to get to the corresponding page.
Copy, Cut & Paste Copy, cut and paste Sequence Steps, Groups, Presets and Device Templates. Action Key Feedback Copy [COPY/CUT] The currently selected object is copied. Cut [COPY/CUT] [COPY/CUT] The currently selected object (devices excluded) is cut. Paste [PASTE] The last copied or cut object is pasted. NOTE When you paste a Sequence step in the Sequence Editor, it will be inserted before the currently focused step.
Entering Texts Almost every item in a Play can be labeled with a text. The texts are entered from a keyboard, and there is a special TEXT key that can be used to quickly edit the text of a Sequence Step, or a Preset/Group in a Master. Numbers and decimal point can be entered from the numerical keypad of the console(s). IMPORTANT NOTE If you have an external keyboard with a NUM LOCK key connected you have to activate NUM LOCK for the numerical keypad in Congo to work.
Text From The Console Keyboard Anytime text input is activated, the lower left and right row of master keys and the displays are converted into a qwerty keyboard. The master keys correspond to the key in the display. NOTE In the Congo Jr/Kid the keyboard works in the same way, but layered in the main display of the console. You need to use the three keys to the left side of the display to select the desired line of letters to use with the top ten keys.
Display Lists NOTE Display Lists are available on the ML display of the Congo (and ONLY the large Congo), and within Console Mimic Docks. See Dock Areas - Console Mimic. The main display of the console handles a number of data lists in the mid section. You can use the trackball to access information in these lists in the Display List mode. There are two ways of opening a List.
These are the lists. Select an item with the trackball and right- or left click to activate it. List Shortcut Description Preset List [DISPLAY_LIST] & [PRESET] All presets. Group List [DISPLAY_LIST] & [GROUP] All groups. Click to select. Channel List [DISPLAY_LIST] & [CH] All selected channels and names. Auto Group List [DISPLAY_LIST] & [CH] [CH] All auto groups from the channel database. Click to select.
Mute & Solo Mute & Solo allow you to treat all Playbacks (masters and Main Playback) as you would in a sound console - being able to temporarily Mute or Solo the content of any Playback. • • Muting a Playback will temporarily stop all output from this Playback without changing data or fader level. Soloing a Playback will temporarily mute all Playbacks except this one, without changing data or fader levels. In effect this is the same functionality that is found in a sound console.
Mute & Solo - SOLO Hold SOLO and press a Playback key to activate/deactivate. Function Key Feedback Solo a Master playback # [SOLO] & [Master_key] The Solo status is indicated in the Master Display of the console and in the Master View. Solo Main Playback [SOLO] & [PLAYBACK] The Solo status is indicated in the Playback tab. Un-solo a Master playback # [SOLO] & [Master_key] The master is no longer soloed. Un-solo Main Playback [SOLO] & [PLAYBACK] The main playback is no longer soloed.
Output Mode Switch Output Mode is a three-position switch in the top right corner of the console facepanel. Action Feedback B.O. A Black Out of all intensity outputs, except those controlled by the Independents in Exclusive mode. A red B.O. Indication will appear on the top of all screens. ON The mode for normal operation of the console Freeze The current output to stage is frozen. A blue FREEZE Indication will appear on the top of all screens.See Freeze Mode.
Grand Master The Grand Master is located in the top right corner of the console facepanel. Console Feedback Grand Master Will scale the total output of all intensities (only) when below 100%, except channels controlled by the Independents and/or Masters in Exclusive mode. A red Level Indication will appear on the top of all screens. NOTE Attributes are not affected by the Grand Master.
Freeze Mode When the Output Mode switch is set to FREEZE, the output is "frozen" and will remain static until the switch is set back to ON. When the switch is set back to ON the output is loaded to the A field of the Main Playback. The Sequence will also reposition to where it was when you activated Freeze. Action Feedback Activate Freeze All outputs will be "frozen", including moving devices.
Direct Selects The Direct Selects provide extremely fast and hands on access to all kinds of data. There are four sets with ten Direct Select keys for quick access to Palettes, Effects, Groups etc.
Direct Selects - Introduction The Direct Selects give extremely fast access to stored data such as groups, palettes, effects and screens. • • • The Direct Selects have four sections with ten keys. You can select Type of content and Bank for each section. You can store a complete setting of four sections to the five Setups. Congo Congo Jr When you press a TYPE key, Direct Selects are activated for section 1-4. Then use BANK to select a Bank for this section. Press TYPE again to exit.
Direct Selects - Content Content is selected by type, and then by bank in groups of ten. Type of content (hold TYPE) Press More to get these When TYPE is held the different types are displayed over each section. Press the key corresponding to the Type you want, without letting go of TYPE. Congo Jr & Kid: In Jr the four keys to the left of the display activate Direct Select section 14 AND act as TYPE key for each section when activated.
Content Types (6.3) These are the possible Types of content for the Direct Selects.
Direct Selects - Record & Update The data in the Direct Selects is loaded as it is recorded, regardless of how it is recorded. It is possible to record and update directly to the direct select keys, which is a very fast working method requiring extremely few keystrokes. These are the content types that can be recorded and updated directly holding [RECORD] or [UPDATE]and pressing a [direct select key] for that content type.
Direct Selects - User Setups There are five User Setup "pages" for all settings in the Direct Selects. They are stored to the five round keys over the Direct Selects. Congo Action Console Feedback 1. Select User Setup Setup key The LED of that key is lit The current types and banks can be recalled with this Setup key. 2. Select Types and Banks Congo Jr See Direct Selects - Content. Action Console Feedback 1.
Direct Selects - Direct Mode One of the very fast and unique functions of Congo. A large number of keys can be held to enter temporary Direct Mode for the Direct Selects. As long as the key is held it is possible to access the first forty items belonging to this key category. Function Key Feedback 1. Activate Direct Mode Hold a key (see below) Direct Select display shows the first 40 2. Select key (1-40) Direct Select key When the key is pressed that item is activated.
Jam Mode Jam Mode allows you to switch over to one of two Playback Modes that allow improvising with Moving Devices more or less directly after patching them. It is also possible to auto generate play data for improvising.
Jam Mode - Introduction (6.0) Jam Modes are designed to allow you to improvise directly after patching, regardless if you have a small or large rig, and regardless if you have moving devices or conventional. There are two styles of jam mode that can be connected to the Jam Mode switch. See Play Settings - Master. Two Scene Masters (Default) Great for both conventional rigs and moving light rigs. The upper row of masters can be set up blind and faded into live and onto the lower row of masters.
Activate & Setup Jam Mode (6.0) Jam mode is activated from the three position switch in the top middle of the big Congo and on the 2x20 Congo wing for Congo Jr. Jam Mode is indicated at the top of all screens The mode for the Jam switch is set in Play Settings - Masters. 1. Press SETUP 2. Select the Masters tab 3. Use the dropdown to select Two Scene Masters (default) or Jam Mode.
Two Scene Masters (6.0) The most exciting addition to Congo V6 is the playback mode called Two Scene Masters. This is the default setting for the Jam Mode switch. See Play Settings - Masters. Two scene masters takes old school improvisation where channels could be preset blind and then faded onto stage to a new level.
NOTE Any changes you make to content in the top masters will be loaded to the bottom live masters, but ONLY if the fader of the master is over zero %. It is possible to modify the Live masters at all times except when there is a crossfade running between Live and Blind because of the dipless calculation. Create new looks in Blind and record to masters (6.
Device Masters (6.0) The layout and functionality of Device Masters is based on our experience of how many moving light operators will prepare a console for improvising with moving devices. Most of this data is set up with the Jam Mode Wizard. JAM MODE DESCRIPTION Masters 1-10 are used to select (activate) a Group of Devices, and the rest of the masters are used to control them.
Device Masters Step 1 - Check Groups Masters 1-10 are used for Groups. These Groups are the main "handles" for improvising. If there is specific selection of Devices you need to access fast that isn't created already, create it. The Jam Mode Wizard can be used to create a maximum of ten Groups will be created starting at 101. Group number 110 on Master 10 is ALL DEVICES. See Groups - Record and Groups - Load to Playbacks.
4. Press MODIFY again to confirm. 5. Repeat this procedure for as many Focus Palettes as you think you may need. Then repeat with all devices in the Group on Master 2 (if there is more than one type patched). Device Masters Step 3 - Check Color Palettes Masters 31-40 are used for Color Palettes. The first time Jam Mode is activated ten CMY Color Palettes will be created starting at 101. The first one is Open White (O/W). These Color Palettes are auto-generated for Moving Devices with CMY mix.
Device Masters Option - Create Beam Palettes Direct Selects in the fourth (lower right) section are used for Beam Palettes (1-10). Beam Palettes are not generated automatically. If there are Beam Palettes 1-10 they are displayed. If not it is easy to update/record them. Record Beam Palettes 1. Select all Devices in Master 1 by pressing the master key for that Playback. The LED in the Master key will light up. All Devices of the first type are select. 2.
Device Masters - Working Method (6.0) Device Masters is based on you selecting devices and moving them to positions and colors. On top of this you have some powerful effects that can be applied on the fly and in the tempo of your choice. Most of this data is set up with the Jam Mode Wizard. Device Masters - Selecting Devices Devices are selected from Masters. Function Key Feedback Select Group Master Key 1-10 (>20) The LED in the Master Key is lit.
Device Masters - Set Positions and Colors The currently active Group (Master LED is lit) will move to the target of any Palette by key or fader. Masters 21-30 have Focus Palettes, and Masters 31-40 have CMY Color Palettes. This is basic operation Function Key Feedback Rubberband to Palette # Move Master fader The currently active Group will fade to the target of the Palette in that Master Playback.
Misc Soft Key Page (6.0) The Miscellaneous Soft Key Page is selected with the soft key MISC in the Main Display of the console.
These are the functions (Solo, Mute and Park are described in the chapters: SOLO, MUTE, PARK) Function Softkey Feedback Play back Macro # [#] [Macro] Macro # is played back.. See MACROS. Learn Macro # [#] [Learn_Macro] Macro # is recorded. See MACROS. Print Screen [Print_Screen] Prints the current screen to a node called PRINTOUTS. See Print. Playlist mode [Playlist] The Playlist is activated. See The Playlist. UnPark [UnPark] Is used in combination with other keys to unpark channel values.
Lock Console (6.3) You can to lock the console by holding ESC and pressing C/ALT. The same command will unlock again. [ESC] & [C/ALT] NOTE The following mouse actions are blocked (6.3) - Screen actions from layouts - Drag and drop - Double clicking in editors.
Context Menus (6.3) In most places of the Congo screen interface there is a context sensitive menu that offers the functions that apply most to the part of the interface you have focused at the moment. It is opened by pressing SELECT twice, or by right clicking with a mouse or trackball. This works in the following views: • • • • • Channel View Attribute View Editors Browser Organizer Examples • • • Press BROWSER to select the Browser.
In a Channel View it looks like this: In the Playback tab over a preset it looks like this: 158
When you are handling dock areas there are two context menus, one in the header to choose dock content, and one in the content area to choose format (See Dock Areas): 159
Drag and Drop (6.3) In most places of the Congo screen interface you can use a mouse or trackball to drag content to other locations and drop there. This is the same as doing a copy/paste or cut/paste command with key presses. Please note that there are two options for drag-and-drop editing within Congo - editing within the same play and using drag/drop to import data from another play - this can be an older version of the current play to perform UNDO actions, or another play entirely.
Dragging sequence steps 1. Open the main playback Sequence Editor (MODIFY and PLAYBACK). 2. Click, hold and drag a sequence step to another sequence step, then drop. 3. You will now get a dialogue with the following options: This dialogue allows you to COPY or MOVE the selected step. COPY = Makes a copy of the source and inserts it into the sequence after the target step. MOVE = Moves the source and inserts it into the sequence after the target step.
If you select the Advanced tab by pressing left arrow, you get the following options: The first option allows you to define where you want to copy/move the step to. • • • After the target step (default) Before the target step Replace the target step The second option "Create Between" allows you to create a new step with a new preset number and insert (after/before). NOTE For more info, see: Sequence - drag and drop data.
Drag and Drop - Replacing Data (6.3) If you drag a Sequence, Preset or Palette and drop it on another node of the same kind, you will get the option of replacing the node you are dropping data on. This feature works both within the same play and in the Import From Organizer.
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About The About node shows you a summary of the system and a summary of the currently loaded play. About Node This chapter contains the following sections • • About - Congo... About - Play...
About - Congo About Congo shows you a summary of your system configuration - this information is often only used in case of technical support. SOFTWARE AND OUTPUTS • • • • • • • Software Version: The version and revision of the Congo software installed. Qt Library: Qt is a supporting tool that is used by Congo. Only for support. Dongle number: This is your unique software number that is required when you upgrade your system size.
ROLE • • • Possible roles: These are the possible roles your dongle permits: Server, Backup and/or Client. Name: System name Current Role: The currently active role NETWORKING • • • • • Net: The logical network this console is active on. IP: IP address of this system. Enabled network protocols: A summary of enabled protocols and the current Universe Map for each of them. Network DMX input: Shows if this is active. ACN Library Info: Shows information about Advanced Control Network libraries in use .
About - Play This is a summary of your play. The same information is included in your printouts.
Dimmer/Device Feedback Log (6.2) The Dimmer/Device feedback log (Browser >About) will show all logged dimmer feedback messages from: - RDM (new in v6.2) - CEM3 (new in v6.2) - FDX (new in v6.2) - CEM+ - Dimstat Active errors are marked with red. A column “Type” will show the source of the error. Features • • • The Active column shows if the error is active or if it has been cleared. You can also reset a known error (to get rid of the indication on the channel) by toggling the Active field.
Sensor3 & Sensor+ Dimmer Feedback (6.2) These devices will show up in the “Net3/ACN Device List” (Browser >General Settings >Network >Net3/ACN Device List). Channel Display When a channel is patched to an output that is associated with a Sensor3 or Sensor+ dimmer then that channel will indicate the state of that dimmer. When the associated dimmer has an error or warning then the channel display will include a small warning sign as part of the display.
Files The files node is where you can open, save, export and import show files. You can also save a default show, copy log files to a USB memory - and exit the system. Files Node This chapter contains the following sections • • • • • • • • • • • Files - Introduction New Open Save & Save as... Import from...
Files - Introduction Make sure you save your information at all times. If the current Play has been altered since it was last saved, the name is displayed in yellow instead of white. If over 30 minutes have passed without saving, the time stamp will turn red (6.1). All file handling is done from the File node (BROWSER >File). This system has a hard drive as the primary storage. You can also use a USB memory stick, an external USB drive, Floppy or a File Server on the network.
more information about importing shows files see IMPORT WIZARD. Sub folders are shown at the start of the file list with the name in [brackets].
New (6.3) When you want to clear the console to start with a new play, you use the "New" command (Browser >Files >New). Function Key Feedback 1. Select the Browser [BROWSER] The Browser is selected on the left side of screen 1. If the Browser already was selected - it will be closed. Press Browser again to reopen. 2. Go to "Files" at the top Arrow keys Files is marked in orange 3. Open the File node Right arrow Opens a subtree of functions. 4. Select "New" Down arrow New is marked in orange 5.
After which this one will open: If the current play has unsaved changes and has never been saved this dialogue will open instead: 175
New Play Patch Options These are the most important settings that you need to consider when starting a new Play in Congo. First there is a dialogue asking you about the patch options for the new play. There is an option to use a default patch, a channel-to-dimmer patch 1:1, to start with No patch. See Patch. Then there will be a dialogue asking you to select the most important settings for the new play General Settings These settings affect default times and master recording in Live.
• Enable Remote Controls - When checked, allows remote controls to interact with the lighting system. See Play Settings - System. • Default Go Time - Sets the time used by sequence steps with no other recorded timing data. See Play Settings - Crossfade. • Default out Time - Sets the out-fade time to be recorded to sequence steps. See Play Settings - Crossfade. • Default In Time - Sets the in-fade time to be recorded to sequence steps. See Play Settings - Crossfade.
Open When you want to open a play, you use the "Open..." command (Browser >Files >Open). Function Key Feedback 1. Select the Browser [BROWSER] The Browser is selected on the left side of screen 1* 2. Go to "Files" at the top Arrow keys Files is marked in orange 3. Open the File node Right arrow Opens a subtree of functions. 4. Select "Open" Down arrow Open is highlighted. 5. Open this node Right arrow Opens a subtree of media choices. 6.
Save & Save as... (6.3) The key shortcut for saving a play is C & UPDATE (save) or C & RECORD (save as). You can also press CTRL-S on a keyboard. To save using the Files node in the Browser: Function Key Feedback 1. Open the Browser [BROWSER] If it was already selected it will be closed. Press again to open. 2. Go to Files Down Arrow Files is highlighted 3. Expand subnodes Right arrow Subnodes are expanded. 4. Select Save as Down Arrow "Save as..." is highlighted 5.
or the "Save as" dialogue *It is possible to set up a file server by specifying the file server path in the Login Settings. See Login Settings, General Functions. Creating Subfolders For Files (6.3) You can create sub-folders for files with the INSERT command in the context menu (press SELECT SELECT or the INSERT console key) for the Play Archive node in Browser >File >Save as... >Play Archive.
Save Copy to USB (6.3) There is an an option to save a copy of the play directly to a USB memory stick. For example, this can be used to create a backup copy of the show. BROWSER >Files >Save Copy To USB Simply connect your USB memory stick and select this option. NOTE (6.3) You have the option of saving revisions 1-9 of a play every time you store it with the same name on the same USB memory if you use the Save... option to save to USB.
Import from... (6.3) You can import part of any play into your current play, if you want to reuse color palettes, presets, groups or if you want to reload a previous version of an object such as a preset from an earlier version of the same play. You can also import lists from Excel, LightWright or WYSIWYG. See Channel Database - Import Text File Wizard. This chapter describes the import functions. Parts about drag and drop are referred to the chapter about Drag and Drop. See Drag and Drop.
Import Organizer - Functions (6.3) The basic functionality of the Import Organizer is that you can use drag and drop (mouse) or copy and paste (keys) to copy any type of data from an external play to the one in memory. Importing single items When you want to import a single item you have a choice of using drag and drop, or the copy/paste function. Drag & Drop 1. Click and hold on the single item you want to import in the Organizer (import from) tab. 2.
Importing multiple items When you want to import multiple items, you do it in the exact same way as when importing single items. The difference is in how you select which items to import. Select the top node to import all items of the same kind, like Sequence, Presets, Groups etc... Hold SHIFT (keyboard) or SELECT and click to select a range of multiple items of the same kind. Hold SELECT and use arrows in console. Hold CTRL (keyboard) and click to select multiple items of the same kind in a random order.
Import - Types of items to import (6.3) Here are some examples of items that can be imported from any play to the one in memory using the import function: • • • • • • • • • • • • • • • • Sequences Sequence steps Channel Times Device Links Master Links Action Macros Presets Groups Palettes Templates Patch Devices Effects Master Pages Scroller Rolls Channel Layouts Import Items With Dependencies (6.3) Many items in a Play are dependent on other items.
Every time you make an import with dependencies you will first get a drop dialogue 186
And after this you will get a dialogue confirming the dependencies that have been imported as well.
Import From Other Lighting Control Systems (6.3) Importing a show from another lighting system is easy, as long as it is saved in the Standard ASCII Light Cues format. Basically the easiest way to get the information into Congo is to 1. Open the play - any play in Standard ASCII Light Cues format (name.asc or name.alq) can be opened directly. 2. Save the play as a normal Congo play. 3. Use the import Organizer in this chapter to import parts of these plays. Check each system for specific conversion rules.
Palette references In the Strand system, attribute information stored in groups can be used as palettes and referred to in presets. Strand groups that are referenced from presets are converted to All Palettes and a reference to the palette is stored in the Congo Preset. Groups Groups that are not referenced from other presets, are stored as Congo groups to avoid mixup with preset numbers. In Strand plays groups may contain attributes - this is not supported in Congo.
Import from - Avab Expert Expert plays can be read directly from a floppy drive or as ASCII plays from a USB, See local manual for export instructions to this format. The way Expert plays are read has changed completely to be able to read more data. Using an external utility, the Expert binary file format is translated into ASCII Light Cues and opened just like any other file. • • Loading an Expert play is done from Browser >File >Open. When a diskette with an Expert.
Export to Expert diskette This option allows you to export the current play to a floppy disc in Avab Expert play format. 1. Connect an external floppy drive 2. Insert an empty floppy 3.
Default Play wizard (6.1) The Default PlayWizard allows you to store various parts of your current show as a default file. The data in the default file will be offered when you start with a New Play.
Print You can print play data to pdf files, sorted in different ways and in different formats. These files are copied to a USB memory and printed from any standard computer. Patch and Channel Database can be exported to a comma separated text file, suitable for spreadsheet or database programs like Excel. Channel Layouts are printed separately from the Channel Layout editor. 1. Open the Printout Wizard (BROWSER >Files >Print...) This popup will appear 2.
3. Choose if you want to include attributes or not. 4. Choose if you want to sort by Channel, by level or by difference. 5. Choose if you want to print All channels or just those that are changed (more compact). 6. Press EXECUTE to confirm, two things will happen: • • The print file will be stored under the print node in a node called PRINTOUTS. If a USB memory is inserted before pressing EXECUTE, the files will be copied to it, in a folder called PRINTOUTS.
Copy Log files to USB This function will copy the log files that are automatically stored in case of a program termination to a USB memory so you can email them to ETC for analysis.
Exit to System Settings The System Settings is where you configure time, nationality, output, network, protocols and software update/upgrade. The Congo System Settings are opened from the Welcome Screen, or from the Browser (Browser >Files >Exit To System Settings). If you start an offline system all of the options will not be available, since they relate to the hardware of a console.
System Settings - General These are the general System Settings. System Name This specifies the name this Congo console will use to identify itself on the network to other devices. It is displayed at the top of each screen. Time & Date Set time and date for this system. Preferred Language Select a language with MODIFY and confirm with MODIFY.
Preferred Help Language Select a language with MODIFY and confirm with MODIFY. Locale This will change the way dates are entered, and the international keyboard setting. Fileserver Patch This is the default location to save show files. The full path must be typed in and specified in a legal Windows format. Example D:\congo\backup (internal path/folder) \\anders\playfolder (external server name/folder) \\192.168.1.
System Settings - Com Port This is used to set up the COM port(s) of your Congo Jr or Congo Light Server system. This has to be defined if you are communicating to an external device through the serial port OR if you are using an older TT Radio Remote. Consult the manual of your device for the required settings of the serial port. Please observe that you cannot use the same serial port for radio remote and trigger devices at the same time.
System Settings - Protocols This is where you activate different output protocols. Net3/ACN Net3 is the equivalent of ACN. The system name that is exposed on Net3 is “Congo “ + the system name. There are two options: • ACN This needs to be enabled if you have units with bi-directional communication, like for example the Net3 I/O Gateway. Priority: A Net3/ACN source can have a priority of 1-200. 200 is highest, and 1 is lowest.
fetched from the setting above. In Offline mode, Streaming ACN is sent on priority 1. Visualisation software such as Capture require sACN tor CITP. ETCNet2 Activate if you are using any ETCNet2 nodes. The system name that is exposed on Net2 is “Congo “ + the system name. • ETCNet2 Priority: An ETCNet2 source can have a priority of 20-1. 1 is highest, and 20 is lowest. This parameter decides the priority status of this system if there are multiple sources (for example Congo and Unison).
System Settings - Universe Map (6.0) Each server in a multiple server system requires a logical network of it's own. There are ten networks, 0-9. In each of these networks you can set a name, and the EDMX, sACN and Artnet mapping. In a setup with several systems in the same network, such as for example a television studio, you can assign names to the networks belonging to each studio.
When the system is started these names will appear in the top right corner of the Welcome screen. Use the up/down arrows to select and MODIFY to activate. HINT If you want to turn the protocol off for a specific universe, set it to zero.
System Settings - Output (6.4) These are the settings for the DMX outputs of the consoles, and ethernet to visualizers. Visualizer Link Activates bi-directional communication with third party visualisation tools. NOTE When the software is started in Offline mode there is no DMX output. DMX SETTINGS Local DMX Output Set the start output and output speed for the DMX outputs of the consoles.
System Settings - Backup These are settings mostly used in a Server/Backup situation, although some options may be interesting in a single Server system as well. BACKUP MODE Sets start mode of your choice for this system. • • • Always Server Always Backup Server/Backup depends on startup order ALWAYS START UP WITH SPECIFIC PLAY FILE Select any play file to be auto-loaded at startup, skipping the startup screen. Suitable for museum and event applications.
System Settings - Network These are specific network settings for Net3 services and IP settings. Network Adapter This will say Online if a network is detected, otherwise it will say Offline. NET3 SERVICES Net3 Services are a suite of services that provide infrastructure support for a Net3/ACN network. Those services are a dynamic IP address server, a network time server and a file server. Each of these services are described below. Unchecking this box acts to disable all of the Net3 Services.
Network Services Clicking in the enable box will activate the Net3 settings for Address or Time Server, or TFTP (file transfer for software distribution). Address Service (DHCP) Net3 Services uses a DHCP (Dynamic Host Configuration Protocol) address server. DHCP is a TCP/IP protocol that dynamically assigns an IP address to a network device when it requests one. This is a small and simple DHCP server that is intended to be used on nonrouted networks. It will not serve IP addresses across a router.
IP SETTINGS These are the settings that determine the method to get an IP address and/or the actual IP address information that Congo uses for network communication. Preferred IP address This tells Congo which network adapter it should use for communication with the lighting system. In consoles and Light Servers, there is only one network adapter so the Automatic (default) setting is fine.
• Gateway o If DHCP is disabled, you set the Congo gateway IP address here. This is a static gateway IP address and will remain set until changed by a user. If DHCP is enabled, this field will display the gateway IP address that is being used by the console (whether it is served via DHCP or a selfgenerated link-local IP address). Network Configuration Applications (6.0) This is where you can configure your Net3 Gateways and ETC Networks.
System Settings - Monitor System Settings - Monitor Max physical monitors Select the number of physical monitors you want to run your system with. If you are running an offline version you can choose virtual screens. Monitor 1 Check this enable box to change Placement (left/middle/right) or Mode (resolution). Monitor 2 Check this enable box to change Placement (left/middle/right) or Mode (resolution).
Show Advanced Options If you have a custom widescreen monitor with specific coordinates, you can use the Advanced Options. Identify Click here to identify all monitors with a number. Apply Click here to apply the current monitor settings with a time-out option to return to the previous settings.
System Settings - Update You can update software, and upgrade the number of outputs your system supports. • • To update the software you need a USB memory stick with the latest congo.exe file from www.etcconnect.com that is inserted in a USB port before activating this tab. To upgrade the outputs you need an upgrade code from your ETC retailer.
Update Software In a Congo Jr or Server you will need a mouse to do this. In the big Congo you can use the trackball. Function Action Feedback 1. Download latest software www.etcconnect.com Save the file "congo.exe" on a USB memory stick 2. Put USB in Congo - 3. Exit to Settings "Exit to System You will open the system Settings" node in the settings. browser 4. Go to Update click on Update 5. Select software in dropdown click on Software Update dropdown 6. Select INSTALL click on INSTALL 7.
System Settings - USB RFR You can set HF (frequency) and Network ID (group) for each RFR remote. Simply make sure they correspond to your remote settings. You can also update the firmware of your RFR base unit and remote. For more information see Remote Control - RFR Radio Remote. For the remote to work both base station and console need to be set to the same HF and Network ID.
System Settings - Utilities (6.0) These are some useful utilities for file handling. FILE MANAGER This opens a file manager utility for copying and/or moving files between Congo and a USB memory or file server. BACKUP SHOW ARCHIVE Will copy all shows in the archive including backup plays to a USB memory.
VERIFY HARD DISK Technical Services request that you do this as part of fault-finding. Select the appropriate drive letter and click START.. BACKUP SETTINGS Creates a backup of your console settings in case you need to reimage the system. RESTORE SETTINGS Allows you to restore settings from a backup.
Exit to Welcome Screen Press MODIFY to exit to the Welcome Screen. From here you can start as Server, Backup or Offline. You can open System Settings and Quit. In the message box you will be notified • • If there are Congos with different software versions running on the same network. If the same sACN or Net2 universe is mapped to multiple Congo universes.
In the top right corner network and command syntax settings are shown when appropriate. In the top left corner you will see if there are multiple user setups, for example for different tvstudios.
Power Off (Quit) Always shut down your system correctly with the Exit function (BROWSER >File >Power Off). If your console has a softpower button you can use that as well. Function Key Feedback 1. Open the Browser [BROWSER] If it was already selected it will be closed. Press again to open. 2. Go to Files Down Arrow Files is highlighted 3. Open subnodes Right arrow Subnodes are opened 4. Select Power Off Down Arrow Power Off is highlighted 5.
General Settings The General Settings node contains all the settings for the play, the console, networking, printing, dock areas etc. General Settings Node This chapter contains the following sections • • • • • • • • • Play Settings Console Settings Network Print Wizard Screens (5.
Play Settings The Settings define default times and values, the behaviour of recording functions, and attribute behaviour in faders during playback.
Play Settings - Introduction The system settings are opened with SETUP. You can also open a local settings popup for any key by holding SETUP and pressing that key (for example GO or RECORD) The system settings popup contains the following sections • • • • • • • • • LETS BEGIN >A summary of the most important settings. CHANNELS >Configure default values and select Command Syntax. CROSSFADE >Configure default times, fader modes and fade direction.
Play Settings - Basic The "Let's Begin" settings are a cross selection of settings from all tabs that are very important to fill in before starting to work with a new show. See New.
Play Settings - Channels Press SETUP and use the right/left arrows to select the Channel Settings tab. • • Use the down arrow to select a cell. Use MODIFY or # MODIFY to change values.
Channel Settings The Channel Settings are general for all Channel Views.
Play Settings - Crossfade Press SETUP and use the right/left arrows to select the Crossfade Settings tab. • • Use the down arrow to select a cell. Use MODIFY or # MODIFY to change values.
Crossfade Settings The Crossfade Settings are general for the Main Playback. Timing settings Function Explanation Default value Default GO Time The Time used by the GO key when no times have been assigned to a crossfade 5 Default Go Back Time The Time used by the GO BACK key when pressed independent of any ongoing fades. 2 Default Out/In Time Causes the specified time(s) to be automatically recorded into all new sequence steps, which will be used instead of the Default GO time.
Specific playback settings Function Explanation Default value Disable PB Rubberband Disables attributes from the faders of the Main Playback. Off Always start Dynamics on Go Sets Dynamics to start on Go regardless of other settings. Off Don't loop Sequence At the end of a Sequence it will not restart at step 1. Off Don't advance Playback Crossfades will not advance any sequence steps automatically. Off Show sequence numbers Display of Sequence Steps in the Playback tab.
Play Settings - Master In v6 most settings for the masters have moved into individual Master Settings. These are the global settings for the whole play. Press SETUP and use the right/left arrows to select the Master Settings tab. • • Use the down arrow to select a cell. Use MODIFY to toggle a setting. Master Settings The Master Settings are general for the Master Playbacks. Function Explanation Default value Auto-Update master page Changes to a Master Page are stored automatically.
Play Settings - Effects (6.1) These are global effect settings for the whole play. Press SETUP and use the right/left arrows to select the Effects Settings tab. • • Use the down arrow to select "Remember Effect Parameters" Use MODIFY to toggle on/off. The default value is on. When this is set to "on" all effect parameters are stored and recalled when you shut down the system, regardless if they are stored into palettes or presets or not.
Play Settings - System Press SETUP and use the right/left arrows to select the System Settings tab. • • Use the down arrow to select a cell. Use MODIFY to toggle a setting. System Settings The System Settings are general for the behaviour of the console. Function Explanation Beep An audio "beep" warning when On illegal commands are performed AND when a crossfade is completed Remote Control Activate Radio remote focus units and remote trigger.
Play Settings - Attribute Press SETUP and use the right/left arrows to select the Attribute Settings tab. • • Use the down arrow to select a cell. Use MODIFY or # MODIFY to change values.
Attribute Settings (6.0) The Attribute settings affect recording and control of moving device parameters. Recording and control functions Function Explanation Default Sequence attribute playback default Record attributes to move "live" (GoOnGo), when the positions are loaded for the next Crossfade (GoInB) or Auto Move. Auto Mark* Record Attribute mode There are different modes for Active recording Attributes. See Device Recording - Modes. See Attrib Move in Sequence List Functions.
Time settings Function Explanation Default F-Del A default delay time in seconds or % (of the In time), used when recording Preset with Attributes. 0 seconds C-Del See above 0 seconds B-Del See above 0 seconds F-Time A default time in seconds or % (of the In time), used when recording Preset with Attributes.
Play Settings - MIDI (6.4) Press SETUP and use the right/left arrows to select the MIDI Settings tab. • • Use the down arrow to select a cell. Use MODIFY or # MODIFY to change values.
Standard MIDI (6.4) All keys and faders can send notes and controllers when this is activated in the MIDI Settings.You can use MIDI notes and controllers to remote control any key or fader of the Console.The Congo can also be set to activate a specific crossfade when receiving a Program Change command through MIDI. See MIDI. Function Explanation Default value Direct mode Midi Direct Mode (6.4) On MIDI Channel The MIDI channel used by Congo 1 Keys All keys are sent as notes.
Direct Mode MIDI (6.4) Direct Mode is designed to allow you to connect any MIDI equipment to Congo and be able to make it work, providing it is sending the corresponding MIDI commands.
MIDI - Direct playback mode Speed Control A, B 1 102 GrandMaster 1 104 Independent 1-6 1 110 Page, block 1 1 0-127 128 Page, block 2 2 0-127 128 Page, block 3 3 0-127 128 Page, block 4 4 0-127 128 Jump in main playback 5 0-127 128 103 2 1 115 6 Program Change MSC Extend to allow control of all masters.
Play Settings - Show Control Press SETUP and use the right/left arrows to select the Show Control Settings tab. • • Use the down arrow to select a cell. Use MODIFY or # MODIFY to change values. Show Control Settings The Show Control Settings are general for the system. UDP Strings (6.2) UDP (User Datagram Protocol) is a communications protocol where messages are exchanged between computers in a network that uses the Internet Protocol (IP). See UDP data.
In Congo UDP allows you to use the Ethernet network to: • • Receive Congo specific Action Macros directly from another unit, without having to first create a trigger and event. Send any proprietary string of data to another unit that can receive commands over UDP Function Explanation Default value Input Port The Input Port Congo listens to 0 Output Port The Output port Congo sends to 0 Output IPs The Output IP(s) Congo sends to, add multiple and separate with semicolon ";". 0 OSC (6.
Console Settings The Console Settings are set from the node Console Settings in the Setup node of the Browser. (Browser >Settings >Console Settings). You can set the values from 0-100%. They will take effect immediately and are NOT related to different play files.
Sound Settings (6.3) The volume of the internal speaker is set by holding SETUP and moving the level Wheel. You will see the result in the value next to the loudspeaker symbol in the top right corner of the monitor screens. This will take effect immediately and is NOT related to different play files. You can also right-click on the speaker to open a context menu for setting sound levels (6.3).
Network Congo has client/server networking with multiple operators. It is possible to send and fetch a play between Server and Backup. There is backup sync for running shows.
Network - Introduction A Congo network consists of a Server and a Backup, and/or Clients. A Server can have up to ten Clients. NOTE Any Congo, Congo Jr, Congo Kid or Congo Light Server can be started as Server, Backup or Client. A backup can only back up within its channel and output limitations. General Facts • • • • A system can be setup to start as either Server, Backup or auto-detect.
Network - Functions These are the general network functions.
Network - Server/Backup Backup consoles/Light Servers are used when it is imperative that control of the lighting system be maintained in the event of a failure of the server. A Backup sends no data to the lighting system until it has activated and taken over by converting to a server (either manually or automatically due to loss of communication with a server). It is possible to use a crossed cable with just two consoles.
A message is shown in the Message area (bottom of screens) on the Server system when a Backup or Client is started. The system that is started as Backup now displays an information message about this. When the contact is lost between two linked Congos a message is shown in the Message area (bottom of screens), and the Backup Congo is automatically converted to Server. ETCNet2 You can connect to ETC nodes with a Switch (avoid routers, they tend to complicate things).
NOTE If using fixed roles (always server or always backup) make sure that both consoles are configured into a fixed role (one as server and one as backup).! When the Auto-transfer setting is checked in both Server and Backup, the following actions will be performed each time you make a New, Open, Save or Save As command on the Server: • • • Transfer play to the Backup. Save play on the Backup. Activate Sync mode.
Network - Client You can use the ETC Net3 Remote Video Interface or a personal computer as a client. You can connect a maximum of ten clients to a server. You need a dongle to run the software in a personal computer as a Client to an existing Server. See Net3 Remote Video Interface. To log in as a Client, use the CLIENT key from the Login Screen of Congo. Once you are logged in as Backup or Server you have to log out to log in as a Client again.
For the following commands use the CLIENT key of the console. Action Keys Feedback Toggle Clients on/off [CLIENT] Confirmation message at bottom of screens. Set permission modes [CLIENT] (held) As long as CLIENT is held permissions can be set with the direct selects. Currently only Full Access and View Only Mode are available. NOTE Be careful when using the client since you are making changes directly in the server. Don't try to work on the patch from the client.
Network - Multiple Users In a Multi User setup there will always be a Server. You can connect up to ten clients to this Server. Each client can access and work independently with the data of the Play in the Server. Playback controls are shared (See Multiple Users - Global Functions). This is a true client/server system. This means that all light output is calculated and output from the Server at all times. To set up a Multi User system it is important to do things in a specific order.
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Main and Master Playbacks Playback functions are global and shared by all. This includes functions like GO, PAUSE and REFRESH. Highlight Mode This is a global mode, both affecting and indicated on all screens on all stations. Grand Master The Grand Master is global. This means any user can control it for the whole system. Freeze The Freeze switch is global. This means any user can control it for the whole system. B.O. The Blackout switch is global. This means any user can control it for the whole system.
Server Commands These are the general Server functions. This chapter contains the following sections • • • • Send Play Fetch Play Backup Sync Force To Backup Send Play Play data is not replicated automatically - for security reasons. A play can only be sent from Server to Backup. Always send or fetch the most current play before running a show. 1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press again to open). 2.
3. Select Fetch Play and press MODIFY. You will get a confirmation message in the bottom of the screens. Once the Play is transferred you have the same Play information in both consoles. The Play file name is transferred, and the playbacks in the receiving system will position to the same steps as in the main system. If you make changes in either console, you have to transfer the Play to update the other console. This guarantees that a programming crash in one system won't bring down the other system.
Backup Sync The link between the two consoles is activated from the Network node of the Browser. This can only be done from the Server . The following things are synchronized • • • • • • • • Loading new content into a Master. Activating content from a Master with the Master key. Changing the level of a Master fader. Loading new content into the Main or Master Playback. Starting a playback with the GO, GOTO, GO BACK and PAUSE keys.
Force To Backup Force To Backup is only used if there are two servers in a network, due to network dropouts. 1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press again to open). 2. Use the down and right arrow keys to open the Network >Server Commands >Force to Backup. 3. Select Force to Backup and press MODIFY. You will get a confirmation message in the bottom of the screens.
Backup Commands These are the general Backup functions. This chapter contains the following sections • • Fetch Play Convert To Server Fetch Play Play data is not replicated automatically - for security reasons. Always send or fetch the most current play before running a show. 1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press again to open). 2. Use the down and right arrow keys to open the NETWORK node. 3. Select Fetch Play and press MODIFY.
Convert To Server The Server system is the system that transmits output. The Backup system will start doing so when it is converted to Server. This will happen automatically in case of a crash. It can be done manually at anytime too, but only from the Backup itself. The top of each screen indicates if a system is running as Server or Backup. Changing manually 1. Select the Browser by pressing BROWSER (if it was selected it will be closed, press again to open). 2.
Network nodes This node shows all Congo devices on the network, including the one you are working on, which is indicated with a * before the name. You can see the role, IP address and logical network in the Info area. See System Settings.
Find/configure CEM + This opens an explorer window to discover CEM dimmers on the network. See the manual for the CEM dimmers for more information.
Net3/ACN Device List Lists all Net3 Devices in the network, and allows some editing. Congo servers and backups will automatically connect to discovered CEM3s as it does with CEM+s when it is configured to do so. Congo console will attempt re-connect CEM3s when a network disconnect occurs as it does with CEM+s. Press MODIFY to open the Net3/ACN Device List HINTS (5.1) RFR BaseStation and RFR Handheld devices are shown in the list. RFR Host is shown as active.
Screens There are 100 definable memories for all screens including zoom, channel format and split tabs. They are stored in the Direct Selects, as Screens. Action Console Feedback 1. Select Type [TYPE] & [SCREEN] When TYPE is held you can press SCREEN in your choice of Direct Select Section. 2. Record the current screen settings (5.0) [REDORD] & [Section_Key] 263 The current screen settings are stored to that key. A number will appear over the key.
When you press this key, all screens will change to the stored layout and format. NOTE In Congo Jr the four Direct Select keys to the left of the display also work as TYPE keys for each section. Screen Names Open the screen list in the Browser >General Settings >Screens, to see and edit names. Select the Text cell, press MODIFY and enter a text. Load screen (6.0) You can load a screen from the direct selects or from the Browser.
Delete Screens Open the screen list in the Browser >General Settings >Screens, to see and delete screens. Select a screen and press DELETE.
Dock Areas (6.1) Congo is designed so windows never overlap. Instead there is a concept of tabs that are opened in the middle of each screen, and dock areas around them.
Dock Areas - Introduction Dock areas are fast and flexible control and viewing panels that can be set up in the top/bottom/left/right borders of each screen. The left Browser dock and the bottom Effect dock are opened by default. Once they are set up you can toggle the content by holding BROWSER and pressing FORMAT. The left/right docks can show • • • • • Browser Masters Independents Effects Selected channels - Live (6.
The top/bottom docks can show • • • • • • • • Masters Independents Moving Lights Console Mimic Effects Designer (6.0) Selected channels - Live (6.0) Time Code (6.
Dock Areas - Functions The dock areas are easy to use once they are configured. Two dock areas are set up default, the left (browser) and the bottom (effects) on screen 1. You can toggle the contents of any selected dock area by holding BROWSER and pressing FORMAT. Configure Dock Areas (6.3) A dock area has to be configured before you can use it. < dock configure> • • • SETUP & BROWSER Right-click on the background at the edge where the dock will reside. (6.
Right-click in the Dock Area of the screens (6.3) Another way of opening and configuring dock areas is to right click in the dock areas of the screens. This will work also in screens with no tabs. Please note that you actually click on th dark edge of the frame in the upper and lower dock areas and on the background color in the left and right areas. NOTE You can resize any open dock area either holding FORMAT and moving the level wheel, OR just left-clicking and dragging with the mouse or trackball.
Navigate Dock Areas (6.3) Dock Areas can be opened with these key combinations or using a mouse. Key functions Function Key Feedback Open/close the Browser [BROWSER] The Browser dock in screen 1 is operated directly with the Browser key. Open/close the right dock [BROWSER] & [Right_arrow] Right area is opened. Open/close the top dock [BROWSER] & [Up_arrow] Top area is opened. Open/close the bottom dock [BROWSER] & [Down_arrow] Bottom area is opened.
Mouse functions (6.
Console Mimic Dock The Console Mimic dock gives you the user interface of the physical console. • • • • • • Click on a button or fader to press or move. Pressed button is indicated with a yellow background. Hold CTRL and click on a button to "hold" it so you can press another button after. Combine the Console Mimic and keyboard or console commands in any way. Press FORMAT to toggle different console mimic formats Hold FORMAT and use the Level Wheel to zoom.
Designer Summary The designer summary provides playback information at a glance that is intended to be useful for the lighting designer.
Selected - Live dock The selected - live dock provides a summary the currently selected channels and effect playbacks in the Live tab. This is the only view that will show effect playbacks and channels together.
Time Code dock The Time Code dock provides a summary of the important time code features and information. To the right, use the screen buttons to select Internal or External time code source. Enable BU (BackUp) clock will set the internal clock to take over if the external source is lost. Console Time code Settings • • LEARN activates learn mode. See MIDI - Time Code Auto Locate activates auto location.
Color Dock (6.1) The Color dock allows you to choose colors with a color picker. For most types of colormixing devices, the color gamut (possible colors) is indicated in the color picker. Click on the color picker using a mouse or touch screen to choose a color. The small black circle in the color picker indicates the current output of the selected channel. The color picker does not work for devices with scrollers or fixed color wheels.
User List User logins allow you to keep personal settings for Direct Selects, Screens and Notes, within the same Play as other users. See Direct Selects, and Notes. It's also possible to connect Partitions to User Logins, which makes it possible to have a User Login with a predefined set of channels that can be accessed by that user. See Partitions. You can view, edit and create new Users in the User List (Browser >General Settings >User List).
* Please note that the Default Partition has to be set to YES in the User Partition List as well - this is done automatically. NOTE The default Users "Default" and "View" are defined to allow access to the full system. Create a User Login User Logins are created in the User List. 1. Open the User List (BROWSER >General Settings >User List). 2. Press INSERT to create a new User. 3. Select the Name cell and press MODIFY to enter a text label. 4.
Change User User Login is activated from the command Change User in the Browser. If no User has been logged in, the Default User will be logged in when a Play is opened. 1. Select the node Change User and press MODIFY (BROWSER >General Settings >Change User). You will get a popup where you can choose from all defined Users. 2. The User is activated and indicated in the top left corner of all screens: Any Partitions associated to this User will be activated. See Partitions.
Event List An Event combines a Trigger with an Action Macro. Action Macros are a powerful way of creating commands inside Congo and to control external devices. Triggers can start Congo commands from external inputs like the COM port (unison macros for example).
Event List - Introduction An Event is a combination of a Trigger and an Action Macro. An Action Macro can be defined also directly in the step of a Sequence. Action Macro An Action Macro consists of a string of characters forming a line of commands. These commands can be used to trigger internal actions (Go, Pause etc) or external devices (DVD players, computers etc) with serial & MIDI commands Trigger A Trigger is used only to trigger an Action Macro.
Event List - Action Macros An Action is a kind of Macro that consists of a string of characters forming a line of commands. These commands can be internal (Congo) or external (COM port serial communication with DVD player, computers etc). Action Macros can be entered directly in the Sequence Action Macro column. Action Macros can be linked to Triggers in the Event list. In the Playback View Action Macros are shown with the"*" character or the word "Action Macro" depending on format.
Congo Action Macros (6.2) These are the available Congo Action Macros. Some have changed from over the years. Please note that existing Action Macros using the changed commands will not be converted automatically. They have to be manually updated to work as expected. Remember the RULES. Function Command Information Master START START Mx <,target> <,time> Moves Master x to 'target' percent in 'time' seconds Master GO Go Mx <,preset> <,time> Mx,preset,time.
Serial COM data In an Action Macro, this data is started with the word COM. Two parameters are used after the COM type. • • Group number (group 0 is the local console) followed by a comma. The parameter values (hexadecimal or ASCII) RULES • • • • • • • You can mix ASCII and hexadecimal values. The data bytes are separated by a space character. A hex byte is always written as two hexadecimal characters (like AE) followed by a space. An ASCII character is written as a single character followed by a space.
Examples MIDI 0, 90 24 40 sends a Note On message to the console output on Channel 1 for note 24 (36 in decimal) with a velocity of 40 (64 in decimal) MIDI 1, 80 24 00 sends a Note Off message on group 1 in a Net3 Gateway on Channel 1 for note 24.
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Event List - Events To trigger an Action Macro from an external input an Event has to be created and a Trigger has to be defined. This is done in the Event List. For each type of trigger (input), an Event list needs to be created. This is to allow for future expansion of both internal ports and network ports. 1. Open the Event List Insert an item (INSERT) and define a Trigger (you can add a description). 2. Open the editor by pressing MODIFY in the first column. Use INSERT to insert a new line.
• Net3 I/O Node Closure - You can specify the closure input (1-24) and if you want to trigger on close of open state. Note: Closure input are using the analog inputs of the physical node but has only two states, on and off. • Net3 I/O Node Analog - You can specify an analog input (1-24), a trigger value and the direction. • Local Closure - You can define triggers and actions for the external trig inputs in the same way as for Net3 I/O node closures.
Macro List A Macro is basically a series of key presses and actions that are stored under a number for random playback. • • • • • Macros can be recorded and played back in real time or fast. Macros can be linked to a sequence or chase step. Each Macro can have a text label. Macros can not be edited. There is an indication in the top right corner when a Macro is being played back. The Macro List is opened by holding MODIFY and pressing MACRO.
Playback a Macro Enter the number and press MACRO. As long as the Macro is being played back the text "Playing macro" is displayed in the top right corner of the screens.
Patching Before you can control a channel or moving device, it needs to be patched.
Patch - Introduction Patch is where outputs are assigned to channels, either directly in the case of dimmers or using a Template in the case of devices. All settings pertaining to outputs, channels and devices are also adjusted within the patch. Before you can control a dimmer or device it has to be patched to a channel. When opening a new play you can choose to set the Patch 1:1 or cleared. There are many ways to patch. These are the available options.
Patch by Channel/Dimmer The Output Editor gives access to the following actions. • • • • • • • • • • View Outputs in different formats (All, patched, unpatched, selected) Select by Output or by Channel. Patch by Channel/Dimmer. Expand information to show Device Parameter names Levels are shown in 8 bits (0-255). Changing Levels are shown with a blue background for going up, and green for down. Patch ranges or single channels/outputs directly. Park status is showed as a dimmed Output symbol.
There are color indications for most statuses: • Devices are marked in with a horizontal bar that show the involved outputs. • Levels are shown in 8 or 16 bits (depending on template). • Changing Levels are shown with a blue background for going up, and green for down. • Park status is showed as a dimmed Output symbol (214 in image). • Next and Last can be used to step around within a selection of channels or outputs (197199 in image).
Hold FORMAT and press down/up arrow to open/close detailed view showing parameter names. Hold FORMAT and move the level Wheel to zoom out/in. When you zoom out you will see all available universes.
Output Editor - Patch By Channel As soon as a channel is selected, the Output Editor is automatically in channel mode. Select a single channel or a range of channels to patch to Outputs. Use 0 MODIFY to unpatch. Patch a single channel Action Key Feedback 1. Select channel [#] [CH/ID] Channel is selected. 2. Patch to output [#] [MODIFY] A popup will ask if you want to replace existing output(s)* 3. Confirm [MODIFY] Patch is complete. Action Key Feedback 1.
Output Editor - Patch By Dimmer As soon as an output is selected, the Output Editor is automatically in outputmode. Select a single output or a range of outputs to patch to channels. Use 0 MODIFY to unpatch. Patch a single output Action Key Feedback 1. Select output [#] [OUTPUT] Output is selected. You can use the format output.universe. 2. Patch to channel [#] [MODIFY] A popup will ask if you want to replace existing channel* 3. Confirm [MODIFY] Patch is complete. Action Key Feedback 1.
Output Editor - Dimmer Check Mode Dimmer Check mode is a fast way to check the outputs consecutively. 1. Select first output with # OUTPUT 2. Set a level for checking with # @ LEVEL (a level is given between 0-255. 128 = 50%) 3. Press + or - to use this level and step to the next/previous Output. Levels that are higher than zero are restored automatically as they are passed by. 4. Deselect the last output to leave channel check mode (0 OUTPUT).
Import Template Wizard (6.2) Before you can patch a moving device you need to import or create the corresponding template. • • • To import from the libraries, use the Import Template Wizard in the Browser (Browser >Patching > Import Template Wizard). User templates from other Plays are imported with the Import Wizard. See Import Wizard. Custom templates can be created from scratch with the Templates Editor. 1. Open Import Template Wizard from Browser >Patching >Import Template Wizard 2.
The imported Template is added to the "Templates" node of the Browser >Patching. NOTE Standard or Extended Library? There are two libraries of templates - standard (smaller) and extended (larger) - both are accessed from the Import Template Wizard. We recommend that you use the extended library if you cannot find the fixture in the standard library The standard library is the one that's been in Congo from the start. All templates are hand-made.
Patch Wizard The Patch Wizard is opened from the Browser (Browser >Patching >Patch Wizard). See Navigating - Browser. There are three sections • • • Patch Dimmer - patch one, or a range of dimmers Patch Device - patch one, or a range of devices Set/Clear - clear or reset a range/all outputs, devices or renaming. Patch Dimmer(s) Enter the number of dimmers, the desk channel, DMX address and universe. If you check Replace existing dimmers, these will be unpatched automatically.
Patch Device(s) Select a template from the list, or open the Import Template Wizard. See Import Template Wizard. Importing a template will add it to the list in this dropdown. Enter the number of devices, desk channel, DMX address and universe. When the device type and number of devices are specified the required block of outputs is indicated in italic over the DMX Address (see image). The first free DMX address and output offset is suggested too.
Clear/reset patch or rename You can reset (1:1) or clear the dimmer patch, the moving device patch, or the renaming system for any channel range from # to #. If you check "Apply To All" you don't need to specify a range. Unpatch All clears channel, device and name patch. These are the options in the Clear wizard tab See Renaming Channels NOTE Checking Apply To All clears everything up to the total system limits regardless of any prior downgrade of channels/outputs.
Device List You can view and edit moving device settings in the Device List (BROWSER >Patching >Device List). There is a shortcut to open it: hold MODIFY and press DEVICE.
Device Settings - Columns & Functions Column Input Function Item No input The number of this item - cannot be edited here. Channel 0-3072 The number of the desk channel this device is assigned to. Template Dropdown menu Shows the device template - dropdown to change. Use the Import Template Wizard to import templates. Device Address #.# Shows the device address - change by address.universe. You can change universe by ".universe" Inv.
Device Settings - Patching (6.1) It is possible to Patch devices directly into the Device Settings tab. You can use any channel selection to patch fast. Function Key Feedback Insert a new Device [#] [INSERT] A new Device is inserted. Delete the selected Device [DELETE] The selected Device is deleted. You can only delete one device at a time. Insert the current [INSERT] channel selection as devices The current channel selection is inserted as Devices.
Edit/Change a Device You can exchange one moving device with another in the Device List. All parameters that are similar will continue functioning. Function Where Explanation Change Device Type* Device Settings, Template column Press MODIFY to get a dropdown with all templates. Select a new device template. Change Device Address Device Settings, Device Address column Enter a new device address with address.universe. You can change universe only by ".
>Settings and Tools - Patching These are the settings and tools for Patching.
Channel List You can view and edit dimmer outputs, scaling and constant ch level in the Channel List (BROWSER >Patching >Settings & Tools >Channel List). There is a shortcut to open it: hold MODIFY and press CH. See Patch - Introduction for more information.
Channel List - Columns & Functions Column Input Function Channel No input The number of this Channel - cannot be edited here (see Output List). Dimmer Address #.# Enter the address, followed by decimal point and then DMX universe. You can change the universe by entering ".#" Dimmer Address [MODIFY] Opens an Output Editor for adding multiple outputs or editing. Device No input Shows the device template - cannot be edited here (see Device Settings). Device Address #.
Channel List - Select & Patch Channels (6.3) It is possible to select and patch channels to outputs directly with a Command Syntax in this list (this does not work in At Mode). Function Key Feedback Select a channel [#] [CH/ID] The channel is selected in the list and in the Live tab. Add a channel to [#] [+] this selection The channel is added to the current selection. Add a range of channels to this selection [#] [THRU] The channel range is added to the current selection.
Patch - Rename Channels You can change the number used to access your instruments, without altering your Patch. This is useful when you want to keep your addresses and dimmer assignments as they are, but you want to change the numbering to fit the numbering of a Plot. Renaming is done in the Name column of the Channel List (BROWSER >Patching >Channel List) Change a channel name Function Key Feedback Change name [#] [MODIFY] Enter a new name and press MODIFY.
Output List You can view and edit desk channel, scaling and curve for outputs in the Output List (BROWSER >Patching >Output List >Universe #). See Patch - Introduction NOTE The Output List is divided into DMX universes. Open each from the Browser >Patching >Output List >Universe # Output List - Columns & Functions Column Input Function Output (EDMX)* No input The number of this Output (and EDMX) - cannot be edited here. Channel 0-3072 Enter the number, followed by MODIFY.
Output List - Select & Patch Outputs It is possible to select outputs directly with a Command Syntax in this list (only in RPN mode). Function Key Feedback Select output [#] [OUTPUT] The output is selected in the list and in the Live tab. Add output [#] [+] The output is added to the current selection. Add a range [#] [THRU] The output range is added to the current selection. Patch to channel [#] [MODIFY] The output selection is patched to channel #.
Parked When an output or attribute is parked it will remain fixed at the parked value regardless of all other functionality.
Park - Parked Items List The Parked Items list shows all parked channels, intensities and attributes. Individual items can be unparked by selecting the appropriate row and pressing [DELETE]. See Parked.
Templates A Template maps the functions of a Moving Device to the moving light controls of Congo This chapter is about creating and editing Templates.
Templates - Introduction A template maps the attributes of a moving Device to the controls and functions of Congo. Most common devices and scrollers already have templates in the library, ready to use. General Facts • • • • • • • • Templates can be edited or created at any time. Templates are stored to and imported from Plays. Change a Template during a show and all similar parameters will continue functioning. Table ranges can be set to control modes in devices such as the x.Spot from High End.
Templates - List The Template Lists are opened from the Browser (Browser >Patching >Settings and Tools >Templates). Template List - Columns & Functions Function Key Feedback Template [MODIFY] The ID of each Template. Press MODIFY to open the Editor Text [MODIFY] Press MODIFY to activate and end text input. Parameters [MODIFY] The number of DMX channels it uses. Press MODIFY to open the Editor. Comment [MODIFY] Press MODIFY to activate and end text input.
Templates - Editor The Template Editor is opened from the Item or Parameter cell in the Template List (Browser >Patching >Templates). Open an existing one directly in this node as well (Browser >Patching >Templates >xxxx).
Template Editor - Columns & Functions Press INSERT to insert a new Parameter. These are the functions in the columns. Function Key Feedback Parameter [MODIFY] Opens a dropdown. Select parameter. DMX [#] [MODIFY] Set DMX offset (1-256). Type [MODIFY] Set HTP (intensity) or LTP 8/16bits. Default [MODIFY] The default value that is used when patched, and by HOME ATTRIB. Highlight [MODIFY] The value used in Highlight mode. Snap [MODIFY] Set Snap or Fade.
Templates - Create 1. Open the Template List from the Browser (Browser >Patching >Templates) 2. Go to the end of the list and press INSERT to select a new Template. 3. Enter a name in the text column (press MODIFY to activate and MODIFY to store). 4. Press MODIFY in the first column. This will open the Template Editor, which will be empty. 5. Use INSERT to create as many steps as the Moving Device has control channels. 6. Edit the columns for each step to fit the specification of the Moving Device.
Templates - Type LTP or HTP Each parameter in a Template can be set to LTP (Latest Takes Precedence) or HTP (Highest Takes Precedence). • • • HTP8 is used for intensity parameters LTP8 is used for 8 bit parameters LTP16 is used for 16 bit parameters* This is set in the Template Editor. See Device Templates - Editor. *Observe that the DMX offset of a parameter has to be incremented by 2, if the previous parameter is set to 16-bit resolution.
Templates - Type 8/16 bit control Some Devices have parameters that require 16 bit control. Usually this is Pan or Tilt. This is set in Type cell of the Template Editor. • • LTP 8 bit - normal 8 bit control LTP 16 bit - 16 bit control 16 Bit Control And Wheel Behaviour The functionality of "Coarse/Fine 16 bit control" is set in the Attribute Setup. Hold SETUP and press ATTRIB.
• • On = The wheel controls the Coarse part of the16- bit value. Hold the wheel key down and move the wheel to control the Fine part of the 16-bit value. Off (default) = The wheel will control Coarse when moved fast, and Fine when moved slowly. 16 Bit Control - Fine Step Devices with 16 bit control rarely use all 16 bits. Therefore it is possible to fine tune the resolution of this parameter in the cell Fine Step in the Template Editor.
Templates - Snap or Fade Snap or Fade is defined in the Template Editor. When set to Snap (checked) it will not be affected by times. It will move at the beginning of each repositioning. When Snap is Off (unchecked) - the parameter will fade on times. See Devices - Times. Press modify in the Parameter cell to toggle On/Off.
Templates - Ranges The Template Range Editor makes it possible to define (and edit) ranges, subranges and positions (for colors, gobos etc) in Templates. This editor is opened by pressing MODIFY in the Range column of the Template Editor. There is a Range Wizard to create ranges. See Template Range Wizard.
Template Range Editor - Columns Function Value Feedback Min 0-255 This is the start value for a sub range*. The same value for Min and Max will be treated like a position (for a color or gobo for example). The Min value can be entered in the Min% column as well. Max 0-255 This is the end value for a sub range*. The Max value can be entered in the Max% column as well. Min% 0-100 The Min value can be entered as % here instead of bits (0-255) in Min.
3. Enter the number of ranges you wish to create and press MODIFY. 4. Step to Centered and Snap Positions with arrow keys. Use MODIFY to toggle. • • Centered = The middle value of a range is always output when selected Snap Positions = Fixed positions (Start = Stop) 5. Select EXECUTE and press MODIFY (previously existing ranges will be overwritten).
Templates - Mode Tables Range Tables make it possible to control multiple mode devices such as, for example, the High End x.Spot. • • A set of ranges are defined for a parameter. The Table defines which range is used for one parameter based upon the Range setting of another parameter. In the High End x.Spot there are Mode parameters (color mode) that affect the function of another parameter (color wheel).
3. Use INSERT* to create a Range Tables. These are the options. Function Key Feedback Parameter [MODIFY] Opens a dropdown. Select the mode parameter that activates this Range Table. Range [MODIFY] Opens a dropdown. Select the range position in the mode parameter that activates this Range Table. Ranges [MODIFY] Opens the Range Editor for defining these ranges. *When you make INSERT for additional Range Tables, the parameter will be copied from the first defined Range Table.
Templates - Fade With Intensity Fade with Intensity can be set in the Template Editor. When On, the parameter will be scaled through the intensity channel of the device. Also, the types of fixtures where color = intensity will be able to be controlled by the Grand Master and Black Out key when set up with an Intensity parameter. This is useful for controlling a softlight or LED fixture with color mix coming from colored fluorescents, that also are light sources.
Parameter Definitions Parameter types are defined in the first cell or the Template Editor. Each parameter is used differently. For example, Pan and Tilt automatically belong to Focus Palettes, and are mapped to the trackball in Parameter mode. Press MODIFY in the Parameter cell to open the dropdown. Select with arrow keys (or use the first letter from the keyboard) and press MODIFY to confirm. The Parameters are picked from the Parameter Definition Editor.
Function Description Parameter Parameter ID - cannot be changed. Name The name is used for controlling the parameter. WARNING - Changing an existing name could alter the complete functionality of all Templates Palette The Group defines which Palette and parameter group a parameter will belong to* *Palette and parameter Groups Group Description INT All intensities belong to INT.
Dimmer Curve List A set of default Curves can be assigned to dimmers in the Output Setup. It is also possible to create user specific dimmer curves. When you open a new show (4.1) some default curves are loaded (contained in the file CURVES.DEF). Patch - Dimmer Curve Editor It is possible to create any kind of curve in the Dimmer Curve Editor. Action Key Feedback 1. Open the Dimmer Curve List Browser >Patching >Dimmer Curve List The Dimmer Curve List is opened. 2.
Dimmer Curve Editor (example: Off/On Curve) Action Key Feedback 4. Insert a position [INSERT] A position is inserted. You can set percent, Output and if this step should use interpolation to the next step. INTERPOLATION When Interpolation is ON the values to this point will be calculated smoothly from the previous point. When Interpolation is OFF the value will be jumped to at this level.
Main Show Data The main show data is what you generate when you start recording. All data are under this node of the Browser, except effects, which have a node of their own.
Organizer (1 tab) (6.3) The Organizer tab allows you to view, edit and restructure all data in your show in one tab, The Organizer can be opened with focus on a specific type of data or with all show data visible at once. There are three ways to open it • • • Open from the Browser> Main Show Data> Organizer (1 tab) Press LOAD to open in any tab or spreadsheet cell (except from Browser) From a context menu in any List (SELECT SELECT) Most things in the Organizer can be edited.
Opening Focused Organizer Tabs (6.3) You can open an organizer tab with only one type of object focused by holding LOAD and pressing one of the following keys.
Execute from the Organizer (6.3) In the Organizer there is a function that allows you to execute (play back) Sequence Steps, Groups and Presets in the Live field directly. Right-click on the appropriate object to open the context menu and select Execute. Drag and Drop in the Organizer (6.3) You can click, hold and drag items in the Organizer from one place to another. See Sequence - Drag and Drop .
• • • • • • Patch Devices Effects Master Pages Scroller Rolls Channel Layouts If you drag and drop an item on top of a similar item, for example a Sequence Step, you get the option of creating a copy of this item or moving it.
There is also an advanced tab where you can choose if you want to create an extra step, an extra preset, before or after or replacing the step you dropped it on.
Organizer (2 tabs) (6.3) This is the same organizer as the 1 tab organizer, with the option of being able to move items between two windows, to make work simpler. See Organizer (1 tab).
Groups Groups are a way of recalling a channel selection with a single number. They are often used to speed up programming.
Groups - Introduction Groups are used mainly for selecting lights, but may also be assigned to masters where they function like traditional intensity submasters. You can store channel combinations into groups. The difference between a group and a Preset is that a group does not necessarily need levels for the channels involved, only the channels selected are stored regardless of how many other channels are active. Groups also do not contain moving light attributes.
Record a Group (6.1) Record a Group: 1. Select channels (setting levels is optional) 2. Hold RECORD and press GROUP - you will get a popup suggesting the next free group number 3. Press MODIFY- you have now recorded a group Use this Group to select channels: 1. Enter 0 and press CH - no channels are selected 2.
Groups - Record Only selected channels are recorded. The selected channels can have a level, but it is not necessary. Function Key Feedback Record [RECORD] & [GROUP] You will get a popup where you confirm recording this group, and can write a text label. Record as... [#] [RECORD] & [GROUP] You will get a popup where you confirm recording this group, and can write a text label.
Groups - Select Channels You can add and subtract channels that are stored in Groups to/from the current channel selection. Function Key Feedback Select [#] [GROUP] All channels in the specified Group are selected and can be controlled by wheel or with level functions. Add [#] [GROUP] & [+] All channels in the specified Group are added to the current channel selection. Subtract [#] [GROUP] & [-] All channels in the specified Group are subtracted from the current channel selection.
Groups - Select Channels Context Menu (6.3) You can select the channels of a Group in the Browser by opening the context menu and choosing SELECT CHANNEL(S).
Groups - Fetch Intensities Fetch intensities for all or specific channels from any Group. Function Key Feedback Copy level [#] [FETCH/ON] & [GROUP] All selected channels are set to the levels stored in Group #. Copy levels and channels [#] [GROUP] & [@LEVEL] All channels in the specified Group are selected and set to the levels in Group #.
Groups - List You can view, edit and create new Groups directly in the Group List (GROUP or BROWSER >Main Show Data>Group). If the content of a group is changed, the top header will be purple to indicate this. The channel order of the group is indicated in the far right column.
Group List - Columns & Functions These are the functions in the Group list. Function Key Feedback Open list [GROUP] The Group List is opened. Open list at... [#] [MODIFY] & [GROUP] The Group list is opened and focused at the specified group. Update changes [UPDATE] [UPDATE] Updates all changes in the current group. There is a or [RECORD] [RECORD] popup after the first key. Insert [INSERT] Inserts a new group with the next free number, with the channels that are selected. Insert as...
Groups - Display List You can use a list of groups in the main display of the big Congo console to view, select, add and subtract groups to the current channel selection. Function Console Action Open Group list [DISPLAY_LIST] & [GROUP] Opens the Group List. Use the trackball in Display List mode to scroll. Select group Trackball in Display List Mode Select with the trackball and right- or left click. Add group Trackball in Display List Mode Hold right- or left click and press +.
Groups - Load To Playbacks You can load Groups directly to any Playback.
Presets A Preset is used to store intensities, attributes or attribute times for playback in a Sequence, Main- or Master Playback.
Presets - Introduction The basic building block in Congo is a Preset. General Facts • • • • • • • • • Channels, levels, attributes and Dynamic Effects are stored into Presets. Presets can be played back from the Master Playbacks, and the Main Playback one by one, or as part of a Sequence or Chase. You can store Presets with up to three decimals using Preset numbers 0.0019999.999. Presets can be arranged in a list called a Sequence, with predefined fade times. Presets can be modified blind or live.
Record a Preset Live (6.1) Record a preset in the A field (live): 1. 2. 3. 4. Enter a number Use the level wheel to set an intensity level Press RECORD - you will get a popup suggesting the next free preset number Press RECORD again - you have now recorded a preset Try out this preset in the Main Playback (live): 1. Enter 0 and press GOTO - lights in A fade to zero 2.
Presets - Record You can record the output on stage, or part of it, to a Preset. What you see in the active Channel View is what is recorded. Normally only changed moving device parameters are recorded. Function Key Feedback Record new [RECORD] Record the content of the selected Channel View to a new Preset with the next free number. You will get a popup. See The Recording Popup Record new # [#] [RECORD] Records preset #. You will get a popup.
The Recording Popup (6.3) The recording popup has Basic, Advanced, and Times tabs. The last used tab is saved as the default choice for the next record action. The Times tab will default back to the Advanced tab for the next record action. In the Basic tab you can confirm recording a Preset (RECORD or MODIFY). You can also add a Preset or Sequence text and define the fade type.
In the Times tab you can set fade and moving device times.
Record Presets - Live Tab When the channel control is set to the Live Tab, you will record the complete stage output. The Preset is automatically added to the sequence in the Main Playback. Action Key Feedback 1. Activate the Live tab [LIVE] The Channel Controls are mapped to the A field. 1a. Record the complete [RECORD] You will get a popup with the next free preset suggested. You can stage output to a new write a text label.
Record Preset - Do not add to Sequence When a Preset is recorded, it is automatically added to the sequence in the Main Playback. It is possible to bypass this. Action Key Feedback Record selected to Preset # [#] [RECORD] & [PRESET] The Preset is recorded and added to the Preset List, but not to the Sequence in the Main Playback. Record All Attributes for selected channels Depending on how attribute recording is set up only changed moving device parameters are recorded.
Record Directly To A Master You can record the selected channels, or all channels with an intensity on stage directly to a Master. A preset will be created automatically if none is specified. If Attribute recording is set to Automatic, attributes will also be recorded. The time is default set to 100%. See Presets Times. Action Key Feedback Record selected [RECORD] & Master Key You will get a popup with the next free preset suggested**. Record selected as...
Presets - Update Updates the preset in the playback connected to the channel control. This can be Live, Blind, any Master Playback or a step in the Preset List. Action Key Feedback Update [UPDATE] Updates changed levels and attributes to the currently loaded Preset. You will get a simpler version of the Recording popup. See The Recording Popup NOTE If you are in the Live field the Preset loaded to the A field of the Main Playback will be updated.
Presets - List The Presets list is a spreadsheet view of all presets in your play. You can view, edit and create new Presets (blind) in the Preset List. Open the Preset list by pressing PRESET or Browser >Main Show Data >Presets. See Presets - Introduction. See also Preset List - Functions.
Preset List Channel View (6.0) The top part of the Preset list is a channel view where you can edit all the channel and attribute values directly. Press ATTRIB to toggle to the attribute view between channels and attributes. In the attribute view you can use all the moving device controls to edit parameters. NOTE You can only edit attributes with console functions (wheels and keys).
Preset List - Columns Column Input Function Preset No input The number of this Preset - cannot be edited. Text ABCDE... Press MODIFY to activate and end text input. This text is shown also in the Playback views. Channels No input Shows how many channels/devices that are stored with an intensity in this Preset Attributes [MODIFY] Shows how many moving devices are stored in this Preset. MODIFY opens the attribute editor. Dynamics [MODIFY] Shows how many Dynamics are stored in this Preset.
Preset List - Functions These are the functions in the Preset list. See also Copy, Cut & Paste. Setting Key Feedback Open [PRESET] The Preset List is opened. Open [MODIFY] & [PRESET] The Preset List is opened. Open at Preset # [#] [MODIFY] & [PRESET] The Preset list is opened and focused at the specified Preset. Update focused Preset [UPDATE] Updates all changes in the current Preset. Copy Preset [#] [RECORD] Records a copy of the current Preset with this number.
Presets - Load To Playbacks You can load Presets directly to any Playback. Action Key(s) Feedback Load to A [#] [PRESET] & [A] The Preset is loaded to the A field, replacing the content of that field. Load to B [#] [PRESET] & [B] The Preset is loaded to the B field, replacing the content of that field.
Presets - Copy Copy a Preset by recording it with a different Preset number. This can be done in any Playback, or directly in the Preset List. In the Preset List it can be done with the COPY function as well. See Preset List and Copy, Cut & Paste. Action Key Feedback Copy preset [#] [RECORD] Copies the preset in the channel view connected to the channel controls to a new number. You will get a popup.
Presets - Select Channels You can add and subtract channels that are stored in Presets to/from the current channel selection. Function Key Feedback Select all [#] [PRESET] All channels with a level in the specified Preset are selected. Add to current [#] [PRESET] & [+] All channels with a level in the specified Preset are added to the current channel selection. Subtract all [#] [PRESET] & [] All channels with a level in the specified Preset are subtracted from the current channel selection.
Presets - Fetch Intensities Fetch intensities for all or specific channels from any Preset. Function Key Feedback Set last stored level [FETCH/ON] All selected channels are set to their last stored levels. Copy level [#] [FETCH/ON] All selected channels are set to the levels stored in Preset #.* Copy levels and channels [#] [PRESET] & [@LEVEL] All channels in the specified Preset are selected and set to the levels in Preset #.
Presets - Display List Opens a list that shows all Presets in the Main LCD of the console. Function Console Action Preset Display list [DISPLAY_LIST] & [PRESET] Opens a list of all Presets. Use the trackball in Display List mode to scroll.
Presets - Channel Editor Wizard The Channel Editor Wizard allows you to track intensity changes in all Presets with powerful arguments. Press WIZARD in any channel view to open the Channel Wizard. NOTE You cannot reverse or undo changes made with this Wizard. We therefore recommend you strongly to save your play before using this function.
Channel Editor Wizard - Type Of Change 6.1 You can perform the following actions through any range of Presets. The parameter "Include All Channels" will affect channels with no level (0%) as well, and is necessary in some cases. Function Explanation Set Level Set level # Add Absolute Adds # points to the current channel(s) intensity level - adding with a value of 5, 50% becomes 55%, 80% becomes 85%. Subtract Absolute Subtract # points from the current channel(s) intensity level.
Channel Editor Wizard - Include If 0% This parameter will allow the change to affect the channels with no level (0%) in the target Presets.
Presets - Auto-Save Each time you record a preset or a group all changes to the play since the last RECORD or Save are stored in a play called AUTOSAVE.ASC. This play is stored in the Play Archive (Browser >File >Open >Play Archive) and can be opened like any play. Function Console Feedback Open Auto Save setting [SETUP] & [RECORD] Opens a popup where you can set Auto-Save to ON. NOTE This is a feature that we recommend you to use with caution. Saving a large show can slow down the system temporarily.
Presets - Times FCB times for moving device parameters are stored with the Preset. • • The default setting for FCB times is 100% of the main In time The default setting for FCB delay times is 0 seconds. If you set FCB delay times in %, then that setting refers to main In time. These times are executed when played back from a Sequence or from a Master Playback. You can set them in % or as absolute times in seconds. You can select what to default to in the Time Settings (SETUP & TIME).
Presets - Compare Mode The Compare function allows you to compare the current light in the active field with the recorded version of the preset in the active field. When Compare mode is active it is indicated in the top of all screens. This key is in the Channels Soft Key Page. Congo Congo Jr Action Key Feedback Compare to stored [COMPARE] The last stored version will be loaded. Press COMPARE to exit Compare mode. Compare to preset [#] [COMPARE] The selected preset will be loaded.
Presets - Delete Presets are deleted from the Preset List (Browser >Main Show Data >Presets). Action Key Feedback Delete selected Preset. [DELETE] You will get a popup where you can choose to delete the corresponding Sequence Steps this Preset is used in as well.
Presets - Renumber (6.3) You can renumber presets in the organizer from the context menu in the Preset nodes. 1. Press SELECT SELECT or right click to open the context menu, then click Renumber. 2. Press MODIFY and click to open the Change Number dialog. 3. Enter a new preset number and press MODIFY to confirm. NOTE Changing the number of a Preset will not change any of the references, such as Master Links, Masters, Sequence Steps, Content Effects, that pointed to the previous number.
Presets - Import & Undo (6.3) If you need to import a preset from a previously saved version of your play, because you want to undo the current changes - it is done in the organizer. 1. Open the Import Organizer for the last saved version (name.001) in the Browser (Browser >Files >Import From >Play Archive) 2.
3. In the Advanced dialogue, check the box "overwrite" (or save with a different number) Presets - Multiple Import & Undo (6.3) You can import a range of presets from a previously saved version of your play. 1. Open the Import Organizer for the last saved version in the Browser (Browser >Files >Import From >Play Archive) 2. Use SELECT or SHIFT & arrow/mouse to select a range of presets in the previously saved play.
3. Drag and drop on preset node in the current play 4. In the Advanced dialogue, select the renumbering option "Keep original spacing and gaps" or "Convert to consecutive numbers" and enter a "start at" number for the first preset.
Keep original spacing and gaps will keep preset numbering as it was in the old play, using the start at value to create an offset. For example, if you drag in presets numbered 1, 1.5 and 3 into the current play with a start at value of 5, the new presets will be numbered 5, 5,5 and 8. Convert to Consecutive Numbers will clean up decimals and gaps in the preset list - so dragging in the same three presets 1, 1.
Sequences A sequence is a list of presets that can be played back manually, with fade times, and as a chase.
Sequences - Introduction Theatrical style playback of a number of pre-recorded looks and times is called a "sequence" in Congo. A sequence is a list of sequence steps. Each step always contains a preset. Each time a Preset is recorded in the Live tab a new Sequence step is created with that Preset. Basically everything in Congo can be triggered from a sequence.
• • • • • • Sequences can be played back from the Main playback, or any Master Playback. You can create up to 999 sequences. You can link any Master Playback to a sequence step. You can trigger a Sequence with MIDI and Time Code. You can play back any Sequence in Chase (looped) mode with BPM and rate. A new play begins with Sequence 1 already loaded into the Main Playback, ready for creation by simply recording presets. Record a Sequence Live (6.1) Record a sequence in the Main Playback: 1. 2. 3. 4.
Sequences - In The Main Playback When you open a new play there is a default sequence (1) in the Main Playback. When you record a Preset in the Live field it will be added to the sequence in the Main playback.
Sequences - List You can insert and delete sequences, and change playback modes (chase) in the Sequences list (SEQ or BROWSER >Sequence). Sequences List - Insert/Delete/Load Function Key Feedback Insert [#] [INSERT] Sequence # is inserted into the list Delete [DELETE] The selected sequence is deleted* Load [Master_Key] The selected sequence is loaded to this Master Playback. *The Sequence is deleted, and all timing and text information.
Sequences List - Columns Column Input Function Sequence [MODIFY] The number of this Step- cannot be edited. Press MODIFY to open the Sequence List. Text [MODIFY] Press MODIFY to activate and end text input. This text is shown in the top of the Playback views. Mode [MODIFY] Toggles between Normal and Chase mode. Rate [#] [MODIFY] Speeds up the playback by #% (Chase mode). Bounce [MODIFY] Sets playback to alternate continuously between forward and reverse (Chase mode).
Sequences - Sequence List You can view, edit and delete sequence steps in the Sequence list (# SEQ or BROWSER >Sequence >#). The currently active sequence step in the main playback is indicated with a brown background. NOTE You can open the Sequence List for the Main Playback by holding MODIFY and pressing PLAYBACK. This is not possible, however, in Tabs that use MODIFY for other functions.
Sequence List Channel View (6.0) The top part of the Sequence list is a channel view where you can edit all the channel and attribute values directly. Press ATTRIB to toggle to the attribute view between channels and attributes. In the attribute view you can use all the moving device controls to edit parameters. NOTE You can only edit attributes with console functions (wheels and keys).
Sequence List Functions Function Key Feedback Open List [#] [SEQ] The Sequence List is opened for seq #. Open List [#] [MODIFY] [SEQ] The Sequence List is opened for seq #. Go to Step [GOTO] Fades in the Main Playback to the selected step. Update Step [UPDATE] Updates level changes in the current step. Insert a new Step [#] [INSERT] Inserts a new step, with Preset #. Edit Text [MODIFY] Opens the text cell for editing. The Congo keyboard is activated in Master Playback display four.
Sequence List - Columns Part 1 Column Input Function Step No input The number of this Step. Cannot be edited. Preset [#] [MODIFY] This is the number of the Preset in this step. It can be edited with the Preset Change Wizard. DelayOut [#] [MODIFY] Edit the delay out time. Out [#] [MODIFY] Edit the Out time. DelayIn [#] [MODIFY] Edit the Delay In time. In [MODIFY] Edit the In time. WFA * [MODIFY] Toggle time type between Wait, Followon and Alert.
Part 2 Column Input Function Attrib Move [MODIFY] Toggle between, AutoMark, GoOnGo and GoInB. Controls if moving devices will move on GO or when the step is loaded in B (next). ChTime [MODIFY] Shows the number of channel times in this step. Opens the channel time editor. MastLink [MODIFY] Shows the number of master links in this step. Opens the master link editor. MastPage [#] [MODIFY] Shows or edits which Master Page is linked.
Sequences - Crossfade Movefade & Lockfade When you record a new Preset to a Sequence you will get the option to store it as a Crossfade, a Movefade or a Lockfade. Each of these modes affects how channels in that Preset will be played back when a the next crossfade is started. Function Shortcut Feedback Record a crossfade [RECORD] Normally a crossfade (x) is recorded. This means that all channel values are replaced when a new crossfade is started.
Sequences - Times (6.0) You can set times to a sequence step, and all channels and moving device parameters will follow that time. You can also set individual times in seconds, or as a percentage of the in- and delay times for each channel and moving device parameter in a sequence step. Times are set from, like this: 0.01 – 9.99. seconds to 49.59 minutes (0.1- 4959). It is possible to use hundreds of seconds as input during the first 10 seconds (v6.
Sequence Times - Main Times (in/out/delay/wait) Times are set to the step in A (Active) or B (Next) depending on the setting for times (SETUP & TIME). Function Key Feedback In time [#] [IN] A time is set for the incoming channels. Out time [#] [OUT] A time is set for the outgoing channels. In- and Out time [#] [TIME] A time is set for the inand outgoing channels. Delay In time [#] [DELAY] & [IN] A delay time is set for the incoming channels.
Sequence Times - Channel Times Times are set to the step in A (Active) or B (Next) depending on the setting for times (SETUP & TIME). Function Soft Key Feedback 1. Select the TIME soft menu page TIMES (soft key) The time soft key page is selected in the main display. 2. Set a channel time for [#] [CH_TIME] the selected channels A time is set for the selected channels. You can set a text label to the channel time group. 3.
This is how the time is indicated in the live channel view, under the level. NOTE When Channel Times are activated, the first four Channel Times are shown on the Main Display over the 4 wheels. The status for each Channel Time is displayed over each wheel. Rate for each channel can be adjusted with the corresponding wheel and the Channel Time can be started/stopped with the corresponding wheel key.
The Time Editor Popup The Time Editor (also part of the Record popups Advanced tab) allows you to edit the times of any sequence step from a popup. Press MODIFY and TIME to open the Time Editor popup for the step in A or B (see NOTE below). Enter the number of a step first to open it for any step. NOTE The Time Editor follows the setting of the "Times in A/B" parameter in the Congo Setup (SETUP or F11). The WAF box allows you to toggle between Wait, Alert and Followon time for this step.
The first six existing Channel Times can be edited directly in the Channel Times tab. The Times Soft Key Page (6.2) The Time Soft Key Page is selected with the soft key TIMES in the Main Display of the console.
Congo Jr (6.
These are the functions available. All times are set to the Main Playback. Function Softkey Feedback Channel time [#] [CH_TIME] Sets a channel time (#) to the selected channels. Channel delay [#] [CH_DELAY] Sets a channel delay time (#) to the selected channels. Wait [#] [WAIT] Sets a Wait time (#) to the Preset in A (or B). Out [#] [OUT] Sets an out time (#) to the Preset in A (or B). Delay out [#] [DELAY_OUT] Sets a Delay Out time (#) to the Preset in A (or B).
Sequence Times - WAF Alert Times An Alert time will count down from the completion of the previous crossfade, and alert the operator as to when the next fade should be manually executed. There is a Learn Mode that will record Alert times automatically as a show is played back in real time by an operator. This mode is activated with the soft key LEARN ALERT in the Times Soft Key page. See The Times Soft Key Page.
Sequences - Crossfade Profiles (6.0) You can record the movements of the A and B faders. When you start the crossfade the next time, the profile will be played back. 1. Start recording a profile by pressing the LEARN PROFILE soft key in the Times soft key page. See Times Soft Key Page. 2. The recording will stop when both faders reach their end position at the same time. A preview of the profile is shown in the timeline view. The total time of A and B are separately stored as the Out and In times.
Sequences - Insert Step There are two ways of inserting a sequence step between two existing ones. • • Record a preset with a (decimal) number that fits between Insert any preset in the Sequence List (See Sequence List) Insert A Sequence Step - In any playback When you are working directly in a Playback and record a new preset, it is inserted numerically into the sequence of that Playback. Function Shortcut Feedback Insert Step [1] [.] [5] [RECORD] Inserts between 1 and 2.
Insert A Sequence Step - In The List Function Shortcut Feedback 1. Open the Sequence list [#] [SEQ] The List for sequence # is opened. 2. Move to the step you Arrow Keys wish to insert a new step after The selected step is highlighted in yellow. 3. Insert Preset # The preset is inserted after the selected step [#] [INSERT] NOTE You can use COPY, CUT and PASTE to insert and delete steps in the Sequence List as well. See Copy, Cut & Paste.
Sequences - Delete Step Function Shortcut Feedback 1. Open the Sequence list [#] [SEQ] The List for sequence # is opened. 2. Select the step you wish to delete Arrow Keys The selected step is highlighted in yellow. 3. Delete the selected step [DELETE] You will get a popup where you can choose to delete this step and the related Preset. NOTE When you delete a Sequence Step all assigned times, links and texts are lost. The Preset of that step can still exist in the Preset List, and be used again.
Sequences - Links A sequence step can have a link to Master fades, a Master Page, a different sequence step (see NOTE in this explanation), and a Macro. All links are done in the Sequence List which can be opened with # SEQ or Browser >Main Show Data >Sequences >#. Sequence Step Links - Master Playbacks Master Links are loaded when the Sequence step is loaded to the B field. They are faded when GO is pressed or the crossfade faders are moved. Function Key Feedback 1.
Sequence Step Links - Shortcut There is a shortcut for inserting a Master Link directly to the current Sequence Step in the Main Playback. Function Key Feedback Insert link [INSERT] & [Master_Key] Master # is inserted as a link to the Step in A. Insert link with target [#] [INSERT] & [Master_Key] Master # is linked, with its current content, and a target level of 100 or 0% depending on earlier links. Sequence Step Links - Master Pages You can insert a link to a master page.
Sequence Step Links - Another Step NOTE Links to another sequence step are used mainly to create playback loops. Links are NOT used to change a playback order in Congo - this is done by cutting and pasting a step in a different location. See Copy, Cut & Paste. Function Column Feedback 1. Select the LinkTo column* Arrow keys The column is highlighted 2. Insert a link to Sequence Step # [#] [MODIFY] Sequence Step # is linked. When this step is faded in, the next step will be Step #.
Sequences - Load A Sequence can be loaded to the Main Playback, or any Master Playback. For information on how to control a Sequence once it is loaded, see Main Playback and Masters. Function Keys Feedback Load [#] [SEQ] & [PLAYBACK] Sequence # is loaded to the Main Playback. The light in A (Active) and B (Next) is not affected. Load to master [#] [SEQ] & [Master_Key] Sequence # is loaded to the Master Playback.
Sequences - Build & Modify Modes (6.3) There are two modes that affect recording and playback of Sequences. Build Sequence and Modify Sequence. The fastest way to toggle them on/off is with the context menu (right-click) on the header of the Playback Tab (6.3). Both can be set in System Settings as well. See System Settings - Crossfade.
Sequence - Build Sequence Mode This mode is set in the Crossfade Settings. See System Settings - Crossfade. The default setting for this mode is ON. When ON every Preset recorded in the Live or A tab will automatically be added to the Sequence in the Main Playback (in numerical order). The only reason to set this mode to OFF is when a Preset recorded in Live or A should NOT be added to the sequence in the Main Playback.
Sequences - Block Values It is possible to set a block for all track editing functions for a step.This is done in the Sequences List. See Sequences - Sequence List. See also Track - Track Editing A block is indicated in the Playback List with a B after the Preset and a line over the step.In this image step 7 is blocked. NOTE Currently all intensities are blocked. To block the intensity for an individual channel set it to a different value from incoming or outgoing values (like 99% or 49%).
Sequences - Track List All tracking features have been moved to the chapter Track List. See Track List.
Sequences - Chase Mode A chase is a sequence set to chase mode, which means it will constant loop during playback. See Sequences.
Chase - Introduction A Sequence can be set to run in Chase mode. This means the Sequence will chase endlessly through all Steps on the predefined times. There are several parameters that can affect how it will run in Chase mode. General Facts • • • • • • Chases are edited in the same way as Sequences. In addition to Sequences they have Rate and BPM. BPM can be set with TAP from the Master Playback. A Chase has playback modes such as Reverse, Bounce, Single Shot.
Chase - Playback View The Chase playback view is the same as the Sequence Playback view with some added functionality. The added chase functionality appears under the sequence name display in the top of the Playback view. The functions are described in The Sequences List Columns as well as the rest of this chapter.
Chase - Playback Modes There are three modes that affect the playback of a chase. Mode Where Function Reverse Set in The Sequences List Columns Reverses the chase direction. Bounce Set in The Sequences List Columns Makes the chase reverse direction every second time. Single Shot Set in The Sequences List Columns The chase will run one time and stop.
Chase - Set Rate You can set a rate 1-1000% for a Chase. It will scale all times proportionally. Action Keys Feedback 1. Open the Sequences list [SEQ] The Sequences List is opened. 2. Step to the Rate cell for a chase Arrow Keys The cell is highlighted. 3. Enter a new Rate [#] [MODIFY] The Rate # is assigned to this Chase. All fade times are proportionally scaled.
Chase - BPM & Tap Tempo You can set the tempo/speed to a chaser in BPM. This can be set numerically in the Sequences tab (Browser >Main Show Data >Sequences) or using the Tap Tempo function. Set BPM Numerically Action Keys Feedback 1. Open the Sequences list [SEQ] The Sequences List is opened. 2. Step to the BPM cell for a chase Arrow Keys The cell is highlighted. 3. Enter a new BPM [#] [MODIFY] The BPM # is assigned to this Chase. * *The BPM parameter is only used for sequences in Chase mode.
Chase - Wizard The Chase Wizard can create a chase sequence from a channel selection. It is activated from within the Sequences List. Action Keys Feedback 1. Open the Sequences list [SEQ] The Sequences List is opened. 2. Open the Chase Wizard [WIZARD] The Chase Wizard is opened. The next free Sequence number is suggested. 3. Select channels and set levels Channel functions The current channel selection from Live is automatically loaded. Change if wanted to. 4.
This is the Chase Wizard 427
Chase Wizard - Functions Column Input Function Number of steps [#] [MODIFY] The number of steps the Chase shall have. Channels per step [#] [MODIFY] The number of channels you wish to have in each step Step time [#] [MODIFY] Default wait time for each step. Can be edited after. Chase number [#] [MODIFY] The number this Chase will have. Next free is suggested. Start at preset [#] [MODIFY] The Preset number this Chase will use for the steps. It will start at Preset 800 by default.
Sequences - Split Fade (6.1) There is a setting in the Mode cell of each step in the Sequence List that allows you to set the fade mode to S (Split) in which there will be no dipless calculation between the crossfaders - allowing for a blackout by moving each fader to zero.
Sequences - Drag And Drop (6.3) There are many ways of moving around data in a sequence. Drag and drop is one of them. It can be useful if you want to reorganize the order of your sequence steps, or for example if you want to move an attribute link from one step to another. Drag and Drop a Sequence Step (6.
In the Sequence List: In the Organizer: In all three cases you will get the following dialogue: This dialogue allows you to COPY or MOVE the selected step. COPY = Makes a copy of the source and inserts it into the sequence after the target step. MOVE = Moves the source and inserts it into the sequence after the target step.
If you select the Advanced tab by pressing left arrow you get the following options: The first option allows you to define where you want to copy/move the step to. • • • After the target step (default) Before the target step Replace the target step The second option "Create Between" allows you to create a new step with a new preset number and insert (after/before).
Drag and Drop Device Attributes (6.3) Moving and copying device links in a sequence can be done in the organizer, or in the main playback tab. Organizer 1. Open the Organizer tab (Browser >Main Show Data >Organizer (1 tab)) and expand the sequence nodes.
2. Left-click, hold and drag the Devices node from step 2 to step 1, and drop. This will give you a dialogue: Your options are to either copy, or move the device link you just dragged. NOTE You can drag all devices, devices of the same type or just a single device depending on where you click when you drag.
Main Playback Tab In the main Playback Tab, left-click, hold and drag devices in the device cell of a sequence step to another step and drop to get the same dialogue as when you drag and drop in the Organizer as described above.
Sequences - Section Markers (6.3) You can organize the contents of a sequence visually by setting section markers that will provide a blue heading. In addition to this you can jump between section markers. The quickest way to apply or remove a section marker is using the context menu (right-click over a sequence step in the Playback tab).
AND you can set the section marker also when you record a new preset in the sequence from the Advanced Record dialogue.
Jump Between Section Markers (6.
Playlist (6.2) The Playlist allows you to arrange the order in which sequences are loaded to the main playback. 1. Make sure you have some sequences to arrange in the playlist. 2. Open the Playlist editor The Playlist is opened from Browser >Main Show Data >Playlist. These are the functions in the Playlist.
The Playlist - Mode Playlist mode is activated by the softkey PLAYLIST in the Misc Soft Key Page. Congo Congo Jr When it is active all Sequences in the Playlist will be loaded when the previous is finished, until the end. Every time a new Sequence is loaded this will be notified with a message on the main screen. The Playlist - Console Display Hold [<--] and press the softkey PLAYLIST in the Misc soft key page to activate the Playlist in the main display.
Groups/Palettes Overview This is an overview showing both Groups and Palettes of all types (Focus, Color, Beam, All) in the same tab. • • • • Open from the Browser >Main Show Data >Group/Palette Overview. Press MODIFY to activate a selected item. Press TRACK to track a selected item. Press MODIFY to edit a name.
>Settings & Tools - Main Show Data These are the settings and tools for Main Show Data.
Fade Curves (6.1) It is possible to create and assign fade curves to each crossfade. It is possible to create any kind of curve in the Fade Curve Editor. The curves affect intensities, not Moving Device attributes. When you create a new play (6.1) a set of standard fade curves are loaded. Action Key Feedback 1. Open the Fade Curve List Browser >Main Show The Fade Curve List is Data >Settings and opened. Tools >Fade Curves 2. Insert a New Curve [INSERT] A new curve is inserted.
Sequence - Assign Fade Curves Assign curves to a sequence step in the Sequence Editor. Action Key Feedback 1. Open the Sequence Editor [MODIFY] & [PLAYBACK] The Sequence List is opened. 2. Move to the column "Fade Curve" Arrow Keys The cell is highlighted 3. Open the Fade Curve popup [MODIFY] The popup is opened. If no curves are defined it will only have "No curve". 4. Select a Curve Arrow keys The selected curve is highlighted 5.
Notes Editor Notes allow a comment and a color code to be attached to any Sequence Step, Group, Preset or Palette. All Notes are summarized in a list with a time and user stamp - and a direct link to the object the Note is attached to. • • • • All Notes are tagged with a time stamp, and the user login of the operator. Notes are shown in the Playback View with Flags. The color of these flags can be set in the Notes Editor. In the Notes Editor, it is possible to edit, delete and change color code for Notes.
Notes - Editor Open the Notes Editor by holding MODIFY and pressing NOTE or from the Browser (Browser >Main Show Data >Settings and Tools >Note Editor). Note Editor - Columns These are the columns in the Note Editor. Column Input Function TimeStamp [MODIFY] The time stamp of this Note - Press MODIFY to open the editor for this object. User [MODIFY] The user that created this Note Press MODIFY to open the editor for this object.
Note Editor - Delete Notes are deleted in the Note Editor. 1. Open the editor. See Notes - Editor. 2. Select the Note with arrow keys. 3. Press DELETE. The Note is deleted.
Delete Wizard The Delete Wizard allows you to delete bulk data in your play. It is opened from the Browser >Main Show Data >Settings and Tools >Delete Wizard. There are two tabs.
Delete Partial 449
Channels Every dimmer or device controlled from Congo is selected and controlled by its channel number.
Channels - Introduction A channel is the "handle" you call upon to control any dimmer or moving device connected to the system. Dimmer channel Device Channels are selected with the channel functions of the programming section. The Channel Control functions are mapped to any section of the console at any time - for example pressing LIVE connects to the A field of the Main Playback, pressing BLIND connects to the Blind field.
Channels - Functions These are the channel functions.
Channels - Views Channels are displayed graphically in channel views. These views are part of editors like the Preset Editor, the Sequence Editor, Effect Editors etc. The main channel view is the LIVE tab. Channel views can show channel intensities, palettes and attributes. They have different levels of detail and can be zoomed. For more information see Navigating - Channel Views and Live - Introduction.
Channels - Command Syntax The default mode for entering commands in the system is simple to learn, requires few keystrokes and applies to all functions in the system. It is used a lot in HP calculators for speedy calculations and is called Reverse Polish Notation (RPN). Since RPN applies to everything in the system we recommend you spend the necessary 30 minutes to understand it. There's one single rule: enter the number first and press the function key after.
Select Channels (6.1) The fastest way to select a channel and set a level regardless of syntax is to enter the number of that channel and move the level wheel. This is a table with the key entries for most channel commands.
Set Channel Levels Once a channel(s) is selected you can set levels in the following ways.
Park Level You can set a channel at a constant level. It will not be affected by any other controls (including the Grand Master). See Park.
Channels - Ch Only Mode The idea of a Channels Only Mode allows a complete novice to get some lights on stage. The Fader Mode switch converts all 40 Playback faders to channel faders temporarily, actually turning the console into a single scene board. See Master Playbacks - Fader Mode Switch Action Console Feedback 1. Make sure the Grand Master is up Grand Master Otherwise there is no light output 2.
Channels - 8 bit 256 Step Levels You can work with 8 bit 256 step levels. Action Key Feedback 256 bit step level [#] [.] & [@LEVEL] Holding the decimal while pressing @LEVEL sets the level in 256 bit steps. Increase 1 bit [.] & [+%] As long as the decimal point is held, pressing +% will add one bit step to the selected channels Decrease 1 bit [.
Channels - Capture Mode Capture Mode makes it possible to control and record any channel level or parameter, regardless of where it is output from. Captured levels are considered to be changed at all times and will be recorded into Presets accordingly. The channel is kept until released. The channel number background of a captured channel is red. RECORD will store the captured level. It is possible to work in a permanent Capture mode, and there are functions for Capturing any part of a ch.
Capturing levels or parameters Regardless if Capture mode is active or not, it is always possible to capture channels or part of channels. Capture mode is not toggled to a permanent active state by these commands (5.0). OBSERVE That all of these commands will affect the currently selected channels. If a number is entered first, only this channel will be affected. Action Key Feedback Intensity and parameters [CAPTURE] & [CH] Captured channels will have a red background for the channel number.
Releasing Captured Channels Captured channels are released back to the sum of all playbacks, this can be done on time. Action Key Feedback Selected [RELEASE] The selected channel intensities are released, regardless if Capture is active or not. Selected [RELEASE] & [CH/ID] The selected channel intensities and attributes are released, regardless if Capture is active or not. In # seconds [#] [RELEASE] The selected channels are released in the time #, regardless if Capture is active or not.
Channels - Clear Functions The C/ALT key is used in combination with other keys to quickly clear different playback areas of channel levels and channel selection. These functions can be used to clear channels and levels Action Key Feedback Clear selected [C/ALT] [C/ALT] All channels in the contributing field of the channel view connected to the channel control are deselected. Clear A [C/ALT] & [LIVE] All channels in the A field are set to zero and deselected.
Home Attribute functions Action Key Feedback Clear [C/Alt] & [HOME_ATTRIB] Homes all attributes and clears all Dynamics. Clear [C/Alt] & [HOME_ATTRIB] [HOME_ATTRIB] Homes all attributes and clears all Dynamics and intensities.
Channels - Check Mode There is a function for stepping through a series of channels at any selected level. If a channel is already set to a level when checked it will cut back to the previous level when the next channel is checked. Action Key Feedback 1. Select start channel [#] Level_Wheel and set a level This level will be used by check mode. 2. Activate temporary check mode in up or down direction As long as C/Alt is held the + and - keys will check the next or previous channel.
Channels - Balance Mode The Balance makes it possible to temporarily set all channels to 0% except a selection. The original output of these channels is restored when Balance Mode is exited. This key is in the Channels Soft Key Page. As soon as balance mode is activated, it is indicated at the top of all screens.
Action Key Feedback See Channel Command Syntax 1. Select the channels to work with 2. Activate Balance Mode [BALANCE] All other channels in the channel view will be set to 0% temporarily. You can now work with the selected channels. 3. Exit Balance Mode [BALANCE] The channel levels that were muted are restored. NOTE It is not possible to use RECORD when Balance mode is active. Balance Mode Key It is possible to set the REM DIM key to function as BALANCE instead.
Channels - Random Select It is possible to randomize the order of the channels within the current selection. This can be used to get a random order in a chase or with a Dynamic Effect. These functions are keys in the Selects Soft Key Page Congo Congo Jr Action Soft Key Feedback 1. Select the channels you want to work with See Channel Command Syntax 2. Select the Selects Soft [SELECT] Key Page This changes soft menu to the Select functions 3.
You can use the numbering functions that allow you to select every 2nd, 3rd or Nth together with the random function. Function Soft Key Feedback Random 2nd [RANDOM] & [SELECT_2nd] Every random 2nd is selected. Random 3rd [RANDOM] & [SELECT_3rd] Every random 3rd is selected. Random Nth [RANDOM] & [SELECT_Nth] Every random Nth is selected.
Channels - Scale channel levels Channel Scale is a multiplier applied to the intensity level. When 100%, channels are controlled and played back at normal or recorded levels. Scale settings other than 100% will proportionally inhibit or boost the intensity output by the channel. For example, a channel scaled to 150% will play back 75% when actually recorded and played back at 50% by a preset.
Scaling from the channel list Action Key Feedback 1. Open the Channel List [MODIFY] & [CH] The Channel List is opened and focused at the channel with that number. 2. Select the channel [#] Channel is selected. 3. Move to the Scale column Arrow keys 4. Set a Scale level [#] [MODIFY] [CH] All levels of this channel will be multiplied by the Scale factor. A +/symbol will be shown next to the level. Set 100% to remove the Scale factor. Clear Scale Values (6.
Channels - Used & Unused You can create a selection of channels based on if they are used or not in the sequence loaded to the Main Playback. Action Key Feedback 1. Open the Channel Selection Wizard [WIZARD] & [CH] A popup with the Channel select wizard is opened. 2. Select UNUSED or USED [MODIFY] This is a choice in the dropdown menu. 3. Select the Start and Stop ranges Arrow keys This is default set to the first and last step of the Sequence.
Channels - Group Wheel Mode In Group Wheel Mode you can assign a channel group to each wheel under the Main Display. All wheels interact inside the A field of the Live tab on a Latest Takes Precedence basis. Action Key Feedback CHANNELS Channels (Softkey) The CHANNELS Soft Key Page is selected in the Main Display of the Console. NOTE In a client setup with multiple users each client will have individual settings for group wheel mode.
Congo Congo Jr Load channels Action Key Feedback Load selected [PRESET] & [Wheel_Key] The selected channels are loaded as a channel group to the wheel. Load selected [GROUP] & [Wheel_Key] The selected channels are loaded as a channel group to the wheel. Load group [#] [GROUP] & [Wheel_Key] The channels of Group # are loaded to the wheel. Load selected [CH] & [Wheel_Key] The selected channels are loaded as a channel group to the wheel. Load channel...
Channels - Rem Dim Rem Dim will set all channels in the Channel Control to zero, except the currently selected channel(s) Function Key Feedback Dim remaining [REM_DIM] All channels in the Channel Control are set to zero, except the current selection. NOTE It is possible to set the REM DIM key to function as BALANCE. This is done in the System Settings.
Channels - Soft key page The Channels Soft Key Page is selected with the soft key CHANNELS in the Main Display of the console.
Functions Function Soft Key Feedback Compare mode [Compare] Activates Compare mode. See Presets - Compare mode Balance mode [Balance] Activates Balance mode. See Channels - Balance mode Data [Data] Toggles if console displays and monitor screens display absolute device data or references to palettes. Mark [Mark] Sets a Mark level to the selected device(s). See Active Mode & Mark Scale [Scale] Activates Scale when held. See Channels - Scale channel levels.
Channels - Next & Last Mode Next/Last will step through the current channel selection, in the order they were selected. The focused channel is mapped to intensity and parameter controls. Action Key Feedback Activate Next/Last [NEXT] The first channel in the current channel selection is marked as red, and mapped to the level and device controls. LAST can be used as well. Step forward [NEXT] Channels are focused in the order they were selected.
Channels - Select Functions This key is in the Select Soft key page. Open by pressing SELECT (softkey) from the top menu in the Main Display of the console facepanel. See Main Display - Functions.
Select - Sub-selection Functions In all cases below - Press SELECT ALL to return to the original selection. Function Soft Key Feedback Every 2nd [Select_2nd] Every second channel from the current channel selection is selected. Use NEXT/LAST to step. Every 3rd [Select_3rd] Every third channel from the current channel selection is selected. Use NEXT/LAST to step. Every # th * [#] [Select_Nth] Every # th channel from the current channel selection is selected. Use NEXT/LAST to step.
Live (6.0) The Live tab is the most fundamental tab, where you can view and edit values for channels and devices "live".
Live - Introduction (6.0) Live is the main Channel view where you can control and view the live output of all channels and devices. The Live tab shows all channel levels, no matter where they are output from. If you add channel intensities they will be output from the Active field of the Main Playback (A). NOTE The Live Tab cannot be closed with ESC unless it is unlocked. To unlock hold SETUP and press TAB when it is selected. Select the Live Tab (6.
Selecting channels with mouse (6.3) Click on a channel to select or deselect it, and hold SHIFT and click on a channel to make a THRU function. In channel layouts you can click on a bar or box to select all channel on/in it. Double-click a channel to select just that channel. Right-click in a channel view to open the context menu with channel functions You can drag and drop channels between channel views, and to masters. All intensities will be copied.
You can activate the following of those formats directly by holding FORMAT and pressing a key • • • • All channels (FORMAT & ALL) All non-zero channels (FORMAT & CH) Captured channels (FORMAT & CAPTURE) Parked channels (FORMAT & PARK) NOTE SELECTED AND USED IN PLAY = Shows channels that are recorded in presets and Groups. If you select previously not recorded channels, they will be shown in this view.
Channel Information - Info Box Under the Browser there is an INFO box which will show information for the currently selected channel(s). It is possible to use NEXT/LAST to focus a single channel within a selection and get the channel info. The following information is shown • • • • • • • Text A-D for the channel Template name. If a dimmer curve is assigned. The Dimmer/Device Addresses. Park status. More than one channel select is shown as “x channels selected”.
Multiple Live Tabs It is possible to open several Live tabs. They can be set to operate individually, or linked to the same channel pool - synchronising to show as many channels as possible at all times. Action Key Feedback Open new [TAB] & [LIVE] A new Live tab is opened. Every Live tab that is supposed to be linked to the same channel pool needs to activate this feature. 1. Hold SETUP and press TAB (with the Tab in mind focused). 2. Check the box "Include Channel View in pool".
Editing in Live All controls of the console are available for editing when Live is active. Select channels and/or devices and you can • • • Set/change intensities with level wheel or level keys Change parameters with parameter wheels Activate palettes with palette keys and/or direct selects Intensities = HTP Intensities are added to the output in the A field of the main playback. The levels are piled by Highest Takes Precedence (HTP)on top of the output from all playbacks.
Record in Live (6.0) Recording You can record in Live directly to the sequence in the main playback, directly to a master, or to Preset. Action Key Feedback Record Live [RECORD] A popup will ask you to confirm that the content of Live is recorded to the next free preset of the sequence in the main playback. Record to a Master [RECORD] & [Master_Key] A popup will ask you to confirm that the selected channels are recorded to the next free preset in that Master Playback.
Channel Symbols (6.0) These are the different channel and device symbols with indicators for basic modes and content. You can choose different levels of detail as shown below by holding FORMAT and pressing the up/down arrows. Dimmer channels The channel number is on top, and the level is indicated with a level bar to the right of the number and/or a level in % 0-F under. Scrollers Similar to dimmer channels, except there is additional information about the currently selected color.
Basic indications Indicator Screen Explanation Selected and HTP A yellow frame shows that a channel is selected. If a master is source the level is shown in yellow (channel 3). The top right corner shows the source of the current highest level* Changed values Purple background for indicates that a level or parameter type has changed. *Masters are 1-40, Main Playback is AB, Independents are displayed as "I", Capture as "C" and Remote fields are displayed as "Re".
Channel Information - Important modes (6.0) These are the different modes and functions that can "steal" or "filter" the levels and parameters of a channel or device. Function Screen Explanation Captured A red background for the channel number indicates attributes are captured. A red background for the level indicates the level is captured. Parked The background of all information is dimmed. "PARK" is indicated at the top of all screens.
Channel Information - Fade indications (6.0) Channel information for fades are only shown in the Live channel view and are all related to the sequence in the main playback. Function Screen Explanation Fade direction The arrow indicates what it will do on pressing GO, not necessarily what it is doing right now. Up = blue arrow Down = green arrow No indication means it is not changing.
Blind (6.0) The Blind tab allows you to view and edit values for channels and devices blind.
Blind - Introduction 6.0) Blind is a channel view where you can control any channels and devices blind. • • • Create a look blind and load or record to any playback. Load the content of any playback to Blind, and load the content of Blind to any playback. Record the content of Blind. Select the Blind Tab Pressing BLIND will always select the blind tab, and allow you to edit channels and devices without affecting the output.
Editing In Blind (6.0) Most normal controls of the console are available for editing in Blind. Select channels and/or devices and you can • Set/change intensities with level wheel or level keys When the attribute view is open you can • • • Change parameters with parameter wheels Activate palettes with palette keys and/or direct selects Use Fetch to copy attributes and levels from any existing preset Edit Attributes on screen Please note that Spreadsheet editing on screen is OFF as default.
Copy and load functions There are shortcuts for quickly copying information to and from the Blind tab.
Track List It is possible to track intensities, channels, devices and attributes in Groups, Presets, Palettes and Sequences.
Track - Introduction (6.3) It is possible to Track a channel/moving device selection with attributes through Play data (Presets, Groups, Palettes, Sequences. It is also possible from the Browser, to track Presets and Palettes.
Track - Lists (6.1) Any selection of channels/effect playbacks can be tracked. Once the Track List is opened you can • • • • • View and edit levels directly. Select multiple cells by holding SELECT and using arrow keys. Press DELETE to delete the data in a cell (6.1). Enter a number and press MODIFY to set referenced data like palettes for parameters. Enter a number, hold C/ALT and press MODIFY to set absolute data for parameters.
Track List - Functions Column Action Feedback Step [MODIFY] Opens the Sequence List focused at this Step. Preset [MODIFY] Opens the Preset List focused at this Preset. Text No Input Shows the Step Text. Mode [MODIFY] Opens the Sequence List focused at this Preset. Devices [MODIFY] Opens the Preset Attribute List for this Preset. Channel/Device cells [#] [MODIFY] Sets an intensity or reference data for the selected cells.
Track List - Show Levels & Attributes In all Track Lists with attributes, the attributes and levels can be toggled on/off with the following functions. Function Column Feedback Levels [FORMAT] & [@LEVEL] The intensity column is toggled. Focus attributes [FORMAT] & [FOCUS] The Focus parameter columns are toggled. Color attributes [FORMAT] & [COLOR] The Color parameter columns are toggled. Beam attributes [FORMAT] & [BEAM] The Beam parameter columns are toggled.
Track - Channels The current channel selection can be tracked in Sequences, Chases, Presets, Groups and all kinds of Palettes (Focus, Color, Beam & All). Once the channel(s) are selected there is a key combination of TRACK and some other key to activate the corresponding tracking tab. You can delete attribute values by pressing DELETE in a cell. There is no undo for this. (5.0) Track Channels - In Sequences Track the current channel selection in a Sequence or Chase. Function Key Feedback Main Playback.
***Track list for the Sequence of a Master Playback See Track Channels - Show Levels & Attributes. Track To Wizard If you press WIZARD on a level in a sequence step, you will get a popup where you can select up to which Sequence Step the same level should be changed (= Tracked To). Track Channels - In Presets Track the current channel selection in all Presets.
*Track list for Presets See Track Channels - Show Levels & Attributes. Track Channels - Groups Track the current channel selection in all Groups.
Track Channels - Palettes Track the current channel selection in Palettes (Focus, Color, Beam, All). See Track Channels - Show Levels & Attributes.
****Track list for All Palettes Track Channels - In The Play Track the current channel selection in Sequences, Presets, Groups and Palettes.
Track - Presets (6.3) A Preset can be tracked through the current Play. The TRACK function used in the Browser will produce a listing of all sequences and steps where that Preset is used in the current play. Track a Preset in the Browser Select the preset under the Preset Node in the Browser (F10) and press TRACK (F12) or use the context menu Track command (SELECT SELECT or right-click). Track list for tracking Preset 3.
Track a Preset in the Organizer Select the preset under the Preset Node in the Organizer tab and press TRACK (F12) or use the context menu Track command (SELECT SELECT or right-click). NOTE The Track command can only be used on objects within the current play and not in the Organizer (Import From) tab.
Track - Palettes All types of Palettes can be tracked through the current Play. This is done by selecting the Palette in the Palette node of the Browser (F10) and pressing TRACK. Function Key Feedback 1. Open the "Palettes" node in the Browser See Navigating Browser Palettes node is selected and opened See Navigating 2. Open a Palette type (Focus, Color, Beam, All) Browser A Palette node is selected and opened 3. Select a Palette See Navigating Browser A Palette is highlighted 4.
Track - Track Editing Track editing is a very powerful way to edit in a Sequence. They are used to save time when the same type of change is wanted in a series of Presets. Track Editing - Intensities Intensity changes in a Preset (for all channels) can be tracked forward and/or backward. When an Intensity Block is set they will stop. This can be set in the Sequence List. See Sequences - Block Values. 1. Make level changes in a Preset 2. Hold UPDATE and press @LEVEL. A track popup will open. 3.
Track Editing - Update Attributes (6.1) Attribute changes in a Preset (for all channels) can be updated to the Preset where they were last changed. 1. Make level changes in a Preset 2. Hold UPDATE and press ATTRIB. A track popup will open. This dialog includes the possibility to track forwards/backwards/both directions like the intensity dialog. Record if changed looks up the sequence on the main playback and finds the source of the tracked-in attribute(s) and makes the update in that preset.
Track Editing - Unblock Attributes An Unblock function can be accessed by pressing WIZARD in the Sequence List. It will remove all duplicate parameter values for Devices in the sequence in the main playback. You can select the start and stop step for this operation. 1. Open the Sequence List for Sequence # by entering # SEQ. 2. Press WIZARD to open the unblock Wizard. 3. Make your selection and confirm. All redundant parameters will be deleted.
Parked Park allow you to Park any part of a channel or device at a constant value. The Park status is stored with the play. Keyboard shortcut = Z.
Park - Introduction Park allows you to Park the output of any part of a channel or device at a constant value. • Parked values are indicated with PARK in the Channel view and the Info box of the Browser when the channel is selected. • • A parked channel or parameter can still be altered and recorded blind. Park can be held and used with @LEVEL CH ATTRIB FOCUS COLOR BEAM U1-U3 Wheel parameter keys. • • • • There is a softkey UNPARK for unparking parts of a channel or device.
Park - Parking values The Parked status is indicated in the status part at the top of the screens in blue, in the Live channel view for each channel ("PARK") and in the attribute views (dimmed). NOTE PARK applies to the selected cells when an Attribute View is open. There is a Parked items list that is opened with MODIFY & PARK. You can hold PARK and press several different values consequently.
Park - Edit Parked Values Parked values can be edited in the PARK column of the Channel and Output lists. Select the cell, enter a value and press MODIFY (or click). Both lists can be opened from the Browser > Patching >Settings and Tools >. See Patch - Channel List. See Patch - Output List.
Park - Un-parking Values It is easy to un-park values. The Parked status is indicated in the Live channel view ("PARK") and in the attribute views (dimmed). You can hold the soft key UNPARK (Misc) and press several different items consequently. Function Key Feedback Channel [UN-PARK] & Unpark entire Channel (Intensity and all parameters) [CH] Level [UN-PARK] & Levels are un-parked. [@LEVEL] Attributes [UN-PARK] & Attributes are un-parked. [ATTRIB] Focus [UN-PARK] & Focus parameters are un-parked.
Park - Parked Items List The Parked Items list shows all parked channels, intensities and attributes. Individual items can be unparked by selecting the appropriate row and pressing [DELETE]. See Parked.
>Settings and Tools - Channels These are the functions in the Settings and Tools node for Channels in the Browser.
Channel Database You can give each channel up to four text labels (ABCD). From these texts "auto-groups" are automatically created. The auto-groups are available from the Direct Selects and in the Congo from the Name List in the Main Display (DISP MODE & CH CH). Any moving device that is patched will automatically show up on the Name List as well, which allows you to select all "Stage Zooms" or "Scrollers" without creating any groups in advance.
Method 2 In the Channel Database with a Wizard Action Key Feedback 1. Select text column Select any cell(s) in the ABCD columns Cell is highlighted 2. Open the Wizard [WIZARD] Text Wizard is opened 3. Select channels Channel functions Channels appear in Text Wizard Action Key Feedback 4. Enter Text Text cell Select text cell, Press MODIFY, enter a text and press MODIFY again to confirm. 5. Confirm Execute button Select Execute, Press MODIFY to confirm.
Method 3 In any channel view Action Key Feedback 1. Select channels Channel functions Channels are highlighted in yellow 2. Open Text Wizard [CH] & [TEXT] Text Wizard is opened. You can set text ABCD and EXECUTE. NOTE You will not get a warning if you are overwriting existing texts.
Display List - Auto Groups This is the Display List for Auto Groups (available in Congo jr using the console mimic dock). There are different ways of opening the Display list Key Feedback [DISPLAY_LIST] & [CH] [CH] You will get a list of all auto-groups. Hold DISPLAY LIST and press AUTO GROUPS in the Direct Selects When DISPLAY LIST is held you get all lists in the Direct Selects.
Follow the instructions (1, 2, 3) and import the texts. You can save your mapping and reuse if you want to import a similar file later. 1. Select the delimiter used by the file you are importing. 2. Select which columns that should be mapped to the internal channel database fields. 3. If you want, choose to store the mappings under a given name for later reuse. Field description Setting Feedback Text file format Choose if the file you are importing is tab or comma delimited.
Import Text File - LightWright It is easy to import Channel Database texts from LightWright. Here are some good things to know. You can download the Lightwright demo from http://www.mckernon.com. The demo works fine and you can even save shows (it has a limit of 75 units). It also contains a demo show. Export Format In Lightwright, data can be exported to tab or comma separated *.txt files. We recommend tab separated files, since comma separated files can cause problems with data that includes commas.
Export Devices as Channels Check the option "For lights with attributes, export only the first row" in Export options. Otherwise it will export all of the attribute channels as separate channels for moving lights. LIMITATIONS If there are multiple items/units with the same channel number, only the item/unit data for the last item/unit will be imported. This is because the multiple units use the same channel number and one channel cannot contain different data's.
Channel Layouts A Channel Layout is a topographical custom view of your whole lighting rig, or part of it. It can also contain show data.
Channel Layouts - Introduction You can have up to 999 custom Channel Layouts in addition to the normal channel views. This is an example of some instrument symbols in a Channel Layout.
Channel Layouts - Load and navigate These are the functions you need to load and navigate layouts in a channel view. Function Key Feedback Load [#] [FORMAT] Channel Layout # is loaded in the currently selected Channel View. Hide symbols [FORMAT] & [Right_Arrow] All channel symbols are set to the standard symbol of Congo. Show symbols [FORMAT] & [Left_Arrow] All channel symbols from the Channel Layout are shown. Zoom [FORMAT] & [level_wheel] Zoom in layout.
Channel Layouts - List You can insert and delete Channel Layouts in the Channel layout list (Browser >Channels >Settings & Tools >Channel Layout). Channel Layout List - Columns & Functions Function Key Channel layout Feedback The ID of each Layout. Cannot be changed. Text [MODIFY] Press MODIFY to activate and end text input. This text is shown in the lower right corner of the channel views.
**NOTE When a new Layout is inserted it is possible to pre-fill it with the current channel selection or all patched channels. There is a limit to 500 objects for this.
Channel Layouts - Editor (6.0) This is where you create and edit a Channel Layout. It is opened from: Browser >Channels >Settings & Tools >Channel Layout >#. Channel Layout Editor - General Functions The Channel Layout Editor requires a mouse or trackball. Select objects in the upper area and action in the toolbar. Each function is described in the following chapters. • • • Select ARROW to select or edit objects. Select OBJECT and type to insert objects. Select a channel and set a level to check live.
These are general functions. Function Key Feedback Insert # Mouse click Item # is inserted at the cursor. Selected content type is used. Insert next Mouse click Next item of same type as the previous is inserted. Insert channels [INSERT] Selected channels are inserted. Delete [DELETE] The currently selected item(s) is deleted. Copy selected [COPY] Copies selected items. Paste selected [PASTE] Paste last copied items* Move selected Arrow keys Moves selected items.
1. Select objects (Cursor mode). 2. Use wheel to edit. Function Feedback Stretch H Objects are spread horizontally Stretch V Objects are spread vertically Size Object size is changed Rotate Object is rotated. Hold C to rotate individual objects within selection. Channel Layout Editor - Colors It is possible to set Foreground and Background color for all objects. 1. Select object. 2.
Channel Layout Editor - Align There are different align options for a selection of objects. 1. Select objects 2. Click on ALIGN to get the Align popup. 3. Make selection and confirm with MODIFY. Channel Layout Editor - Wizard The wizard makes it possible to insert a matrix/array or circle of objects of any type. 1. Open the wizard by pressing or clicking WIZARD.
2. Select matrix/array or circle. 3. Fill in numbers, type and behaviour. 4.Confirm. HINT: Use the Stretch H and V wheels to trim the insertion. Examples of circle and matrix Channel Layout Editor - Text It is possible to set a text to a line or box. 1. Select the object. 2. Press TEXT (Alt T from keyboard).
3. Enter a text and confirm with MODIFY. NOTE Use size to resize a text for an object. Channel Layout Editor - Print (6.0) You can print channel layouts the PRINT key in the Channel Layout editor to jpg in grey scale, or in color using print screen to jpg in the MISC soft key page. The print file will be stored under the print node in a node called PRINTOUTS and can be copied to a USB memory from there.
Channel Layouts - Create Start by inserting and naming a new Layout. Function Key Feedback 1. Open the Channel Layout List. Browser >Setup >Channel Layout Opens the Channel Layout list. 2. Create a new layout [#] [INSERT] A new layout is inserted. A popup will ask if you want to pre-fill with patch or channel selection. 3. Name Layout [MODIFY] Move to TEXT cell and press MODIFY. Give a name. Now open the Channel Layout Editor Function Key Feedback 4.
Channel Layouts - Channels Channels can have color, symbol, rotation and color. You can use Align, Copy, Paste and Wizard to edit and insert channels. See Channel Layouts - Editor. Insert single channels 1. Select channel object with the arrow in the lower corner of the object box. 2. Enter a starting number 3. Click to insert the first 4. Continue clicking to insert consecutive objects. Select the arrow tool to edit an existing object. Insert a channel selection 1.
3. Confirm with MODIFY. All channels in the selection will change with the same offset as the previous numbering. For example if channel 1 and 5 are selected and 10 MODIFY is pressed - they will change into 10 and 14. Channel Layouts - Channel Features There are various features for a channel in a Layout. Color, size, rotation etc. All of these features are described in the chapter Channel Layouts - Editor. These are examples of most functions in use.
Channel Layouts - Lines Lines can be drawn in any direction. 1. Select line object with the arrow in the lower corner of the object box. 2. Click and drag to draw a line. 3. Click and drag again to create a new line. Select the arrow tool to edit an existing line. NOTE If you click on a line in an active layout, you will select all channels that are on top of it. If you double click, all other channels will be deselected first. Objects will be executed.
Channel Layouts - Boxes and Circles (6.0) Boxes and circles can be filled or frames and have a text label. 1. Select box or circle object with the arrow in the lower corner of the object box. 2. Click and drag to draw a box or circle. 3. Click and drag again to create a new box or circle. Select the arrow tool to edit an existing box or circle. NOTE If you click on a box or circle in an active layout, you will select all channels inside. If you double click, all other channels will be deselected first.
Channel Layouts - Content The following types of Play content, besides channels, can be added to a channel layout. To activate a content object in a Layout - click on it. Color and Size do not apply to these objects. All other Layout functions are available.
Channel Partitions A channel partition is a definition of a limited set of channels and attributes. When activated, only these channels can be accessed.
Partitions - Introduction A partition is a definition of a set of channels/devices. Every Partition has a permission mask which defines if the Partition is applied to • • • • IFCB Intensity Intensity/Color Intensity/Focus/Beam/Other Partitions can only be activated by users that have permission to activate them. Once a Partition is active, it limits the access to these channels.
Partitions - List You can view, edit and create new Partitions in the Partition List (Browser >Channels >Settings and Tools >Channel Partitions). Partitions List - Columns Function Key Partition Feedback The ID of each Partition. Cannot be changed. Text [MODIFY] Press MODIFY to activate and end text input. This text is shown in the top bar of the channel views. Active [MODIFY] Toggles the Partition on/off.
Partitions - Create Partitions are created in the Channel Partition List. 1. Open the Channel Partition List (Browser >Channels >Settings and Tools >Channel Partitions) 2. 3. 4. 5. 6. Press INSERT Select channels (they will show up in the Channel View part). Press RECORD or UPDATE to store the channel selection. Press MODIFY in the TEXT cell to give a name to this Partition Press MODIFY in the APPLY TO cell to choose permission level.
These are the different options. Add by Device Type Choose a Template corresponding to the Device Type, and what it applies for (IFCB, Intensity, Color, Focus/Beam/Other). Add by Channel Database Text Enter the Database Text you wish to search for, and what it applies for (IFCB, Intensity, Color, Focus/Beam/Other). Add by Channel Number Select a channel range from channel # to channel #, and what it applies for (IFCB, Intensity, Color, Focus/Beam/Other).
Partitions - Activate Partitions are activated from the Partition List. 1. Open the Partition List (Browser>Channels>Settings and Tools>Channel Partition) 2. Press MODIFY in the ACTIVE cell to toggle Yes/No. The active Partition is indicated in the yellow info banner at the top of all Channel Views. NOTE If no Partition is active, all channels are available, and shown in the Live View. In Live Attributes, only channels and attributes that can be controlled are shown.
Devices A channel with any attributes (parameters) in addition to intensity is called a Device. This includes scrollers, moving lights and media servers.
Devices - Introduction A Device has to be Patched before you can start controlling it. See Patch Device(s). Devices - Controls • • • • • • • • • • Select a channel to get control of a Device. The Main Display of the console has wheels and keys for controlling Moving Device parameters. Position pan/tilt with the trackball or wheels. There is a special Device mode for testing. Load and change templates at any time There is a soft key page for lamp strike.
Devices - Effects • • Use Effects to create patterns of intensity, color or movement such as circles or flyouts. Define your own Effects Devices - Templates • • • Edit a template at any time Create your own templates Change a template (device) for another Devices - Media Servers A media server is no different from any other device - patch the template and use it.
NOTE When you connect to a media server the first time (this is when it just says ArKaos in the Network Devices menu), the names of the media elements and types are transferred from the media server to the Congo application. After this, the connection is only used for transferring runtime status like if a media is playing or not. Updates to media on the ArKaos side after you connect won’t be transferred to Congo. (In the future, there will be an automatic update in this case).
Devices - Functions These are the general device functions.
Device Control The Main Display section of the console is optimized for working with functions in moving devices.
Device Control - Introduction When you select the channel(s) of a moving device(s) - all controls are automatically mapped to this section.
Device Controls - Explanation Number Function Explanation 1 Parameter Groups* Parameters are divided into three categories, Focus, Color and Beam. Select category by pressing one of these keys. All available Device Parameters within this category are mapped to the Wheels and shown in the display above them (2). If there are more than four parameters, press the category key again for the next set. 2 Wheel Content Each wheel has a section of the display dedicated to it.
Device Control - Lamp Strike Douse & Reset In Control Soft Key Page there are functions for lamp ON/OFF and RESET for devices (which are defined in the template of that device). 1. Go to the top menu for the Main Display in the console facepanel by pressing [<--] until you have this page. Congo Congo Jr/Kid 2. Press DEVICE to select the Device Soft Key page.
Congo Jr/Kid 3.
Control Soft Key Page - Functions Action Soft Key Feedback Enable [ENABLE] This key has to be pressed together with Lamp On/Off/Reset to activate them (as a safety measure).
Device Control - Home Positioning Home positioning of a device means setting all parameters (or part of them) to the default values defined in the template of this device. See Devices - Templates. Normally it means setting pan and tilt to 50%, color to white and all other parameters to neutral.
Device Control - U1-U2-U3 The parameter group keys U1-U3 can be set up with any mix of device parameters. Each of them have three sub-pages. This makes a total of nine user definable parameter pages. This editor is opened by holding MODIFY and pressing U1-U3 or a Wheel key when a bank (U1-U3) is selected. NOTE Each User Bank (U1-U3) has three parameter pages (1-3). They are shown in the same editor.
U1-U3 - Setting Up Parameters Column Function Feedback Page No function This is the number of the Page (1-3) under this User Bank (U1-U3) Wheel No function This is the number of the Wheel, and cannot be changed. Parameter [MODIFY] Opens a dropdown with all parameters. Select one and press MODIFY to confirm* *The letter (FCB) after a parameter indicates it's parameter group. NOTE Parameters in U1-U3 are still stored in the original palette types (Focus, Color, Beam).
Device Control - Align The Align key copies parameters from one Device to others. Action Key Feedback 1. Select the device you want to copy from Channel select functions The selected channel is highlighted 2.
Device Control - Fan FAN is used to distribute values of a parameter evenly around a centre point. There are four different shapes of fan: Linear S = S shaped V = V shaped U = U shaped Function Key Feedback 1. Select channels Channel Select functions Selected channels are highlighted in the Channel View 2. Select base channel* [NEXT] The focused channel is highlighted in red 3.
Device Control - Fetch/Copy Use Fetch to copy parameter values for devices from any Preset. Fetching from Presets in the Main Sequence will copy the STATE of those devices including any tracked values from presets earlier in the Sequence. First select the devices you wish to copy values to. Function Key Feedback FOCUS values [#] [FETCH] & [FOCUS] Focus values from Preset # are copied to the selected channel(s).
Device Control - Highlight Mode (6.0) Highlight is a temporary mode. It will set all intensity channels to the ID level in Congo Settings (default 100%) and all device channels to the values defined in their templates, with the highlighted device to white. Action Key Feedback Activate Highlight [HIGHLIGHT] All channels in the current selection are highlighted. The LED in the key is lit.
Device Control - Flip If a moving head reaches its end position for Pan - it is possible to press FLIP (softkey in the Device Soft Key Page) to invert the pan and tilt values so that the end position is "passed". Observe that the result of a flip depends on the pan range of a device, and will not always be the same position as before the flip. 1. Go to the top menu for the Main Display in the console facepanel by pressing [<--] until you have this page. Congo Congo Jr & Kid 2.
Congo Congo Jr & Kid 3. Select the device(s) you wish to flip, and press FLIP. To undo press FLIP again.
Device Control - Moving Light Dock Area A Moving Light control panel can be assigned to a dock area. See Dock Areas - Configure. All features are the same as in the console, and controlled by mouse. The color picker is unique here. Click to select a color for the selected Moving Device(s). NOTE You cannot click to hold a key and press another at the same time, like FAN and PAN. To achieve this from an offline editor, use a keyboard shortcut in combination with this view.
Congo Jr & Kid Function Soft Key Feedback Select changed channels [Select_Change] 571 Selects all device channels that have manually changed attributes other than intensity since the current Preset was loaded to the A field.
Device Views Attributes for devices can be shown in any channel view.
Device Views - Introduction A device view with attributes can be opened in any channel view by pressing ATTRIB. They are all edited in the same way. In the Live tab attribute view you can set times. See Devices - Times.
Device Views - Live The Device view is viewed in the Live tab by pressing ATTRIB. You can toggle between these formats by pressing FORMAT • • • • Selected devices Non-zero devices Selected and changed devices All devices The currently selected format is indicated in the top right corner of each Channel View You can open cells for setting parameter times and delays directly by holding FORMAT and pressing the DOWN ARROW.
Device Views - Filtering Hold the FORMAT key and press FOCUS, COLOR or BEAM to select which parameter group to hide/show in a Moving Device View.
Device Views - Editing When you open a device view you can use all palette and wheel controls to edit attributes. NOTE All attribute views need to be unlocked for screen editing by holding SETUP & TAB and activating in the popup. If you unlock the view for screen editing you can enter a value or a Palette reference, depending on the Attribute Editor Default Settings. The default setting is Palette. See Attribute Settings. This is how you can enter values for the selected cell(s).
Device Views - Presets You can view and edit all device parameters for a Preset in the Preset Attribute Editor (# PRESET & ATTRIB). NOTE Select format by pressing FORMAT. Hold FORMAT and press Down Arrow to open up Time and Delay rows.
Preset Attribute Editor - Columns These are the different Device parameters that are displayed for each with their current values. For editing see Device Views - Editing. Function group Parameters Explanation Channel & Level No input The number of the device is highlighted when selected, and red when focused with NEXT/LAST. The level is indicated to the right.
Device Views - Data Attribute data can be shown in absolute values or referenced values (palettes). This is toggled with the Data softkey added in the Channels Soft key page. Absolute values are preceded by a # character to show that they are absolute values in stead of palettes.
Device Recording Attributes are stored in Presets just like intensities. There are different recording modes.
Device Recording - Introduction There are four recording modes for recording device parameters: • • • • Active (default) Changed All Popup If only changed Device parameters are recorded it is important to record all parameters (a block cue) in the beginning of each Sequence. There is a check box for this in the Advanced Tab of the Recording Popup.
Device Recording - Modes There are four different Recording modes for recording Device attributes. They are set in the RECORD SETTINGS (Hold SETUP and press RECORD). You will get this popup These are the modes Function Description Changed All changed attributes are recorded automatically* Popup A popup is provided to confirm recording all changed attributes All All attributes are recorded Active (default) All attributes of devices with an intensity over zero are recorded.
Changed mode Attributes are tagged as Changed when they have been altered since they were last recorded. This indication is a purple background in Channel and Attribute views. You can force this flag manually with the soft key SET CHNGED in the Devices soft key page of the console Main Display.
All commands are executed to the currently selected Devices. Function Key Feedback Set all parameters to changed [Set_Chnged] & [PALETTE] All parameters are flagged as changed (purple background). Set Focus parameters to [Set_Chnged] & changed [FOCUS] Focus parameters are flagged as changed (purple background). Set Color parameters to changed [Set_Chnged] & [COLOR] Color parameters are flagged as changed (purple background).
3. Press Mark. Active Mode & Attribute Tracking This is a mode that is automatically set to ON when you select Active mode for recording attributes (5.1). Hold UPDATE & ATTRIB to update changed attribute values in multiple presets (useful in record if Active mode) similar to Intensity tracking. Use the check box to activate track-editing through a series of sequence steps of the main sequence (stopping at Blocks) and select forward, backward or both in the direction dropdown.
Device Recording - Block Cues In Changed mode, only changed (purple) parametersare recorded for devices. The opposite of this is to record all values - this is called a "block cue". A Block Cue is automatically created when you record devices directly to a Master Playback. In the sequence it is an option in the advanced Recording Popup. See The Recording Popup. Check the box "Record all attributes" to create a block cue. A block cue will stop all track-editing commands at the block.
Device Recording - Delete Deleting a Device from a Preset is done in the Preset editor, or in the Preset Attribute editor. See Device Views - Editing. 1. Open the Preset List for the Preset. • • Enter the number of the Preset, hold MODIFY and press PRESET Open the List from the Browser (Browser >Main Show Data >Presets) 2. Select the Attributes column. 3. Select the channels you wish to delete. If no channels are selected, attributes for all channels will be deleted. 4. Press DELETE.
Device Recording - Cue Only When this option in the Advanced tab of the Record dialog is activated all the attribute values that were active in the previous sequence step (regardless of where they were coming from) will be copied into the Preset in the sequence step following the newly inserted preset. This is useful when you want to record a new state within a series of tracked values. Cue Only is an option in the advanced Recording Popup. See The Recording Popup.
Device Palettes Moving Device values can be stored in Palettes, that are used to recall these values. Palettes can be stored in Presets, as references to the stored values. Palettes are organized in parameter groups (Focus, Color, Beam, All).
Device Palettes - Introduction A Palette is a memory for all or some parameters of a Moving Device. A Palette is used to load these parameters quickly, and stored as a reference in Presets for playback. Direct selects are important for accessing Palettes. See Direct Selects. There are four kinds of Palettes Type Key Parameters Focus Palettes [FOCUS] Position parameters like pan, tilt... Color Palettes [COLOR] Color parameters like cyan, magenta, yellow, color wheel...
Device Palettes - Record Palettes are stored for the currently selected channel(s). To re-record a Palette, store it with the same number again. In the recording popup for Palettes there is a Text field to label each Palette. This is displayed every time the Palette is used. NOTE When you record a Palette, it is also activated and will be recorded into the next Preset.
Record A Focus Palette 1. Select channel(s) 2. Initiate recording of next free Palette or Palette # Function Key Feedback Record [RECORD] & [FOCUS] Records the next free Focus palette. You will get a popup* Record as... [#] [RECORD] & [FOCUS] Records as palette #. You will get a popup* Record Direct [RECORD] & [direct_select] Records to a direct select in palette mode. You will get a popup* *Popup 3. Enter a text (optional) 4. Select Recording mode.
Record A Color Palette 1. Select channel(s) 2. Initiate recording of next free Palette or Palette # Function Key Feedback Record [RECORD] & [COLOR] Records the next free Color palette. You will get a popup* Record as... [#] [RECORD] & [COLOR] Records as palette #. You will get a popup* Record Direct [RECORD] & [direct_select] Records to a direct select in palette mode. You will get a popup* *Popup 3. Enter a text (optional) 4. Select Recording mode.
Record A Beam Palette 1. Select channel(s) 2. Initiate recording of next free Palette or Palette # Function Key Feedback Record [RECORD] & [BEAM] Records the next free Beam palette. You will get a popup* Record as... [#] [RECORD] & [BEAM] Records as palette #. You will get a popup* Record Direct [RECORD] & [direct_select] Records to a direct select in palette mode. You will get a popup* *Popup 3. Enter a text (optional) 4. Select Recording mode.
Record An All Palette 1. Select channel(s) 2. Initiate recording of next free Palette or Palette # Function Key Feedback Record [RECORD] & [PALETTE] Records the next free All palette.You will get a popup* Record as... [#] [RECORD] & [PALETTE] Records as all palette #. You will get a popup* Record Direct [RECORD] & [direct_select] Records to a direct select in palette mode.You will get a popup* *Popup 3. Enter a text (optional) 4. Select Recording mode.
Device Palettes - Update The UPDATE PALETTE (softkey) in the Device Soft Key page is the fastest way to update all changed Palettes. 1. Go to the top menu for the Main Display in the console facepanel by pressing <-- until you have this page. Congo Congo Jr & Kid 2. Press DEVICE to select the Device Soft Key page.
Congo Congo Jr & Kid 3. Press UPDATE PALETTE to update all changed Palettes for the selected channel(s). You will get a popup confirming which ones are involved. Device Palettes - UPDATE direct key If a Palette is loaded to a Direct Select section, or to a Master Playback - it is possible to update it by selecting the involved channels, holding UPDATE and pressing the corresponding Direct Select or Master key.
Re-record A Palette - Merge Or Replace When you re-record a preset or palette where attribute information already exists, you will get a choice of merging or replacing the existing attributes.
Device Palettes - Edit Device Palettes can be edited and filtered in the same way as the Live Attributes and Preset Attribute views. See Device Views - Editing and Device Views - Filtering.
Device Palettes - Lists The Palette Lists are opened from the Browser (Browser >Devices >Palettes >Focus Palettes). You can open them directly by holding MODIFY and pressing FOCUS, COLOR, BEAM or PALETTE. NOTE Palettes that have been recorded "per type of device" are shown first in these lists. Most often these are Color Palettes. See Each Device or Each Device Type Palette List - Columns & Functions Function Key Feedback Palette The ID of each Palette. Cannot be changed.
Device Palettes - Activate By Number Activate a Palette for the selected channel(s) by number. Function Key Feedback Focus Palette [#] [FOCUS] Values are set from Palette #. Color Palette [#] [COLOR] Values are set from Palette #. Beam Palette [#] [BEAM] Values are set from Palette #. All Palette [#] [PALETTE] Values are set from Palette #. NOTE Only selected channel(s) that are referenced in Palette # will be affected.
Device Palettes - Direct Mode When a Palette key (FOCUS, COLOR, BEAM, PALETTE) is held the first 40 Palettes can be activated from the Direct Select keys. Function Key Feedback 1. Activate Direct Mode Hold a Palette key Direct Select display shows the first 40 2. Select Palette Direct Select key When the key is pressed that Palette is activated.
Device Palettes - In Masters Device Palettes can be played back from Master Playbacks. See Master Playbacks Palettes.
Device Palettes - Select Active Channels All channels currently referencing a Palette can be selected using the Direct Select keys for Palettes (FOCUS, COLOR, BEAM, PALETTE), in combination with CH and ALL. Palettes are selected from the Direct Selects for this function. See Direct Selects. Function Key Feedback Select channels [CH] & [Direct_Select#] All channels stored in Palette # are selected in the active Channel View.
Device Palettes - Select Stored Channels You can Select all channels that are stored in a Palette as Each Device. NOTE This is not possible for palettes stored as "Each Device Type", since no specific channels are stored with them. Function Key Feedback Focus channels [#] [CH] & [FOCUS] All channels stored in Palette # are selected in the active Channel View. Color channels [#] [CH] & [COLOR] All channels stored in Palette # are selected in the active Channel View.
Device Palettes - Display List All Palettes can be activated from the Display Lists in the Main Display of the console facepanel. When the Trackball is in DISPLAY LIST mode you can use it to select/activate palettes by pressing RIGHT/LEFT click. Function Key Feedback Focus Palette List [Display_List] & [FOCUS] The Focus Palette list is opened in the Main Display. Color Palette List [Display_List] & [COLOR] The Color Palette list is opened in the Main Display.
Device Palettes - Focusing Mode Focusing mode is designed for quickly focusing and updating palettes. It works together with the List section of the LCD Display. It is activated from the FOCUS MODE soft-key in the DEVICE Soft page. Action Key Feedback 1. Select the DEVICE soft page [DEVICE] (Softkey) The Device soft functions are selected in the Main Display of the console. 2. Activate Focus Mode [FOCUS_MODE] (Softkey) "Focusing mode" is shown on the Main Display.
Device Palettes - Renumber (6.3) You can renumber a Palette of any type (FCBP) in the Organizer. 1. Open the Organizer for the type of palette you wish to renumber by holding LOAD and pressing the palette key (FOCUS, COLOR, BEAM, PALETTE). 2.
Device Times Times for Moving Devices can be set in seconds or as a percentage of the Sequence Step In-times.
Device Times - Introduction A Moving Device can have Times and Delays in the following ways. • • • • No time - follows the Sequence Step In-time. Parameter group times - an attribute time for FOCUS, COLOR or BEAM parameters. FCB times - Same as above, but there is a shortcut for setting all three Device parameter times - A time for each attribute of a Moving Device.
Percent times, or seconds? Times for Moving Devices are set in seconds (absolute) or as a percentage of the IN time of a Sequence Step. The default setting is percent. This means that all FCB-Times will equal the IN time of a Sequence Step, and all FCB-Delay Times will execute as a percentage of the IN time of a Sequence Step. NOTE In all plays files earlier than 4.2, the FCB Delay time was set to 100% due to the fact that Delay Times were inherited from the Delay In time. These plays (pre-4.
Device Times - Individual or FCB (6.0) Device times can be set to individual parameter of selected devices, or to a parameter group like Focus, Color or Beam for all devices in the preset. FCB times are defaulted to run in 100% of the main In and Delay times for a step. You can change this percentage or set an absolute time in seconds. An individual parameter time always wins over a general FCB time. Times are shown in the playback view.
Key Shortcuts for device times Function Key Shortcut Feedback Focus time [#] [TIME] & [FOCUS] Popup (see above) Color time [#] [TIME] & [COLOR] Popup (see above) Beam time [#] [TIME] & [BEAM] Popup (see above) Parameter time [#] [TIME] & [Parameter_Key] An individual time is set to this parameter for the selected device(s) Focus delay time [#] [DELAY] & [FOCUS] Popup (see above) Color delay time [#] [DELAY] & [COLOR] Popup (see above) Beam delay time [#] [DELAY] & [BEAM] Popup (see ab
Device Times - Attribute Editor Times Times can be set and edited in the Live Attributes and Preset Attribute Editors. Please note that times are set to A working in this editor, regardless of all other settings. • • Press ATTRIB to open the Live Attribute Editor. Enter a Preset number, hold PRESET and press ATTRIB to open the Preset Attribute Editor. Hold FORMAT and press the down arrow to open Time and Delay rows. Hold FORMAT and press TIME or DELAY to do the same thing.
Attribute Times These functions will work in the Live Attribute Editor and the Preset Attribute Editor. Action Key Feedback 1. Open the Time row [FORMAT] & [Down_arrow] or [FORMAT] & [TIME] The Time row is opened under each cell 2. Select Attribute time cell(s) Arrow keys The cell(s) is highlighted 3. Set time # [#] [MODIFY] The time # is set to the selected cell(s) 4. Update Preset [UPDATE] Only needed in Live Attributes Editor.
Attribute Delay Times These functions will work in the Live Attribute Editor and the Preset Attribute Editor. Action Key Feedback 1. Open the Delay row [FORMAT] & [Down_arrow] [Down_arrow] or [FORMAT] & [DELAY] The Delay row is opened under each cell 2. Select Attribute delay cell(s) Arrow keys The cell(s) is highlighted 3. Set delay time # [#] [MODIFY] The delay time # is set to the selected cell(s) 4. Update Preset [UPDATE] Only needed in Live Attributes Editor.
Device Times - Fan Times In the Live and Preset Attribute Views there is a wizard for fanning parameter times. This Wizard will only open when a Time or Delay cell is selected. The selected cells are fanned between the devices. 1. Open an Attribute view. See Device Views - Live and Device Views - Presets. 2. Open the Time and Delay rows by holding FORMAT and pressing the Down Arrow. See Device Times - Attribute Time Editor. 3. Select the Time or Delay cells for the parameters and devices intended. 4.
Device Play Back When moving Devices are played back from the Main Playback and the Master Playbacks there are different modes for when and how attributes are trigged.
Device Play back - Introduction Attributes will be trigged during playback in the following situations • • • • • A Preset is faded in a Sequence or Chase A Preset is faded in on a Master Playback fader A Preset is faded out on a Master Playback fader A Master is flashed A Dynamic effect is started In a Sequence Step attributes can be set to move with Auto Mark (5.0), OnGo (live) or InB (move while black, preposition).
Device Play back - Attributes Follow Faders Attributes will follow the manual movement of masters depending on the Master Settings. These are some general rules. See Master Settings. The always follow the B fader of the Main Playback. • • They start moving at 1%. Snap parameters also trig at 1%. Master Playbacks behave different from the crossfaders of the Main Playback.
Device Play back - Attrib Move Attributes can be executed in three ways • • • AutoMark On Go In B Depending on this setting Attributes will be executed when a step is faded in live (On Go) or when a Step is loaded to be faded in (In B). See System Settings - Attribute. You can choose a setting as default depending on the style of your show - and then change individually for any step or device. See Sequence List. NOTE GoInB attributes follow the times recorded in the preset. The old (pre v5.
Live Attributes (6.0) In addition to the Attribute format of the Live tab you can view all moving device parameters in the Live Attribute Editor. This tab can only be opened from the Browser (Browser >Devices >Live Attributes). The functions are the same as in any channel view with attributes. NOTE All attribute views need to be unlocked for screen editing by holding SETUP & TAB and activating in the popup. PARK works against selected cells when an Attribute View is open.
NOTE Select format by pressing FORMAT. Hold FORMAT and press Down Arrow to open up Time and Delay rows. See Device Times - Attribute Time Editor Live Attributes - Columns These are the different Moving Device parameters that are displayed for each with their current values. For editing see Device Views - Editing Function group Parameters Explanation Channel & Level No input The number of the device is highlighted when selected, and red when focused with NEXT/LAST. The level is indicated to the right.
Gel Picker There is a Gel Picker that uses the data for each moving device with CMY/RGB mix to generate the values for gels of each type. It is opened from the Browser >Devices >Gel Picker. Use arrow keys and MODIFY to select a color. If you know the exact gel brand and number you can select a gel from the Direct Selects as well. See Direct Selects - Content.
All Palettes This node opens the list of All Palettes. Press MODIFY in the Attribute cell to open the corresponding Palette editor. See Device Palettes.
Focus Palettes This node opens the list of Focus Palettes. Press MODIFY in the Attribute cell to open the corresponding Palette editor. See Device Palettes.
Color Palettes This node opens the list of Color Palettes. Press MODIFY in the Attribute cell to open the corresponding Palette editor. See Device Palettes.
Beam Palettes This node opens the list of Beam Palettes. Press MODIFY in the Attribute cell to open the corresponding Palette editor. See Device Palettes.
Mask You can mask whole groups of parameters (FCB) or single parameters in a group with the MASK key. • • • • • • When mask is active it is indicated in the LED of the MASK key, and at the top of the screens. The mask is used when recording Presets, Palettes and Dynamics. Masked parameters are displayed in Live tab Attributes view and in the ML LCD on the facepanel with "--". When you record a Preset or Palette, masked parameters are NOT recorded.
"-" (Dash) means the category is unmasked - all parameters are available for control and recording. "fcb" (Lowercase lettering) means the category is partially masked - some parameters have been masked and are unavailable for control or recording. "FCB" (Uppercase lettering) means the entire category is masked and no parameters from that category are available for control or recording. Mask - Editor (6.1) In the Mask Editor, single parameters can be toggled on/off by pressing MODIFY in the Allow column.
User Masks - Functions (6.1) You can save and label up to 999 different combinations of masked parameters. These Masks can then be applied to masters as playback masks, or to the Global Mask for use when recording Palettes or Presets. They are stored in the Mask List (Browser > Devices >Masks). To record a user Mask: 1. Set up the Global Mask any way you want (See Global Mask - Functions) 2.
>Settings & Tools These are the settings and tools for Devices.
Scroller Rolls Scroller Rolls are defined in the Scroller Roll Editor. It is opened from the Browser (Browser >Devices >Settings & Tools >Scroller Rolls) Scroller Rolls Editor - Columns Function Value Feedback Scroller Roll 1-999 The ID of each Template. Press MODIFY to open the Editor Fan = Intensity On/Off Press MODIFY to toggle if Fan should follow intensity channel of the scroller Device to keep down noise when not in use (providing the scroller and template have a fan parameter).
4. Press MODIFY in the Scroller Roll cell to open the Scroller Roll Editor. A Wizard is opened where you can define the number of frames and the default Fan value (can be edited later). 5. This it what the scroller roll editor looks like with five frames defined You can define the following functions Function Value Feedback Position 1-999 The ID of each Position. Cannot be changed. Text Press MODIFY to activate and end text input.
2. Use arrow keys to select the Scroller Roll Cell for a channel. 3. Press MODIFY to get a dropdown with all defined Rolls. 4. Select a roll with arrow keys. 5. Press MODIFY to confirm. The currently selected color will be shown in the black box under the level in the Channel Views. Calibrate Individual Scroller Rolls Each scroller roll can be calibrated individually. This is done in the Scroller Calibration Editor that is opened from the Device Settings. 1.
NOTE (v5.0) If you change the scroller calibration for a device and close the Scroller Calibration Editor, recorded data (presets, palettes) for the previous frame values will be updated to the new frame values. Values between frames will not be affected. To "clear" calibrations from a device/scroller: Re-select the same scroller roll in the Device list Scroller Fan override In the Attribute setup (SETUP & ATTRIBUTE) it is possible to specify an Override value for all Scroller Fans.
Auto-create Palette Wizard (6.0) This wizard allows you to generate palettes for each range for selected parameters in the currently selected devices. Ranges with the same name will be merged together in the same palette. You can specify the starting number for newly generated palettes. Open in the Browser from Browser >Devices >Settings and Tools >Auto-create Palette Wizard.
Jam Mode Wizard (6.0) The Jam Mode Wizard helps you create some useful data from your patch and channel database to save you some time, regardless which Jam Mode you are planning to use. This wizard can be opened by pressing WIZARD in Jam mode. It is invoked automatically the first time you enter Jam Mode for Device Masters. In the wizard, you can select which types of data that you want to generate and the starting numbers.
Generate effect playbacks Four effect playbacks for content and dynamic effects are generated. Generate master content Masters are populated in groups of ten in Master Page 101 and 102. You can assign whatever master content to these pages and it will be activated when you enter Jam mode.
Effects In Congo v6 there are four different kinds of effects: • • • • Intensity Chase (step based) Dynamic (relative waveforms) Content (Absolute) Image (mapped) There are two older kinds of effects that are compatible with Congo prior to v5, which are Sequences in Chase mode, and the old Dynamics.
Effects - Introduction (6.0) The effects in Congo are powerful devices that allow you to create and play with effects in a very intuitive and fast way, regardless the size or nature of your rig. There are four types of effects Chase Content Dynamic Image Stepped intensity effects with live control of tap tempo. The effect is edited into parts with individual timing and hi/low levels per part. Step based effects with comprehensive live control over channel distributions, directions and timing.
NOTE Effects are controlled, recorded and edited like any moving device with an intensity. The only difference is that you select them with # EFFECT.
Effects - Functions These are the general effect functions.
Effects - Views (6.0) Effects can be viewed in three views • • • Effects dock area Selected channels - Live dock area Live Effects tab There are two ways to display an effect • • As a channel handle (in docks) As a device (in Live Effects) Channel handle The effect handle in the Effects and Selected Channels - Live dock have four levels of detail. Hold FORMAT and press up/down arrow to select them.
Device In the Live Effects tab all attributes are displayed just like a moving device. See Live Effects. Effects in Dock Areas (6.0) Effects are shown in two dock areas. See Dock Areas. Effects Selected channels - Live Using a mouse or trackball Click to select and use the mouse wheel, or hold the right key and move to set levels. Click to add more, double-click to deselect all but the last clicked.
Effects - Command syntax Effects are selected and adjusted one by one or in groups in the same way as moving devices. Instead of using the CH key there is an EFFECT key. As soon as an effect is selected you can control the intensity with all level functions, and attributes with attribute controls and palettes. Select and activate effects (6.1) An effect is activated as soon as the level of the Effect Playback is over zero. Please note that you must create an Effect Playback before you can control it.
At mode syntax If your Congo is set to use At Mode for channel commands, effects are selected in the following ways. You can terminate a selection in At Mode pressing @Level or the decimal point.
Select channels from effect (6.1) These functions make it possible to select channels involved in an effect. Action Key Feedback Select active channels [EFFECT] & [CH/ID] All channels involved in effects that are active are selected. Select all in effect... [#] [EFFECT] & [CH/ID] All channels involved in effect playback # are selected. Select active effects [EFFECT] & [ALL] or [ALL] & [EFFECT] All active effect playbacks are selected. Pressing ALL alone will never select effect playbacks.
Load an effect to a master A single effect playback can be loaded to a master. This allows you to control the effect intensity with the master fader. If you press the master key you will select the effect. Action Key Feedback Load effect [#] [EFFECT] & [master_key] Effect # is loaded to master # Effect Soft Key Page The Effect Soft Key Page is selected with the soft key EFFECT in the Main Display of the console.
These are the functions (jr has U1-U3 which are used to select effect parameters). Function Softkey Feedback Channel Set List [Channel_Set] Opens the Channel Set List. See Channel Sets. Series List [Series] Opens the Series List. See Series List. Effect Overvi [Effect_Overvi] Opens the Effect Overview Tab. See Effect Overview. Chase [Chase] Opens the Chase Editor. See Chase Editor. Dynamics [Dynamics] Opens the Dynamics Soft key menu. See Dynamic Effects.
Effects - Edit (6.0) Effects are edited in the same way as moving devices. Attribute wheels A soon as an effect is selected the effect parameters are available on live attribute controls in parameter banks U1-U3. On Congo jr these can be found under the Device softkey or by using [C] & [FOCUS], [COLOR], [BEAM] respectively. Palettes All effect attributes can be stored and played back from All Palettes. Hold RECORD and press PALETTE. Home You can store a home position for every effect playback.
Effects - Record Effects are stored in Presets in the same way devices are stored. 1. Select the effect 2. Set a level 3. Record If you have the default device setting "store if active" all effect parameters are stored automatically when the intensity is over zero%. The level of the effect playback shown and edited in the same way as channel intensities.
Effects - Channel Distribution Wizard The Channel Distribution Wizard is used for Sets and Chase effects. I allows you to distribute a selection of channels into a number of parts (steps) in eight different ways. There are two ways to open this wizard • • Press MODIFY in the PARTS cell in a channel set list or chases list. Create a Chase Object. 1. Select channels 2. Select number of parts 3.
These are the different distribution methods. Note that if the number of channels cannot be divided by the number of parts, the results will be different when using inverted distribution, since the odd channels will end up in the last part. Also, the order in which the channels are selected is the order in which they are distributed.
Live Effects Press EFFECT to open Live Effects. This is where you can view and edit the parameters of all running effect playbacks in the screens. In the consoles you can control the same parameters in the Main Display over the parameter wheels. Things to think about in this view • • • • • Use arrow keys to navigate. Press MODIFY to get a drop down choice for a cell. Hold SELECT and use arrow keys to select several cells for data entry.
Effect Playbacks An effect playback is the control handle for an effect, similar to a channel controlling a moving device. All Effect Playbacks are listed and can be inserted/deleted from the Effect Playbacks list Browser >Effects >Effect Playbacks.
Create an Effect Playback Effects can be created from the Effect Playbacks list, or as a key command. 1. Create an Effect Playback • • Press INSERT in the Effect Playback list Hold INSERT & EFFECT 2. Select type of Playback (Cannot be changed once inserted, to change you need to delete and reinsert the playback). 3. Done. You can now control the effect. See Select & Activate Effects.
Effect Overview The effect overview tab lists all types of data objects that can be involved in creating and editing effects. It's opened from the Browser >Effects >Effect Overview. • • • • • • Groups Series Channel Sets Playbacks Chases Dynamic templates Press MODIFY in any cell to open the corresponding editor.
Chase Effects This is a step based, defined intensity effect. A chase is what you use when you want lights to chase on/off in a specific pattern. Each step contains channels, step times and step levels. You can define a high level for all channels in a step, and a low level which will be the background level of these channels in all steps.
Chase object • • • • Contains the channel list and the high/low intensity levels and timing values. It has a number of steps, with channels, up, dwell and down times. Intensities per step have a Max (high) and Min (low) value. Once a Chase object is programmed it will replay in the exact same way. Playback • • • The effect will run as soon as the effect playback intensity is over zero. The intensity level of the effect playback also masters the high level of the output of the effect.
2. Select channels, parts, name and distribution. See Channel Distribution Wizard. 3. You can now start the chase, by selecting it and setting a level over zero. See Select & Activate Effects. It will use the default times and values. These can be edited in the Chase Editor and the Chase Step Editor. Copy a chase effect (6.0) You can use the COPY function to duplicate a chase effect. 1. Open the chase editor and select the chase you wish to copy 2.
Control a Chase Effect As soon as a Chase Effect playback is selected, you can control it in two ways: • • From the console parameter wheels using U1-U3. In Congo jr these can be found under the Device softkey or by using [C] & [FOCUS], [COLOR], [BEAM] respectively. From the Live Effects view. Live Effects looks like this: Press MODIFY to get a dropdown to change chase, or enter a number and press MODIFY.
Chase Effect Parameters A Chase object is never adjusted live - it is defined in two editors • • The Chase Editor The Chase Step Editor CHASE EDITOR PARAMETERS Its possible to edit a symmetrical Chase object from the Editor, without opening the Chase Step editor. However, if you want to edit the steps, or the individual step timing, you need to open the Chase Step Editor. Direction Sets the direction in which the steps are played back.
Step Time This is when this step will execute in relation to the previous Step. In, Dwell & Out times These are the times for each Step. NOTE If the Step time is shorter than the sum of In+Dwell+Out you will get a "ripple" effect. High & Low Each Step has a High intensity and a Low intensity that is used by the Chase.
Chase Editor The chase editor is a summary and editor of all chases. You can create (INSERT) and edit chases here. • • Press the soft key CHASE in the EFFECTS soft key menu Press MODIFY in the Browser node Browser >Effects >Chase.
Chase Editor - Functions The Chase can only be edited from the Chase Editor and the Chase Step Editor. This ensures that a Chase will always play back in the way it is defined. Column Action Feedback Chase No Input The number of this chase, cannot be edited. Text [MODIFY] Enter a label. Steps [MODIFY] Shows the number of steps, press MODIFY to open the Channel Distribution Wizard. Direction [MODIFY] Choose between forward, backward, bounce and random.
Chase Step Editor The Chase Step Editor allows you to edit channels, levels and times for each step separately. • Press MODIFY in the STEPS cell of the Chase Editor.
Chase Step Editor - Functions The Chase can only be edited from the Chase Editor and the Chase Step Editor. This ensures that a Chase will always play back in the way it is defined. Timing information on a step level overrides timing information on the Chase Editor top level. Column Action Step Feedback Shows the number of each steps. Step time [#] [MODIFY] Sets a Step time.
Content Effects (6.0) Content effects are simply speaking simply a series of steps containing show content like palettes and presets or even raw parameter levels that you can apply to any existing group (or set) in your show. The simplest form of content effect is the intensity series (on/off) that is created automatically when you make a new play. By applying this to a group of channels you can create chase, ripple and pulsating intensity effects on the fly.
Components To start a Content effect you need • • • A channel source (a Group or Channel Set) A Series An Effect Playback Playback • • • • • All parameters can be controlled live, similar to how a device is controlled The effect is applied to any predefined set or group of channels. The effect will run as soon as the effect playback intensity is over zero. The intensities will contribute to the Live output on a HTP basis. Attributes will replay on an LTP basis with the rest of the playbacks.
Control Content Effects As soon as a Content Effect playback is selected, you can control it in two ways: • From the console parameter wheels using U1-U3 (In Congo Jr these are found in the Effect soft key page, or by using [C] & [FOCUS], [COLOR], [BEAM] respectively). • From the Live Effects view (if editing is enabled).
Channel Source The Channel Source that the effect is applied to can be a Set or a Group. See Channel Sets and Groups. • • The advantage with a Set is that you can define any type of custom channel distribution over the parts, and they will always replay in the same way. The advantage with Groups is that you can reuse all Groups you have already recorded, and create distribution and number of parts on the fly with the GrpParts and GrpDistri parameters. Set/Group Select a Set or Group as the Channel Source.
The Play mode generally refers to the way the Series gets played back, so between PartDirec and PlayMode you can change the direction of the channel source but have the steps play back as written, or vice versa. Mode Content Effect can play back it's Series in three modes, Continous, Break and Build. The result differs quite a lot. Some Series are set to a default mode, because they are designed to be played back this way. • • • In a Continuous mode content effect, parts are always executing a step.
TIMING PARAMETERS Loop Time This time equals how long it takes all the parts to run through the effect once. If you lengthen this time, you will impose a gap before the next pass through the effect begins. If you shorten this time, you will cause the next pass to start before the first pass is completed. Rate/Tap Use this value to scale the whole timing scheme faster or slower. Tapping the wheel key will adjust the timing of the effect to match your tapped in rate.
Content Effect Modes A Content Effect can play back its Series in three different modes: • • • Break Continuous Build In the Series Editor you can define a default mode that is set every time the Series is activated. It's possible to change this mode on the fly when you edit the Effect Playback parameters. See Series List. What mode do I use? The modes allow you to get completely different results, using the same Series.
A fly out can be done with a Dynamic Effect, but you have no control over the specific start and end points for each device. Here this is easy to change at any time by re-recording either of the two focus palettes used.. "An RGB chase" This can be done with a Content Effect in Continuous mode with three steps, (color palettes "red", "green", "blue"). In this example Color Palettes are used, although we could have used absolute values for CMY just as well.
Content Effect Times Timing information is set in two levels • • In the Series List In the Series Step Editor In the Series list, the default times are • • • • Default Step Time Default Attack Time Default Sustain Time (Break mode only) Default Release Time (Break mode only) See Series List.
Series List The engine of a content effects is a Series. Browser >Effects >Content Effect >Series. • • • • You can think of a series as a number of place holders for parameter and intensity data. Each place holder has timing data that applies when it is called upon. There is a special place holder called background, that is used when effects are played back in Break mode. The place holders are general, and can be applied to any type of channel or moving device with the same parameters.
Series List - Functions Column Action Feedback Series No Input This item can not be changed. Text [MODIFY] Label for this Series. Steps No Input Shows the number of steps. Def. Mode [MODIFY] Opens A dropdown where you can choose default mode Continuous, Break or Build* Def. StepTime [#] [MODIFY] Sets a top level Step Time for all Serie Steps** Def. AttackTime [#] [MODIFY] Sets a top level Attack Time for all Serie Steps** Def.
Series Step Editor The Series Step Editor is opened by pressing MODIFY in the Series or Steps cell of the Series List (above). NOTE When Palettes/Presets are used as content, the values will reference only to the numbers of these Palettes/Presets (not the names) - this is so that you can reuse the same series in other plays easily. If you are doing a lot of series creation, the Groups/Palettes Overview tab is a good way to know what you have already recorded..
Series Step Editor - Functions Column Action Feedback Step No Input This item can not be changed. Text [MODIFY] Enter a Step Text. Step Time [#] [MODIFY] This is the Step Time* Intensity [#] [MODIFY] Set an intensity level 0-100 or nothing. A hard 0 is indicated with "M". Attack [#] [MODIFY] Sets an Attack time for Intensity in this Step* 1.
Dynamic Effect A dynamic effect is a relative effect that uses a dynamic template which applies wave-forms around a base point to create a movement, for example a circle or ballyhoo. In the same way as the content effect, it is applied to any group or set.
Waveforms - Dynamic Templates & Tables Dynamics are a way of creating effects by assigning waveforms (sinus, saw etc) to intensity, color, movement or any other parameter. you can define custom tables. See Dynamics Tables. Examples: The waveform will "run" the parameter it is assigned to, but you can still move the "base value" of the parameter that the Dynamic is working with.
Control a Dynamic Effect As soon as a Dynamic Effect playback is selected, you can control it in two ways: • • From the console parameter wheels using U1-U3. On Congo jr these can be found under the Device softkey or by using [C] & [FOCUS], [COLOR], [BEAM] respectively. From the Live Effects view. Live Effects looks like this: Step around with arrow keys, press MODIFY to get a dropdown, or enter a number and press MODIFY.
Offset The offset parameter distributes the channels along the waveform. See the example with 5 channels on a sine wave. See Dynamics - Relations & Distance. Delay Relation & Distance The Delay Relation defines when each channel starts in relation to the next. The Distance defines how long each channel will travel before the next is started. These two work together. If Delay Relation is set to ALL there will be no change, since distance needs at least two parts. See Dynamics - Relations & Distance.
Dynamic Templates Dynamic Templates are definitions of waveforms applied to parameters used for Dynamic Effects. Open by holding MODIFY pressing DYN EFFECT (or Browser >Effects >Dynamic Effect > Dynamic Templates). Dynamic Effect Library - Columns & Functions Column Input Function Effect [MODIFY] Starts the selected Effect for the currently selected channel(s). Text [MODIFY] Press MODIFY to activate and end text input. Parameters [MODIFY] Opens the Dynamic Template editor.
4. Go to TEXT and press MODIFY to enter a name. Press MODIFY again to confirm. 5. Go to Parameters and press MODIFY to open the Template Editor. 6. Press INSERT to create a step. Each step contains the settings for a single parameter for example, a pan/tilt effect would have two steps. See Dynamic Template Editor - Functions. Dynamic Template Editor - Functions Column Input Function Ch.Index 0 means all selected channels are affected by this [#] [MODIFY] step.
Dynamic Tables The basic element of a Dynamic effect is a wave-form, or "table", that is assigned to the intensity or any other attribute parameter of a channel. A Sine wave, for example, will fade a parameter up/down continuously over/under the current Base Value. By changing the Rate and Size of this Sine Wave, you will affect the speed and value range of the result.
Table Editor Press INSERT to create new tables at the end of the table list in the Browser, but not delete existing ones since this would mess up the indexing of existing tables used by effects. Browser >Effects >Dynamic Effects >Dynamic Table List Pressing MODIFY on a table opens the Dynamic Table Editor where you can insert and delete table values. You cannot have more than 64 points in a table. This is the Dynamic Table editor with a Step table.
Live Dynamics (old) This tab is used with the old Dynamic Effects package prior to v5. See Dynamics (old). All parameters of running Dynamic Effects can be edited in the Live Dynamic Effects tab. Press DYN EFFECT to open it. This tab can be opened from the Browser as well (Browser >Live Dynamic Effects). The top right corner shows a pan/tilt monitor with a dot representing each channel. This is a visualisation for the Offset Relation, Delay Relation and Distance values.
Live Dynamic Effects - Columns Column Input Function Library [MODIFY] Opens a dropdown to select a Dynamic Effect from the Effect Library. Status No input Running status. Cannot be edited. Channels No input The amount of channels assigned to this Dynamic Effect. Size [#] [MODIFY] Set the size from 1-1000%. See Size & Rate Size Channel [#] [MODIFY] Assign a size channel. See Size & Rate Rate [#] [MODIFY] Set the rate from 1-1000%.
Old Dynamic Effects The old Dynamic Effects prior to Congo v5 are still compatible and work in the same way. They are much more limited, so we recommend you to use the new ones unless you are importing an older Play.
Dynamics - Base Value When a Dynamic Effect is activated, it will run with the current position of the corresponding attribute or intensity as a Base Value. If you change this Base Value, the Dynamic Effect will follow. If you run a Preset with a Dynamic Effect and then run another Preset with a new base value, the default action is for the Dynamic Effect to fade out. Use the Keep Dynamics setting to allow the Dynamic Effect to play through Presets. See Record Keep Dynamics.
Dynamics - Start Dynamics are activated for the currently selected channel(s). The current attribute and intensity values are used as the Base Value for the Dynamic Effect. A "D" will appear in the top right corner of the channel symbol. NOTE Activating a Dynamic Effect will "lock" the attributes and intensities of the selected channels to the Dynamic Effect. See Dynamics - Stop.
Start Dynamics From The Effect Library Node Action Key Feedback 1. Select the Browser [BROWSER] The Browser is selected and highlighted. If it was already selected it is closed. Press again to open. 2. Go to the Effect Library node Arrow keys Up/Down The Effect Library node is highlighted. 3. Open the Effect Library node Right arrow The Effect Library node is opened. 4. Select an Effect Down arrow The selected Effect is highlighted 5.
Start Dynamics With Direct Mode 1. Hold DYN EFFECT (don't let go until the Dynamics are started). - When this is held, the first 40 Dynamic Effects in the Effect Library are displayed on the Direct Select keys. 2. Activate a Dynamic by pressing the corresponding key 3. Let go of DYN EFFECT.
Dynamics - Control The Dynamics Soft Key Page in the Main Display of the console facepanel is opened by pressing DYNAMICS in the Effects soft key page.
Dynamic Wheels - Size, Rate, Offset & Delay Wheels 1 and 2 are used to set Size and Rate for Live Dynamics. See Dynamics - Size & Rate. • • Select channels and set values. Set numerical values with # and Wheel Key. Wheels 3 and 4 are used to set Offset and Delay relations. See Dynamics - Relations & Distance. • Hold the key and use the wheel. Live Dynamic Effects Display List All live Dynamic Effects are shown in this list.
Dynamics - Stop Dynamic Effects can be stopped in the following ways. • • • • • • Stop Dynamics manually Activate A Dynamic Stop Table Delete the Dynamic from Live Dynamic Effects Delete the Dynamic using the Dynamics display Fade in a Preset in the Main Playback Load a new Sequence to the Main Playback* *Providing the Auto-Stop parameter in the System Settings is set to ON. See System Settings. Moving Device attributes are stopped automatically when a new value is played back from any Playback or Master.
Activate A Dynamic Stop Table Intensity Dynamics can only be stopped by assigning a Stop Intensity Table. There is a STOP I Dynamic in the Effect Library for this. 1. Select the channels 2. Assign the "STOP I" Effect (See Dynamics - Start) You can record this to the Preset in the A field of the Main Playback.When the Preset with this Stop Table is activated, the Intensities will fade the size of the Dynamic Effect using the IN time of this Preset. Delete A Dynamic From Running Dynamics 1.
Delete A Dynamic Using The Dynamics Display Dynamics can be cleared or deleted from the Display List or with the soft keys in the Dynamics Display. Activate the Dynamics Soft Key Page in the Main Display of the console facepanel by pressing DYNAMICS in the top menu. Congo Congo Jr • • • Press SELECT ALL to select all channels running a Dynamic effect. Press DELETE ALL to delete all running Dynamic Effects. Press CLEAR SELECT to clear Dynamic Effects from the current channel selection.
Fade In A Preset In The Main Playback When a Preset with new attribute values is faded in the Main Playback, any active Dynamics for those attributes will be stopped. Load a new Sequence to the Main Playback When a new Sequence is loaded to the Main Playback, all running Dynamics are stopped the next time GO is pressed.
Dynamics - Record Dynamic Effects are recorded in Presets for playback. • • • Only Dynamics that have changed or are started since you last pressed RECORD will be stored. Record Mode should be set to AUTOMATIC for attributes. A "Keep Dynamic" flag can be set to a Preset. This will allow the Dynamic to move to new base values without stopping the Dynamic.
Record Keep Dynamics (New Base Value) Keep Dynamics will set a Keep Dynamics flag to an existing Preset. When this Preset is played back in a Sequence it will change the Base Values for a running Dynamic Effect without stopping it. There are two ways of setting this. From a checkbox in the Recording Popup, or from the Dynamics Soft Key page (described below). See The Recording Popup. 1. Select the Dynamics Soft Key Page in the Main Display of the console facepanel by pressing DYNAMICS in the top menu.
Dynamics - Preset Dynamics Editor The Preset Dynamics Editor is identical to the Live Dynamics Editor. All editing functions are the same. See Dynamics - Edit Live Dynamic Effects . Function Key Feedback Open Preset Dynamics Editor for Preset # [#] [PRESET] & [DYN_EFFECT] Dynamic Editor for Preset # is opened.
Dynamics - Size & Rate Each Dynamic Effect has a Size (amplitude) and Rate (frequency) value. It is possible to assign an intensity channel to each of them. You can set Size and Rate for running Dynamic Effects with the wheels in the Dynamics Soft Key Page. See Dynamics - Control. NOTE From 4.2 it is no longer possible to modulate the size or rate of a dynamic effect using another intensity dynamic effect on the size/rate channel.
Rate Sets the rate (frequency) of the waveforms in a Dynamic Effect. It is set from 0-1000%. You can also change this parameter with the second parameter wheel in the Dynamics Soft Key Page (press DYNAMICS in the Index Page). It can also be set in the Preset- and Live Dynamic Effects tabs. See Live Dynamic Effects and Preset Dynamic Effects Rate Channel Any channel can be set to control the Rate of a Dynamic Effect. At 50% it does not affect the Rate at all.
Dynamics - Relations & Distance Offset Relation, Delay Relation and Distance set all channels to perform a Dynamic one after the other, or overlapping. These parameters can be set in the Live Attribute editor and from the Dynamic Display soft key page. Offset Relation Specifies when channels start in relation to the table assigned to them Offset is set in the Dynamic Effect views (Live and Preset).
Congo Congo Jr 1. Hold wheel key 3 to get a list of Offset Relations in the display. 2. Select a relation using the wheel. 3. Let go of the Key to activate the current selection.
Delay Relation & Distance Specify when channels start in relation to each other. Delay Relation and Distance are set in the Dynamic Effect views (Live and Preset). Press MODIFY in Delay Relation for a dropdown with the following options Action Description All All devices start at the same time. Evenly Spread The starting time is evenly delayed. 1:2-1:9 The selected devices are divided in # groups (1:#).
Delay Relation & Distance - Dynamics Display In the Dynamics Display the Delay Relation is mapped to wheel 4. There is a soft key for setting the Distance parameter directly with a numeric value. Activate the Dynamics Soft Key Page in the Main Display of the console facepanel by pressing DYNAMICS in the top menu. Congo Congo Jr 1. Hold wheel key 4 to get a list of Delay Relations in the display. 2. Select a relation using the wheel. 3. Let go of the key to activate the current selection.
Dynamics - Loop Count A Dynamic Effect can be set to run a specific number of loops and then stop automatically. If set to 0 it will run forever. This is done in the Loop Count column of the Dynamic Effects tabs.
Dynamics - Fade A Dynamic Effect can fade in size, rate or both when played back in a Sequence. When faded manually in a Master Playback, size will follow the fader (0-100%). The Fade parameter is set in the Live and Preset Dynamic Effect tabs in the Fade column. Action Key Feedback Size (default) [MODIFY] Size will fade in (and out) on the time for the corresponding attribute. Rate [MODIFY] Rate will fade in (and out) on the time for the corresponding attribute.
Dynamics - Form Form specifies the relation between the size for the Pan and Tilt parameters. It is used to control the behaviour of Pan/Tilt combinations like a Circle. Normal value is 100 (displayed as "F:F") which means that both Pan and Tilt are equal in size. • • If you enter a value between 0 and 99, this will be used as the size for the Pan parameter showed as "0:F" to "99:F". If you enter a value between 101 and 200, this will be used as the size for the Tilt parameter showed as "F:99" to "F:0".
Dynamics - Fetch From A Preset Dynamics can be copied from any Preset. All channels with Dynamics in that Preset will be copied. Function Key Feedback Fetch Dynamics from Preset # [#] [ON/FETCH] & [DYN_EFFECT] Dynamics in Preset # are activated. A "D" will appear next to the involved channels in the Channel View.
Dynamics - Playing Back A Preset with Dynamic Effects can be played back in any of these ways: • • • The Preset is faded in on a Sequence Step A Master with the Preset is faded up (size follows the Master fader). A Master with the Preset is Flashed General Facts • • • • • When activated, Dynamic Effects fade to the initial value including the Offset. If the attributes are masked, the Dynamic will start anyhow. Dynamics run until Deleted or Size is set to zero.
Dynamics - Store Running To Library Running Dynamics can be stored as a Dynamic Template in the Effect Library and be reused with different channels. 1. Open the Dynamic Effect Library by holding MODIFY and pressing DYN EFFECT, or from the Browser (Browser >Effect Library) 2. Go to the end of the list (arrow keys). 3. Press INSERT. You will get the question "Record running dynamics as a Dynamic Template?".
Image Effects (6.0) Image effects allow you to map a text an image (jpg/gif) or an animation (supplied) to the intensity or color of a predefined effect layout of channels. This can be used to create abstract or absolute patterns. The result of mapping an image, animation or text will depend on the resolution of your effect layout. Image mapped to intensity and then color in a 10x10 layout.
Components To start an image effect you need • • • An image or text An effect layout An Image effect playback Create an image effect playback (6.0) Creating an image effect playback can be done in two ways. • • # INSERT & EFFECT and select Image. Press INSERT in the Effect Playbacks List, and select Image. Now that the effect playback is created you need an Effect Layout to apply it to. Control image effects (6.
Image effect parameters (6.0) These are the image effect parameters divided into Content, Position, Color & Effect. CONTENT The content can be image, animation or text. It needs a layout to be mapped to, and you have to set if it is applied to intensity, color mix, iris or zoom. Layout Layouts are created in the Effect Layout editor. This is the "projection screen" of an image effect. Type Choose between image, animation or text. Index This is the index number of the image, animation or text chosen.
COLOR & EFFECT Both color and effect are "filters" applied on top of the content and all previous parameters. Red, green & Blue Colorization. Effect. size and speed The effect parameter allows you to scroll, shake and scale the content. You can adjust size and speed of the applied effect. Size and speed 50% is stopped and normal. The effects are • • • • • • • • • None Scroll X Scroll X >< Scroll Y Scroll Y <> Rotation Scale Aspect Shake Animation effects (6.
Effect layouts (6.0) An effect layout is the "projection screen" for an image effect. The effect layout is where you create a positional relationship among channels. This in turn determines how pixels from the source image will apply to channels. It is created in the Effect Layout editor, and the tools are a simpler versions of the Channel Layout tools. This is the effect layout editor with a simple ten by ten layout.
Create a new effect layout (6.0) 1. Open the effect layout editor (Browser >Effects >Image Effects >Effect Layouts...). 2. Press INSERT. You will get a popup where you can define the width and height in "pixels". One pixel is the smallest possible resolution, and usually a single light source. 3. Press MODIFY in the Layout column of the new layout. This opens the layout editor tool.
Effect layout wizard (6.0) Wizard The wizard is the easiest way to create an array/matrix or circle of channels. It opens a popup where you can choose either of these. HINT: Use the Stretch H and V wheels to trim the insertion.
Effect Layout Editor wheels (6.0) The wheels are used to spread the selected objects horizontally or vertically, and to change size or rotation. 1. Select channels (Cursor mode). 2. Use wheel to edit. Function Feedback Stretch H Objects are spread horizontally Stretch V Objects are spread vertically Size Object size is changed Rotate Object is rotated. Hold C to rotate individual objects within selection. Effect layout channel tools (6.
Copy & Paste These are the same as the keys on the console. • • Copy selected channels Paste selected channels using the Paste Popup Align Align is the same as the ALIGN key on the console. It will open a popup with options for aligning the selected channels.
Copy an effect layout (6.0) You can copy effect layouts to make alternative versions. 1. Open the effect layout list (Browser >Effects >Image Effects >Effect Layouts...) 2. Select the layout you want to copy and press COPY/CUT. 3. Press PASTE.
Effect Images (6.0) Effect images are jpg or gif images that you can create with the Image tool, or import from a USB memory. They are mapped pixel by pixel to the effect layout when selected. In other words, if the effect layout consists of 100 light sources that are aligned 10x10 - you can create an image that is 10x10 to fit exactly, or 128x128 if you want to be able to scale and zoom in the image.
Edit an image (6.0) The Effect Image Editor can be used to create new images and to edit imported images. It offers some simple drawing tools. All of them are mouse operated. Drawing tools The drawing tools are the pen and the select tool. The pen will draw with the selected colors and the select tool can be used to select an area and drag it to a different location. Zoom tool Click on the zoom tools to zoom in/out.
Copy an effect image (6.0) You can copy effect images to make alternative versions. 1. Open the effect image list (Browser >Effects >Image Effects >Effect images...) 2. Select the image you want to copy and press COPY/CUT. 3. Press PASTE.
Effect Texts (6.0) You can create a text and apply it to an effect layout with the image effect. The text can be applied to intensity, color mix, iris or zoom. This is an example of the letter "E" applied to intensity and then color mix in a 10x10 effect layout. Create an effect text (6.0) 1. Open the Effect Text tool (Browser >Effects >Image Effect >Effect Texts...) 2. Press INSERT to create a new text. 3. Press MODIFY in the Text column, write a text and press MODIFY to confirm.
Import Effect Images (6.0) You can import images (jpg/bmp/gif) from a USB memory. 1. Connect the USB memory to Congo 2. Open the Import Effect Images function (Browser >Effects >Image Effects >Import Effect Image). This will open the import image popup where you can select the image you want to import. 3 Press MODIFY. You will get a popup 4. Enter the target size of the image. The size is relevant to the size of the effect layout it will be applied to.
Channel Sets A Channel Set is a defined set of channels distributed into a number of parts. Sets can be used as an alternative to groups, in both content and dynamic effects. The advantage of a Channel Set compared to a group is that you can create very specific distribution models. See Channel Distribution Wizard. The Channels Sets editor can be opened in two ways. • • SET (soft key in the Effects Soft Key menu) Browser >Effects > Channel Sets Create a Set Sets are created in the Channel Sets editor.
2. Press INSERT in the Channel Sets List, then press MODIFY in the Parts cell. 3. Select channels, parts and distribution. See Channel Distribution Wizard. NOTE Helpful hint: Groups can be used to enter channel selections within parts, if desired.
Main Playback The Main Playback is a "theatre style" playback for sequences.
Main Playback - Introduction The Main Playback can play back a Sequence in normal/chase mode, or random presets. While a crossfade is being executed the "Playback" status at the lower right corner of all screens will be red. The main playback has the following controls. • • • • • Manual crossfaders. Transport keys for timed fades with default or pre-programmed times. Split speed controls for in and outgoing channels. REFRESH to refresh values to those of the Playback.
CONGO CONGO JR In Congo Jr there is only one playback, which serves both the main playback and any of the Master playbacks. The CONNECT key is used in combination with any Master key to control that playback. Once a master is connected, it is sufficient to press CONNECT. The PLAYBACK key is used to set the controls to the main playback.
The main difference for the main playback compared to the large Congo console is that there is no split rate control for in/outgoing fades. Instead TAP is held together with the wheel to control rates. In Jr, this playback is used also as the Master Playback.
Main Playback - Functions These are the functions for the Main Playback.
Main Playback - Manual Crossfades Move the crossfaders from the down position to the up position to perform a manual crossfade. When both reach the top position the crossfade is terminated and the next sequence step is advanced. General Facts • • • • • Take over a timed fades manually. Press GO during a manual fade. Set the crossfaders to fade in both directions in the Settings for the Playback (Hold SETUP and press PLAYBACK).
Main Playback - Transport Keys These are the transport keys of the Main Playback.
The GOTO List (6.1) The GOTO List is a list of all Presets in the Sequence of the Main Playback. Open by pressing GOTO. Select any preset with the arrow keys and press GOTO or MODIFY to fade to that preset. The current preset in A is indicated with a gold background, and the preset in B with dark background. Block cues are indicated with a slightly darker grey background.
Main Playback - Edit Keys These are the editing and mode keys of the Main Playback. Function Key Connect the Active (A) field to the channel controls, and open the A Tab [A] Connect the Next (B) field to the channel controls, and open the B Tab [B] Load Preset # to A. [#] [PRESET] & [A] Load Preset # to B.
Main Playback - Time Settings Hold SETUP and press TIME to open the Settings. Setting Feedback Set times to Times are set to the step in B (default). You can set them to the step in A as well. Time: Use % as default Times for FCB will be set in % of the main fade time. Default Go time The default time is set to 5 seconds. Default Go Back time The default time is set to 2 seconds.
Main Playback - Default Settings Hold SETUP and press PLAYBACK to open these settings. These are the default settings for the functions of the Main Playback. Setting Feedback Modify Sequence When active, this mode will suppress all wait times and master links. Build Sequence When active (default) all presets recorded in A (Live) will be added to the sequence. Followon Wait times will be treated as Followon times, counting from GO instead of from the completion of the last fade.
Main Playback - Refresh Functions The Refresh function can be used for any part of a channel and will refresh to the resulting state of the current Sequence Step in the Main Playback.
Playback View The Playback views normally have a packed format like this. There is an unpacked format as well (see below). It provides highlighted information about the current step, and a graphical time representation for the next step. Notes are shown with a yellow flag and displayed to the left of the graphical view for the next step. There are progress bars for A/B at the top.
Moving Devices - are summarised as Dev: #. The # indicates how many moving devices are affected by the step. Master Links - are indicated as ML: #. The # indicates how many Masters are linked to the step. Master Pages - are indicated as MP: #. The # indicates which Master Page is linked to the step. NOTE MOUSE FUNCTIONALITY: You can click on many objects in the Playback View to open the corresponding editor directly. For example PRESET or DEV or MASTER LINK.
Sequence Playback Views - Column Format It is possible to show the information in the Playback view in a traditional columnised format, instead of the packed default format. You can toggle this view on/off by holding FORMAT and pressing the RIGHT or LEFT arrow. Delay Times An < or > character points to the time that will be delayed. If there are two delay times, the out delay is shown and < > characters indicate that there are two delay times defined.
Sequence Editor This node opens the Sequence Editor for the sequence in the Main Playback. See Sequences - Sequence List.
Load Sequence This node opens a dialogue that allows you to load any recorded Sequence to the Main Playback. Press MODIFY to activate.
Independents The independents are potentiometers and keys that can be set up to control lights that you want to separate from the main controls - such as houselights, work lights etc.
Independents - Introduction The Independents offer a control surface for potentiometers and keys to which you can assign channels that can be excluded from normal control and recording. • • In Congo there are six independent potentiometers. In Congo Jr there are three independent potentiometers. These can be used for • • • Adding light (inclusive mode) Removing light (inhibit mode) Independent lights (Exclusive mode) Both consoles have three independent keys.
Congo Jr Independent Dock Areas The content of Independents can be assigned to a dock area. See Dock Areas - Configure.
Using the Independents Action Console Feedback 1. Open the Setup* Hold Setup and move the potentiometer or press a key** A popup will appear with a channel view*** 3. Select Mode [MODIFY] See Independent Modes 4. Select Execute Arrow key Execute is highlighted 5. Store [MODIFY] The popup is closed 2. Set channels, levels and attributes *The Setup can be opened from the Browser as well (Browser >Independents) **Keys have the option to be toggling on/off.
Independent Modes Mode Screen Feedback Exclusive Blue level Blackout, GrandMaster, Capture or any other channel function will not affect this channel(s). Inclusive No indication Works as an additional Master Playback Inhibit Red level Is an Inhibit Master works as a Grand Master for the selected channel(s).* *If you have several Independent Functions set to Inhibit and they have overlapping channels, the highest Special Function will be in control. The result on stage can be recorded.
Independent Dock Area Dock areas are configured by holding SETUP and pressing BROWSER. Once set up the dock area will appear on the screen It is possible to select Independents and set levels from the dock with the MASTER key. Function Keys Feedback Select an Independent [#] [MASTER] Independent # is selected and highlighted. Add [#] [+] Independent # is added. Add a range [#] [THRU] Up to Independent # are added. Subtract [#] [-] Independent # is subtracted.
Using a mouse or trackball Click to select and hold right key and move to set levels. Click to add more, double-click to deselect all but the last clicked.
Masters There are 80 Master Playbacks that can be used to playback any type of content such as channels, groups, effects, presets, sequences or console keys, macros and moving device parameters.
Masters - Introduction (6.0) The masters are incredibly flexible and powerful. You can set them up individually in a number of different modes and play back virtually any type of content that can be programmed in Congo. All of the 80 master playbacks can be controlled virtually by number. Physically you can access them depending on your choice of hardware. • • • A master will always have a Master key to load content and select channels. Depending on hardware, some masters have a second Flash/Option key.
Master Playback You can connect any master to the Master Playback controls. This gives you functions like GO, GO BACK, STEP and TAP.
Masters - Functions (6.0) These are the master functions.
Masters - Settings (6.1) All settings for masters are individual per master. You can define master settings from the Master Settings popup or directly from the console if you have the full wing or big Congo. See Master Settings from the console. You can define a lot of behaviours for the • • • • • • Fader Flash key Master key Contribution to the Live output Contribution to recording functions Priorities against other playbacks Master settings are described per content type in this chapter.
Open Master Settings Hold SETUP and press Master. To open settings for several masters select the first master (# MASTER) and add master with + and THRU, then hold SETUP & press MASTER. To open settings for a specific master enter the master number, then hold SETUP and press MASTER.
Master Mode These are the main modes that define the basic behaviour of a master playback. Mode Screen Feedback Exclusive Blue level Blackout, GrandMaster, Capture or any other channel function will not affect this channel(s). Inclusive No indication Works as an additional Master Playback Inhibit Red level Is an Inhibit Master - works as a Grand Master for the selected channel(s).
Master button (6.3) The master button is the single key in all master modules that is used to assign content to the master. The different modes apply to specific content types - which is described closer in the sections of these contents.
Master fader settings (6.1) The fader settings define the behaviour of intensities and attributes for the fader. The different modes apply to specific content types - which is described closer in the sections of these contents. Mode Applies to Feedback Fader type Ch, group, preset, effect Add = Intensities are piled (HTP) on top of the output. Attributes are LTP. Solo = The content of this fader replaces all other master faders, but does not affect levels coming from the Main Playback.
If several masters have Fade type = Solo, the last Solo master that leaves its 0% position will have priority over the other Solo masters. To take control with another Solo master, move it down to 0% and up again. Flash settings (6.1) The flash button is the lower key in all master modules. Some modules and the large Congo only have flash keys for the lower row of faders. The different modes apply to specific content types - which is described in greater detail in the tables below.
Flash mode Mode Applies to Feedback All Preset, effect, chase, Flash executes intensity and Sequence attributes Intensity Ch, group, preset, effect, chase, Sequence Attributes Preset, effect, palette Flash executes attributes only Flash executes intensities only Flash time and level Mode Applies to Feedback Flash: Use time Ch, group, preset, effect, chase, Sequence Flash functions will use in-waitout times Flash level Ch, group, preset, Target level for flash functions effect, palette, chas
Master Settings From the Console You can check and set master settings directly from the Congo console or Congo Jr Master Playback Wing. Universal Fader Wings and Congo Kid do not support this feature. Hold FLASH MODE and use the page keys to step through the settings per master. Use the Master key to toggle the settings per master.
Masters - Commands You can select masters and set levels pretty similar to how channels, effects and groups can be selected. The MASTER key is used for this. Select masters and set levels It is possible to select masters and set levels with the MASTER key PROVIDING a Master View is open and selected. Keyboard shortcut = F8. Function Keys Feedback Open the Master view [MASTER] The Master View is opened. Select a Master [#] [MASTER] Master # is selected and highlighted in the Master View.
Master single field editor (6.1) You can open a single field master editor for channel intensities by holding MODIFY and pressing the Master key. All channel functions plus UPDATE are available. NOTE Adjustments made in this field are live if the master's fader is above zero. When there is an unsaved change the grey title bar will be purple and you will get an option of saving before closing or leaving this tab (6.1) To edit attributes in this tab, press ATTRIB.
Mask in masters (6.1) Every master has a mask that you can define per parameter. The mask will inhibit the playback of those parameters from that master. The same content on a different unmasked master will play back all of its content. You can use playback masks to reuse content for different purposes, or to keep parameters from playing back, without having to edit those parameters out of the content.
Masters - Times Masters can have In, wait and out times. These times can be used by • • • • Flash on time Master Links The START function Manual fades Set In-Wait-Out times for a Master In times can be set with a key shortcut. Wait and out times are set from the master editor. In Time Function Keys Feedback Set In time [#] [TIME] & [Master_Key] The time # is assigned to the Master as an In time. In, Wait and Out time These times can only be assigned from the Master List. 1.
Flash On Time When Flash On Time is activated, the Master Playbacks will flash on the time assigned to each playback. See Master Playbacks - Times. Function Keys Feedback 1. Open the Master Setup [SETUP] & [Master_Key] The Master Settings are opened 2. Select Flash On Time Arrow keys Flash On Time box is highlighted 3. Activate [MODIFY] Flash On Time box is checked 4.
Masters - Channels (6.0) You can load and play back single channels (Ch#), or a group of channels (Chs) with set levels from master playbacks. These are stored in the current Master Page. Once a channel is loaded to a master you can • • • Use the master fader to set the level Use the flash key to flash the channel Use the master key to select the channel Load channels to masters (6.1) These functions are used to load channels (with levels) to masters.
Master Settings for channels (6.0) These are the settings you can change for masters with channel content. Hold SETUP and press the Master key to open the settings.
Please note that some settings will make other settings invalid - for example, if you set a master to Inhibit, the main function will be inhibit. Function Function Mode Inclusive = playback interacts with other playbacks Inhibit = fader limits the output of the ch's Exclusive = fader "owns" channel intensities Exclude Int From Record Excludes intensity from recording.
Masters - Presets (6.0) You can record, load and play back presets from master playbacks. Since these are the most common type of content they are displayed only with the number in the master displays. Once a preset is loaded to a master you can • • • Use the master fader to set the level Use the flash key to flash the preset Use the master key to select the channels in the preset A preset can contain device and effect attributes.
Load a preset to a master (6.0) These functions are used to load presets to masters. Function Keys Feedback Load a preset [#] [PRESET] & [Master_Key] Preset # is loaded. The number and name is shown in the master display Load several presets [#] [PRESET] & [Master_Keys] Hold Preset and keep pressing new Master keys to load the next stored Preset Record a preset to a master (6.
3. Enter a preset text (optional) and press RECORD again. The return to preset is shown in the master display and master view. Record a return preset to a master 1. Select channels (selection) or select none (all) to record. OPTION: Enter a preset number. If you don't the next free last used for masters will be suggested. 2. Hold RECORD & Master key. Use the right arrow to select Return To. 3. Enter a preset text (optional) and press RECORD again.
Record a preset to a sequence in a master 1. Select channels (selection) or select none (all) to record. OPTION: Enter a preset number. If you don't the next free last used for masters will be suggested. 2. Hold RECORD & Master key. Use the right arrow to select Sequence. 3. Enter a preset text, Sequence name, and step text (optional) and press RECORD again.
Master settings for presets (6.0) These are the settings you can change for masters with preset content. Hold SETUP and press the Master key to open the settings.
Please note that some settings will make other settings invalid - for example, if you set a master to Inhibit, the main function will be inhibit.
Masters - Groups (6.0) You can load and play back groups from master playbacks. They are displayed with a "Gr" before the number in the master displays.
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Please note that some settings will make other settings invalid - for example, if you set a master to Inhibit, the main function will be inhibit. Function Function Mode Inclusive = playback interacts with other playbacks Inhibit = fader limits the output of the group Exclusive = fader "owns" group intensities Exclude Int.
Masters - Effects (6.0) You can load and play back effects from master playbacks. They are displayed with a "E" before the number in the master displays. Once an effect is loaded to a master you can • • • Use the master fader to set the level Use the flash key to flash the group (if it has levels) Use the master key to select the effect An effect contains effect attributes. These will always be dependent upon the last played back settings for that Effect Playback, or manual control.
Master settings for effects (6.0) These are the settings you can change for masters with effect content. Hold SETUP and press the Master key to open the settings.
Please note that some settings will make other settings invalid - for example, if you set a master to Inhibit, the main function will be inhibit. Function Function Mode Inclusive = playback interacts with other playbacks Inhibit = fader limits the output of the preset ch's Exclusive = fader "owns" preset intensities Exclude Int from Record Excludes intensity from this master from recording.
Masters - Palettes (6.1) You can load and activate palettes from master playbacks. They are displayed with a "Fo,Co, Be, Pa" before the number in the master displays.
Load palettes to masters This are the functions for loading palettes to masters. Function Keys Feedback Load Palette [#] [FOCUS] & [Master_Key] Focus Palette # is loaded with name and number. You can do the same with COLOR, BEAM and ALL PALETTE's. Load several Palettes [#] [FOCUS] & [Master_Keys] Hold FOCUS and keep pressing master keys to load all existing of the same type. You can do the same with COLOR, BEAM and ALL PALETTE's.
Masters - Sequences (6.1) You can record, load and play back sequences from master playbacks. They are displayed with an "S" before the number in the master displays. Once a sequence is loaded to a master you can • • • • • Use the master fader to control the output level Use the flash key to flash the sequence Use the master key as a GO or Go/Pause key Use the flash key as a GoBack key Hold MODIFY and press the master key to open the sequence editor (6.
Record a sequence to a master (6.1) When you record a second preset to a master, or if a sequence is loaded to a master - you will get the option to continue to record to that sequence using the same recording logic as when you record to the sequence in the Main Playback (6.1). Record a preset to a sequence in a master 1. Select channels (selection) or select none (all) to record. OPTION: Enter a preset number. If you don't the next free last used for masters will be suggested. 2. Hold RECORD & Master key.
Hold SETUP and press the Master key to open the settings.
Please note that some settings will make other settings invalid - for example, if you set a master to Inhibit, the main function will be inhibit.
Dual Fader mode for Sequences (6.1) When this mode is active, there are two modes involving two masters for controlling the sequence loaded to the first master, and there are more configurable buttons for controlling the sequence. Setting a master pair to A/B mode To be able to access these settings a sequence has to be loaded to the master. Hold SETUP and press the Master Key.
NOTE The Dual Fader mode setting can be selected also in the Master List (Browser >Masters >Master List).
Masters - Chase mode sequences (6.0) You can load and play back sequences in "chase" mode from master playbacks. They are displayed with a "C" before the number in the master displays. Once a chase is loaded to a master you can • • • • Use the master fader to control the output level Use the flash key to flash the chase Use the master key as a GO or Go/Pause key Use the flash key as a GoBack key Attributes are executed only when the fader is over zero.
Load a chase sequence to a master (6.0) These functions are used to load chase mode sequences to masters. Function Keys Feedback Load a chase [#] [SEQ] & [Master_Key] Chase # is loaded to the Master Playback. The number and name are shown in the master display. [#] [SEQ] & [Master_Keys] Hold SEQ and keep pressing new Master keys to load the next stored Sequence/Chase. Load several chases NOTE You can load a Chase directly from the Sequences List as well. See Sequences List - Insert/Delete/Load.
Hold SETUP and press the Master key to open the settings.
Please note that some settings will make other settings invalid - for example, if you set a master to Inhibit, the main function will be inhibit. Function Function Mode Inclusive = playback interacts with other playbacks Inhibit = fader limits the output of the group Exclusive = fader "owns" intensities Exclude Int.
Masters - Dynamics You can load and activate dynamic templates direct from master playbacks. These are temporary data stored in the current Master Page. They are displayed with an "Dy" before the number in the master displays. Once a dynamic template is loaded to a master you can • Use the master key to activate the dynamic effect for the currently selected channel(s). NOTE This is an old version of dynamic effects in Congo.
Masters - Channel Layouts You can load and activate channel layouts direct from master playbacks. These are temporary data stored in the current Master Page. They are displayed with an "La" before the number in the master displays. Once a channel layout is loaded to a master you can • Use the master key to activate it for the currently selected channel view. Load a channel layout to a master (6.0) Channel Layouts can only be assigned from the Master List. 1.
Masters - Attribute parameters (6.1) You can load and activate attribute parameters from master playbacks. This is very useful for parameters that map well to faders, like iris, focus, shutters and color mixing. They are displayed with a "Pm" before the number in the master displays.
Masters - Console keys You can assign any console key to a master playback. This is useful if there is a soft key you are using a lot like "select 2nd" or "DATA", so you have fast access to it. Console keys are displayed with a "Ke" and the key function, in the master displays.
Masters - Macros You can assign a macro key to a master playback so you have fast access to it. Macro keys are displayed with a "Ma" and its text, in the master displays. Once a macro key is loaded to a master you can • Use the master key as the macro key Assign a macro to a master (6.0) Console keys can only be assigned from the Master List. 1. Open the master list (Browser >Masters >MasterList). 2. Set "Content Type" to "Macro" 3. Set "Content" to the macro number of your choice.
Master Playback - Functions Function Key Feedback Start a chase (or crossfade) [GO] Starts a stopped Chase or a Crossfade for a Sequence Start a crossfade from step # [#] [GO] Starts a Crossfade to step # Pause a chase (or crossfade) [PAUSE] Pauses a running Chase or Crossfade Reverse a fade [STOP] This key is the equivalent of GO BACK to the previous step of the Main Playback Step without times << or >> These keys are the equivalent of SEQ+ and SEQ- in the Main Playback.
Masters - Drag and Drop Data (6.3) There are many ways of moving around data between masters. Drag and drop is one of them. It can be useful if you want to reorganize the content of your masters.
You can move content between masters. Note that all master settings will be moved along with the content.
If there is content in a master field, you will get a dialogue for overwriting: Drag and Drop Master Links (6.3) You can create a master link in a sequence by dragging the master from the master view to the sequence step. The master will be linked with a target level or 100% if it is over 50% when linked, and a target level of 0% if it is under 50% when linked. You can double-click the master link in the Playback view to edit it. See Sequence Step Links - Master Playbacks.
Master View The master view is a graphical view of the content in the master playbacks. It has several formats and is zoomable. It can be opened by pressing MASTER or from Browser >Masters >Master View. NOTE Master Views can be assigned to a dock area. See Dock Areas Configure. Using a mouse or trackball Function Keys Feedback Using a mouse click Click to select and hold right key and move to set levels. Click to add more, double-click to deselect all but the last clicked.
Master View - Formats You can toggle between viewing formats by pressing FORMAT • • • • All Masters Selected Masters Active Masters Masters with content You can toggle what is shown for a sequence or chase by holding FORMAT and pressing right/left arrows • • • Preset/text Preset/time Text You can zoom the level of detail by holding FORMAT and pressing the up/down arrows. You can zoom the size of the masters by holding FORMAT and using the level wheel.
Master List The Master List is a spreadsheet editor for all master fields where you can change settings and assign content to several fields at the same time. It is opened from the console with MODIFY & MASTER or from Browser >Masters >Master List.
Master list - Columns & Functions All of these are explained per content type in Masters - Functions. Column Input Master Function The number of this Master, cannot be edited. Content Type [MODIFY] Press MODIFY to open a dropdown with choices of content. See Masters - Content Content [#] [MODIFY] Sets the number # for the content type. In [#] [MODIFY] Used by START, Flash on time, Use Master Times and Master links. If only an In time is set, it will function as an Out time as well.
Masters - Content You can play back almost any kind of content from a Master Playback. The content can be loaded directly or from the Master Editor. See Load/Clear & Master Editor. Content Function Prs Play back Preset from fader, select channels with Master key. Flash with Flash key. Chs Single channels or several channels as a temporary selection (previously called Grp). Seq Play back Sequences. The Master key is Go. The fader is a Grand Master for that Sequence.
Master Pages Master Pages store all content for 20 masters and can be used used in any row of 20 Master Playback Faders, eg the upper (21-40) or lower (1-20) rows.
Master Pages - Introduction You can store all content of 20 Master Playbacks into a Master Page. Master Pages can be stepped through, or loaded. General Functionality • • • • • • Master Pages are stored for 20 Master Playbacks. Page 1 & 2 are automatically loaded when creating a new Play. You can store up to 999 Master Pages. Each Page can have a text label. A Page can be Transparent - meaning empty Master Playbacks are not cleared when this page is loaded.
Master Pages - Record (6.2) All content changes in the affected Master Range (1-20 or 21-40) are automatically recorded when Auto-Update is On (default). They can be recorded manually to the same Page or to another Page as well. Function Key Feedback Record to the currently loaded Master Page [RECORD] & [PAGE] You will get a confirmation in the message window at the bottom of the screens.
Master Pages - Functions (6.1) It is possible to load and change Master Pages separately to any row (1-20, 21-40, 41-60, 61-80) of Master Playbacks. When a new play is created Page 1-4 are automatically loaded. Function Key Feedback Load Master Page # [#] [PAGE] Master Page # is loaded* Step to next Master Page [+] Loads the next Master Page. Step to previous Master Page [-] Loads the previous Master Page.
Master Soft Key page for Jr & Kid (6.2) Since Congo jr and Congo Kid support masters without dedicated paging controls, there is a Masters soft key page with master functions. The Masters soft key page is selected with the soft key MASTERS in the Main Display of the Congo jr and Congo Kid. Display Page keys (PAGE 1-20, PAGE 21-41, PAGE 41-60, PAGE 61-80) These keys are the PAGE key for each master section. Master pages may be assigned to banks of masters even when no wings are attached to Congo jr.
Master Pages - List You can view, edit and create Master Pages directly in the Master Page List (BROWSER >Master Pages). NOTE The system always creates 10 empty Master Pages when a new Play is opened. Master Pages List - Columns Column Input Function Page No input The number of this Page - cannot be edited. Text ABCDE... Press MODIFY to activate and end text input. Transparent [MODIFY] When ON this Master Page will only load the stored masters.
Master Pages List - Functions These are the functions in the Master Pages List Function Key Feedback Insert a Master Page [INSERT] Inserts a new Master Page with the next free number Insert Master Page # [#] [INSERT] Inserts a new Master Page # Delete the selected Master Page [DELETE] Deletes the selected Master Page. Cannot be undone.
Master Pages - Editor In the Master Page Editor you can view and edit the content and times of Master Pages. Open in Browser> Masters >Master Pages> Master Page #. You can use copy and paste to make a copy of an existing master page.
Master Page - Columns Column Input Function Master No input The number of this Master - cannot be edited. Content Type* [MODIFY] Opens a dropdown where you can choose content. Content [MODIFY] Sets the number ID of the content in the previous column. In [#] [MODIFY] Sets an In time. If there is no other time it is also an out time.
Master Pages - Times Master Playback times can be stored in Master Pages. Times are set from 0.1seconds to 49.59 minutes (0.1- 4959). General Facts • • • A Master Playback can have an in/wait/out time. A Master Page can have a general time used for all Palettes and Presets. A Master Page can have a BPM time for all Chases. Master Page Times - In, Out, Wait Fade times for a Master Playback can be stored in a Master Page.
Master Page Times - BPM The Master Page BPM will affect all chasers running in that Master Page. Function Keys Feedback Set Master Page BPM* [TAP] & [PAGE] Tap at least two times to set a BPM. You can edit it in the Master Page List. *If chases have a rate, it will be scaled by the BPM.
Master Pages - Auto-update Mode This is the default mode for Master Pages - in which all changes automatically are stored to the current Master Page. Function Keys Feedback 1. Open the Master Page [SETUP] & [PAGE] Settings The Master Page Settings popup is opened. 2. Toggle Auto-update MODIFY will toggle this parameter on/off. [MODIFY] NOTE Without this mode, Master Pages have to be recorded manually. See Record Master Pages.
Master Pages - Display List The Display lists are shown in the main display of the console. The trackball has to be in DISP LIST mode. Function Keys Feedback 1. Open the Master Page [DISP] & [PAGE] Display List The Master Page Display List for a Master Row (1-20, 21-40) is opened. 2. Select a Master Page Trackball The selected item is highlighted with >arrows<. 3. Load the selected Master Page Right (or left) click and press PAGE The Master Page is loaded to Masters.
Remote Controls There are different remote control systems for Congo. Each one has it's own working field. This is where you can set/edit and clear these fields, and rename the remotes. Remote Controls node This chapter contains the following sections • • Clear Remotes Remote Control List All different types of remote controls are described in Accessories - Remote Control. Clear Remotes Select this node and press MODIFY to clear all intensities set in remote fields.
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Media The Media node contains tutorial movies, images of your choice, software documentation and Training Projects.
Media - Introduction The Media node of the Browser has four nodes. Each of them represent a folder with the same name in the CONGO folder at the root of the system. Information dropped in these folders can be viewed in the Tabs of Congo. Function File Types Explanation Movies wmw These are tutorials. The movies are played when a movie node is selected. Images jpg Images are loaded in a Tab when an image node is selected.
Movies In the movies folder there are tutorials for learning Congo. Mostly, they are around five minutes and in English. You start them by selecting them and pressing MODIFY or ENTER. NOTE Do not watch movies in the console during playback. You can import movies from a USB memory stick or a digital camera by connecting it to Congo and selecting "Import Images.." from the Browser >Media >Import Images node.
Images You can import images from a USB memory stick or a digital camera by connecting it to Congo and selecting "Import Images.." from the Browser >Media >Import Images node. NOTE This works for cameras that show up as a new Drive in Windows (not as a camera device). Media Images - Delete You can delete images directly from the Browser by pressing DELETE.
Training Projects This is visualisation plug-in for training purposes. The projects are created in a third-party software called Capture and supplied by ETC. The idea is not to run large shows with processor-heavy visualisation inside Congo. It is meant as a training tool that allows you to understand functions like Dynamic Effects without having a rig. Training Projects - Open Project Opening a Training Project 1. 2. 3. 4. 5. 6. 7.
Default functions Camera does not have to be patched as a DMX device. Function Key Feedback Zoom [FORMAT] & Wheel The view is zoomed in/out from the camera.
Training Projects - Hints The Training Project is a simple way of getting to know some of the moving light functionality of Congo, and to understand Dynamics. In the corresponding Congo Play (A Demo Play) there is a sample of a Channel Layout that can be used together with the Plug-in. If you are running one monitor and split the screens you will have a view like this.
CONSOLE KEYS This Chapter is about the console key functions, keyboard equivalents and shortcuts. Its a very useful chapter.
Console Key Quick Help These are all console keys with a short explanation and a summary of functions, in alphabetical order. • • • This text is linked to each key in the console and opens if you hold [?] and press a key. There are links to the corresponding chapters of the manual. The keyboard equivalent in an alphanumeric keyboard is listed. Console Key - ? This is the HELP function. It activates the online help system, which is a complete electronic copy of the user manual.
Console Key - @LEVEL This key is used to set levels to channels. It can also be used in combination with other keys for specific level functions. • • • • • • • [#] [@LEVEL] - Set level # to the currently selected channels. [@LEVEL] = 70% [@LEVEL] [@LEVEL] = 100% [@LEVEL] [@LEVEL] [@LEVEL] = 0% [CH] & [@LEVEL] - Sets a temporary ID level 0-100% to the currently selected channels. [SETUP] & [@LEVEL] - Opens the level settings. [ON/FETCH]&[@LEVEL] - Revert (undo) changes to channel level.
Console Key - ALL The ALL key is used for selecting channels with levels over 0% in different targets. • • • [ALL] - Selects all channels with a level over 0% in any channel view. [ALL] [ALL] - In the Live view the first press will select all channels over 0% in A, the second press will select channels in all Master Playbacks as well. [ALL] & [PALETTE KEY] - Hold ALL and press a Direct Select key for a palette to select all channels with an intensity over 0% using that palette.
Up Arrow Scroll to top of this page. Console Key - ATTRIB The ATTRIB key is used to record, edit and view attributes for moving devices. • • • • [ATTRIB] - Opens the Live Attribute view. [#] [RECORD] & [ATTRIB] - Record all attributes for the currently selected channels to preset #. [#] [PRESET] & [ATTRIB] - Opens the attribute editor for that preset. [SETUP] & [ATTRIB] - Opens the attribute settings.
Console Key - BANK The BANK key is used to change bank of data in the Direct Select key sections. Hold [BANK] - When this key is held, you can use the direct select keys to select a bank (110, 11-20 etc) for each section of direct select keys. For more information see Direct Select - Content. There is no keyboard equivalent. Console Key - BEAM This key is used to record and recall Beam palettes for moving devices.
Console Key - BROWSER The Browser is a fundamental part of the Congo system. This is where all functions are located, all data can be viewed, and where you can access settings, files and the Help system. • [BROWSER] - Select the Browser. If it is already selected, it will be closed. Press again to open. - Use the [up/down arrows] to navigate, and in combination with the level wheel to speed scroll. - Use the [right arrow] to open an item.
Console Key - CAPTURE This key is used to activate Capture mode, in which any channel that is manually altered will be Captured, and cannot be controlled from any other function until it is released from Capture mode. Captured channels are indicated with a red background in the channel views. When you record a captured channel, the captured levels are stored. • • • • [CAPTURE] [CAPTURE] - Activate and deactivate Capture mode. [#] [CAPTURE] & [CH] - Capture that channel without activating Capture mode.
Console Key - CHASE The CHASE soft key in the EFFECTS soft key menu, is used to open the editor for chase effects. • • [CHASE] - Opens the CHASE editor. [#] [CHASE] - Opens the CHASE editor focused at chase #. For more information see Chase Effects There is no keyboard equivalent Console Key - CH TIME CH TIME is a soft key in the TIME menu of the console main display. It is used to record individual channel times. Times are recorded to the Sequence Step in A or B depending on the setting of Times.
Console Key - CLEAR CHANGED CLEAR CHANGED is a soft key in the DEVICE menu of the console main display. It is used together with the attribute record setting "Changed" to clear the Set Changed flag on parameters that have been changed, so they will not be recorded. • • • • • [SET CHANGED] & [PALETTE] - Set all parameters for the selected channels to not changed. [SET CHANGED] & [FOCUS] - Set Focus parameters for the selected channels to not changed.
Console Key - COLOR This key is used to record and recall Color palettes for moving devices. • • • • • [RECORD] & [COLOR] - Record the next free palette for the currently selected devices. [#] [RECORD] & [COLOR] - Record a new palette for the currently selected devices. [#] [COLOR] - Recall a recorded palette for the currently selected devices. [MODIFY] & [COLOR] - Open the Color palette list. Hold [COLOR] - When COLOR is held, all existing palettes 1-40 can be accessed from the direct select keys.
Console Key - COMPARE COMPARE is a soft key in the CHANNELS menu of the console main display. It is used to compare the intensities in a channel view with any other Preset. It is a mode that has to be exited before returning to normal operation. • • [COMPARE] - Load the last recorded preset that was loaded to this channel view. Press again to return. [#] [COMPARE] - Load that preset to this channel view. Press again to return. For more information see Presets - Compare Mode.
Console Key - DATA (6.0) The DATA key is a soft key in the CHANNELS menu of the console main display. It is used to set toggle how attribute data is displayed in the channel views and the console displays. When DATA is active absolute data is shown, for example Pan 50%. When DATA is off, referenced data is shown, for example F1 (focus palette 1) • [DATA] - Toggle Data on/off..
Console key - DEVICE The DEVICE key is used to open the Device List, where you can edit the settings for all moving devices. • [MODIFY] & [DEVICE] - Open the device settings. For more information see Patch - Device List. Keyboard equivalent: [D] Console Key - Direct Select Pages The five Direct Select Page keys will activate a user setup that is auto-stored for the Direct Selects. • Press any of the five keys to access that page. For more information see Direct Select - User Setups.
Console Key - EFFECT The EFFECT key is used to operate the effect playbacks for chase, content, image and dynamic effects. NOTE that the command syntax for effects is different when operating in At Mode. See Effects - Command Syntax. • • • • • [EFFECT] - Open the Live Effects tab. [#] [EFFECT] - Select effect playback #. [INSERT] & [EFFECT] - Insert a new effect playback. [#] [EFFECT] & [CH] - Select all channels in effect #. [EFFECT] & [ALL] - Select all effects over zero %.
Console Key - FAN The FAN key is used to fan (distribute around a centre point) attributes and times. The distribution can be set to U, V and S shape in the Fan Settings. • [FAN] & [level wheel] - Select devices, use NEXT/LAST to set the centre point. Then hold FAN and move the wheel of the parameter you wish to fan. Attribute times are fanned with a wizard that opens when you select an attribute time or delay in an attribute view and press WIZARD.
Console Key - FLASH The lower row of masters in the Congo console and the large fader wing of the Congo Jr are equipped with two keys per master. The top key is the master key used to load content, and the lower key is a flash key. The flash key can be set to different modes and levels. • • • [Flash key] - Flash the content of a master. [SETUP] & [flash key] - Open settings for a master. [#] [FLASH MODE] & [flash key] - Set a flash level for a master.
Console Key - FOCUS This key is used to record and recall Focus palettes for moving devices. • • • • • [RECORD] & [FOCUS] - Record the next free palette for the currently selected devices. [#] [RECORD] & [FOCUS] - Record a new palette for the currently selected devices. [#] [FOCUS] - Recall a recorded palette for the currently selected devices. [MODIFY] & [FOCUS] - Open the Focus palette list. Hold [FOCUS] - When FOCUS is held, all existing palettes 1-40 can be accessed from the direct select keys.
Console Key - GO The GO key starts the next crossfade in the Main Playback. • • [GO] - Start a crossfade in the Main Playback. Press GO during an ongoing crossfade in the Main Playback to start the next one. [SETUP] & [GO] -Change default times and crossfade settings. For more information see Main Playback - Transport Keys.
Console Key - GO BACK (Master Playback) The GO BACK key starts a crossfade to the previous sequence step in the master/sequence connected to the Master Playback. • [GO BACK] - Start a crossfade to the previous sequence step in the connected master. Press GO BACK during an ongoing crossfade to reverse it. For more information see Master Playback - Playback Keys. No keyboard equivalent Console Key - GOTO The GOTO key is used to crossfade into any existing preset in the Main Playback.
Console Key - GROUP WHEEL MODE GROUP WHEEL MODE is a soft key in the Channels menu of the console main display. In Group Wheel Mode you can assign a channel group to each wheel under the Main Display • [GROUP WHEEL MODE] - Activate Group Wheel Mode. For more information see Channels - Group Wheel Mode. There is no keyboard equivalent Console Key - HIGHLIGHT The HIGHLIGHT key will activate highlight mode for the currently selected devices. • [HIGHLIGHT] - Toggles Highlight mode.
Console Key - IN The IN key is used to set In times to the sequence step in the A or B field of the Main Playback (depending on the Time Settings). • • [#] [IN] - Set an in time. [#] [DELAY ] & [IN] - Set a Delay In time.
Console Key - INV GROUP The INV GROUP key is used to invert the current channel selection and select all other channels with a level over 0% in a channel view. • [INV GROUP] - Invert the current channel selection. For more information see Select Channels. Keyboard equivalent: [SHIFT] & [/] Console Key - JUMP TO B The JUMP TO B key is used to reposition the sequence in the main playback blindly to continue from a different sequence step.
Console Key - LEARN ALERT LEARN ALERT is a soft key in the TIMES >LEARN soft key menu of the console main display. It is used to activate Learn Alert mode in which alert times are auto-stored when a sequence is played back. • [LEARN ALERT] - toggles learn alert mode. For more information see Sequence Times - WFA Alert Times. There is no keyboard equivalent. Console Key - LEARN MACRO The LEARN MACRO soft key in the Misc soft key page, is used to record Macros.
Console Key - LIVE The LIVE key is fundamental. It selects the Live tab and sets the channel control to the live output, through the A field of the Main Playback. • • • • [LIVE] - Select the Live tab. [LIVE] & [BLIND] - Move the channel levels from LIVE to BLIND. [C/ALT] & [LIVE] - Bring all channel levels from Live (A) to zero. [C/ALT] & [LIVE] [LIVE] - First press of LIVE takes out A, second press takes out Masters. For more information see Live. Keyboard equivalent: [F2] Console Key - LOAD (6.
Console Key - MARK MARK is a soft key in the CHANNELS menu of the console main display. It is used to set a "mark" level (less than 1%) to the selected device(s) to enforce a move command without having intensities. • [MARK] - Sets a mark intensity level to the selected device(s). For more information see Active Mode & Mark. There is no keyboard equivalent. Console Key - MASK The MASK key is used in combination with other keys to toggle the mask functions that mask device parameters from recording.
Console Key - MASTER KEYS Every master has a master key that is used to load content to the master, and for some settings. • • • • • • • • • • • • [#] [PRESET] & [master key] - Load this content to master #. [#] [GROUP] & [master key] - Load this content to master #. [#] [CH] & [master key] - Load this content to master #. [#] [SEQ] & [master key] - Load this content to master #. [#] [FOCUS] & [master key] - Load this content to master #. [#] [COLOR] & [master key] - Load this content to master #.
Console Key - MINUS The MINUS key (-) is part of the channel select keys. It is used to subtract a channel from the current selection. It is also used for the Channel Check function. • • • • • [#] [-] - Deselect the channel,(if the console is set to operate in At Mode press MINUS and then enter the number). [C/ALT] & [-] - Make a channel check to the previous channel with the current level. Hold [-] & [master key] - Subtract the channels in that master from the current selection.
Console Key - MODIFY The MODIFY key is central for a lot of functions. It is both the equivalent of an ENTER key and part of a syntax in combination with other keys. • • • • • • • • • • • • • [MODIFY] - Answer dialogues, activate choices, enter numbers, open lists, activate text input in text cells. [MODIFY] & [PRESET] - Opens the Preset List. [MODIFY] & [GROUP] - Opens the Group List. [MODIFY] & [SEQ] - Opens the Sequences List. [MODIFY] & [DYN EFFECT] - Opens the Effect List.
Console Key - NEXT The NEXT key is used to select the next channel within the current channel selection. This is useful for adjusting single moving devices within a selection, and also for selecting a specific device as reference point for the Fan and Align functions. • [NEXT] - Press NEXT with more than one channel selected to activate Next/Last mode. Press SELECT ALL to exit. For more information see Device Control - Next & Last Mode.
Console Key - ON/FETCH The ON/FETCH key is used to set channels on at the last used level, and to fetch levels for intensities or attributes for the selected channels from any presets. • • • • • [ON/FETCH] - Set the last recorded level to the current channel selection. [ON/FETCH]&[@LEVEL] - Revert (undo) changes to channel level. [#] [ON/FETCH] - Fetch the level from Preset # to the current channel selection.
Console Key - PAGE The PAGE key is used to load a page of 20 masters to a master row. • • [#] [PAGE ] - Load this page. [C/ALT] & [PAGE] - Clear the masters. For more information see Master Pages. Keyboard equivalent: [M] (upper row) [CTRL] & [M] (lower row) Console Key - Page+ The PAGE+ key is used to load the next page of 20 masters to a master row. • [PAGE+] - Load the next page. For more information see Master Pages. There is no keyboard equivalent.
Console Key - PAUSE (in Master Playback) The PAUSE key is used to pause an ongoing crossfade in the Master Playback. • [PAUSE] - Pauses the ongoing crossfade in the connected master playback. For more information see Master Playback - Playback Keys. There is no keyboard equivalent Console Key - PALETTE (Alt P) The PALETTE key is used for recording and recalling All Palettes, containing information from all parameters in a device.
Console Key - PARK The PARK key is used to park a channel or part of a channel. • • • • • • • • [PARK] & [CH] - Parks intensity and attributes of the selected channel(s). [PARK] & [@LEVEL] - Parks intensity of the selected channel(s). [PARK] & [ATTRIB] - Parks attributes of the selected channel(s). [PARK] & [FOCUS] - Parks focus attributes of the selected channel(s). [PARK] & [COLOR] - Parks color attributes of the selected channel(s). [PARK] & [BEAM] - Parks beam attributes of the selected channel(s).
Console Key - PLAYLIST The PLAYLIST key is used to activate the Playlist for the Main Playback. • [PLAYLIST] - toggles the Playlist on/off. For more information see Playlist. Keyboard equivalent: None Console Key - PLUS The PLUS key (+) is part of the channel select keys. It is used to add a channel to the current selection. It is also used for the Channel Check function.
Console Key - PRESET The PRESET key is used to store and recall channel levels and moving device attributes. Presets are fundamental building blocks and can be played back in masters, in sequences and randomly in the main playback using GOTO. Every Sequence Step uses a Preset to hold the level and attribute information for that step. The same Preset can be repeated any number of times in any playback or sequence. IMPORTANT: For moving devices there are different recording modes. All, Active or Changed.
Console Key - REM DIM The REM DIM key is part of the channel select and level keys. It is used to set all channels in the A field to zero except the current selection. It can be set to perform the BALANCE function as well which holds the cleared levels in a temporary memory bank. • • [REM DIM] - Set all channels except the current selection to zero. [SETUP] & [REM DIM] - Opens settings for this key.
Anywhere: • • • • [RECORD] & [master key] - Record all data for the currently selected channels to that master as the next free 800-Preset. [#] [RECORD] & [master key] - Record all data for the currently selected channels to that master as Preset #. [RECORD] & [GROUP] - Record the currently selected channels as the next free Group. [#] [RECORD] & [GROUP] - Record the currently selected channels as Group #.
Console Key - RIGHT (DispSel) The Right key, in the big Congo only, is the right mouse key of the trackball. • [RIGHT] - Activate a mouse right click in cursor mode (red). For more information see Facepanel - Trackball. Keyboard equivalent: [Mouse right key] Console Key - SCALE (6.0) SCALE is a soft key in the CHANNELS menu of the console main display. It is used to scale the output level of the selected channel(s) • • [SCALE] (held) - activates temporary scale mode.
Console Key - SELECT 3RD The SELECT 3RD key in the Selects Soft key page allows you select every 3rd channel within the current selection. • [SELECT_3rd] - Selects every 3rd random channel For more information see Shortcuts - Select Nth Functions. There is no keyboard equivalent. Console Key - SELECT ALL The SELECT ALL key is used to return to the current channel selection after using NEXT or LAST. • [SELECT ALL] - Reselects all channels after using NEXT or LAST.
Console Key - SERIES The SERIES soft key in the EFFECTS soft key menu, is used to open the Series editor for Content effects. • [SERIES] - Opens the SERIES editor. For more information see Content Effects There is no keyboard equivalent Console Key - SETUP The SETUP key is used to open the system settings summary tab, or in combination with keys to open the settings for that key. • • [SETUP] - Open system settings. Hold [SETUP] and press a key to open the settings for that key (RECORD, GO, CH etc).
Console Key - SEQ The SEQ key is used to load and administrate Sequences and Chases. • • • • • [SEQ] - Open the Sequences list. [#] [SEQ] - Open that Sequence editor. [#] [MODIFY] [SEQ] - Open that Sequence editor. [#] [SEQ] [PLAYBACK] - Load Sequence # to the main playback. [#] [SEQ] [master key] - Load Sequence # to the master. For more information see Sequences - List, Sequences - Sequence List, Sequences - Load.
Console Key - SEQ The SEQ - key is used to step to the previous step in the sequence of the main playback, without using times. • [SEQ -] - Step to the previous step. For more information see Main Playback - Transport Keys. Keyboard equivalent: [X] & [up arrow] Console Key - << (Master Playback) The << key in the master playback is used to step to the previous step in the connected sequence, without using times. • [<<] - Step to the previous step.
Console Key - TAB The TAB key is a fundamental part of the Congo navigation. All views are opened in tabs, and the tab key is used to select, move, organize and record these. • • • • • • • [TAB] - Step between all open tabs. [#] [TAB] - Select this tab. [TAB] & [down arrow] - Split the screen vertically, press again to split horizontally. Hold TAB and press the up arrow to exit the split. [TAB] & [right/left arrow] - Move the selected tab to the next screen.
Console Key - THRU The THRU key is used to select a range of channels, and in combination with other keys for additional channel functions. • [#] [CH] [#] [THRU] - Select all channels between # and #. NOTE If you are operating in At Mode the syntax is "ch number - THRU - ch number". For more information see Select Channels. Keyboard equivalent: [/] Console Key - TIME The TIME key is used to set In/Out times to the sequence step in the A or B field of the Main Playback (depending on the Time Settings).
Console Key - TRACK The TRACK key is used to open the Track list for the selected channel(s). It is used in combination with RECORD and UPDATE for track recording. • • • • • • [TRACK] - Open the Track list for the selected channels. You can change the channel selection. Use FORMAT & FOCUS, COLOR, BEAM to open parameter columns. [TRACK] & [GROUP] - Track the current selection in all Groups. [TRACK] & [PRESET] - Track the current selection in all Presets.
Console Key - U1-U3 The U1-U3 soft keys in the EFFECTS soft key menu, and in the frontpanel of Congo, are used to select user parameters for the selected channels or effects. • • • [U1-U3] - Selects this parameter set. [MODIFY] & [U1-U3] - Opens the parameter editor for U1-U3. [C/ALT] & [FOCUS - COLOR - BEAM] - selects U1-U3 in Congo Jr.
Console Key - UPDATE PALETTE The UPDATE PALETTE key is used to quickly update all currently active palettes for the selected channel(s). • [UPDATE_PALETTE] - Updates all active palettes for the selected channel(s). For more information see Device Palettes - Update. Keyboard equivalent: None Console Key - WAIT The WAIT soft key in the Times soft key menu, is used to set Wait times to the sequence step in the A or B field of the Main Playback (depending on the Time Settings).
Soft Key Menu - Channels The CHANNELS soft key, is used to open the Channels soft key page with channel tools. • [Channels] - Opens the Channels soft key page. For more information see Channels - Soft key page . There is no keyboard equivalent Soft Key Menu - Device The DEVICE soft key, is used to open the Device soft key page with device tools for control and editing. • [Device] - Opens the Device soft key page. For more information see Devices - Functions.
Soft Key Menu - Misc The Misc soft key, is used to open the Miscellaneous soft key page. • [Misc] - Opens the Miscellaneous soft key page. For more information see Misc Soft Key Page. There is no keyboard equivalent Soft Key Menu - Select The SELECT soft key, is used to open the Select soft key page with tools for selecting a subset of channels from the current selection. • [Select] - Opens the Select soft key page. For more information see Select - Sub-selection Functions.
Console Key Shortcuts This is a summary of all keys and shortcuts, organised by the type of function.
Shortcuts - Select Channels These are the keys and shortcuts for selecting channels. Some of them assume the Command Syntax is set to RPN - see Channels - Command Syntax. DESCRIPTION SYNTAX Select a channel [#] [CH] Add channel to the channel selection [#] [+] Subtract channel from the channel selection [#] [-] Select a range of channels [#] [THRU] Step to the next channel [+] Step to the previous channel [-] Select all channels with a level in the Main Playback.
Shortcuts - Channel Levels These are keys and shortcuts for setting levels to the currently selected channels. Some of them assume the Command Syntax is set to RPN - see Channels - Command Syntax.
Shortcuts - Channel Modes Functions for checking, balancing & comparing channels.
Shortcuts - Channel Views These shortcuts control the channel views. DESCRIPTION SYNTAX Scroll in the active channel view [CH] & [Arrow_Keys] Scroll in the active channel view [CH] & Wheel Toggles Channel View formats. [FORMAT] Selects Channel Layout #. [#] [FORMAT] Zooms the Channel View. [FORMAT] & Wheel Toggle channel symbols in Channel Layout. [FORMAT] & [Arrow_Keys] Show temporary Captured format. [FORMAT] & [CAPTURE] Show temporary Parked format.
Navigating the Hyperlinks DESCRIPTION SYNTAX Next hyperlink [C/ALT] & [Down_Arrow] Previous hyperlink [C/ALT] & [Up_Arrow] First hyperlink on page [C/ALT] & [Left_Arrow] Last hyperlink on page [C/ALT] & [Right_Arrow] Follow focused hyperlink [MODIFY] Creating a Favourite DESCRIPTION SYNTAX Create a Favourite from a HELP tab [NOTE] Delete a Favourite from the Browser [DELETE] Shortcuts - Channels Only Mode Channels Only Mode is activated by the three position Fader Mode switch in the top mi
Shortcuts - Spreadsheet Editing These functions are for editing in Spreadsheets. DESCRIPTION SYNTAX The arrow keys are used to navigate in a spreadsheet or list, but also in combination with all the other navigation keys for different functions. Arrow Keys Will insert a new entry in most spreadsheet lists [INSERT] Will insert the entry # in most spreadsheet lists [#] [INSERT] Will delete the focused entry in most window lists [DELETE] Selects all items (down) in the column of a spreadsheet.
Shortcuts - Navigation Keys The top four Navigation keys are central in the Navigating functions of the console. They are mostly used in combination with the General Editing keys. DESCRIPTION SYNTAX Focuses the Browser. If the Browser is already focused, it will be closed. [BROWSER] Scrolls the size of the Browser. [BROWSER] & Wheel Toggles through all open tabs. [TAB] Focuses Tab #. [#] [TAB] Scrolls the divider in a spreadsheet tab. [TAB] & Wheel Splits the tab view in horizontal or vertical.
Shortcuts - Master Playbacks These are the main keys and shortcuts for managing content in the Master Playbacks. See also Shortcuts - Recording Functions.
Master control functions DESCRIPTION SYNTAX Activate the Master View* [MASTER] Open the Master Editor. [MODIFY] & [Master_Key] Set an individual flash level (in flash mode) [#] [FLASH_MODE] & [Master_Key] Toggle a master on/off [START] & [Master_Key] Toggle master # on/off [#] [START] Fade a master to a specific level [#] [START] & [Master_Key] Hold FLASH MODE and press master keys to toggle modes. Use PAGE +/- to select functions.
Shortcuts - Masters & Channels Functions for selecting channels to and from Master Playbacks. DESCRIPTION SYNTAX Select the channels of a Preset/Group in a Master Playback.
Shortcuts - Master Pages Main keys and shortcuts for handling Master Pages. Master pages are recorded/loaded separately for masters in banks of 20.
Shortcuts - Devices To Home Position Functions for recording & setting Home positions to the selected Devices.
Formats Keys and shortcuts for toggling information on/off in the Attribute Editors DESCRIPTION SYNTAX Toggle Focus information [FORMAT] & [FOCUS] Toggle Color information [FORMAT] & [COLOR] Toggle Beam information [FORMAT] & [BEAM] Toggle Time information [FORMAT] & up/down_arrows Toggle Single Parameter [FORMAT] & wheel_key Zoom [FORMAT] & wheel Shortcuts - Device Masking Keys and shortcuts for masking Device Attributes from recording.
Shortcuts - Device Palette Recording Keys and shortcuts for handling Device Palettes.
Shortcuts - Device Palette Activating Keys and shortcuts for activating values in Device Palettes for the currently selected device(s).
Shortcuts - Device Palette Specials Keys and shortcuts for special Device Palette functions.
Shortcuts - Device Palettes In Masters Keys and shortcuts for handling Device Palettes in Master Playbacks.
Shortcuts - Patch & Outputs Keys and shortcuts for patch and output functions. Select outputs and open Patch lists DESCRIPTION SYNTAX Select an output for temporary direct control opening the Output Editor.
Shortcuts - Main Display, General These are the keys and shorcuts used to operate the functionality of the Main Display in the console. DESCRIPTION SYNTAX Go back to the previous soft key page, then top. <-- Clear the LCD-display List [C/ALT] & [DISPLAY_LIST] Shortcuts - Track Track is applied to the current channel selection. See Select Channels. DESCRIPTION SYNTAX Track in the Sequence of the Main Playback.
Formats Keys and shortcuts for toggling information on/off in the Track lists with attributes. DESCRIPTION SYNTAX Toggle Focus information [FORMAT] & [FOCUS] Toggle Color information [FORMAT] & [COLOR] Toggle Beam information [FORMAT] & [BEAM] Toggle Parameter information [FORMAT] & [Wheel_Key] Toggle Intensity information [FORMAT] & [@LEVEL] Shortcuts - Presets Presets can be loaded and recorded in many ways.
Shortcuts - Groups Groups can be loaded and recorded in many ways. There are shortcuts also for selecting all channels in a Group, or fetching the levels. See also Shortcuts - Recording Functions.
Shortcuts - Live & Blind These are keys and shortcuts for loading and clearing the content of Live and Blind. DESCRIPTION SYNTAX Sets the Channel Control to the A field of the Main Playback, and focuses the Live tab. [LIVE] Sets the Channel Control to the Blind field and focuses [BLIND] the Blind Tab.
Shortcuts - Record Functions These are shortcuts for recording Presets, Groups and master pages.
Shortcuts - Channel Text Wizard This is the shortcut for opening the Channel Text Wizard that sets texts to the Channel Database directly from a Channel View. DESCRIPTION SYNTAX Open the Channel Text Wizard for the current channel selection. [CH/ID] & [TEXT] Shortcuts - Main Playback These are shortcuts for the Sequence in the Main Playback.
Refresh functions The Refresh Functions are used to reset any intensity or attribute that has been altered since the last crossfade in the Main Playback - back to where it would have been if the sequence had been run from the start.
Shortcuts - Direct Selects DESCRIPTION SYNTAX Select Type of content (hold key) [TYPE] & [Direct_Key] Select Bank of content (hold key) [BANK] & [Direct_Key] Record a Palette directly [RECORD] & [Direct_Key] Update a Palette directly [UPDATE] & [Direct_Key] Change User Setup User Setup key 1-5 Record a Screen Setting [TAB] & [Direct_Key] Activate a Palette in time # [#] [Direct_Key] Select all channels in a Palette [CH/ID] & [Direct_Key] Select all channels with an intensity over zero, tha
Shortcuts - Capture & Release Functions for capturing & releasing channels.
Release functions DESCRIPTION SYNTAX Releases the selected ch from Capture Mode [RELEASE] Release all Captured channels [RELEASE] [RELEASE] Release all Captured in # seconds [#] [RELEASE] Release intensity and attributes for the selected channel(s) [RELEASE] & [CH/ID] Release the intensity of selected channel(s) [RELEASE] & [@LEVEL] Release the attributes of selected channel(s) [RELEASE] & [ATTRIB] Capture a parameter of selected channel(s) [RELEASE] & [Wheel_key] Release Focus Parameters of
Shortcuts - Dynamics (old) These Dynamics functions can be used to start/stop and control older Dynamic Effects. Many of them are soft keys in the Dynamics Soft Key Page. See Dynamics - Control. Start and stop Dynamics DESCRIPTION SYNTAX Activate an Dynamic Template for the selected [#] [DYN_EFFECT] channels Open the Live Dynamics List [DYN_EFFECT] Select the DYNAMICS Soft Key Page in the Main Display (softkey) [DYNAMICS] Activate the Dynamic Template or Dynamic Table list.
Record and edit Dynamic Effects DESCRIPTION SYNTAX Record running Dynamics to the current Preset in A [RECORD] & [DYN_EFFECT] Record running Dynamics for the selected channels to Preset # [#] [RECORD] & [DYN_EFFECT] Fetch dynamics for the selected channels from a preset* [#] [ON/FETCH] & [DYN_EFFECT] Open the Dynamics Editor for the current preset [PRESET] & [DYN_EFFECT] Keep the Dynamics in the next Preset (softkey) [KEEP_DYNAM] *Dynamics are always fetched for all channels in the target Preset
Shortcuts - Times Keys and shortcuts for setting times. Times are set to the Active Sequence Step (in A) or the Next Sequence Step (in B) depending on the Time Settings. See System Settings Crossfade.
ACCESSORIES This Chapter is about accessories and options, such as remote control, networking, printer, fader wing panel, keyboard etc. This chapter contains the following sections • • • • • • Accessories - Ext. Keyboard Accessories - Ext.
Accessories - Ext. Keyboard An external keyboard will simulate most keys of the console. See the Console Functions Table below. This is simple to work with, since the keyboard works exactly like the console. For example pressing R is the same as pressing RECORD, and pressing 1 is the same as pressing Master key 1. WARNING Multi-media keyboards may have special keys, for example SLEEP which puts CONGO - to sleep. Avoid using these keyboards, they will trigger functions that you most probably do NOT want.
Console Key Keyboard Key - Keypad Ctrl * - Ctrl Left Arrow + Keypad * + Ctrl Right Arrow A A ALIGN Ctrl A ALL Keypad Ctrl - AT LEVEL Keypad + ATTRIBUTE I B B BEAM (B) Alt B BLIND F3 BROWSER F10 C/ALT Backspace CAPTURE C CH Keypad - COLOR (C) Alt C COLUMN F9 COPY Ctrl C CUT Ctrl X DELAY Ctrl D DELETE DELETE DEVICE D DISPLAY LIST J DYNAMICS E ESC ESC FAN Ctrl F FOCUS (F) Alt F FETCH/ON Keypad Ctrl + FLASH MODE F FORMAT F4 GO Ctrl G GO BACK Ctr
Console Key Keyboard Key GOTO G GROUP Alt G HELP (?) F1 HIGHLIGHT Alt-H HOME ATTR F5 IN Ctrl I IND 7 Ctrl F7 IND 8 Ctrl F8 IND 9 Ctrl F9 INSERT INSERT JUMP TO B N/A LAST L LIVE F2 LOAD F6 MACRO Q MASK K Master Keys 1- 10 1-0 MODIFY Enter NEXT N OUT Ctrl O OUTPUT O PAGE (lower) M PAGE (upper) Ctrl M PALETTE Alt P PASTE Ctrl V PAUSE Ctrl P PLAYBACK X PRESET P RECORD R RELEASE Ctrl R SELECT Shift SELECT ALL F7, Ctrl N or Ctrl L SEQ S 924
Console Key Keyboard Key SEQ - X & Up SEQ + X & Down SETUP F11 START N/A TAB TAB TEXT Alt T THRU Keypad / TIME T TRACK F12 U1 N/A U2 N/A U3 N/A UPDATE U REFRESH V UPDATE PALETTE (softkey) N/A WIZARD W Keyboard - Level Wheel You can use a mouse wheel (or right click held) to emulate the level wheel for setting levels and navigating. See Ext. Mouse Or Trackball. Keyboard - CH Step You can hold CTRL and use the left/right arrows to emulate CH+ and CH-.
Accessories - Ext. Mouse or Trackball (6.3) You can use an external USB mouse or trackball in the same way as the built in trackball. Connect it to the USB port. Congo is designed to be used without a mouse as button pressing is faster and does not force you to look at the screen cursor. However, there are a lot of useful mouse functions for situations where you find it practical. For example, working in a workstation without a console facepanel, or while using an offline editor.
Accessories - Fader Wings A Congo system supports up to 80 Master Playbacks. These can be accessed physically by connecting fader wings . In Congo Kid you can access all 80 numerically but you cannot connect a wing for physical control of the last 40. There are two kinds of fader wings. • • Congo Master Wing Universal fader wings (additional faders for any Congo system) Any combination wings may be attached to a system, for a total of up to 80 master playback faders.
Universal Fader Wings (6.0) Besides the Congo Master Wing, there are three Universal fader wings. They can be connected with a USB cable, and with Congo Jr they can be mounted on the sides or top of the console. An external power supply, provided, is required when used stand-alone. Lynx Fader Wing The Lynx is an older, compatible Master fader wing with 24 extra faders and a crossfade playback.
Accessories - Remote Control This system can connect optional remote controls for controlling channels and levels. Note that each remote control has its own working field. Also see Remote Controls.
Remote Control - Introduction (6.0) There are a number of options for remote controlling a Congo system. There are three main kinds of wireless remote controls. RFR Phone Remote iRFR The RFR Radio/USB Remote is equipped with a display and bidirectional communication. A wireless phone can be connected to the RJ11 connector in the back and be used for basic remote functions. iRFR is a software for iPhone and iPod that provides bi-directional communication over a wireless LAN.
There are two older remotes that are compatible with some functionality. Talk to your dealer. RRFU Transtechnik Radio Remote ETC RRFU is an older ETC remote with fewer functions than the RFR. Transtechnik Radio Remote. The functions supported in this remote are the same as in the Avab Pronto. Remote Controls and at mode If your console is set to operate channels in at mode, the remote will also function in at mode. See System Settings - General and Channels - Command Syntax.
Remote Control - RFR Radio Remote The RFR Radio Remote provides bi-directional remote control with a hardware designed for stage environment. All of the RFR functions are the same for iRFR. The RFR works within its own field and this field can be cleared from the console. All channel intensity levels generated by the remote can only be recorded into targets from the remote control itself. Connecting the RFR It's possible to connect the RFR in the following ways to a Congo.
RFR - General Functionality The upper display line shows information about the selected channel(s). The labels for the soft buttons are on the two lower rows of the display. In all displays the wheel controls the level of selected channels - except in the parameter controls display where the two encoders control the displayed two parameters (like pan/tilt, etc...) Top Level Soft1-6 give direct access to basic channel functionality. Pressing MORE SK will always return to this level.
RFR Group List Press MORE SK and then GROUP to get a list of recorded Groups to select from. Use the wheel(s) to focus the item you want and click the wheel button to activate it. # GROUP selects the item directly without showing the list. Normally the wheel scrolls one step per click. If you hold the wheel button and scroll, it will step in complete pages instead for faster navigation. Pressing MORE SK will display the other available display pages.
RFR Playback (6.1) Playback Press MORE SK and then PLAYBACK to enter the Playback sub menu. The Playback functions are Go Goto Record GoBack Preset Update Function Key Feedback GO [Go] Next crossfade is started GO Back [GoBack] Crossfades back to the previous step Goto preset/step [#] [Goto] Crossfades to preset # or step # (depending on the GOTO jumps to setting in Setup) Record preset [#] [Record] Records Preset # into the Preset List.
Output Goto Patch Universe Preset DvAddr The Patch functions are Function Key Feedback Select channel [#] [Chan] Channel # is selected Select output [#] [Output] Output # is selected Select output universe [#] [Univ.
RFR Focus Mode Focus mode is intended for updating palettes, mainly Focus palettes. See Device Palettes - Focusing mode. Press MORE SK and then FOCUSING to enter focusing mode. Focus Color Beam Update 1. Select a palette from the FCB list buttons. This will enter channel/parameter mode. 2. Use Next/Last/SelAll buttons to select channels. Use ParamFCB buttons to select the parameter. Use wheels to change. 3. Press the Mode button to go back to palette select/update screen. 4.
Remote Control - Phone Remote The Phone Remote option allows you to use a standard phone without a phone line - to remote control channels and levels. Connect the base station of a standard wireless phone directly to get a low-level remote control solution. Activate the handset for an internal call (depends on the system how this is done) and use the numeric keypad to control channels and levels directly. Phone Remote - Functions The handset has two available commands for each key on the unit.
Key Function Feedback Select a channel # [SHIFT] [CH] Channel is selected Add channels # [SHIFT] [THRU] Channels are added to selection Select a group # [#] [SHIFT] [CH] Channels in Group # are selected Select All [SHIFT] [ALL] Selects all channels with a level that were set from the remote Set to Full [SHIFT] [100%] Levels for the selected channels are set to full Set to 0% [SHIFT] [0%] Levels for the selected channels are set to zero Set to level # # [SHIFT] [@LEVEL] Level # is set fo
If a console is set to work in At Mode, channel selection functions on the remote behave differently. For example: Set channels 1 thru 5 to 55% [1] [SHIFT] [THRU] [5] [SHIFT] [@Level] [5] [5] Set channels 1 thru 6 at full [1] [SHIFT] [THRU] [6] [SHIFT] [100%] Note: When recording from the remote, only levels set from the remote are recorded, not the whole stage output.
Remote Control - iRFR (6.0) The iRFR Remote option allows you to use an iPhone or an iPod Touch with a wireless network as a remote for Congo. The iRFR works within its own field and this field can be cleared from the console. All channel intensity levels generated by the remote can only be recorded into targets from the remote control itself. Requirements: iPhone or iPod touch and a wireless network. More information online: http://www.etcconnect.com/product.overview.aspx?ID=22011 Using the iRFR (6.
The functionality of iRFR is the same as RFR. See Remote Control RFR Radio Remote. Tip 1 To turn the encoder wheels, simply drag with your finger. To press the encoder wheels, one quick tap will do the trick. Tip 2 Tap the Virtual RFR screen to cycle through different interface layouts.
iRFR Color Picker (6.0) With the iRFR Color Picker you can select colors for your color mixing devices. Select the Color Picker button at the top of the Virtual RFR screen to open the Color Picker screen. You can return to the Virtual RFR anytime by pressing the Virtual RFR button in the top left corner. The current color for the first selected channel is displayed by a small rotating indicator. Press anywhere on the color wheel to change the color, and the indicator will then move to the new color.
About Here you will find a link to the charity's website, a link to the iRFR Wiki, and the version of your iRFR app. Network configuration for iRFR (6.0) The iRFR requires that your console be on a wireless network. Below are a couple examples of how you may choose to configure your wireless network. If you are using a wireless router, make sure you connect to the WAN port. Default Static IP Addresses Congo Congo Jr Congo Light Server IP Address 10.101.80.101 IP Address 10.101.81.101 IP Address 10.
iPhone and iPod Configuration (6.0) Once your wireless network is setup, you must configure your iPhone/iPod to connect to it: 1. On your iPhone/iPod press the Settings icon. 2. At the Settings screen, select Wi-Fi. 3. At the Wi-Fi Networks screen, find the wireless network your console is on and select it. Once connected, you will see a check mark to the left of the network name. Now press the round blue arrow button to configure your network settings.
4. Now you must configure your iPhone/iPod's network settings so that it can connect to the console. The reccomended IP address is as follows for a standard static network configuration. Testing iRFR network connectivity (6.0) Once your iPhone/iPod is configured to be on the same wireless network as your console, here's a quick test to make sure the iRFR and your console can talk. 1. Launch the iRFR app on your iPhone/iPod.
2. At the Welcome screen, click Settings. 3. Fill in the Host field with the IP address of your console (see the tip below if you don't know how to locate your console's IP address). 4. Now, press the magnifying glass to test communication between your iPhone/iPod and the console. You will see either a green checkmark for YES or a red circle with a line through it for NO. 5.
You can find the IP address of your console in Browser >About >About Congo and in System Settings >Network. Connecting iRFR to your console (6.0) If you have tested your network you are ready to connect to Congo. 1. You need to have Remote Controls and ACN enabled in your Congo. No other settings or protocols need to be turned on for the iRFR to work.
2. Launch the iRFR app on your iPhone/iPod. At the Welcome screen, select Settings. 3. At the Settings screen, enter your console's IP address in the Host field (this is different for Congo, Jr and Light Server, see above). If you do not see a green checkmark after entering the IP, you won't be able to connect. That means you have either entered the wrong IP address or there is a problem with your wireless network configuration. The Password is not used with Congo and CongoJr consoles.
4. Press the Welcome button at the top left to return to the Welcome screen, and then press Connect. 5. Once connected, you will see a that you are connected to a Congo, and the version of software it is running. The Virtual RFR menu item will also become available.
Remote Control - cRRFU Radio Remote All instructions for connecting and operating the older, compatible ETC CRRFU Radio Remote control are packaged and delivered with this unit. Crrfu Remote Functions The transmitter has two available commands for each key on the unit. Direct commands are displayed above each key. To access the commands that are displayed vertically to the left of each key, press the [FUNC] key first (do not press and hold [FUNC]).
Function Key Feedback Select a channel [#] [CH] Channel is selected Add channels [#] [THRU] [#] [FUNC] [+] Channels are added to selection Subtract channels [#] [FUNC] [-] Channels are subtracted from selection Select Group [#] [FUNC] [Group] Channels in Group # are selected Select All [FUNC] [All] Selects all channels with a level that were set from the remote Set to Full [FUNC] [100%] Levels for the selected channels are set to full Set to 0% [FUNC] [0%] Levels for the selected chann
Function Key Feedback Preset loaded into A Clear number input Clears numbers input [C] Clear remote field [FUNC] [All] [FUNC] [0%] Clears all channels turned on from remote Using Check mode from channel 1 onward: [1] [FUNC] [100%] then [FUNC] [Check+] then [FUNC] [Check+] At Mode If a console is set to work in At Mode, channel selection functions on the remote behave differently.
Step 3: While pressing one of the keys above, slide the switch to the “on” position and wait until the keys are blinking (about 5 seconds). Step 4: Release the key you are pressing. The sleep delay time is now programmed to the setting you selected above. Replacing the transmitter battery The transmitter unit requires a single 9V alkaline battery (provided) for power. This battery should provide approximately one year of normal usage before requiring replacement.
Remote Control - TT Radio Remote The TT Radio Remote control from Transtechnik is an old remote to which Congo is backwards compatible using the serial COM port. The COM port needs to be set up to listen to this remote. See System Settings - COM. TT Radio Remote Functions Functions with white text are pressed directly Functions with yellow text - hold the red SHIFT key down while pressing NOTE The Radio Remote ignores the transmitter ID and receives data from any transmitter.
Select Palette [#] [FOCUS] [#] [COLOR] [#] [BEAM] Palette # is set to the selected channel(s) Fetch levels [#] [FTCH] Levels for the selected channels are fetched from Preset # Pan/Tilt Arrow keys Selected devices are moved.
Accessories - Visualisation Software It is possible to connect a separate computer running a visualisation software such as WYSIWYG or CAPTURE directly to Congo with Ethernet. In Congo there are two important settings. IPX and WYSIWYG/Sandnet/Capture Link. • • IPX is a protocol being used for communicating light information over Ethernet The WYSIWY/Sandnet/Capture Link enables these softwares to communicate specific features back to Congo - such as focusing lights. Preparations in Congo 1.
Visualisation - Capture In the computer hosting Capture you need to make sure IPX is active and that the frame type is set to 802.3. Capture will recognize Congo on the network and patch it automatically providing Congo is set up with IPX and LINK on as described in the beginning of this chapter. Accessories - Visualisation Software. Example - getting started 1. Start Capture and open the demo play Sketching. 2. Open the demo play Sketching in Congo.
Accessories - Client Using the same graphic displays as the Congo console, the Congo Client software provides an operating environment identical to the console itself. With a complete set of alphanumeric-keyboard shortcuts for commonly used commands, Congo Client can be used to view console data or to interact with your Congo console. See Network - Client. Congo Client software can be run on a PC with the Windows® XP operating system.
Accessories - Net3 Remote Video Interface The Remote Video Interface – a 2U 19” rack mount device - provides remote video and local programming functions for Congo and Congo jr. control systems. Controls on the front of the unit include the power switch, USB port and 20 buttons for commonly used functions. These buttons have default mapping – specific to the Congo product line, reflecting commonly used features for the designer or assistant designer.
X-keys ETC recommends the use of PI Engineering's X-Keys® panel with Congo Client software. XKeys is a panel of user-definable keys. We have provided a file that defines the X-Keys Professional 58-key panel with the Congo hotkey shortcuts most used in offline programming and editing. The X-Keys Professional 58key panel is very similar to the layout of the Congo keypad, so frequently used functions appear in relative positions between the actual console and the offline editor. See www.etcconnect.
APPENDIX The Appendix contains information about control interfaces, fuses, key shortcuts etc.
Connectors These are the connectors in the back of the console.
Connector - VGA Monitor Pin 1 Red Pin 2 Green Pin 3 Blue Pin 5 Gnd Pin 6 Red Gnd Pin 7 Green Gnd Pin 8 Blue Gnd Pin 10 Sync Gnd Pin 13 Horizontal Pin 14 Vertical Connector - Phone Remote Pin 4 Data+ Pin 5 Data - The Remote Control Setting must be turned on for the remote to work. See Settings System.
Connector - Remote Radio RFU is a 6-pin XLR with the same pinout as on all ETC consoles The Remote Control Setting must be turned on for the remote to work. See Settings System.
Connector - External Trig 1-9 The external trig can be used for any console function by assigning appropriate Triggers in Event Lists. The external trig also allows the following functions directly. 1: Go 2: Pause 3: Go Back 4: Toggles Master 40 On/Off. The Remote Control Setting must be turned on for the remote to work. See Settings System.
Connector - Ethernet Pin 1 TX+ Pin 2 TXPin 3 RX+ Pin 4 NC Pin 5 NC Pin 6 RXPin 7 NC Pin 8 NC Connector - Keyboard and Mouse Keyboard and mouse are connected to the USB ports in the back of the console. Connector - Desk Light You can connect a standard desk light to the connectors in the top corners of Congo, and the rear left-hand side of Congo Jr.
Connector - Congo Kid Backpanel Observe that the Kid has monitor outputs to either 2xDVI or 1xDVI and 1xVGA.
MIDI MIDI allows you to interface with Time Code and other MIDI equipment.
MIDI - Introduction MIDI stands for Musical Instrument Digital Interface. The reason you can find it in a lighting console is that MIDI today is being used for a lot more than having synthesizers to speak to each other as was intended originally. Basically MIDI is a standard for transmitting notes 0—127 (on/off) with velocity (how hard they are played) and continuous controllers such as faders (volume for example). There are more parameters but these are the basic ones.
MIDI - Standard MIDI All MIDI functions need to be activated in the MIDI Setup. See System Settings - MIDI. MIDI NOTES & CONTROLLERS All keys and faders can send notes and controllers when this is activated in the MIDI Settings.You can use MIDI notes and controllers to remote control any key or fader of the Console. If you connect a MIDI Sequencer you can record all key presses and fader movements in real time and play back in real time.
MIDI - MIDI Show Control Congo supports sending and receiving of MIDI Show Control (MSC) commands. GO and Pause/Resume are commands that Congo sends when MIDI Show Control is enabled in the setup. GO, Stop, Resume and Set commands can be sent to Congo from other devices to control playback actions. Enable MSC and Device ID settings In the Show Control setup there are parameters for turning MSC on/off and setting the device ID. See Play Settings - Show Control.
RESUME Resumes the current crossfade. This is sent automatically when PAUSE is pressed after PAUSE and MSC is active. Resume (Main Playback): F0 7F 01 02 01 03 F7 SET The SET command allows setting Congo's faders to specific levels. An MSC SET command packet looks like this: Where defines the Controller number and defines the level. These are both 14-bit values, a combination of two 7-bit values. Both in and the first value is the LSB and the second value is the MSB.
The Controller numbers used in Congo are: Fader Value Master 1 00 00 Master 2 01 00 Master 3 02 00 ...
MIDI - Time Code Every sequence step can be triggered both manually, and by a specific MIDI Time Code time on the MIDI port. In the Sequence Editor, this time can be set or edited in a column to the far right. It is possible to enter a time code timestamp for each sequence step. When the specific time code position is reached, the sequence step will be executed providing Time Code is set to on. See System Settings - MIDI.
Edit time code in the sequence list (6.0) When you press MODIFY in the Time Code column, you will be presented with a Time Code Editor. In this editor you can Set, Add and Subtract time code values. All sequence steps that are selected before you open the Time Code Editor will be affected by the change. Also see Sequences - Sequence List. It is possible to enter timecode in a short form format. Entered digits will be assigned from right-to-left to frames, seconds, minutes and hours.
MIDI - Implementation Chart All MIDI messages described below can be sent or received on any MIDI Channel between 1 and 16. The values shown in parenthesis (like this = 144) all refer to MIDI channel 1. To be able to use other MIDI channels, you have to add the channel number and subtract 1. Example NOTE ON on channel 4 = 144 + 4 — 1 = 147. Keys All keys are transmitted as Note On and Note Off messages.
Console Keys - MIDI Chart Key MIDI Code (Hex) MIDI Code (Dec) -% 3C 60 [] 75 117 || 79 121 +% 3D 61 <------ 7D, 21 125, 33 << 7E, 5C 126, 92 > 73 115 >> 7E, 5D 126, 93 0 01 1 1 02 2 2 03 3 3 04 4 4 05 5 5 06 6 6 07 7 7 08 8 8 09 9 9 0A 10 A 0B 11 Align 7D, 62 125, 98 All 0C 12 AtLevel 22 34 Attrib 7D, 27 125, 39 B 23 35 Bank 7E, 41 126, 65 Beam 7D, 1C 125, 28 Blind 7E, 62 126, 98 Browser 7E, 71 126, 113 C 24 36 Capture
Key MIDI Code (Hex) MIDI Code (Dec) Ch— 26 38 Ch+ 27 39 Color 7D, 1B 125, 27 Column 7E, 53 126, 83 Connect 7E, 55 126, 85 Copy/Cut 7D, 5A 125, 90 DecimalPoint 3E 62 Delay 7D, 22 125, 34 Delete 51 81 Device 7D, 26 125, 38 Direct Select 1 7D, 6D 125, 109 Direct Select 40 7E, 1C 126, 28 Direct Select page 1 7E, 6B 126, 107 Direct Select page 5 7E, 6F 126, 111 Down 4D 77 Esc 2C 44 Fan 7D, 0A 125, 10 Fetch 2F 47 Flash 1 7E, 2D 126, 45 Flash 20 7E, 40
Key MIDI Code (Hex) MIDI Code (Dec) Insert 50 80 Inv Group 7D, 66 125, 102 Last 7D, 2A 125, 42 Left 4E 78 Live 7E, 5E 126, 94 Load 7E, 74 126, 116 Macro 35 53 Mask 7D, 28 125, 40 Master 7D, 2B 125, 43 Master Page- (lower) 7D, 5D 125, 93 Master Page (upper) 7E, 1D 126, 29 Master Page- (upper) 7D, 5F 125, 95 Master Page+ (lower) 7D, 5C 125, 92 Master Page+ (upper) 7D, 5E 125, 94 MasterKey1 0E 14 MasterKey20 21 33 MasterKey21 56 86 MasterKey40 69 105 Mas
Key MIDI Code (Hex) MIDI Code (Dec) Release 7E, 70 126, 112 Rem Dim 7E, 52 126, 82 Right 4F 79 Select 7E, 58 126, 88 Select All 7D, 30 125, 48 Seq 44 68 Seq- 6B 107 Seq+ 6C 108 Setup 46 70 Solo 7E, 48 126, 72 Start 45 69 Tab 7E, 5F 126, 95 Tap 7E, 54 126, 84 Text 7D, 64 125, 100 Thru 47 71 Time 48 72 Track 7D, 63 125, 99 Type 7E, 42 126, 66 U1 7D, 1D 125, 29 U2 7D, 1E 125, 30 U3 7D, 1F 125, 31 Up 4C 76 Update 7E, 4F 126, 79 Wizard 7D,
Console Faders - MIDI Chart Fader MIDI Code (Hex) MIDI Code (Dec) Lower_1 41 65 Lower_2 42 66 Lower_3 43 67 Lower_4 44 68 Lower_5 45 69 Lower_6 46 70 Lower_7 47 71 Lower_8 48 72 Lower_9 49 73 Lower_10 4A 74 Lower_11 4B 75 Lower_12 4C 76 Lower_13 4D 77 Lower_14 4E 78 Lower_15 4F 79 Lower_16 50 80 Lower_17 51 81 Lower_18 52 82 Lower_19 53 83 Lower_20 54 84 Upper_1 55 85 Upper_2 56 86 Upper_3 57 87 Upper_4 58 88 Upper_5 59 89 Upper_6
Fader MIDI Code (Hex) MIDI Code (Dec) Upper_12 60 96 Upper_13 61 97 Upper_14 62 98 Upper_15 63 99 Upper_16 64 100 Upper_17 65 101 Upper_18 66 102 Upper_19 67 103 Upper_20 68 104 AFader 69 105 BFader 6A 106 GrandMaster 6C 108 983
The Congo Story Congo is the result of ETC and AVAB efforts combining over 30 years of experience in lighting control. Here is some of the story. When Fred Foster of ETC acquired the Avab brand his aim was to maintain it and continue development. The Avab core team were given the possibility of a lifetime to hand pick people in the industry with the experience they wanted, and work together with the resources of ETC to create Congo.
Congo - The Avab Heritage Back in the seventies Avab was a leading Scandinavian lighting console manufacturer that held one of the world's two existing 999 channel consoles, the Viking. The other one was Strands Galaxy. Both were state of the art in their own way. Viking could talk (speech module) and had very exclusive thumbwheels with tactile feedback. Most of the functions for conventional lighting existed at this point in either or both of these systems.
Congo - Designing The Screens Moving to a graphical interface opened a lot of possibilities. Color, graphics, local menus, toolbars... Interviews led us quickly in a different direction. The main input we got from all roads of experience was "Don't clutter the screens. We want only the necessary information at a glance, and only colors for important stuff." True enough. Local menus, toolbars and colors were skipped for the simple concept of the Browser.
Congo - Designing The Hardware We knew we wanted the following • • • • • • Our navigation solution made physical High quality faders and keys Graphical displays next to the Playbacks Simple access for service Ergonomical key layout Screen holders for standard screens, that allow free view over the console We also wanted someone with a lot of experience of the lighting industry to put it together, so we took aboard Magnus Anuell, the engineer behind the successful Rainbow Color Scrollers.
Congo - The Eurovision The very first show run on the Congo was the Eurovision Song Contest final. The most prestigious annual live broadcast in Europe with over 250 million viewers. "It was a fantastic experience to see how four operators with completely different backgrounds handled the system, and how well it responded. It worked past our initial expectations.
Congo - The arrival of Jr! 2006 at PLASA the ultra-compact and modular smaller version of the Congo Console is presented - Congo JR. Packing every ounce of power from the larger console - this little beast is a dream come true for touring theatre operators, moving light operators and smaller-but-complex venue operators and designers. "The Congo Jr is a dream come true for any moving light operator, designer or tech wanting a full system in a very small package.
V5 - a new approach to effects! Along with cleanups, a lot of new functionality and several new related products like the rrfu remote and the Net3 Remote Video Interface the family is growing fast. Most interesing of all is the new approach to effects in v5. By introducing the Effect Playbacks together with three types of effects, very complex effects are made possible and accessible at the same simple level of control as a single intensity channel with some extra attributes.
RDM Functionality (6.3) The idea of RDM (Remote Device Management) is to make it possible for devices in a control network to communicate with the lighting control system. It can be used to simplify patching, addressing, and controlling modes of a device or supervising temperature via embedded sensors (when provided). There is a setting in Console Settings where you can disable "RDM Discovery" - Browser >General Settings >Console Settings (6.3).
DMX/RDM Gateway User Manual for directions on enabling and disabling RDM Discovery. Remember that only equipment with RDM will talk back to Congo. 2. As soon as an RDM device is discovered on the network this will be indicated at the top of the monitors, with a red "RDM:" and a number. The number indicates the quantity of discovered new devices on the network. A new device is one that has not yet been patched in the current show file.
RDM Indicators (6.2) RDM information about mismatches, communication, discovered devices and feedback is shown at the top of all screens. It will blink during RDM communication. Shows unpatched devices on top "RDM: #" Error messages will show as a triangle with a number Mismatch errors will show as "MISMATCH". Mismatch errors include patched settings not matching device settings, patch overlaps, and so on.
RDM Device List (6.2) The RDM Device List is the main RDM Window. This is a standard list of purely standard RDM information. It is the same for all devices. This list allows you to identify devices, change basic settings of the device (like start address, personality or mode) patch to Congo channels and access deeper settings of devices, if that functionality is supported by those devices. This list also shows conflict or mismatch states in red.
SUB DEVICES: If the device has more devices associated with it, for example, you have one RDM-capable dimmer rack that contains 6 individual dimmers, the rack settings would be found under Parameters and individual dimmer settings would be seen in the Sub Devices tab. SOFTWARE LABEL: Text from the device manufacturer RDM Device List Cache (6.3) Normally RDM cache is something you don't have to worry about. In some rare situations you may want to force a re-query. There is a column that shows cache status.
RDM Device Parameter List (6.2) The Device Parameter List provides access to the settings of each device that can be seen and controlled over RDM. This list is only available when there are discovered RDM devices. It is opened from the RDM Device List by pressing MODIFY in the Parameter cell of the device you wish to adjust. Note that regardless of which device you use to open this tab, it will show all devices of that model in the same table.
OSC Functionality (6.3) Open Sound Control (OSC) is a content format for messaging among computers, sound synthesizers, and other multimedia devices. You can remotely control Congo using OSC. You can remotely control OSC devices using Congo. OSC is often used as an alternative to MIDI, when higher performance, higher resolution and a richer parameter space is desired. OSC messages are commonly transported across networks using (UDP/IP, Ethernet).
Receive - OSC Input (6.3) To receive OSC commands you have to activate reception of OSC and select the appropriate Port number (default 7000) in Play Settings - Show Control. The device transmitting OSC needs both this port number and the IP address of your Congo system. You can check your IP address in Browser >About >About Congo. About OSC commands • • • • An OSC command consists of an address, sometimes followed by a value and/or an argument, eg "/masters/page/X" Buttons may be momentary.
/parameter/pantilt /parameter/huesaturation Independents /independents/fader/X <0.0-1.0> X= 1-6 /independents/key/X <0.0-1.
Press MODIFY or double-click on OSC Opens 1000
INDEX 8 8 bit 256 Step Levels, 459 A About, 165 About ‐ Congo, 166 About ‐ Play, 168 Action Macros, 284 All Palettes, 625 B Backup, 205 Backup Commands, 258 Backup Sync, 256 Balance Mode, 466 Beam Palettes, 628 Blind, 493 Block Values, 418 Browser, 111 Bugs, 88 Build & Modify Modes, 416 Bypass Startup Screen, 85 C Capture Mode, 460 CEM +, 261 Ch Only Mode, 458 Change User, 280 Channel Database, 520 Channel Layouts, 527 Channel List, 310 Channel Partitions, 544 Channel Views, 117 Channels, 452 Channels ‐
Masters, 759 Masters ‐ Settings, 763 MIDI, 969 MIDI ‐ Implementation Chart, 977 MIDI ‐ Standard MIDI, 971 MIDI ‐ Time Code, 975 MIDI Data, 285 MIDI Show Control, 972 Monitor, 210 Movefade, 398 Movies, 834 Mute & Solo, 131 N Navigating, 108 Net3 Remote Video Interface, 960 Net3/ACN Device List, 262 Network, 206, 243 Network ‐ Client, 249 Network ‐ Multiple Users, 251 Network nodes, 260 New, 174 O Organizer, 339 OSC, 997 Output, 204 Output Mode Switch, 133 P Parameter Definitions, 334 Parked, 513 Patch by
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