SOFTWARE VERSION 3.6 WWW.PRG.
AutoPar®, Bad Boy®, Best Boy 4000®, PRG Series 400®, MBOX®, MBOX Extreme®, OHM™, Super Node™, V476®, V676®, Virtuoso®, Virtuoso® DX, Virtuoso® DX2, and VL6C+™ are trademarks of Production Resource Group, LLC, registered in the U.S. and other countries. Mac®, QuickTime® and FireWire® are registered trademarks of Apple Computer, Inc. All other brand names which may be mentioned in this manual are trademarks or registered trademarks of their respective companies.
FOREWORD End User Software License PLEASE READ THIS DOCUMENT CAREFULLY BEFORE ACTIVATING, COPYING, INSTALLING, OR USING THIS SOFTWARE PROVIDED BY PRODUCTION RESOURCE GROUP, LLC. BY ACTIVATING, COPYING, INSTALLING, OR USING THIS SOFTWARE, YOU ARE AGREEING TO BE BOUND BY THE TERMS OF THIS LICENSE. IF YOU DO NOT AGREE TO THE TERMS OF THIS LICENSE, DO NOT ACTIVATE, COPY, INSTALL, OR USE THIS SOFTWARE AND PROMPTLY RETURN IT FOR A REFUND. 1) License. Production Resource Group, LLC.
WARRANTIES ARISING FROM A COURSE OF DEALING, USAGE, OR TRADE PRACTICE, OR ANY WARRANTIES OF NON-INFRINGEMENT OF ANY THIRD PARTY'S PATENT(S), TRADE SECRET(S), COPYRIGHT(S) OR OTHER INTELLECTUAL PROPERTY RIGHTS. PRG DOES NOT WARRANT THAT THE FUNCTIONS CONTAINED IN THE SOFTWARE WILL MEET YOUR REQUIREMENTS, OR THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED OR ERROR-FREE, OR THAT DEFECTS IN THE SOFTWARE WILL BE CORRECTED.
Revision History This manual has been revised as follows: Version Release Date Notes BASIC.1 April 23, 2010 Software version 1.0. Initial release. BASIC.2 October 14, 2010 Updated book format. (No changes to technical information.) .11 November 5, 2010 Updated to software version 1.1. .20 April 4, 2011 Updated to software version 2.0. .25 September 14, 2011 Updated to software version 2.5. Added V476 console. Added "Palette Store Dynamic Only" instructions to Dynamics chapter. .
Notes IV VX76 SOFTWARE USER MANUAL
TABLE OF CONTENTS Introduction About This Manual........................................................................................................................................................................ Products Covered......................................................................................................................................................................... Additional Documentation ....................................................................................
Patching Ranges ................................................................................................................................................................. Patch Editing .............................................................................................................................................................................. Using Command Line...............................................................................................................................
Colors .................................................................................................................................................................................. 76 Beams ................................................................................................................................................................................. 76 Intensity ..............................................................................................................................
Submaster Palette Area............................................................................................................................................................ 115 Presets Overview ................................................................................................................................................................................... Storing, Modifying, and Recalling Presets...........................................................................................
Chapter 7. Dynamics Dynamics Overview What is a Dynamic?.................................................................................................................................................................. Dynamics Super Palette ........................................................................................................................................................... Basic Guidelines..................................................................................................
Chapter 9. Special Features Advanced Control Manual Timing .......................................................................................................................................................................... QuickFocus............................................................................................................................................................................... Park............................................................................................
Loop ......................................................................................................................................................................................... Wait/Trail Time .......................................................................................................................................................................... Global Cue Time.......................................................................................................................
Intensity Mode ................................................................................................................................................................... Add/Solo Mode ................................................................................................................................................................. Go Fader Mode ...............................................................................................................................................
Off-Line Programming Performing Off-Line Programming ........................................................................................................................................... 316 Software Updates Updating System Devices ........................................................................................................................................................ 317 Chapter 14. 3D Graphic Display 3D Features Overview.................................................................
MIDI Notes Note Mapping ........................................................................................................................................................................... 354 MIDI/SMPTE Timecode Overview ................................................................................................................................................................................... Synchronizing Protocol ................................................................................
INTRODUCTION About This Manual This manual provides operating instructions for the Vx76 software application. These instructions apply to Vx76 software version 3.6. Familiarizing yourself with this information will help you get the most out of your lighting system. WARNING: It is important to read ALL accompanying safety and installation instructions to avoid damage to the product and potential injury to yourself or others.
For more information regarding Art-Net protocol, refer to the specification for Art-Net II Ethernet Communication Standard available from Artistic Licence Ltd. Artistic Licence (UK) Ltd (Registered Office) 24 Forward Drive, Christchurch Avenue, Harrow, Middlesex, HA3 8NT, United Kingdom +44 (0)20 88 63 45 15 (phone) +44 (0)20 84 26 05 51 (fax) www.artisticlicence.com Training Videos Console Training Videos are available on the PRG website. For a list of videos, refer to the following webpage: http://www.
Obtaining Additional DMX Profiles DMX fixtures are controlled by the console using a profile. The profile includes the number of DMX channels required to operate the fixture and parameter mapping for console control. A wide range of profiles are included with the console software, however, in the event you require additional profiles please send an email to profiles@prg.com. Please be prepared to provide the necessary information to generate the profile as required.
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1. GENERAL OPERATION This chapter provides guidelines for general operation, setting console preferences, and opening a show file.
GENERAL OPERATION About Vx76 Software The Vx76 software application provides the graphical user interface (GUI) for console operation. The Vx76 software is built on a Mac OS® platform which will be familiar to all windows-based software users. The Vx76 software provides standard menu-based operations that can be accessed on the external monitor display(s) by using the cursor or by touching the displays themselves (in the case of touch-enabled monitors).
Restart Vx76 Application The Vx76 software application can be independently closed and restarted. This is useful for upgrading the software or for restarting the application itself. To shutdown and restart Vx76 application: Step 1. At Vx76 menu, select Quit Vx76. Allow application to completely shut down. Step 2. At Mac desktop, double-click Vx76 icon to relaunch application. A new show file (or last open show file) will automatically load and Task Progress window will show progress of data downloads.
Window Operation The Vx76 application functions like any standard windows-based computer software. A menu bar provides access to system windows and controls. Menu Bar Working with the Windows: The Window menu offers several functions that assist with locating and sizing windows: + Minimize will minimize the current top window. + Zoom will enlarge the current top window. + Bring All to Front will bring the Vx76 windows to the top of the Finder. + Clear Window States will close and clear all Vx76 windows.
Restoring Vx76 Application: The Mac desktop dock will contain an icon for the Vx76 application once the software is running. To restore Vx76 as the top application, select its icon from the dock. Vx76 Icon Status Indicator Bar The status bar, located at the bottom of the external monitor display, provides information about current console status and operations.
Live/Preview/Off-Line Mode Indicates whether the console is in the Live, Preview or Off-Line mode. + Live Mode - used for live editing. While in Live mode, any manual control actions or event recalls (cues, effects, dynamic states, etc.) will be executed, in real time, on stage. (Refer to "Live/Preview Mode" on page 329.) + Preview Mode - used for preview editing. While in Preview mode, any manual control actions are stored to the appropriate luminaires, but are not executed on stage.
SETTING PREFERENCES Brightness Level (V476/V676 Only) For Front Panel and Monitors The brightness level can be set for all monitors, desk lamps, faders, and backlit switches. This is done by pressing the appropriate button at the Submaster panel while turning the Rate encoder. Press to dim: Backlit Switches Fader Backlights Desk Lamps External Monitors Internal Monitors While turning: Rate Encoder Figure 1-1: V476/V676 Submaster Panel To set a new brightness level: Step 1.
IMPORTANT NOTES REGARDING DIFFERENT TYPES OF VX76 CONSOLES Special Features to Accommodate the V476 Front Panel The V476 console provides the same programming capacities and capabilities as the V676 console, however, the desk is smaller and only one external monitor is provided. Since the same Vx76 software application is used on both consoles, special features were added with Vx76 software version 2.5 to accommodate the differences in hardware.
Workspace Swapping The V476 palette display space can display one of three different palettes (corresponding to the three palettes available on the V676 desk). To switch between palettes, press the appropriate button on the right side of the palette display. This feature also works on the external display monitor to match the three external monitors available with the V676 console. To switch between monitor display views, press the appropriate button on the right side of the palette display.
Special Considerations for the V276 On Mac The V276 On Mac console is considerably different from V476 and V676 consoles in that its front panel does not contain any touchscreen displays or, in some cases, the same hard buttons. This does not affect its capability to perform the same functions as the other Vx76 console types, however, in it may be necessary to use various desktop windows in order to perform the same actions.
+ The next set of exclusive buttons are used in conjunction with the V276 HUD palette. For example, when the V276 HUD window is open, pressing [1] will select palette entry 1 of the selected page/bank. (Refer to "V276 Display" on page 369.
SHOW FILES About Show Files All programming information for a production (i.e., a show) is stored in a show file. Show files are made up of individual data files nested within a show file folder. When the Vx76 software application is launched, it will automatically open the last show file used on the console, unless one is not available, in which case a new show file is automatically opened.
To open a new show file: A new show file can be opened at any time. + At Utilities screen, press New Show button. To rename, duplicate, or delete a show file: Only show files resident on the console’s hard drive can be renamed, duplicated, or deleted. Step 1. At left "Console" showfile list, select show file. Step 2. Press Delete, Rename, or Duplicate button as required. (Delete will require a confirmation.
Notes 18 VX76 SOFTWARE USER MANUAL
2. CONFIGURATION AND PATCH This chapter provides instructions for configuring the system and patching fixtures.
SYSTEM CONFIGURATION System Configuration Overview The system configuration tools provide details and configuration options for the console and system devices. The configuration can be stored for future reference using the Store/Clear actions. Note that the System button must be pressed to view the system info. Pressing Palettes will display a palette.
Using System Configuration Naming a Console The console naming feature is useful to identify each console when two or more consoles are connected to a single system. For example, you could name the consoles "Main" and "Backup." (Also refer to "Setting Up Backup (Secondary) Consoles" on page 313). The console name can be set or changed at any time using the System Configuration screen or Version Info window. To name a console using System Configuration: Step 1. Press This Console. Step 2.
Store/Clear Configuration Your system setup can be stored for future reference. After the configuration is stored, if a device is not online when the system is powered up, the missing device will be indicated in a darker gray color. Missing Node To store system configuration: Step 1. Press This Console. Step 2. Press gear icon to bring up Store and Clear options. Step 3. Press Store Config. To clear stored configuration: Step 1. Press This Console. Step 2.
Clear Errors / Reset Node Nodes can be reset from the System Configuration screen. To clear or reset node: Step 1. Press nodes. Step 2. Press button of required Node. Step 3. Press Clear Errors and/or Reset as required. Update Configuration In the event a new device(s) is added to your system while the console is powered up, the system can be repolled so that the new device(s) will appear in the System Configuration window. Note: This is not related to the Stored Configuration.
Ethernet Configuration The Ethernet settings for properly prepped consoles should be suitable for operation and will not require any configuration. However, if improper settings are detected, the Ethernet window can be used to resolve errors. To view/change settings: + At Setup menu, select Ethernet. The Ethernet window displays the current status of the Ethernet network, and offers a method for auto-configuration in the event there is a problem. The Vx76 control network is designed to work on the 10.67.x.
Device Pairing For proper operation, the software must pair with different pieces of hardware within the console. This process is completed during the console's installation, but may need to be paired again if internal devices are changed. Pairing console devices can be accomplished as follows: Step 1. At Setup menu, select Pairing. (Pairing window will open.) Step 2. Click Pair Devices button. Step 3.
PATCH Patch Overview Patching is the simplest way to manage the fixtures connected to the console. Patch associates a single control channel with a single fixture so that you can select one channel at the console and have control of all the fixture’s parameters (intensity, color, beam, etc.). The patch operates by creating a look-up table that the console uses to translate a fixture’s associated DMX address(es) into a single control channel. Patching can be done via the command line or Plan View.
DMX Universes The console provides for a maximum of 702 universes (labeled A thru ZZ), which are assigned to DMX buses or "hosts" (hardware outputs within the system). This means that the actual amount of buses available will depend on your system setup. To define DMX512 universes: Step 1. At Setup menu, select DMX Setup. (DMX Setup window will open.) Step 2. Select desired DMX Universe. Step 3. Enable Patch Edit by pressing Patch Edit button at bottom of window. Step 4.
Patch Procedures Luminaire patching can be done using the command-line keypad and central touchscreen. (It can also be done using the Plan View, however, this is covered in "Plan View Layouts" on page 41.) Enabling/Disabling Patch Editing To enable patch editing: + Press the Patch button on the touchscreen. (It will be highlighted in yellow and display "Patch Editing" when the editing mode is active.) To exit patch editing (disable): + To exit patch editing, press the Patch Editing button.
Patching DMX Fixtures The patch setup screens will be slightly different depending on whether a DMX fixture or conventional fixture is being patched. To patch a DMX fixture: Step 1. At command-line keypad, press [Patch] button. Patch dialog will open in central touchscreen and Patch Editing mode will be enabled. Step 2. First select a Manufacturer, then the Fixture type, then an Option (if applicable - not all fixtures will have options). Step 3. Press OK to go to next setup screen. Step 4.
+ Channel - fixture’s channel number. + Address - fixture’s DMX universe/address. The DMX universe and address is expressed with dot notation, for example, the first address of universe 0 (A) would be 0.1. + Lamp Curve - specifies lamp dimmer curve setting (if applicable): Fast Bottom, Fast Top, Full at 1%, Hot Patch, IES Square Law, Slow Bottom, or Slow Top. + Focus - options for swapping and/or reversing pan and tilt. + Location - for use with 3D graphic features. Refer to "X, Y, Z Locations" on page 323.
For example, to patch a conventional at channel 20, mapped to DMX universe 4, addresses 1-10, 12, and 15: + [Patch] [Chan] 20 [At] 4.1 [Thru] 10 [+] 12 [+] 15 [Enter] Scrollers are patched in a similar way, but the [Dimmer] key is used to specify where the intensity channels are patched. For example, to patch a scroller at channel 30, mapped to DMX universe 5, channels 1-5, with intensity on DMX universe 6, channels 1-5: + [Patch] [Chan] 30 [At] 5.1 [Thru] 5 [Dimmer] 6.
Patch Editing Patch editing can be done using the command line or the Patch spreadsheet window. Important! When entering the universe/address, a decimal point must ALWAYS be used even if only one value is provided. For example if entering both values, the entry would be [universe#.address#]. If entering only the universe, the entry would be [universe#.]. If entering only the address, the entry would be [.address#].
Patch Spreadsheet The Patch window displays patch information in a spreadsheet format. Data can be viewed in different categories using the various tabs located at the top of the window. The data can be edited while in the Patch Edit mode. To open the Patch window, select Patch from the Setup menu. + Address - The Address tab displays the data by address. A Tags column allows information to be added to each channel that can be used elsewhere in the console.
View Filtering Two filtering options are available using the "Follow Auto" and "Set Local" filter buttons at the top of the window. + Follow Auto - filters the view to the Auto Display Filter, if it is enabled. In other words, if the Follow Auto button is enabled in the patch spreadsheet, and the Auto Display Filter is enabled, the patch spreadsheet will only show channels that are selected on the console. + Set Local - sets any current channel selection as a local view filter.
Dimmer Curves Overview Dimmer curves provide better control of luminaire lamps. There are seven pre-programmed dimmer curves available: Fast Bottom, Fast Top, Full at 1%, Hot Patch, IES Square Law, Slow Bottom, and Slow Top. To set dimmer curve from Patch window: Step 1. At Setup menu, select Patch. Window will open. Step 2. Enable patch by pressing Patch button on touchscreen. (It will be highlighted in yellow and display "Patch Editing" when the editing mode is active.) Step 3.
Step 3. To move file in the direction selected, click Update at bottom of window. This will copy the file in the direction selected. (This is a permanent change.) Curve Name Console Date/Time Imports Files Copy Direction Column (Clicking in column toggles to arrows) Exports Files Show File Date/Time Updates Files Dimmer Curve Graph Deletes Selected Dimmer Curve To import dimmer curve files: New dimmer curve files can be imported into the dimmer curves window.
PLAN VIEW General Plan View Operation All patched luminaires are displayed in the Plan View. Operation of the Plan View can be done from the central touchscreen (available on the front panel - V476/V676 only) or the Plan View window (available from the Setup menu). The operations are basically identical whether you are using the touchscreen or software window.
To select/deselect multiple icons at once: + Using finger, drag box around icons you wish to select. Selected icons will be highlighted in orange. + Double-tap in Plan View to deselect all icons. + Press Cmd+A on the Mac keyboard to select all fixtures. Zoom Selected areas can be zoomed using the zoom controls. To zoom into a selected area: Step 1. At Plan View, touch white Zoom icon. (When Zoom mode is active, luminaire icons will not be selected when dragging to create a box.) Step 2.
To recenter selection box: + While in Zoom mode, tap in Plan View to recenter the selection box at any time. To zoom to selected fixture: + While in Zoom mode, select a fixture icon then press the Zoom-To-Selection icon. Pan The view can be panned. To pan the view: + Press and hold [Shift] while dragging finger in Plan View. The viewing angle will be panned as you drag. Nudge and Align When Patch Edit mode is enabled, several new action icons appear at the right of the Plan View.
Plan View Settings Various Plan View options can be set using the Layout Settings screen. + Canvas - sets options for the Plan View size, dimensions, and origin. + Grid - sets Plan View grid size, visibility, snap option. + Display - sets the attribute which will be displayed under the fixture icon in the Plan View. By default, the channel numbers are displayed, but this can be changed using the Attribute pop-up menu. To configure Plan View settings: Step 1.
Plan View Layouts The Plan View can be displayed in either a 2D or 3D layout, or custom layouts may be created. 2D/3D Layouts The Plan View includes two pre-configured layouts which will display the fixtures according to either 2D or 3D data. (The 2D Layout is the default.) To change layout: Step 1. At Plan View, press Layout. Step 2. At layout selection menu, select new layout. (If custom layouts have been created, these will be included in the list.
To create a custom layout: Step 1. At console’s central touchscreen, press Plan View. Step 2. Press gear icon to open Layout Settings window. At window, press New icon to generate a new layout. Step 3. Adjust Layout Settings as required. Step 4. Press Done to save configuration and close window. Layout Button Layout Selection Menu Current Layout Gear Icon Layout Settings Window To label a custom layout: Step 1. Press Layout to open layout selection menu. Step 2.
Step 4. Press Done to save configuration and close window. Selected Layout To switch between layouts: Step 1. Press Layout to open layout selection menu. Step 2. At menu, select a new layout. Layout will load into Plan View window. Caution: If another layout is opened without first saving the patch edit, any changes to the previous layout will be lost. (Save patch edits by disabling the patch and following the save dialog.
Plan View Actions (Show/Hide) Various Plan View options are available from the Actions menu. These options can be used to apply channel selection and show/hide fixtures in layouts. + Apply Channel Selection - takes current channel selection and makes it the patch selection. This only works when the Plan View is in Patch Edit mode. + Select All/Visible/Hidden - these options select either all, the visible, or the hidden channels in the current layout.
Plan View Regions The Regions feature allows rectangular areas to be drawn on the Plan View for use as organizational tools. The region contains meta data for the included fixtures so that they can easily be added to groups, presets, cues, etc. based on their location. It also provides an easy method for selecting fixtures within a region. Guidelines: + Multiple regions may be created. + Regions can overlap. + Regions can be labeled and deleted as desired.
To edit a region: Step 1. Touch region name. (Name will be highlighted in a box and the region outline will change to a dashed line.) Step 2. To move, drag box’s label to a new location. Or, use the four arrows at the bottom of the Plan View to nudge the box right, left, up, or down. Step 3. To resize, drag bottom-right corner (enlarge or reduce). Step 4. Double-tap outside of box to turn off editing mode.
Patch Fixtures in Plan View An Add Fixture icon is available in the Plan View while patch is enabled. This feature provides an alternate method for patching fixtures that sets the 2D and/or 3D location when the fixture is placed. To patch a fixture using the Add Fixture icon: Step 1. Make sure patch is enabled. (Refer to "Enabling/Disabling Patch Editing" on page 28.) Step 2. Press Add Fixture icon. (It will highlight.) Step 3. Touch within the Plan View area to place fixture (at the touched location).
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3. MANUAL CONTROL This chapter provides instructions for controlling luminaires in order to build cues.
CHANNEL SELECT Overview When the patch was defined in the previous chapter, each luminaire was assigned to a control channel (refer to "Patch Overview" on page 26). Selecting the channel will give you control of the luminaire’s parameters in order to build cues or to store as groups of channels, presets, palettes, etc. In addition to the methods of channel selection covered in this section, channels can also be selected in the Plan View and 3D Graphic windows.
Eight select buttons are available for simplifying channel selection: Slice Zero Mark All Invert Clear + [Slice] - for future use. + [Zero] - selects all channels in a zero* state. + [Mark] - selects all marked* channels. + [All] - selects all patched channels. + [Dynam] - for future use. + [Active] - selects all channels with active* luminaires. + [Invert] - deselects currently selected channels and selects all other patched channels. + [Clear] - clears all channel selections.
Select a single channel (or multiple single channels): Step 1. At Century Buttons, press [0] through [1900] as required. Button will light. Step 2. At 100-Button Array, press button of channel number to be selected, [1] through [100]. Button will light. Step 3. To select multiple single channels, continue selecting channels (channel selections "pile on"). Example: To select channel 521, press the page [500] button and then press [21] on the 100-button array. Select a range of channels: Step 1.
From Channel Select Window Selecting channels from the Channel Select window is similar to selecting channels in the Channel Select panel. + Open the window by selecting Channel Select at the Operation menu. + Click the pin icon at the top-right corner to keep the Channel Select on top of other windows. (When pinning is active, the pin icon will turn from gray to white.) [1000] Millennium Button - Routes control to first 1000 channels when not selected / routes control to second 1000 when selected.
Six buttons are available for simplifying channel selection: + [Clr] - clears all channel selections. + [All] - selects all patched channels. + [Inv] - (Invert) deselects currently selected channels and selects all other patched channels. + [Act] - selects all channels with active* luminaires. + [Mar] - selects all marked* channels. + [Z] - selects all channels in a zero* state. Four status mimic buttons are available.
Select a single channel (or multiple single channels): Step 1. Select [1000] as required. Step 2. Select [0] through [900] as required. Button will light. Step 3. Select button of desired channel. Button will light. Step 4. To select multiple single channels, continue selecting buttons of channels to add (selections "pile on"). Example: To select channel 521, ensure that [1000] button is not active, select the page [500] button and then select [21] on the 100-button array.
From Keypad Channels may also be selected using the command-line keypad, available on the front panel. Guidelines: + Any combinations of [ + ], [ - ], and [Thru] are allowed. + Pressing [Enter] completes the channel selection. + Because the keypad always defaults to channel entry mode, use of the [Chan] (channel) button is optional.
[Next] and [Last] The [Next] and [Last] buttons will step through all channels. Intensity Full Mark Open Out Zero Close Flip High Light [Next] and [Last] Buttons Last Pan Next Tilt Note: The V676 console is shown in this example, however, these buttons are found on all Vx76 console front panels. Figure 3-2: Next and Last Buttons + [Next] - increments the channel selection by one.
LAMP CONTROL Start Start will function for all arc luminaires with remote start capability. Start lamps using menu bar: Step 1. Select required channels. Step 2. Set luminaire(s) in recommended starting position according to manufacturer’s specifications. Step 3. At Special menu, select Start. Start lamps using [Start] button: Step 1. Select required channels. Step 2. Set luminaire(s) in recommended starting position according to manufacturer’s specifications. Step 3. At Channel Select panel, press [Start].
Home / Reset (Recalibration) The [Home/Reset] button and corresponding menu items provide the following options: + Home - sets all parameter timing to zero and clears any intensity Mark or Zero states. + Reset - recalibrates luminaire. [Home/Reset] is dual action button. Utility Start Arm Douse Home Reset Return parameters to defaults (home): Step 1. Select required channels. Step 2. Press and hold [Arm] while pressing [Home/Reset] once, or select Home from Special menu.
ENCODER CONTROL Overview The manual control encoders provide control of luminaire parameters. The encoders may be controlled using either the encoder knobs on the front panel or using the Encoders software window. Front Panel Encoders The front panel provides a mix of "hard" and "soft" encoders. Pan, tilt, and intensity parameters are mapped to permanently assigned "hard encoders," while the remaining parameters are mapped to "soft encoders.
Front Panel Encoders When a luminaire is selected for manual control, the encoders and buttons available on the front panel can be used to change its parameters. Min/Max Buttons - Programmable buttons for quickly accessing minimum or maximum settings. (Default is set to actual luminaire min and max settings.) Encoders Mapped Control Parameters open Z Pos other Function Buttons Press to map a function to the soft encoders.
When turning the encoder knobs on the V276 console front panel, the adjusted values will be displayed in the V276 HUD. (For more information about this window, refer to "V276 Display" on page 369.) Function Encoders (4) Four knobs which control luminaire parameters as selected by the Encoder Buttons. Encoders Buttons Selects a parameter type for control by Encoder Knobs.
Value/Range Display When an encoder function is selected (i.e., Color, Beam, Image, 3D, Dynamics, or Frame), the current value will be displayed in the touchscreen area and/or V276 HUD. The value to the left of the encoder label shows the title of the range, while the value below the encoder label shows the parameter value or label (such as 'open' or 'full'). The range labels and defined values are set in the fixture profile. Range Value The displayed value will come from the lowest selected channel.
Pan and Tilt Pan and tilt are controlled by the two encoders marked Pan and Tilt respectively. These knobs can be used to change the position of a luminaire’s beam. Buttons above these encoders are also associated with pan and tilt functions: + [Flip] causes selected luminaires to pan and tilt until the head is pointing in the same direction as before. The head assembly pans 180 degrees and tilts as required so that the head points in the same direction.
Color When [Color] is selected, the soft encoder mapping is as follows: Page 1 Z Pos (open/other) Wheel 2 (open/close) Wheel (open/close) - also controls gel scrollers Magenta (open/close) Yellow (open/close) Cyan (open/close) Page 2 Z Index (open/other) Y Index (open/other) X Index (open/other) Color 8 (open/close) Color 7 (open/close) Color 6 (open/close) Beam When [Beam] is selected, the soft encoder mapping is as follows: Page 1 Beam 2 (open/close) Frost (in/out) Strobe (stop/max) Zoom (large/small) Ed
Image (Gobo) When [Image] is selected, the soft encoder mapping is as follows: Page 1 Edge (hard/soft) w/ [Shift] button pressed - Zoom (large/small) Effect Index (open/other) w/ [Shift] button pressed - Effects Rotate (stop/max) Effect (open/other) w/ [Shift] button pressed - Effects Spin (stop/max) Index (open/other) w/ [Shift] button pressed - Rotate (stop/max) Rotating Gobo (open/other) w/ [Shift] button pressed - Rotating Spin (stop/max) Gobo (open/other) w/ [Shift] button pressed - Spin (stop/max) Pag
Dynamics When [Dynam] is selected, the soft encoder mapping is as follows: RATE (5 sec / +1 sec) w/ [Shift] button pressed - RATE (5 sec / -1 sec) w/ [Fan] button pressed - RATE (5 sec / fan +1 sec) This encoder changes the rate of a dynamic on parameters selected in the Filter window. CCW speeds up the rate, while CW slows the rate down. The rate can also be fanned. SIZE (default / autoFit) This encoder changes the size of a dynamic on parameters selected in the Filter window.
Effect When [Effect] is selected, the soft encoder mapping is as follows: Fade Out (0.0) Fade In (0.0) Decay (0.0) Sustain (0.0) Attack (0.0) Step (0.0) Refer to the "Effects" chapter on page 169 for more information about using the encoders with effects. Storing New Default Minimum/Maximum Settings (V476/V676 Only) The min/max buttons associated with each function can be programmed with your own default settings as required. These settings are referred to as hard/soft, in/out, etc.
Sliding Encoder Sidebar (V476 Only) The sliding Encoder Sidebar is used with the six "soft" encoders available on the V476 front panel. The V676 has a designated area for displaying encoder controls, but since the V476 desk is smaller, these controls are displayed using the sliding sidebar. The sidebar appears in the same space as the central and palette displays when an encoder is turned or an encoder function button is pressed.
Encoders HUD Window The Encoders software window functions just as the front panel encoders to provide incremental control of luminaire parameters. Refer to the function explanations in the section "Front Panel Encoders" on page 61 for more in-depth information on each encoder function and the associated min/max settings. To operate the window controls: + At Operation menu, select Encoder HUD to open Encoders window.
Fan The Fan function allows "fanning" of any encoder-controlled parameter across multiple channels. For example, it could be used to "fan" a dynamic across a group of luminaires in order to achieve a more random effect. It does this by giving each channel an "offset" starting point so that each luminaire starts the action at a different time (instead of simultaneously). There are five fan mode types: Left fan, Right fan, Center fan, Ends fan, and Tilt fan.
Encoder Fan Examples The following are a few examples of fanning as shown in the 3D Graphic window: 72 Tilt Center Fan Tilt Ends Fan Tilt Right Fan Tilt Left Fan Pan Out Fan Pan In Fan VX76 SOFTWARE USER MANUAL
High Resolution Mode The encoder high resolution mode can be used for fine tuning luminaire parameters. To turn on high resolution mode: Step 1. At front panel, select desired encoder function (Preset, Color, Beam, etc.) by pressing its button. Step 2. Double-click [Slow] button to latch high resolution mode on (LED will flash when enabled). Step 3. Turn encoders to fine tune luminaire parameters. Step 4. Double-click [Slow] button again to turn high resolution mode off.
KEYPAD CONTROL Overview The control (or command-line) keypad also provides manual control of luminaires. Luminaire parameters can be set from the keypad just as they can from the manual control encoders, although in most cases the Sneak function is also required. This section will cover all manual controls that can be executed using the command-line keypad alone. Advanced manual control using the keypad will be discussed along with the Sneak function in "Timing, Filters and Sneak" chapter on page 85.
Store Color 8 * store color 8 Recall Preset 15 * sel recall preset 15 Command-line entry guidelines: + When entering command lines, it is not necessary to specify channel information if the required channels are already selected. If new channels are selected for modification on the keypad, this is reflected at the Channel Select panel. + [Clear] functions as a backspace key when used during command-line construction. [Clear] is the only thing that clears a syntax error.
Setting Parameters From Keypad Presets The keypad can be used to assign presets to selected luminaires. The preset entered on the keypad corresponds to the preset saved in that particular Preset palette (refer to "Presets" on page 116). Examples: + [n] [Preset] [m] [Enter] - applies preset m to the selected channel n (where m is the discrete preset number). + [n] [Thru] [q] [Preset] [m] [Enter] - applies preset m to the selected range of channels (where m is the discrete preset number).
Intensity The keypad can be used to adjust the brightness of the luminaire’s beam. Intensity responds to a percentage value of 0-100. The [At] button is used to enter intensity values: + [n] [At] [m] [Enter] - changes the intensity level of the selected channel to m. + [n] [Thru] [q] [At] [m] [Enter] - changes the intensity level for the selected range of channels to m. The [Full] button is used to quickly set intensity to 100%.
LUMINAIRE STATUS Luminaire Status Window Overview The Luminaire Status window can be used to view current luminaire data as a numeric value or preset reference. (The window is merely a way to display and review data and does not provide editing functions.) + At Operation menu, select Luminaire Status. (Data will be displayed for all luminaires.) Note: Multiple Luminaire Status windows can be open at the same time with different settings for each.
Display Settings Use the following buttons to display different types of data: + Value (V) - displays the numeric value currently being received by the luminaire for each parameter. + Parameter (P) - displays the Preset, Color or Beam which the parameter is currently referencing (default setting). + Shifted Parameter (S) - displays any shifted parameters which have been set at encoders. + Timing (T) - displays any associated timing information.
Manual Change Filter The Luminaire Status window provides a method for displaying only channels and parameters that have been modified manually. This provides a quick way to see which channels have been modified from recalled cues. To use the Manual Filter: + Click Enable Manual Filter icon to display manually modified channels. + To disable Manual Filter, click Disable Manual Filter icon.
Customizing Luminaire Status Toolbar The Luminaire Status Window toolbar can be customized using the Customize Toolbar window. To customize toolbar: Step 1. At View menu, select Customize Toolbar. Step 2. Drag icons or default set into toolbar. Selecting Channels from Luminaire Status Window Channels can be selected from the Luminaire Status window by clicking in the channel field. (This must first be configured in Settings window as shown below.
Parameter Columns Window The Parameter Columns window is used to define which types of information will be displayed in the data window (columns). Using the cursor, select or deselect the boxes as required. For Focus and Color, two display options are available. Focus can be displayed as a single column and/or two columns, pan and tilt.
Intensity Window The Intensity window can be used to view intensity values for all patched channels. Selections made at the Channel Select window or panel and/or command-line keypad are highlighted in the window and subsequent changes to intensity values are reflected in the display. + At Operation menu, select Intensity. + Using manual controls, change intensity values as required. Changes will be reflected in display.
Configuring How Information is Displayed In the window’s default state, all patched channels are listed horizontally with a vertical line inserted between nonconsecutive channel numbers. User defined columns: All channels shown with unpatched channels grayed out, width of window can be changed to modify the number of channels displayed in each row, scroll bar allows access to all channels. Displaying an Additional Parameter The Intensity window can display an additional parameter below the intensity level.
4. TIMING, FILTERS AND SNEAK This chapter provides instructions for using the timing filter, function filter and sneak features.
OVERVIEW Timing Filter, Function Filter and Sneak The Timing Filter, Function Filter and Sneak features can be used alone or in conjunction with the command-line keypad to apply parameter timing values and function filters during store and playback operations, and to manually control luminaires "on the fly". + Timing Filter - used to apply timing, delay, and speed values to any and all combinations of parameters.
General Operations Operation of the Timing Filter and Function Filter can be done from the central touchscreen available on the front panel (V476/V676 only) or the Timing/Filter Display window (available from the Operation menu). The operations are basically identical whether you are using the touchscreen or software window. To select the mode: To open the Timing Filter or Function Filter, press the appropriate button at the bottom of the touchscreen.
TIMING FILTER Overview The Timing Filter is used to control the duration, delay, and speed of parameter transitions. For example, timing can be used to define how fast a luminaire will pan from one position to another and how long it will take for its intensity to fade from 0 to 100 percent. Timing (total transition time), delay, and speed values can be applied to any and all combinations of parameters within a cue. Timing or speed can be entered along with a delay, but not both.
Time/Speed Formats Time Time controls the duration of change for any parameter. Guidelines: + Each parameter can have an individual time. + Intensity can have both an up and down fade time. The direction of the intensity transition at the time of playback determines which of those two values is used. + Cue timing includes the movement of longest duration (combination of delay and time) and the longest intensity transition (combination of delay and up/down fade time).
Timing Filter Operation The Timing Filter is used to define an entire timing scheme, which can then be sent to selected luminaires using the Time Filter Enter button. The Timing Filter is also used to specify the target of timing entries made at the commandline keypad. When the Timing Filter is selected, current timing, delay, and speed information is displayed within the cell of its associated parameter.
Set intensity delay time: Intensity timing can have two values: one which controls the intensity transition if the intensity is fading to a higher level (up time) and one which controls the transition if the intensity is fading to a lower level (down time). Step 1. Select channels as required. Step 2. INTENSITY [Time] [1] [.] [0] [Delay/Speed] [.] [5] [Enter] - sets the up and down times to 1 second, with a one-half second delay. * Set intensity up or down time: Step 1. Select channels as required.
Fanned Timing and Delays Timing and delay attributes can be "fanned" into channel selections using the soft encoders or command-line keypad. This function works in conjunction with the Function Filter. The parameter you are working with must be selected in the Function Filter. Note: Also refer to "Fan" on page 71. From Encoder Step 1. Using Function Filter, set parameter filters. Step 2. At soft encoder window, turn Fan on by holding down [Fan] button or double-clicking [Fan] button. Step 3.
FUNCTION FILTER Overview The Function Filter is used to withhold (or mask) certain parameters or parameter attributes from a preset or a cue, and to control what is recalled in a submaster. Important! It is important to note the exact meaning of the term "filter" as it pertains to console operation. When a parameter is not filtered (i.e. selected/highlighted at the Function Filter screen), its data would be transferred during any subsequent store or recall operations. When a parameter is filtered (i.e.
Filter Guidelines: + The timing filter is globally applied, not individually for each parameter. When a parameter is filtered, its time is also filtered. This is always true except if a Selective Store is performed with only time selected. In this case you will get all the times for all parameters. + Filters affect selective store and selective recall commands (refer to "Selective Store" on page 260 and "Selective Recall" on page 261).
Function Filter Operation When the Function Filter is accessed, by default, all parameters are selected (not filtered). Change filtering for parameters as follows: + To prohibit the store or recall of all attributes of a parameter, use the main category button (such as FOCUS, COLOR, BEAM, etc.) to deselect all. + To prohibit the store or recall of one attribute of a parameter (zoom, for example), select the appropriate cell on the screen to deselect.
SNEAK Overview The Sneak feature works in conjunction with the command-line keypad to provide manual control of luminaires. Sneak provides a means of creating manual control moves "on-the-fly." Attribute values, presets, color, beam, and cue data can all be assigned to parameters and then recalled using manual time or speed, or by pressing Enter. This allows you to "sneak" in a move, not originally programmed, during programming or the playback of a show.
Sneak Values Sneak values are entered numerically at the keypad using the [Sneak] button. Use discrete numbers from the following ranges for parameter values: Function DMX512 Value Intensity 0-100 Pan* 0-65535 Tilt* 0-65535 Blue 0-255 Amber 0-255 Magenta 0-255 Color Wheel 0-255 Gobo Wheel 0-255 Gobo Index 0-255 Rotating Gobo 0-255 Beam 0-255 Zoom 0-255 Edge 0-255 Frame n/a Strobe 0-255 * Pan and Tilt sneak values can only be entered in the value range 0-1023.
Sneak Operation Sneak values are entered using the [Sneak] button and either the Timing Filter or Function Filter screen. After the sneak operation has been defined, pressing the Timing Filter’s ENTERbutton or the Function Filter’s TO CUE button will cause all selected luminaires to move into the new position as defined by the values. The values are entered numerically at the keypad. Perform a sneak action using current timing information: Step 1. Select channels as required. Step 2.
Examples: + Pan [Sneak] [Time] [2] [Enter] will input a time of 2.00 seconds. + Pan [Sneak] [512] [Time] [2] [Enter] will input the value 512 into Pan with a time of 2.00 seconds. + Pan [Sneak] [512] [Time] [2] [.] [.] [Enter] will input the value 512 into Pan with a time of 2:00 minutes. + Pan [Sneak] Cue [10] [Enter] will input cue data from Cue 10 into Pan. + Pan [Sneak] [Speed] [20] [Enter] will input a speed of 20.
Sneak Value or Percent Sneaks can be done by value or by percentage using either the command-line or direct-entry methods. Using Command Line When using the command line, the type of entry (Value or Percent) is based on the Parameter setting in the console Settings/General window. Refer to "General Tab" on page 306. In this case, enter a sneak command as usual, such as [Sneak] [#] [Enter] - where the # is either a value or percentage based on the Parameter setting.
TEMPLATES Timing/Filter Templates The template section, found at the bottom of both the Timing Filter and Function Filter, provides 20 programmable templates that can be used to store frequently used settings. Template Palette Buttons Storing and Recalling Templates Store a new template: Step 1. At Timing Filter or Function Filter, set parameters as desired. Step 2. Press and hold [Store] while pressing Template Palette Button. The settings will be stored.
Notes 102 VX76 SOFTWARE USER MANUAL
5. PALETTES This chapter provides instructions for using the Palettes feature.
GENERAL PALETTE OPERATION Overview What are Palettes? A palette is a pre-stored or user-defined set of parameters (presets, colors, beams), selections (groups, snapshots, cue stacks) or events (macros, effects, dynamics). Palettes can be used to simplify channel selection, manual control of luminaires, cue and effect creation, event recall, and to ensure consistency of cue parameters throughout the cue list.
System-Wide Palette Store Options The System Settings window provides options for system-wide palette store operations. These settings are: + Lowest Active Device - draws data from the lowest channel number with intensity of that type, regardless of selection. + Lowest Selected Device - draws data from the lowest selected channel number of that type, regardless of intensity state. + Use Function Filter on Color Store - when checked, Color store operations will be affected by the function filter.
Front Panel Palette Displays (V476/V676 Only) The V676 front panel contains three (3) full palette displays and one (1) single palette area above the submasters.
20 physical buttons (labeled 1 through 20) are provided below each palette display. These work in combination with the palette located in the lowest position of the display. This provides a "hard button" alternative to the touchscreen.
Desktop Palettes Window Palettes can also be viewed in the desktop windows by selecting Palettes from the Operation menu. These window palettes are fully functional and scalable, with the same 4x20, Century, and Super palette views found in the front panel of the V476 and V676 consoles. (For the V276 On Mac console, this is the only method of working with the palettes.) Guidelines: + Multiple instances of the palettes may be opened on the desktop.
General Operation No matter whether you are using the front panel displays or software window, the palette operation is the same. Control Buttons Standard Palette Screen To move a palette into bottom position: Press the arrow button to the right of the palette to move it into the bottom position. (This will swap it with the palette that is currently in the bottom position.) To display as a century screen: Press the Century button to display the 100-button array.
To access a different palette: Step 1. Press and hold the currently selected function to display all options. Step 2. Select Preset, Color, Beam, Group, etc. by pressing the corresponding button on the touchscreen. For example, press Beam as shown below to bring up options, then press Color. The Color palette will become the new selection. Currently Selected Function (press to bring up options) To access a different page within a display: Press desired page button at top of palette.
To store a setting: Step 1. Select required channels. Step 2. Ensure the target function is selected on at least one palette (for example, Beam as shown below). Step 3. Using manual controls, set all required parameters. Step 4. Filter attributes as required. Step 5. Press and hold [Store] while pressing Palette Button. (The store action will be confirmed by changing the default number to white unless a label is specified.) Store Update Grab Palette Buttons To apply stored settings: Step 1.
Palette Labels Applying Labels to Palettes Each palette may be given a custom label. When labeling, the name can be entered on the console touchscreen keyboard or computer keyboard. To label a bank, page, or palette: For all storable items, the default label (number) will move from the middle to the top line of the palette button when something has been stored in it. Step 1. Press and hold [Label] while pressing any bank, page, or palette button. Step 2. Enter alpha/numeric label.
Label Shortcuts Label Shortcuts allow a user to create a selection of commonly used words that can be used to quickly create new labels. To store a selection: + Select desired field and press [Store] / User # slot to store data into a shortcut field. For example, [Store] / User 3 would store the data into the User 3 slot. To recall a selection: + Press a User # slot to bring the word into the current label field.
Century Palette Window The Century palette is a resizable window which displays a full bank of palettes. To open Century palette window: + At Operation menu, select Century Palette. 100 Palettes Note: Multiple instances of this window can be opened at the same time.
Submaster Palette Area A single palette viewing area is also available above the submaster display. + The Palettes and System buttons on the left switch between viewing the palette and the system overview. + Due to limited space, it will not switch to century or super palette mode, but it can be set to any function or bank. + This area is controlled in the snapshot filter as the upper button in the top-right display, and may be snapped independently from the submasters area.
PRESETS Overview The Preset palette is used to store specific luminaire parameters for the purpose of building cues. Typically, a Preset will contain focus (pan/tilt) information only, but with the Vx76 consoles any desired parameter (except timing) can be stored in a Preset as determined by the filter settings. The touchscreen display is used to control the filters (refer to "Function Filter" on page 93). Since focus is a large part of the Preset feature, no standard pre-programmed Presets are available.
Storing, Modifying, and Recalling Presets From Palettes Store a new preset using Presets palette: Step 1. Select required channels. Step 2. Ensure Presets are selected on at least one palette. (Refer to page 110.) Step 3. Using manual controls, set all required parameters. Step 4. Filter attributes as required using touchscreen display. Step 5. Press and hold [Store] while pressing Preset Palette Buttonor [Store] / [Label] / Preset Palette Button xxxxxxEnter/Accept.
Delete an entire Preset: Note: If cues are referenced in a Preset, the Preset cannot be deleted, but it can be moved or copied. Step 1. Select all channels in that Preset. Step 2. [Delete] [Preset] [n] [Enter] (where n is the discrete preset number) or press and hold [Delete] while pressing Preset Palette Button. The display will now show this as an "empty" Preset. Delete a specific channel’s Preset data: Step 1. Select channels you wish to remove from a Preset. Step 2.
From Keypad Note: All Presets have a discrete number which is used when accessing Presets from the keypad. Presets maintain this number, even when given another label. Store a new Preset: Step 1. Select required channels. Step 2. Using manual controls, set all required parameters. Step 3. Filter attributes as required using Filter Display window. Step 4. Press [Store] [Preset] [n] [Enter] or [Store] [Preset] [n] [Label] xxxxxxEnter/Accept (where n is the discrete Preset number).
Preset Data Window Preset data can be viewed in the Preset Data window. The top portion of the window shows the current Presets, along with all associated labels, channels, and filters which have been stored into them. By selecting a single Preset and clicking on the Data drop-down window button, all of its parameter data can be viewed. Double-clicking on channels will recall filters and stored channels. The Value (V) button will display the numeric value which has been stored into each parameter.
COLORS Overview The Color palette provides a means for storing and recalling up to 300 colors. These can be used for building cues and effects. Colors are stored by luminaire type. This means that for any one luminaire type, only one Color setting can be stored in a single Color palette. For example, a palette can store different settings for Bad Boy® and VL6C+® luminaires, but multiple settings cannot be stored for multiple Bad Boy luminaires.
Storing and Recalling Colors Note: Beams and Colors are global settings by luminaire type. During a store operation, the parameters that are stored will be drawn from either the lowest active luminaire or lowest selected luminaire as determined by the console’s default setting (refer to "System-Wide Palette Store Options" on page 105). From Palettes Store a new color using Colors palette: Step 1.
Note: This action will delete color information for all types stored. Recall a Color: Step 1. Select required channels (only selected channels that have data stored in that Color will be affected). Step 2. Press [Color] [n] [Enter] (where n is the discrete Color number). Color Palette Data Window Color data can be viewed in the Color Palette Data window. The top portion of the window shows current stored Colors, along with all applicable luminaires.
To perform a Paste Merge or Paste All action: Step 1. At top of column, select name box of source luminaire (for example, VL5). Step 2. At Mac keyboard, press WIN + C (to copy). Step 3. At top of column, selected name box of destination luminaire (for example, VL5Arc). Step 4. Press WIN + V (to paste). Step 5. At confirmation dialogue, press Paste (Merge) or Paste (Replace All).
BEAMS Overview The Beam palette provides a means for storing and recalling up to 200 beam states. These can be used for building cues and effects. These programmable Beams can include parameters such as beam (zoom, shutter, framing), edge (frost, effect, prism), and gobo (static, rotating, index, effects, effects rotation) as determined by the beam edge and gobo filter settings (refer to "Function Filter" on page 93). Beams are stored by luminaire type.
Storing, Modifying, and Recalling Beams Note: Beams and Colors are global settings by luminaire type. During a store operation, the parameters that are stored will be drawn from either the lowest active luminaire or lowest selected luminaire as determined by the console’s default setting (refer to "System-Wide Palette Store Options" on page 105). From Palettes Store a new Beam using Beams palette: Step 1. Select required channels. Step 2. Ensure Beams are selected on at least one palette.
Modify Beam data for an existing luminaire type: If you are modifying a Beam with data from the same type of luminaire, then the data will be replaced. Step 1. Select required channel(s). (The channel should contain the same luminaire type as currently stored in the Beam.) Step 2. Ensure Beams are selected on at least one palette. (Refer to page 110.) Step 3. Using manual controls, set all required parameters. Step 4. Using Function Filter, filter parameters as required.
Recall a Beam: Step 1. Select required channels (only selected channels that have data stored in that Beam will be affected). Step 2. Press [Beam] [n] [Enter] (where n is the discrete Beam number). Beam Palette Data Window Beam data can be viewed in the Beam Palette Data window. The top portion of the window shows the current Beams, along with all associated filters which have been stored into its palette.
It is possible to copy data from luminaire type to luminaire type using the Beam Palette Data window. During the copy process, data will be appropriately mapped to the new luminaire type. Copy and Paste of palette data allows either Paste Merge or Paste All actions. + Merge copies data only where existing data does not exist in the destination and will not over-write existing data. + Replace All clears out all of the existing destination data and replaces it with the source data.
GROUPS Overview To automate channel selection, groups of channels may be stored into the Group palette. Groups can also be created and recalled from the command-line keypad. For example, you could store all VL2000™ spot luminaires as one group and all VL2000™ wash luminaires as another group. These groups can be labeled in the Group palette as "VL2K Spot" and "VL2K Wash." Guidelines: + When a Group is stored, channel selection order is retained. This is known as an "Ordered Group.
Recall two or more groups: Step 1. Access required Bank and Page of first group. Step 2. Press required Group Palette Button. Step 3. Access required Bank and Page of second group. Step 4. Press required Group Palette Button of second group. Hold down [Page Button] to pile-on selections. Step 5. Repeat Steps 3 and 4 as required. Modify a group: Modifications to existing groups can be done in the same manner as storing the original group as given above. From Keypad Store a Group: Step 1.
Group Super Palette (Advanced Operation) Overview The Group super palette offers advanced options for the arrangement and construction of groups.
A Group is made up of two components: Channels and Arrangement. For each of these components, several options are available. The following diagram illustrates the basic components and settings of a group: GROUP Arrangement: Channels: + Stored, + Manual, or + Rules, or + Automatic - divisions - order - layout - allocation - direction + None The Channels component specifies how - or if - channels get collected into the group.
Channels Tab The Channels tab shows the current channels contained in the selected group. A "channel selector" at the top of the window determines how - or if - channels get collected into the group. The channel selector options are as follows: + Stored - all selected channels will be collected into the group. Channels in Group Tab Channel Select Options + Rules - a set of one or more rules determines which channels are loaded into the group.
Arrangement Tab The Arrangement tab defines the components of a group. These are arranged as an ordered parts list, broken into divisions (if multiple divisions have been set). The top of the window provides controls to change how channels get arranged or distributed within the group. The arrangement can be applied automatically (according to the settings) or programmed manually. (Programming the Arrangement manually is similar to programming Effect Sets.
+ Layout - The Layout button will only be available if the Order has a value that requires a layout be specified (i.e. any of the Position values). The Layout pop-up provides a list of all layouts which have been defined in the Plan View, including the 2D (default), 3D, and any custom layouts. This feature allows groups to be built using the Plan View. (Refer to "Custom Layouts" on page 41 for more information.) + Allocation - specifies how the channels are allocated within the group.
From Group Super Palette The Ad-Hoc tab provides a method for making "live" selections based on current status. The window provides a succession of accordion menus which can be used to define the conditions for selecting channels. The accordion menus list all channels according to various criteria such as Fixture Type, Intensity State, Color, Beam, Preset, etc. Select a criteria in each successive column to narrow down and refine the selection. Select options to create an ad-hoc group.
OTHER PALETTE TYPES Dynamics, Effects, Snapshots, Macros, and Stacks Dynamics, Effects, Snapshots, Macros, and Cue Stacks can also be stored and recalled using the palettes. Instructions for storing and recalling these types of events are covered elsewhere in this manual as follows: + "Dynamics" chapter on page 149. + "Effects" chapter on page 169. + "Snapshots" on page 228. + "Macros" on page 233. + "Cue Stacks" on page 273. Media Patched media servers can be accessed in the Media palette.
6. BASIC CUES This chapter provides an overview of cue concepts and instructions for storing a basic cue and playing it back. Once you are familiar with these basic operations, the "Advanced Cue Features" chapter on page 249 will allow you to fully utilize all of the console’s cue capabilities.
CREATING CUES What Is a Cue? A cue stores a predefined combination of luminaire parameters such as focus, color, beam, timing, etc. which will be recalled when the cue is played back in a submaster. By playing back a series of cues, a show can be created. Cues are stored with numbers which enable random access for modification or playback at any time. The console can store up to 10,000 cues, numbered from .01 to 9999.99. Cues can also be given alpha-numeric labels for identification.
Setting Intensity States Note: Some devices (such as moving mirrors, smoke machines, etc.) may not have lamps, however, they must still have an intensity value (active, marked, or zero) in order to store information in a cue. The intensity state can be set by the Intensity encoder or the Intensity State buttons. The keypad [At] and [Full] commands can also be used to set intensity using a percentage value of 0-100. Intensity State Buttons Applies an intensity state to selected luminaire(s).
Labeling Cues Each cue may be given a custom label. When labeling, the name can be entered on the console touchscreen keyboard or computer keyboard. Store a basic cue with a label: Step 1. Using manual controls, set luminaires in desired "stage look." Step 2. Ensure that luminaires are in required intensity state (refer to "Intensity States" on page 140). Step 3.
Label Shortcuts Label Shortcuts allow a user to create a selection of commonly used words that can be used to quickly create new labels. To store a selection: + Select desired field and press [Store] / User # slot to store data into a shortcut field. For example, [Store] / User 3 would store the data into the User 3 slot. To recall a selection: + Press a User # slot to bring the word into the current label field.
Modifying Cues Unlike storing Presets, Beams, and Colors, storing cue data into a cue number that already exists is a replacement action, not an additive action. Therefore, any cue store operation will store the current "stage look" (as defined by the intensity state). To modify a cue, recall the cue, change the parameters as required and then re-store it. Deleting Cues The delete function can be used to erase a stored cue.
Selected Cue Info Display The cue data area of the central touchscreen displays information for the selected cue attributes, cue stack, macros, etc. The display can also show board cue or effect information. Options: + To view effect information, touch the effect number. + To view board cue information, press the Board button. + To return to the cue details, touch the cue number.
PLAYING BACK CUES Basic Playback After storing a cue, it can be played back using a submaster. Play a cue: Step 1. At keypad, press [Cue] [n] [Enter] or scroll through cue list to select cue. It will be displayed in the keypad window. Cue 1 * set cue 1 Step 2. At required submaster, press [Select] to select submaster for playback function. Step 3. Press [Load] to place cue in pending file (as shown in submaster display). Step 4. Set Grand Master fader at required level. Step 5.
Playback Using the Grab Feature Note: The Grab feature was added with Vx76 software version 2.0. The previously unused [Fan Type] button on the command keypad was replaced with a [Grab] button. Grab provides the capability to withhold functions of a channel from playback. When a channel is "grabbed," the current function filter will determine which parameters are affected. These parameters will respond normally to all manual commands, but will not respond to any submaster control.
Other guidelines: + When a channel is grabbed, the current function filter will be applied. In order to change the function filter, grab it again with a different filter. A grab command with the function filter empty will be ignored. + When the grab selection is not empty, the [Grab] button will slow-blink.
7. DYNAMICS This chapter provides instructions for using the dynamics feature.
DYNAMICS OVERVIEW What is a Dynamic? The Dynamics feature provides a powerful and quick method for creating waveform-based effects which can be applied to multiple channels. Controls such as waveform type, bias, direction, gravity, rate, size, and offset are available to customize and implement the dynamics. Waveform Types Pre-programmed "Canned" Dynamics 20 "canned" dynamics are included for immediate use, while up to a total of 500 custom dynamics may be created and stored in the Dynamics palette.
Dynamics Super Palette Dynamics can be created and customized using the Dynamics super palette. The Dynamics super palette can be accessed at the palette displays available on the front panel (V476/V676 only) or via the Palette window (available from the Operation menu -- refer to "Desktop Palettes Window" on page 108).
Basic Guidelines While working with dynamics, it is important to understand the following concepts: + Dynamics are not channel specific (they are a starting point for the dynamic). + Unlike other palettes, dynamics are not luminaire specific. For example, if a dynamic is created using a Bad Boy® Spot Luminaire, it can be applied to any other luminaire. + Everything about dynamics works in conjunction with the Function Filter. The parameter you are working with must be selected in the filter.
DYNAMICS OPERATION Canned Dynamics 20 pre-programmed dynamics (referred to as canned dynamics) are provided to aid programmers in developing shows more rapidly. When opening a new show file, these can be found in Bank 1 of the Dynamics palette as shown below: The following is a list of all included canned dynamics, by number: No.
Four additional canned dynamics are available in the Dynamics super palette. These can be used when building custom dynamics, and are not to be confused with the bank of 20 pre-programmed dynamics.
Playing Back a Canned Dynamic This section provides instructions for applying dynamics to channels for immediate playback. To play back a dynamic: Step 1. Select required channels. Step 2. At front panel, bring up Dynamics palette. Edit Icon Press to open Dynamics Super Palette Step 3. Press Edit icon to bring up Dynamics super palette. Step 4. At Dynamics palette, select a canned dynamic. (A white box will appear around the selected item.
Step 6. Randomize the dynamic by applying a fan: a. Open Function Filter by pressing "filter" in central touchscreen. b. Select parameter(s) to fan. c. Press fan mode button to choose fan type: Left fan, Right fan, Center fan, Ends fan, and Tilt fan. d. Press and hold [Fan] button while turning an encoder. (Refer to "Fan" on page 71 for more detailed information.) The dynamic should become more random as the fan is applied.
Using the Encoders with Dynamics When [Dynam] is selected at the soft encoders, the encoders will be mapped so they can be used to adjust the dynamic settings. Mapping is as follows: RATE (5 sec / +1 sec) w/ [Shift] button pressed - RATE (5 sec / -1 sec) w/ [Fan] button pressed - RATE (5 sec / fan +1 sec) This encoder changes the rate of a dynamic on parameters selected in the Filter window. CCW speeds up the rate, while CW slows the rate down. The rate can also be fanned.
When [Dynam] is selected... + Turning the RATE encoder will display the rate (such as 5.00). + Turning the SIZE encoder will display the size percentage (such as 78%). Warning Message Warning Messages The warnings messages displayed in red on the Dynamics super palette are important. If problems occur during programming, these will indicate why the dynamic is not behaving as expected, or why commands appear to have no effect. The following is a list of primary warnings: + No selected channels.
This rule only applies to the Intensity parameter. For example, if intensity is at 50%, intensity will rock between 50% and 200%. + If intensity is at 10%, Intensity will rock between 10% and 40%. + If Intensity is at 1%, Intensity will rock between 1% and 4%. + If Intensity is Marked, Intensity will remain at 0. + If Intensity is Out, ALL dynamics for all parameters will STOP. Fanning Dynamic Offset The true power of dynamics is achieved by fanning the dynamic "offset." To fan dynamic offset: Step 1.
Storing Dynamics in Cues/Presets Canned or custom dynamics can be added to the parameters stored in cues or presets. To store a dynamic without any base values, a palette must be used (see below). Guidelines: + Fixture parameters use parameter time to perform transitions into or out of dynamic states, such as rocks or ballyhoos. + The same time value is used for the parameter value transition and the dynamic transition. + Transitioning between different types of dynamics may not always be smooth.
Palette Store Dynamic Only The Store Dynamic Only feature enables the creation of Color or Beam palette entries that contain Parameter and/or Dynamic values. This can be: + Parameter value only + Dynamic value only + Both Parameter and Dynamic values Note: This functionality is not available for Presets, Selective Store, Selective Recall, or Effect Sequences. The Parameter and Dynamic values can be viewed in the Luminaire Status window by using the P and D buttons located at the bottom of the window.
Step 4. Store palette entry as normal. (Refer to "Front Panel Palette Displays (V476/V676 Only)" on page 106 for more information about the Palette features.) Selected Parameter (highlighted) Dynamic Button Note: When working with the Color palette, the System Settings window will change the functionality. Check the "Use Func. Filter on Color Store" setting for best results. Refer to "System-Wide Palette Store Options" on page 105.
+ Bias > Above or Below - When using gravity, you will likely need to select a bias of either above or below to achieve the desired effect. + Canned > Rollercoaster - The best example for using gravity is by turning it on after starting the "Rollercoaster" dynamic. (None of the canned dynamics have gravity on by default.) Note that the dynamic palette numbers 8 and 9 ("Roller slow" and "Roller fast") do not fan pan/tilt like "Rollercoaster" does. Build a roller coaster dynamic from scratch: Step 1.
Step 6. Press [Set Point 1] button. Step 7. Using palettes, choose second point. Step 8. Press either of the [Set Point 2] buttons as desired. Dynamic will begin running. Step 9. Modify as necessary. (Refer to "Storing Dynamics in the Dynamics Palette" on page 165.) Note: Size cannot be modified for point-to-point dynamics. This will result in undesirable actions. Step 10. Store as Dynamics palette item, cue, or preset.
Storing Dynamics in the Dynamics Palette Dynamics can also be created and stored in the Dynamics palette. (Just keep in mind that the Dynamics palette DOES NOT store fan mode settings. Therefore, it is recommended that dynamics be stored as presets, cues, or even macros.) To create a new dynamic: Step 1. Select required channels. Step 2. At front panel, bring up Dynamics palette. (Refer to "Dynamics Super Palette" on page 151 for additional information.
Step 6. Press Start with Defaults button. The dynamic will be applied to selected channels. Step 7. Customize actions by selecting Waveform type, Bias, Direction, Gravity, Offset, etc. Step 8. At soft encoders, press [Dynam] button to map dynamic options to encoders. Adjust Rate, Size, and Offset by turning encoders. (Refer to "Using the Encoders with Dynamics" on page 157 for more information.) Step 9. Press and hold [Store] while pressing any open Dynamic Select Button to store. Step 10.
Dynamics with Keypad Once stored, dynamics can also be recalled in the command line using the [Dynam] button. Cue/ Stack Chan Board Cue Macro Snap Shot Preset Color Beam Effect Set Seq Group Dynam Step Example: [Group] [n] [Dynam] [m] [Enter] - applies Dynamic m to Group n (where m is the discrete dynamic number). Dynamics Button Dynamics Palette Data Window The Dynamics Palette Data window can be used to view, create and edit dynamics.
Notes 168 VX76 SOFTWARE USER MANUAL
8. EFFECTS This chapter provides instructions for using the effects feature.
EFFECTS OVERVIEW What is an Effect? An effect is a looping, wave, or ripple type operation which can be applied to multiple channels. Once created, an effect can be attached to a cue or played back directly in any submaster. Effects are comprised of two components: 1) Set - The set is comprised of parts that define which channels are to be included in the effect playback, and in which order they will be addressed.
Effects Super Palette Effects and effect components (including sets, sequences, parts, and steps) can be created using the Effects super palette. The Effects super palette is made up of all screens associated with creating or editing effects, including the Effect Edit, Set Edit, and Sequence Edit screens.
A complete effect could be created using only the main Effect Edit screen, providing that it does not have more than seven parts to the set or more than seven steps in the sequence. If either the parts or steps exceed seven, then the Set Edit and Sequence Edit screen can also be used to create effects with numerous parts/steps. The appropriate use of each screen will be covered in the following sections. Like other palette items (Color, Beam, Group, etc.) effects are given a discrete number.
What is a Sequence? A sequence consists of one or more steps. The following diagram shows an example sequence consisting of four steps: Sequence Step 1 Step 2 Step 3 Step 4 Steps may contain either a single cue, a cue range, or up to three action items in any combination of the following: + Beam + Color + Preset + Stop Flag + Any single parameter value Note: If multiple steps include values for the same parameter, only the last action will be used.
CREATING EFFECTS Creating a Basic Effect This section provides instructions for creating a basic effect using the Effects Edit screen. To create a basic effect: Step 1. At front panel, in upper-left display, bring up Effects palette. (Refer to "Effects Super Palette" on page 171 for additional information.) Edit Icon Press to open Effects Super Palette Step 2. Press Edit icon to bring up Effects super palette. By default, the Effect Edit screen will be displayed first: Step 3.
Set 0 (all patched channels) will be loaded into part 1 of the Set. All attributes and timing will be in the default setting. Step 4. Create a Set: a. Select required channels. b. Press Interlaced/Sequential button to select method of loading. (Also refer to "Set: Interlaced vs. Sequential" on page 176.) c.
Set: Interlaced vs. Sequential When loading channels across two or more parts, the channels may be loaded "interlaced" or "sequentially." Channels loaded interlaced Channels loaded sequentially Change loading method: Step 1. At Effect Edit screen, press Sequential/Interlaced area to bring up options. Step 2. Choose Sequential or Interlaced.
Sequence: Background State Each sequence can contain one optional Background State. The Background State tells the luminaires where to go when not executing a step. If a Background State is not provided, and the behavior of the effect determines that it does not have an action at certain points during the effect, the luminaires will return to their state prior to being pulled into the effect. This default action is called a Null State.
Editing Effects A store action will be required when making modifications to an existing effect. When changes are made, *Mod* will be displayed next to its number on the Effects Edit screen along with yellow text/boxes to indicate that a store action is necessary to save the changes. Important! A modified effect could be loaded and played back in a submaster, but if it is not re-stored, all changes will be lost. To edit an effect: Step 1. At Effects palette, select effect.
EFFECT ATTRIBUTES Overview The Direction, Mode, Start, Action and Duration attributes provide overall control of an effect’s behavior when played back. + Direction / Mode / Start - determines how the sequence steps are applied to the set parts. (These attributes are used in combination to provide different executions of set parts.) + Action - determines how an effect will behave when loaded into a submaster. + Duration - determines how long an effect will run.
Mode Mode determines how the sequence steps will run in relationship to each other. + Break - Each part makes one pass through each step on any individual cycle and then goes to its background state when not in a step.
Start Start determines how the sequence steps will enter the effect. + Simultaneous (Simult) - All set parts assume some effect state upon effect recall (either a discrete instruction or the background state). + Cascade - The set parts will start the sequence in a staggered entry. Part 1 will complete Step 1, then go to Step 2, while Part 2 begins Step 1, etc.
Duration Duration determines how long an effect will run. + None - The effect will run infinitely until manually stopped. + Cycles - The effect will run a specified number of times (cycles) then stop. It will then await manual restart or go to the next event. + Time - The effect will run a specified length of time before fading out. In this case, the intensity will fade out in the time specified by the Fade Out time. Note that only effects which have intensity included, will respond to this value.
EFFECT TIMING Overview Timing values can be applied to the overall effect and/or to a single sequence step in order to specify the length of time any given attribute will execute. Timing controls include: + Effect-Level Timing - Fade In, Fade Out, Wave, and Duration. + Step-Level Timing - Step, Attack, Sustain, and Decay.
When Time is selected, this number will be the length of time, in seconds, that the effect will run before initiating its Fade Out. Note: If "N/A" is selected as the Duration attribute, then this value will not be used. + Zero State Fade - While a channel is fading to a Zero State and another cue is executed with an Out Time before the Zero State finishes its fade, the Zero State channels will now continue to use the Zero State time.
Step-Level Timing Timing can be programmed on a sequence step-level to control the step, attack, sustain, and decay for each step in the sequence. Note: When cues are included in sequences, the cue times will override step attack times, unless timing is disabled by the Function Filter. (Refer to "Function Filter" on page 93.) + Step - The time between activation of a step and the next sequential step.
Assigning Timing Values Timing values are specified at the main Effect Edit screen: When [Effect] is selected at the soft encoders, the encoders will be mapped so they can be used to adjust timing values. Mapping is as follows: Fade Out (effect) Fade In (effect) Upper-Left Display Decay (step) Sustain (step) Attack (step) Step (step) Pressing [Shift] while using an encoder allows step times to be set for individual steps.
Assign effect timing using encoders: Step 1. At Effects palette, select an effect to be edited. (A white box will appear around the selected item.) Step 2. Using encoders, set times as required. Note: When setting step times, the default is to change all steps globally. To set step times for individual steps, first select the step, then press and hold [Shift] while using the encoder. Step 3. Press and hold [Store] while pressing Effect Select Button to store changes.
Assign effect or step timing using numeric entry: Step 1. At Effects palette, select an effect to be edited. (A white box will appear around the selected item.) Step 2. At Effect Edit screen, press any timing field area. Set timing values using pop-up numeric keypad. Step 3. Press and hold [Store] while pressing Effect Select Button to store changes. Assign step timing using tap-sync: Step time can also be set using the "tap-sync" method.
PLAYING BACK EFFECTS Basic Playback After creating an effect, it can be played back using a submaster. (If a duration or cycle count is not specified, the effect will run until stopped.) Play an effect: Step 1. At keypad, press [Effect] [n] [Enter] - where n is the desired effect number. (It will be displayed by number and label in command-line display.) Step 2. At desired submaster, press [Select]. Step 3. Press [Load] to place effect in submaster’s pending file. Step 4.
Autoload Submaster The Effects super palette can be placed in Autoload mode for automatic submaster loading. Once in Autoload mode, when an effect, set, or sequence is selected at the Effects select display, it will automatically load into the specified submaster. To set Autoload Submaster mode: + At Effect Edit screen, press and hold [Autoload Submaster] button while choosing a submaster. ("Choose" is activated by touching the specific submaster on the touchscreen.).
Stop Flags Steps can contain "stop flags" which will cause the effect to pause when that step is reached during playback. Once paused, the submaster will switch from the Run mode to the Stop/Step mode. The effect will resume playback when [Run] is pressed again. Add stop flag to a step: Step 1. At Effects super palette, select an effect to be edited. (A white box will appear around the selected item.) Step 2. Double-click any Sequence Step Button to bring up options. Step 3. Select "set stop flag".
ADVANCED OPERATIONS Using the Set Edit Screen The Set Edit screen can also be used to create and edit set parts. This screen displays up to 50 parts at a time, and will be necessary to use when any Set requires more than seven parts (since the Effect Edit screen will display a maximum of seven parts). To open: + At Effect Edit screen, press [Edit Set] button. Edit Set Button An Effect Set palette is provided at the bottom of the screen, which provides access to all stored sets.
Using the Sequence Edit Screen The Sequence Edit screen can also be used to create and edit sequence steps. This screen displays up to 50 steps at a time, and will be necessary to use when any sequence requires more than seven steps (since the Effect Edit screen will display a maximum of seven steps). To open: + At Effect Edit screen, press [Edit Sequence] button. Edit Sequence Button An Effect Sequence palette is provided at the bottom of the screen, which provides access to all stored sequences.
Creating Effects Using Set/Sequence Edit Screens If sets and sequences are pre-stored, an effect can be created at a later time using the Effect Edit screen. Create an effect using Set/Sequence Edit screens: Step 1. Press [Edit Set] button to open Edit Set screen. Step 2. At palette, select required set. Step 3. Press [Edit Sequence] button to open Edit Sequence screen. Step 4. At palette, select required sequence. Step 5. Press [Edit Effect] to return to main Effect Edit screen. Step 6.
To edit a group set: Groups can be edited while associated to an effect. Once a group is selected in the super palette, the Set Channels button will disappear and the Edit Set button will change to Edit Group. Pressing Edit Group will navigate to the group super palette where the arrangement can be changed. The [Edit Effect] button, located above the pile-on button, can be used to navigate back to the effect super palette.
Storing Effects as Cues An effect can also be attached to a cue using the Link feature. When linked, the effect will appear in the Cue Sheet Link column. This "effect cue" will behave just as any other standard cue and will allow other parameters or advanced attributes to be stored along with the effect. Refer to "Link" on page 250 for more information. Recalling an effect cue does a normal cue recall for the cue data and then executes the effect.
9. SPECIAL FEATURES This chapter contains instructions for controlling luminaires and media servers with the console’s advanced features, and for copying and moving programmed data.
ADVANCED CONTROL Manual Timing The Manual Timing feature is used to apply parameter times manually. While Manual Timing is active, any manual changes via the palettes or the encoder buttons will follow the timing currently active in the luminaire. (Manual Timing is an alternate control state. It will be active until de-selected.) Activate Manual Timing using front panel button: Step 1. At front panel, press [Manual Timing] toggle button (button will flash). Step 2. Press button again to deactivate mode.
QuickFocus The QuickFocus feature allows you to step sequentially through each stored channel in a selected preset to adjust its parameters. The new parameter data can then be stored into the preset. This allows you to easily isolate data so that it can be updated without affecting the remaining data in your preset. QuickFocus is an alternate control state. It will be active until de-selected.
Update a preset with QuickFocus: Step 1. At front panel, press [QuickFocus] toggle button (button will flash) or at Special menu, select QuickFocus. Console will assume QuickFocus mode. Step 2. Select required preset by using preset select or keypad. All luminaires that have data from that preset will be selected and will bring up the preset live. Step 3. Press [Next]*. First channel will stay active, while all other channels go to inactive state. Step 4. Modify focus or other parameters as required.
Park The Park feature allows you to place a luminaire into a state in which it will not respond to any manual or playback commands, nor will it store into any cues. This feature is useful for setting up work lights or other special lights that won't be part of the show. Park a luminaire using menu bar: Step 1. Select required channels. Step 2. At Special menu, select Park. Selected channels will now be parked. Release a parked luminaire using menu bar: Step 1. At Special menu, choose Select Parked.
Highlight Highlight provides a method for identifying a particular fixture or set of fixtures by putting them into a predefined state which distinguishes them from the rest of the system. When the [Highlight] button is pressed (or Highlight is selected from the Special menu), all selected channels will go into the defined highlight state. The [Highlight] button will flash to indicate that highlight is active. Pressing [Highlight] again will exit the highlight state.
DATA COPY AND MOVE Copy Channel The Copy Channel feature is used to copy current parameter settings from one luminaire to another (or to a group of luminaires). All parameter settings, including any timing values, can be copied - as permitted by any filter settings at the touchscreen. Cue data, however, will not be copied. The luminaire from which data is being copied is referred to as the "source" luminaire. The luminaires receiving the data are referred to as "target" luminaires.
Move a cue to a new number: + At keypad, press [Copy/Move] [Copy/Move] [Cue] [1] [At] [201] [Enter] - moves Cue 1 data to Cue 201 (Cue 1 is now blank). Move a range of cues to a new number range: + At keypad, press [Copy/Move] [Copy/Move] [Cue] [1] [Thru] [5] [At] [201] [Enter] - moves Cues 1-5 to Cues 201205 (Cues 1-5 are now blank). Note: Preset, Color, Beam, Group, Macro, Snapshot, Effect, Dynamic, Stack, Effect, Sequence, or Set can be substituted for Cue in the above examples.
Step 4. A warning dialog window will open, warning that previous existing data (if any) in the destination channels will be deleted. If this is the desired action, click Copy. Color/Beam Palette Copy It is possible to copy data from luminaire-to-luminaire using the Color and Beam Palette Data windows. Copy and Paste of palette data allows either Paste Merge or Paste All actions. During the copy process, data will be appropriately mapped to the new luminaire.
FUNCTION KEYS Setting Function Key Option Selected keys from the command-line keypad are mapped to the computer keyboard’s function keys F1-F12. Pressing these will open a window which takes the place of command-line functions such as Store, Selective Store, Delete, At, etc. Note: Computer keyboard "quick keys" are available for use in these windows. Refer to "Quick Keys" on page 209 for instructions. Using Function Keys Store - F1 Step 1.
Track/Fill- F4 Step 1. Press F4. (Track/Fill window will open.) Step 2. Enter a starting cue. Step 3. Click "Ok" - tracks (or fills) from cue as specified. Selective Recall - F5 Step 1. At Panels menu, select Timing Display. (Timing window will open.) Step 2. Select Filter tab. Step 3. Select parameters to be recalled. Step 4. Press F4. (Selective Recall window will open.) Step 5. Select item from which data will be recalled. Step 6. Enter number of cue, preset, or channel. Step 7. Click OK.
Copy/Move - F8 Step 1. Press F8. Step 2. Press F8 again to toggle between Copy and Move windows. Step 3. At desired window, enter cue numbers for copy/move operation. Step 4. Click OK. Sneak - F9 Step 1. Press and hold ALT while pressing F9. Step 2. Select parameter for sneak operation. Step 3. Enter parameter value. Step 4. Click OK. Select - F10 Step 1. Press and hold ALT while pressing F10. Step 2. Select item. Step 3. Enter item number. Step 4. Click OK. Time - F11 Step 1. Select a parameter(s).
Quick Keys The following computer keyboard "quick keys" can be used as shortcuts to select options in the function windows (F1-F12). For example, while in the Time window, pressing the T key would select Time, S would select Speed, and D would select Delay.
CONTROLLING MEDIA SERVERS Overview Digital lighting media servers can be operated from the console using DMX512 protocol. When patched, the media server parameters can be controlled using the console encoders, windows and command-line keypad just as you would control automated luminaires. Media servers are automatically created when an available media server is quick-patched from the patch dialog.
Editing Media Server Settings To edit the settings for a media server, first select the server in the left column and then press the patch edit button. When patch editing is enabled, the button text will be yellow. Select multiple servers at once by using [Shift] or [Command]. When multiple servers are selected, their settings can be changed universally. + Channels - displays a list of channels that are assigned to the selected media server. This cannot be edited.
+ IP Address - displays the current IP address which corresponds to the CITP connection. To enter an IP address, touch inside the field to activate the numeric keypad. Note: The CITP IP address used here may not be the same as the one used for DMX control. + Thumbnails - tells the console to use the CITP-provided thumbnails when this box is checked. + Previews - enables/disables CITP previews for server and layer outputs. + Force Refresh - forces a refresh of the media thumbnails.
Local Media Folder and File Numbering When creating a media library on the console, certain guidelines for naming the folders and files must be followed in order to view the thumbnails. Each folder name must begin with a 3-digit index value. In turn, each file within the Library folder must be named using a 3-digit index value between 000 to 255 as a prefix. Two control channels on the console will be used to select a Library folder and the numbered file within that folder. Media 001.videos 001.
The Media palette retrieves data from the connected server(s) via CITP and displays a small content thumbnail (if available) in the palette. It also provides live streaming status for the server and layers via CITP. To view and/or edit server properties, touch the server’s palette button. Navigation tabs will appear at the top of the palette as the server properties are navigated.
Media Super Palette A Media super palette can be accessed by pressing the super palette icon at the right of any visible Media palette: The Media super palette displays the contents of all 12 layers: VX76 SOFTWARE USER MANUAL 215
The Media super palette will also display media clip options when a layer parameter is touched. The library can be navigated using the list on the left side of the screen.
Media Library / File Sneak Both the Library and File values can be "sneaked" at the same time by entering one value in the sneak keypad and tapping the other value without pressing enter on the first keypad. Only when the virtual keypad's Enter button is pressed will the values be sent out. Sneak Keypad Server View Lock When viewing a media server at the Server level, the view can be locked so that the palette can be used as a visual channel select.
Server Control The Media palette provides control options as applicable to the particular type of media server that is selected. For example, press the playmode button from Layer 1 as shown below. The play mode options will be displayed in the super palette. Select a play mode as required. The play mode’s number will be displayed at the right side of the palette.
Legacy Media Setup Windows A new Media Setup window was introduced with Vx76 software version 3.0 (refer to "Media Server Setup" on page 210). The new window should be used on all new show configurations, however, the previous version of the Media Setup window is still available for shows that are already programmed using this older interface. The legacy Media Setup window can be accessed by selecting Legacy Media Setup from the Setup menu.
CITP: Controller, Interface, Transport, Protocol Use the following procedure to connect a Vx76 console to an Mbox Extreme Media Server. Important Notes: + Before starting, make sure you have the latest version of the Mbox Daemon, as well as the Mbox Extreme version that matches the Daemon. + When the Mbox Extreme application is launched, it will atomically launch the Mbox Daemon application. You can confirm that Mbox Daemon is running by pressing [ D] (while Mbox Extreme server is in Window mode).
Step 5. At Network section, select Ethernet 2 from CITP pull-down bar. Step 6. At Mbox Extreme desktop, select System Preferences from Apple menu. Step 7. At System Preferences window, click on Network.
Step 8.
Step 9. At Vx76 console desktop, select System Preferences from Apple menu. Step 10. At System Preferences window, click on Network. Step 11.
Step 12. Be sure Vx76 console profiles are up to date. (Refer to "Updating Profiles" on page 346 for more information.) Step 13. Patch an Mbox Extreme Media Server. (Refer to "Patch Procedures" on page 28 for more information.
Step 14. At Setup menu, select Media Server Setup. Step 15. At Media Server Setup window, be sure Show Server Previews is checked. Step 16. At Setup menu, select Ethernet. Step 17. At Ethernet window, be sure CITP Interface pull-down menu is set to Ethernet 2 and that the server link is active and that server traffic is detected.
Step 18. Open Media palette, choose a server and verify that CITP is sending frames back to the console.
10. SNAPSHOTS, MACROS, & BOARD CUES This chapter provides instructions for storing custom console setups and frequently used programming actions, and for configuring submaster playback with board cues.
SNAPSHOTS Overview A snapshot is a captured state on the console which can be recalled at any time in the future. States such as Channel Select panel selections, touchscreen status, submaster setups, and windows layouts can be captured as a snapshot. Snapshots can be recalled via manual selection of the associated snapshot number or by automated activation through the cue sheet via link instructions. Snapshots may also be included in macros.
Storing Snapshots Snapshots are stored in the Snapshots palette banks and can be accessed on any of the palettes just as Presets, Colors, Beams, Groups, Macros, and Effects or from the keypad. For instructions on using the palettes, refer to the "Palettes" chapter on page 103. Store a snapshot using the palette: Step 1. Configure console as required. Step 2. At central touchscreen, press Snapshotbutton. Snapshot Filter will open. Step 3. At Snapshot Filter, select console areas to be snapshot.
Store a snapshot using keypad: Step 1. Configure console as required. Step 2. At central touchscreen, press Snapshotbutton. Snapshot Filter will open. Step 3. At Snapshot Filter, select console areas to be snapshot. (They will be highlighted in gray.) Step 4. Press [Store] [Snap Shot] [n] [Enter]. Label a snapshot: When labeling, the name can be entered on the console touchscreen keyboard or computer keyboard.
Create a snapshot and associate it with a cue using shortcut method: In this case, the current front panel settings are stored into the snapshot according to the filters currently enabled in the Snapshot Filter and automatically associated with the cue. The snapshot stored using this method is given an invisible snapshot number of 1000 or above. The number is chosen by the console and cannot be accessed in the Snapshot Data window. Step 1. Configure console as required. Step 2.
Recall snapshot via link: + [n] [Link] [Snap Shot] [x] [Enter] - links Snapshot x to Cue n. + [Board Cue] [n] [Link] [Snap Shot] [x] [Enter] - links Snapshot x to Board Cue n. Recall a snapshot via a macro: + While recording a macro, recall a snapshot. When the macro is played back, the snapshot will be recalled. (Refer to "Macros" on page 233.
MACROS Overview A macro is a series of console events (e.g. button presses, display selections, windows opening) that have been recorded and stored by number. The sequence entered during a macro record operation will automatically be played back when the macro is recalled. Playback can be initiated by manual selection of the associated macro number or automated via cue sheet link instructions.
Step 2. Press [Macro Record] toggle button. Button will flash. Macro Record Toggle Button Step 3. Enter sequence of button presses, display selections, command-line entries, and/or software window selections. Step 4. Press and hold [Store] while pressing Macro Palette Button. [Macro Record] toggle button will stop flashing. Label a macro: When labeling, the name can be entered on the console touchscreen keyboard or computer keyboard. Step 1. Press and hold [Label] while pressing Macro Palette Button.
Record a macro for timed playback: Step 1. Press [Store] [Macro] [Enter]. Step 2. Enter sequence of button presses, display selections, command-line entries, and/or software window selections. Step 3. Press [Store] [Macro] [n] [Time] [Enter] - where n is the number of the macro palette where you wish to store the recorded sequence. Specify timing for a previously recorded macro: + [Macro] [n] [Time] [Enter] - where n is the discrete macro number.
Macros Data Window The Macros window can be used to view macro information and to edit macro timing. The macro Delete, Replace, Punch In, and Insert features allow macro editing so that an entire macro does not have to be re-recorded in order to make a change. Access Macros window: Step 1. At Data menu, select Macros. Macros window will open. Step 2. If timing is desired, click in "T" column. A dot will appear in column indicating that real timing will be used when playing back macro.
Step 4. To store back into original number: Press [Update] [Macro] [Enter]. To store into new number: Press [Store] [Macro] [n] [Enter] or [Store] [Macro Rec] [n] [Label] [Enter] xxxxxxEnter/Accept. Insert new step(s): Step 1. Using trackpad, select step prior to where you wish to insert new step. Step 2. Click "insert" icon. (Console [Macro] button will begin flashing.) Step 3. At front panel, perform new action(s). Step 4. To store back into original number: Press [Update] [Macro] [Enter].
Recalling Macros Macros can be recalled using the palettes, Macro window, or by playing back the linked cue. Recall macro using the palette: Step 1. At palette, select Macro. Macro Palette Buttons Step 2. Press Macro Palette Button. Recall macro using command-line keypad: + Press [Macro] [n] [Enter] (where n is the discrete macro number). + Press [Macro] [Time] [n] [Enter] (where n is the discrete macro number) - recalls macro using time.
The following is a list of all included Canned Macros by number: Table 10-1: Canned Macros No.
Table 10-1: Canned Macros (Continued) No. Name Macro Description Bank Page 1932 Down Time 1 Sec Sets Down Time for current selection to 1 Seconds 20 2 1933 1934 Down Time 2 Sec Sets Down Time for current selection to 2 Seconds 20 2 Down Time 3 Sec Sets Down Time for current selection to 3 Seconds 20 2 1935 Down Time 4 Sec Sets Down Time for current selection to 4 Seconds 20 2 1936 All Wheels 0 Sec Sets time to 0 seconds to all wheels for current selection.
Table 10-1: Canned Macros (Continued) No. Name Macro Description Bank Page 1963 Pan Only Filter Selects Pan Filter 20 5 1964 Tilt Only Filter Selects Tilt Filter 20 5 1965 Color Mix Filter Selects Magenta, Amber, and Blue Filter.
Table 10-1: Canned Macros (Continued) No. Name Macro Description Bank Page 1997 Intensity Dynamic Creates fanned Intensity wave for the current selection. 20 5 1998 Multi M-A-B Dynamic Creates a fanned multi color dynamic using color mix. (Mag, Amb, Blue) 20 5 1999 Solid M-A-B Dynamic Creates a solid color dynamic using color mix. (Mag, Amb, Blue) 20 5 2000 Stop All Dynamic Stops all dynamics for currently channel selection.
BOARD CUES Overview The board cue feature provides a method to record events on the console and play them back on command. Board cues are similar to macros, but are used primarily for recording playback operations in order to simplify complex cueing sequences for both spontaneous and "scripted" shows. The board cue feature allows recording of all types of playback operations, including submaster loading, executing Go commands, invoking filter states, pressing stop buttons, etc.
Board Cue Data Display Board cue data can be displayed on the central touchscreen. Options: + To view board cue information, press the Board button. + To return to the cue details, touch the cue number.
Recording Board Cues Using Record Button The quickest method for recording board cues, utilizes the [Board Cue Record] toggle button and command-line keypad [Store] button. The button will flash indicating that the recording function is enabled. Pressing a second time will disable the record function in the event you need to abort the action. Record a board cue using record button: Step 1. Press [Board Cue Record] toggle button. Button will flash. Board Cue Record Toggle Button Step 2.
Record a board cue using the keypad: When labeling, the name can be entered on the console touchscreen keyboard or computer keyboard. Step 1. Press [Store] [Board Cue] [Enter]. Step 2. Enter sequence of playback actions as required. Step 3. Press [Store] [Board Cue] [n] [Enter] or [Store] [Board Cue] [n] [Label] [Enter] xxxxxxEnter/Accept where n is a discrete board cue number. (Board Control [Go] button will light.
Board Cue Go/Back as Submaster 1 Go/Back If no board cue is pending (by selecting a board cue via the command line or the board cue window), then the board cue [Go] and [Back] buttons are mapped to Submaster 1 Go and Back. If a board cue is pending, then the board cue Go/Back will perform normal board cue controls. Note: To clear pending board cues, enter [Board Cue] [0] [Enter] on the command line. Board Cues Window The content of board cues can be viewed in the Board Cues window.
Delete a step: Step 1. Using trackpad, select step(s) to be deleted. Step 2. Click on "trash can" icon. Step(s) will be removed. Replace a step: Step 1. Using trackpad, select step to be replaced. Step 2. Click "replace" icon. [Board Cue Record] button will begin to flash. Step 3. At front panel, perform replacement action. (The first action taken will replace the selected step and editing will end.) Replace all steps from Step X on (through remainder of Board Cue): Step 1.
11. ADVANCED CUE FEATURES This chapter contains instructions for storing and modifying cues utilizing advanced console features. These instructions build on the basic store and playback instructions provided in the "Basic Cues" chapter on page 139.
SPECIAL CUE ATTRIBUTES Cue Attributes Overview In addition to parameter data, cues can contain the following special attributes: + Link + Loop + Auto Follow (AF) Type (Wait or Trail) + Auto Follow (AF) Time + Out Time Note: These special attributes can also be applied to board cues as required. Guidelines: + When a cue is stored, these cue attributes may be entered in any order. + If a cue is defined as an effect cue, then crossfade instructions may not be included in the cue contents.
To link a snapshot, macro, or effect to the currently selected cue, press [Link] [Macro*] [n] [Enter] - where n is the number of the macro you wish to link. * [Snap Shot] or [Effect] can be used instead of [Macro]. To Effects A cue can either have data or recall an effect, but not both. When an effect is linked to a cue, the effect will be recalled when that cue number is played. Link an effect to a cue: + [Cue] [n] [Link] [Effect] [x] [Enter] - links Effect x to Cue n.
Store a cue with a wait/trail time: + [Store] [n] [Wait/Trail] [m] [Enter] - stores Cue n with a wait time of m. Store a cue with a link and a wait/trail time: + [Store] [n] [Link] [x] [Wait/Trail] [m] [Enter] - stores Cue n and provides an out of sequence link to Cue x with a wait time of m. Add a wait/trail time to an existing cue: + [Cue] [n] [Wait/Trail] [x] [Enter] - adds a wait time of x for Cue n.
Out Time Out Time instructions may be stored into a cue. An Out Time will provide a "fade to no intensity level" instruction to any luminaires that are "going inactive" in a cue. Out Time also provides the time value that luminaires are to fade to inactive in the event the submaster is deselected. The console has a setting for a default Out Time, which is stored into all new cues where a different time is not specified. The default setting is 3 seconds, but can be changed universally in the Settings window.
ADVANCED CUE STORING AND MODIFYING How Faders Affect Intensity Previously, intensity states were discussed in relation to cue store operations (refer to "Intensity States" on page 140). In addition to these four intensity states, the Grand Master fader, Black Out feature, and submaster faders can affect playback intensity levels.
Command-Line Shortcuts The command-line feature has several built-in shortcut and convenience capabilities which can be used to speed up and simplify operations. Tip Some shortcuts have been indicated so far throughout the manual with the graphic shown to the left of this text. These shortcuts, along with additional ones, are collected here. Using [+] with [Store] The [+] button can be used to increment the store target by a predetermined increment value (default = +1).
Cue Store Target Pressing [Store] [Enter] always defaults the store command to the last selected cue. (This cue is displayed in the command-line display.) Selected Cue [Store] [Enter] will always re-store this cue Additionally, when working with decimal cues, it is not necessary to re-enter the leading cue number. Examples: + [Store] [5] [Enter] = store Cue 5 + [Store] [5] [.] [3] [Enter] = store Cue 5.3 + [Store] [.] [7] [Enter] = store Cue 5.
Locating Stored Cues In order to verify if a certain cue number exists or to locate nearest stored cue numbers, a shortcut can be used. Locate cue number: At keypad, press [Cue] [n] [Enter] for cue number you wish to verify. One of two things will happen: + If the cue exists, its number and label will be displayed in the command-line display. + If a cue by that number does not exist, "no cue" will be displayed. At command-line display, press Cue Forward or Cue Backward arrows.
Update The Update feature is used to store modified channels back into their source cues. Any channels that have been modified from a cue active in a submaster will update those changes into the cue when a general Update or Update for that specific cue is commanded. In addition, new channels can be added into a cue with Update, if the Update command is targeted to a specific cue and the channels have been made active and are not in other active cues.
Track and Fill Track/Fill can be used to update multiple cues. A Track edit will update all current parameter values into the given cue, and into all following cues in the cue sheet as long as the cue parameter value matches the original value in the given cue, or until reaching a block in the cue sheet. A Fill edit will extend the updates in both directions in the cue sheet (adhering to the above rules). Guidelines: + Parameter values will track independently of time and dynamics.
Selective Store The Selective Store feature is used to modify or add parameter data to a cue, preset, or beam state for specified channels (active or inactive). For example, with this function you could modify a cue’s color parameters, while leaving all other parameter data intact for a particular cue or a range of cues. Tip Selective Store is most useful when you know the exact range of cues to be modified.
Selective Recall The Selective Recall feature is used to recall specific parameter data from specified channels (active or inactive) in a cue, preset, or beam state. Guidelines: + Selective Recall routes through the filter settings. + If Timing is selected at the touchscreen filter, then the parameter and all timing information will be recalled (making that the current state). + If Timing is not selected at the touchscreen filter, then only the parameter will be recalled.
Manual Undo To Recorded State When in a cue, with selected fixtures that have manual changes, press [Undo] [Channel] [Enter] to send the channels back to their cue state. Modifying Cues in a Submaster Cues can also be modified and re-stored while active in a submaster. The Store, Selective Store, and Update commands can be performed by using them in combination with the submaster "choose" feature. (Refer to "Submaster Choose" on page 280 for more information.
Submaster Direct Mode To assist in updating or re-storing cues, it is possible to have the command-line track the sequence of cues being executed in a submaster. When Submaster Direct mode is active, cues will advance according to the sequence being played back in the specified submaster. Sync Information Press both arrows together to resync There are two methods of initiating this mode: + At command-line keypad, press [Cue] [Sub] [n] [Enter] - where n is the desired submaster number.
Resync: When in Direct mode, it is sometimes useful to bring the submaster cue back as the current cue after other cues have been selected. When the cue selection is synchronized to a submaster and another cue is manually selected, the cue selection can be re-synced to the submaster by pressing the Cue Forward and Cue Backwards arrows together at the same time, or touching the Resync to sub # label.
CUE WINDOWS Cue Sheet Cue sheet data can be viewed and edited in the Cue Sheet window. The cue sheet displays all recorded cues in numerical sequence and provides data regarding linked events which would run during playback. Link attributes such as loops, auto follow types (wait and trail), cue times, and out times are visible. Unless links are provided, which will run cues out of sequence, any playback sequences will observe the numerical order found in the cue sheet.
Separators Separators can be inserted into the Cue Sheet list in order to organize certain groups of cues as necessary. The separators can then be used as markers to quickly access the first cue of each group. Separator Pop-up Menu Used to add, delete or scroll list to any separator by choosing name. Separator Name Separator Line Insert a separator: Step 1. At Cue Sheet, use cursor to select cue above where you wish to insert separator. Separators in Cue List Step 2.
Submasters Autoload When the Autoload box is checked in the Cue Sheet window, any selected cue will automatically load and play in the submaster specified in the Track pull-down menu. Autoload Checkbox (Enable/Disable) Submaster Stop/Step A running cue can be stopped and then stepped through one cue at a time. + V476/V676: Press [Stop/Step] + V276: Press [Cmd] / [Go] Snapshot Indicator Cues eligible for a cue snap shot will be noted with "-".
Cue Data Cue parameter data can be viewed and edited in the Cue Data window. This window displays each stored cue, channel, or parameter. The Cue Data window contains a customizable display and toolbar. Note: Cue data can only be edited if Patch editing is disabled. View/Edit Cue Data: Step 1. At Data menu, select Cue Data. Cue Data window will open. Step 2. Once window is open, Enable Cue Editing menu option will be available (as long as patch editing is disabled).
Display Settings Use the following buttons to display different types of data: + Value (V) - displays the numeric value currently being received by the luminaire for each parameter. + Preset (P) - displays the Preset being received by the luminaire. + Label (L) - displays the value label for the cell. + Timing (T) - displays any associated timing information. + Dynamic (D) - displays any associated dynamic state information and continuous action such as wheel spins. + Column Window (Columns...
Customizing Cue Data Toolbar The Cue Data window toolbar can be customized using the Customize Toolbar window. To customize toolbar: + At View menu, select Customize Toolbar... + Drag icons or default set into toolbar. Cue Editing Cue data can be edited in the Cue Data window when editing is Enabled. + To enable editing, click Enable Editing button.
Editing specific lines: + When editing a specific line of a cell, standard Mac computer text copy and paste rules will apply. Selection: + To select a cell, click on it. + To extend or shrink the current cell selection(s) in a rectangular fashion, hold down the Mac keyboard SHIFT key and click on another cell. + To add or remove a specific cell, hold down the Mac keyboard WIN key and click on that cell. Copying: + Any selection may be copied to the clipboard.
To use Find/Replace function: Step 1. At Cue Data window, click Enable Editing button while in Cue view. (Spreadsheet fields will turn red to indicate that editing is enabled.) Enable Editing Button Step 2. Make edits in ONE ROW that is to be the "template row" for the replace. (The fact that a cell in this row has been changed flags its columns as those that will be used for the replace.) Step 3.
CUE STACKS Overview Cue Stacks (also known as "multiple cue lists") allow for additional cue lists separate from the main cue list. Each cue stack can have its own set of cue numbers and includes the ability to store submaster attributes such as bump modes, creation of cue based chases, etc. Cue Stacks can be stored using the command-line keypad, Stack palette and/or a submaster. They can be labelled, contain attributes and can be played back like a normal cue. (The console allow for up to 1000 Cue Stacks.
Stacks Palette Stacks are stored in the Stack palette banks and can be accessed on any of the palettes just as Presets, Colors, Beams, Groups, Macros, and Effects or from the keypad. For instructions on using the palettes, refer to the "Palettes" chapter on page 103. Stack Palette Buttons A Stack can be stored directly into a palette by holding the [Store] button down while selecting the desired palette. If the stack is empty, it will create the first cue.
Stacks in the Cue Sheet Window The Cue Sheet window displays the current Cue Stack, along with new Cue Stack toolbar functions. A pop-up menu allows selection of Cue Stacks by number. To open the Cue Sheet window, select Cue Sheet from the Operation menu. Guidelines: + To create, view and edit Cue Stacks, open the Cue Sheet window by selecting Cue Sheet from the Operation menu. + The Cue Stack toolbar will only be visible when a Cue Stack is selected.
Using Stacks with Submasters Cue Stacks can be used with the submasters just as standard cues. These are a few examples of stack/submaster operations: + Pressing and holding [Store] while choosing an empty submaster will create a cue in the next available empty stack. (Refer to "Submaster Choose" on page 280.) + Pressing and holding [Store] while choosing a submaster with a stack will create a new cue at the end of the stack.
12. SUBMASTERS This chapter contains instructions for operating the playback masters.
SUBMASTER OVERVIEW Submaster Controls The console contains 30 submasters for use in playing back events. These are used for execution of cues (effect or crossfade types) or effects. Submasters can be mapped ten at a time by selecting one of three banks: 1-10, 11-20, or 21-30 as required. Each submaster provides status information which includes pending and active cues/effects, priority level, function filter settings, rate value, submaster modes, timing counter, and step indicator.
Submaster controls can also be accessed in the Submaster HUD window (available from the Operation menu). Current Submasters Bank Bank Selection Menu Button Display Virtual Encoder Fader Display Virtual Fader Figure 12-2: Submaster HUD Controls For more information about the Submaster HUD, refer to "Submasters HUD Operation" on page 368.
SUBMASTER MODES Overview Submaster Modes A selection of modes may be applied to each submaster using the Setup and Control screens. These modes: Rate, Freeze, Function Filter, Channel Filter, Dynamic Disable, Time Disable, Independent, Bump, and Manual Assign can be used for advanced control of events during playback or to assign control of specific channels to a submaster.
Control and Setup Screens Pressing Control will display a summary of submaster mode settings for each bank of 10 submasters. Mode setting can be turned off and on at this screen, and defaults may be reset. (Refer to "Submaster Modes" on page 280 for more information about mode settings.) Pressing Setupwill bring up a summary of additional mode settings for each bank of 10 submasters. Like the Control screen, mode setting can be turned off and on at this screen, and defaults may be reset.
Clear The Submaster Setup screen provides options for clearing all modes and for returning to default settings. (Refer to the Mode Control buttons in the screen capture below.) + Press Default to return to the default settings for the selected submaster. + Press Clear to clear all mode settings for the selected submaster. + Press Close to hide the submaster Setup options.
Priority The Priority feature sets a Priority Level from 0-10. Priority Pile-On / Pile-Off Behavior: + Higher priority state overrides lower, deselect returns to lower priority state. + Equal priority recall replaces recall at that priority. + Intensity: HTP for submasters at a given priority level. Example of Submaster Priority Interaction: Submaster 1 is assigned to the default priority of zero with Cue 100 "wash look" selected/recalled on stage.
Bump Modes There are three types of Submaster Bump modes: + Add/Solo - provides two types of bump actions. The Add function behaves like a momentary Submaster selection. When the [Go] button is pressed, all parameters bump as if the submaster is selected. The Solo function behaves like a momentary Submasters selection, plus all other submaster faders go to zero. When the [Back] button is pressed, the submaster’s parameters bump and all other sumbaster’s parameters go to zero.
Add/Solo Mode The Add/Solo mode provides two types of bump action, depending on what button is pressed: + Add - [Go] button. This function behaves like a momentary Submaster selection. When the [Go] button is pressed, all parameters bump as if the submaster is selected. + Solo - [Back] button. This function behaves like a momentary Submasters selection, plus all other submaster faders go to zero.
IFCB Faders The IFCB faders use existing submaster priority concepts to allow manual crossfading between an IFCB fader cue and a lower priority state. While in IFCB mode, all controlled parameters (as defined by the normal channel and function filter) in the active cue will interpolate their positions between the current submaster state and the next lower priority state (as defined by normal priority rules).
Rate The Rate feature speeds up or slows down the playback of events (cues or effects). Rate Value The Rate encoder allows a percentage adjustment from 0-999 with 999% being the fastest rate and 0% causing the event to stop. + The default is 100%, which is real time (5 seconds = 5 seconds). + Decrease the percentage to slow down the event (50% rate applied to 5 seconds = 10 seconds). + Increase the rate percentage to speed up the event (200% rate applied to 5 seconds = 2.5 seconds).
To clear rate mode using submaster touchscreen: Step 1. Choose a submaster to bring up its Setup options. ("Choose" is activated by touching the specific submaster on the touchscreen.) Step 2. Deselect Rate checkbox or press Clear to clear all submaster settings. Step 3. Press Closeto close Setup screen. To select rate control for a submaster using "choose" method: Step 1. Press and hold Rate while choosing a submaster. ("Choose" is activated by touching the specific submaster on the touchscreen.
Timing Disable The Timing Disable feature causes timing data to be ignored for any cues that are activated on that submaster while it is in timing disable mode. Modes To set Timing Disable mode using submaster touchscreen: Step 1. Choose a submaster to bring up its Setup options. ("Choose" is activated by touching the specific submaster on the touchscreen.) Step 2. Select Timing Disable checkbox. Step 3. Press Closeto close Setup screen.
Board Control Disable The Board Control Disable feature causes any linked snapshots, macros or autofollows to be ignored during playback of any cue. This feature can be useful for recalling the core data for any cue. Modes To set Board Control Disable mode using submaster touchscreen: Step 1. Choose a submaster to bring up its Setup options. ("Choose" is activated by touching the specific submaster on the touchscreen.) Step 2. Select Board Control Disable checkbox. Step 3.
Dynamic Disable The Dynamic Disable feature disables the playback of any macros and/or snapshots linked to a cue. For example, if you wish to view data in a particular cue, you could disable any linked event(s) so that it will not occur upon completion of the cue. Modes To set Dynamic Disable mode using submaster touchscreen: Step 1. Choose a submaster to bring up its Setup options. ("Choose" is activated by touching the specific submaster on the touchscreen.) Step 2. Select Dynamic Disable checkbox.
Freeze The Freeze feature halts an event in mid-transition. Note: If a cue is stored while a submaster is frozen, the end goal of the event will be the data stored. Modes While in Freeze mode, an indication will be shown in the submaster’s display: Freeze a cue using submaster touchscreen: Step 1. Choose a submaster to bring up its Setup options. ("Choose" is activated by touching the specific submaster on the touchscreen.) Step 2. Select Freeze checkbox.
Store a Freeze state as cue: + Press and hold Freeze while choosing a submaster. ("Choose" is activated by touching the specific submaster on the touchscreen.) Press the area below a submaster’s number to "choose" the submaster Inhibitive When set to the Inhibitive mode, the submaster will act as a grandmaster fader for all channels associated with that submaster. Note: Use the Channel Filter mode to select which channels will be controlled by the submaster.
Independent The Independent feature prohibits a specific submaster from having its content modified by any other submaster (although it can still be modified manually or by the Grand Master/Blackout fader). Modes Example: If a channel is controlled by Submaster 1 and intensity control is subsequently assumed by Submaster 2, and Submaster 2 is independent, that intensity value is now independent and cannot be affected by any changes to Submaster 1’s fader setting.
Manual Assign The Manual Assign feature loads any selected channels and their current parameter settings into the submaster for control. The submaster fader can then be used to scale the intensity output for those channels. For example, this function could be used to adjust the intensities of specific luminaires in order to brighten or dim certain areas of a stage.
Release a submaster from Manual Assign mode using submaster touchscreen: When releasing a submaster from a manual assignment, no parameter data will be changed; the channel is just no longer associated with that submaster. Step 1. Choose a submaster to bring up its Setup options. ("Choose" is activated by touching the specific submaster on the touchscreen.) Step 2. Press Manual Assign or press Clear to clear all submaster settings. Step 3. Press Closeto close Setup screen.
Channel Filter The Channel Filter feature is used to specify certain channels for playback on a submaster. Those "filtered" channels then become the only channels used by the submaster whenever it plays back a cue or effect. Modes Filter a channel using submaster touchscreen: Step 1. Choose a submaster to bring up its Setup options. ("Choose" is activated by touching the specific submaster on the touchscreen.) Step 2. Select Channel Filter checkbox. Step 3. Press Closeto close Setup screen.
Function Filter (Submaster) The Function Filter applies filters to a submaster for modification of a cue or effect during playback. The submaster Function Filter mode works in conjunction with the console’s Function Filter (refer to "Function Filter" on page 93). Guidelines: + The function filter does not become active until the next event is recalled. + If a cue has a mask associated with it, the submaster filter state will override the mask.
PLAYBACK INTENSITY LEVEL How Playback Intensity is Determined Earlier in this manual, intensity was discussed in relation to cue store operations (refer to "Intensity States" chapter on page 140 and "How Faders Affect Intensity" on page 254). This stored intensity state or level, along with the current setting of submaster and Grand Master faders, are used in determining the final playback intensity level for any given event.
Example Intensity Scenarios The following examples will give you an idea how stored intensity values and fader settings work together to determine an intensity level for playback. The final playback intensity level is a percentage of what was stored in the original cue and not a percentage of the luminaire’s full potential intensity output. Note: These simplified examples are intended to help show the relationship of intensity controls. Many more combinations are possible.
Intensity Transitions When playing back cues with intensity transitions (timed fades), the submaster fader can be used to scale the intensity output. + If the fader is set before the transition occurs, the entire transition will be scaled accordingly.
PLAYBACK Advanced Playback of Cues A cue loaded into a submaster becomes the pending cue. When [Go] is pressed, the pending cue will play. Play a cue: Step 1. At keypad, press [Cue] [n] [Enter] or scroll through cue list to select cue. It will be displayed in the keypad window. Cue 1 * set cue 1 Step 2. At required submaster, press [Select] to select submaster for playback function. Step 3. Press [Load] to place cue in pending file (as shown in submaster display). Step 4.
Controlling Linked Playback The submaster always sequences, placing the linked cue in that submaster’s pending file or the specified submaster’s pending file. Linked cues with an associated wait time will automatically execute after the wait time has elapsed. If no wait time has been defined, the linked cue will await manual execution. A linked macro will automatically execute. The [Stop/Step] button can be used to halt the automatic playback of linked cues which have an associated wait or trail time.
External Fader Control via Art-Net Input An external DMX console can be used for controlling submaster faders via Art-Net input. The "DMX In" tab, available in the Settings window, is used to configure this feature. The settings tab includes an overall enable for the function, specification of Art-Net universe and base DMX address, and individual submaster control enable. The thirty DMX slots of the specified universe at the base address are mapped sequentially to the thirty Vx76 submasters.
13. SYSTEM SETUPS This chapter provides instructions for setting console preferences, network and control settings, display settings, and multi-console system options.
SETTINGS Settings Window The options available in the Settings window are advanced setups that are not required when first powering up and patching your system. These can be changed at any time. To change settings: Step 1. At Setup menu, select Settings. Settings window will open. Step 2. Click tabs to access different setting types. General Tab General console settings can be set at the General tab.
Storing Tab Store settings can be set at the Storing tab.
MIDI Tab MIDI options can be set at the MIDI tab. Select MIDI Output Device/Port Select MIDI Input Device/Port The console will accept a value of either 1 or 127 for input When using MIDI Notes feature, these buttons select which MIDI channel it will "listen" to (1-16).
Highlight Tab The Highlight feature provides a method for identifying a particular fixture or set of fixtures by putting them into a predefined state which distinguishes them from the rest of the system. The highlight and lowlight states are defined at the Highlight tab. Guidelines: + The settings are applied in sequence and can overwrite each other. + Items that are not checked will be ignored. + The default states are full intensity for highlight and no action for lowlight.
Default Explanations Emergency Action Default: Do nothing (remain in current state) This setting determines what event is to occur if communication is lost between the console and the luminaire/ interface devices for longer than 15 seconds. This information is sent upon console start-up in case of an emergency. You may determine one of the following: + Do nothing. Luminaires will do nothing. + Fade out in n seconds. System will fade out in the specified number of seconds. + Go to Cue n.
DISPLAY FILTERS Loading Filters Console status windows can be configured to include data from specified channels only. Once a display filter has been loaded, only data from the specified channels would be shown in the status windows and only these luminaires would appear in the 3D Graphic window. Load a display filter: Step 1. Select only channels you wish to be displayed in status or 3D Graphic windows. Step 2.
Automatic Display Filtering When active, the automatic display filtering feature will display data for only the selected channel(s). This is effective for all status and data windows. To enable display filtering: Step 1. At front panel, press [Auto Display Filter] toggle button (button will flash) or at Special menu, select Auto Display Filter. (A check will appear in menu when active.) Step 2. Select desired channel(s). Status and data windows will now show information for only the selected channel(s).
MULTI-CONSOLE FEATURES Setting Up Backup (Secondary) Consoles The Vx76 software allows multiple consoles to be connected together in a single lighting system. This feature can be used to ready a backup console for quick takeover of system operations in the event the main console goes down. The software allows connection of any number of secondary consoles to a single primary console, and allows mixing of V676 and V476 console models in any combination.
Configuring Multiple Consoles By default, in a single console setup, the console will automatically be configured as the primary console. In a multiconsole setup, secondary consoles can be configured at the File menu. Takeover as primary console: Step 1. At console to become primary, at Vx76 menu, select Takeover as Primary Console... Step 2. At confirmation window, click OK to proceed or Cancel to abort. To name a console using System Configuration: Step 1. Press This Console. Step 2.
Channel Partition Channel partitioning allows an operator to define a specific collection of channels to work with exclusively. While a partition is loaded, only those specified channels may be controlled, stored or played back from that console. Load Partition Button Load a channel partition: Step 1. Select required channels. Step 2. At front panel, press [Load Partition] button or at Special menu, select Load Partition.
OFF-LINE PROGRAMMING Performing Off-Line Programming The Off-Line feature allows preprogramming without having to connect to a system. When in the Off-Line mode, all menus and windows are accessible just as if the system were on-line. The only difference is found in the System Configuration window, which will display errors for any of the previously connected system devices. Set console to Off-Line mode: + At Vx76 menu, select Offline.
SOFTWARE UPDATES Updating System Devices System devices can receive software updates from the console. During this procedure, new software is downloaded to all connected system devices that require an update. The Version Info window will display the current software version and date for all connected system devices. To update system software: Step 1. Create new show file without a patch. Step 2. At Vx76 menu, select Versions... Step 3. At Version Info window, click Update Software button.
Notes 318 VX76 SOFTWARE USER MANUAL
14. 3D GRAPHIC DISPLAY This chapter provides instructions for using the 3D Display features.
3D FEATURES Overview The three-dimensional features provide graphic feedback for live, preview, and off-line editing purposes. Once patched with a 3D location, the 3D Graphic window will allow you to view your current luminaire configuration in a rendered three-dimensional representation. Luminaire status and cue positions appear in the 3D Graphic window as they would appear live and any events played back while the window is open are reproduced.
Importing a Venue A graphic representation of your venue or stage production can be imported for use in the 3D Graphic window. This file, referred to as a "venue", is stored with the show file. If a new venue is imported, it will overwrite the previous venue in the show file. The venue can be created using most common 3D modeling software packages, then saved in one of the following formats for import: + *.3dmf + *.3df + *.dxf + *.
3D Layer Control The clipping process used by the Vx76 software to manage beam intersections when they meet objects in the 3D graphic can be processor intensive and slow down performance of the 3D graphic feature. As an option to speed up performance, the console offers a method for specifying individual layers of the imported *.dwg or *.dxf graphic not to be clipped. Note: In VectorWorks, a layer is referred to as a "class.
3D DISPLAY WINDOW X, Y, Z Locations An X, Y, and Z location for each luminaire is defined in its patch information. These coordinates can be entered in the Location section of the Patch dialog at the time the luminaire is initially patched or any time later using the Patch spreadsheet.
The coordinates are based on a point of origin (X=0, Y=0, Z=0) from which every object in your 3D graphic has been located. By defining all three locations, you can achieve an accurate representation of your production in the Graphic Display window. + X - left/right from origin. + Y - forward/backward from origin. Point of Origin (0,0,0) + Z - height from origin. Note: The Z coordinate (height) sets the top position for the luminaire’s hook in the 3D graphic.
Using 3D Graphic Window Overview The 3D Graphic window displays the current luminaire configuration as a rendered, color graphic. The color feature supports both CYM mixing and LED color systems. (Note that this color feature was not available prior to Vx76 software version 2.0.) The screen capture below shows a 3D Graphic window which utilizes the color features.
Tools Controls are available in the tool bar at the top of the window: Point of Interest Mode - Brings up crosshairs for refocusing luminaire beams. Select or add camera angle presets Center Lines Pools Channel Select Mode - Allows selection of individual channels or channel ranges. Camera Angel Mode - Allows manipulation of camera angle view of scene. Cones Luminaires Modes While in Channel Select Mode, the following options are available: + Click on individual luminaires to select for manual control.
3D Graphic Settings Appearance aspects of the 3D graphic can be adjusted using the Settings window. Using 3D Settings window: + At 3D graphic window, click on Settings button. Using cursor, drag sliders to adjust settings as desired. Adjusts the brightness of the light source emanating from the left side of the window. (This provides the realistic shaded look.) Adjusts overall brightness of the 3D venue. Adjusts the shade of the 3D window background. Sets detail level of the graphic.
X/Y Control X/Y control can be enabled for an attached track ball or other mouse device. When enabled, this will be indicated by an "X/Y Control" watermark on the monitor desktop. To enable track ball X/Y control: + At Operation menu, select X/Y Control. To release track ball X/Y control: + Click console trackpad or press ESC on the Mac keyboard.
LIVE/PREVIEW MODE Overview The 3D Graphic display, when used in combination with the console’s Preview mode, is a powerful tool for previewing cues and manual control moves without actually executing them on stage. As mentioned in Chapter 1 of this manual, the console has two special modes: Live and Preview. The Live mode is used for live editing. While the Live mode is selected, any manual control actions or event recalls (cues, effects, dynamic states, etc.) will be executed, in real time, on stage.
Step 6. Press [Live/Preview] toggle button again to return to Live mode. (When "Live" is highlighted, the Live mode is on.
15. SHOW MAINTENANCE This chapter provides instructions for managing show files, importing/exporting patch data, updating the operating system, and using the off-line diagnostics.
SHOW FILE AND DATA MANAGEMENT About Show Files All programming information for a production (i.e., a show) is stored in a show file. Show files are made up of individual data files nested within a show file folder. When the Vx76 software application is launched, it will automatically open the last show file used on the console, unless one is not available, in which case a new show file is automatically opened.
To open an existing show file stored on the console: Show files stored on the console’s hard drive can be selected from the left "Console" column. Step 1. At left "Console" showfile list, select show file. Step 2. Press Launch button to open. To open an archived show file stored on an external source: If a show file is selected on an external source, pressing the Launch button will automatically unarchive and launch the file in one step. Step 1.
To archive a show file: Show files can be backed up (archived) to an external storage device. Step 1. At left "Console" showfile list, select show file to be archived. (Additional option icons will be made available.) Step 2. At right "External" showfile list, use pop-up to select an external location where the archive is to be stored. Step 3. Press Archive button. Show file will be copied to the external location. (This may take a few moments.
Import All This option imports entire sections from another show based on the selections. Step 1. Press the all button, then choose the sections to import (patch, cues, snapshots, etc.). Step 2. Press Import Data button to import. Selective Import This option imports a range of items of a specific type from another show. Step 1. Press the selective button, then specify the type and range. Step 2. Press Import Data button to import.
After Cue Import If cues have been built using Presets, the Cue Data and Status windows will show the source Preset ID. If Presets were not imported, there will be no Preset data present/available for the luminaires. In this case, there may be a log message indicating that channels could not recall data because there was no Preset data. The error message in the log will be: "device," channel XXXX, cue references non-existent Preset ID XX.
Cleanup Palette This command can be used to remove any occurrences of "Unk" fixture types in the palette window which may have happened during a data import. To cleanup a palette: Step 1. To enable Cleanup Palette command, ensure that either palette data window is open and at top level (in front of all other windows). Step 2. At Data menu, select Cleanup Palette. This will bring up a confirmation alert. Step 3. At alert window, click Cleanup. This action will remove "Unk" fixture types.
Save a Copy "Save a Copy" creates a backup of the active show file. This can be done via the Utilities screen or via the Mac menu. To save a copy of the active show file using Utilities screen: Step 1. While a show file is open, press Save a Copy. Step 2. Type a new file name or use default name. Step 3. Press Save To save a copy of the active show file using menu: Step 1. While a show file is open, select Save A Copy at the File menu. Save As window will open. Step 2.
USITT ASCII Show File Import The stand-alone ASCII Import application provides a method for importing conventional patch, cues, submasters, and groups from show files built on Strand, ETC, and grandMA consoles. The ASCII Import application is located in the Support folder of the Vx76 application folder. (Note that the Vx76 software must be running on Mac OS X 10.7 or higher for this application to run.
Exporting Patch Patch data can be exported as text information from a show file for import into other show files or programs. To export patch data: Step 1. At Patch menu, select Export Patch... File management window will open. Step 2. Select a location and name your patch file. Step 3. Click Save. Importing Patch Patch data exported from a show file may be imported into a different show file. The patch data file can be resident on the hard drive or portable disk.
Console Log The Console Log contains information such as calibration failures, programming data, cue repair summaries, and save reports. The Log can be viewed in the Log window (available at the Setup menu). Log messages are also posted as they occur on the front panel and in the software status bar. Log Messages Note: The log has a limit of 1Mb. After it is full, messages will no longer be logged, although they will still appear in the information bar as they occur.
Printing Any Apple®-compatible printer can be connected and used to print data from the following windows: + Cue Sheet + Board Cue Sheet* + Console Log + Preset Data* + Color Palette Data* + Beam Palette Data* + Patch + 3D Location + Macros* * Allows extra print setup options. See below. Important Notes + In order to compact the information, the software will reduce all text font sizes to 7 point. + The Plan View will be reduced so that it always prints on a single page.
To print: Step 1. Ensure that window you wish to print data from is open and currently active. Step 2. At File menu, select Print... Step 3. At Print window, use pop-up menu to select "Vx76" in order to bring up Vx76 options. Step 4. If printing from a special Vx76 window, select which data you wish to print (see previous page). Step 5. Click Print. Select "Vx76" to bring up Vx76 print options. Special Vx76 window options. These are available for specific windows (refer to previous page).
UPDATING PROFILES Overview As mentioned in the patch instructions covered in Chapter 3, the console utilizes a resource called a profile to properly map control of fixtures. The profiles are accessed in the Luminaire Patch windows. (Refer to "Patch" on page 26.) The Profiles are stored in a Vx76 system folder which is accessed each time a new show file is opened. It is possible to import new Profiles and update older show files with them if desired.
Importing Profiles Before Profiles will be available to your show files, they must be loaded into the console’s Profile folder. To import profiles from an external storage device: Step 1. Connect external storage device containing new Profile(s) to console. Step 2. At File menu, select Import Profiles... Load Profiles window will open. Step 3. Locate Profiles on your storage device, select, and click Open. The Profile(s) will be copied to the console Profile folder.
Updating Profiles In order to protect existing show files, the console does not automatically update them with any newly imported profiles when using the Import Profiles feature (see previous page). If you desire to update an existing show file with a new profile(s), this can be done using the Update Profiles function. To update profiles: Step 1. At File menu, select Update Profiles. Step 2.
Deleting Profiles The Profile Delete action can be applied to any profiles that are not currently being used in the patch. To delete a profile: Step 1. If required, unpatch any profile(s) you wish to delete. Step 2. At File menu, select Update Profiles. Step 3. Update Profiles window will open and all profiles in the open show file will be listed. Step 4. Check boxes of any fixture profiles you wish to delete and click Delete.
ON-LINE DIAGNOSTICS DMX512 Channel Tests The DMX Diagnostics available in the DMX Setup window can be used to troubleshoot DMX patch problems. The diagnostic function allows you to send values directly to a specific DMX512 channel, bypassing all other console controls. Perform DMX Diagnostics: Step 1. At Patch or Setup menu, select DMX Setup. DMX Setup window will open. Step 2. To see channel assignment for a DMX universe, use cursor to select universe (A thru Z).
Dimmer Check Commands Dimmer Check commands are available on the command-line. The command syntax is: + [Dimmer] universe/channel [At] value [Enter] - Set dimmer at universe/channel to value + [Dimmer] [+] - advance to next dimmer + [Dimmer ] [-] - return to previous dimmer + [Dimmer] [Dimmer] - exit dimmer check When dimmer check is active, the [Dimmer] key on the keypad will blink. Clear Status Errors All error messages can be cleared using the Clear Status Errors command.
Notes 350 VX76 SOFTWARE USER MANUAL
16. CONTROL BY EXTERNAL DEVICES This chapter provides instructions for controlling shows by use of an external MIDI/SMPTE or switch closure trigger device.
CONCEPTS About MIDI/SMPTE The console is able to accept two forms of external control: + MIDI Notes + Timecode (includes both MIDI and SMPTE) MIDI (Musical Instrument Digital Interface) is a communication protocol that allows electronic musical instruments to interact with each other. Much in the same way that two computers communicate via modems, two electronic instruments can communicate via MIDI.
Switch Closure Trigger Input The switch closure trigger port is wired to the Board Control [Go] button. Closing the switch by any compatible device is the equivalent of pressing this button. The triggering device can be any device that will supply the "short," such as a hand-held switch, a relay, a footswitch, etc. The switch closure trigger port will accept a 2-conductor mini mono phone plug which can be purchased from PRG or other electronics outlets: To Switch PRG Part No. Accessory 52.6616.
MIDI NOTES Note Mapping The console accepts MIDI note messages. Each MIDI note is mapped to a single macro for the first 127 macros. When the console receives the note, it will execute the corresponding macro.
MIDI/SMPTE TIMECODE Overview The console will also accept MIDI/SMPTE timecode messages, which can be generated internally or from an external source. The messages generated by the internal timecode generator can be run independently or in sync with an external timecode. If the external timecode source drops out, the internally synchronized timecode allows the MIDI operation to continue. When the internal clock is selected, any external timecode will be ignored.
Recording Timecode is recorded using the Timecode window. The timecode and corresponding event steps are stored in a Timecode Script which can be viewed and edited using the Timecode Scripts window (refer to next page). Unless a different script number is selected in the window, the script will be stored as Number 1 by default. To record timecode into a script other than 1, select its number at the Timecode Scripts window. Record Timecode: Step 1. At Operation menu, select Time Code.
+ The Timecode Scripts window calculates timecode displayed for steps based on frame rate selected in the Timecode window. When the frame rate is changed in the Timecode window, the Timecode Scripts window will recalculate values according to the frame rate selected. + Multiple playback scripts are possible. Scripts selected in Timecode Scripts window are enabled for playback.
Insert new step(s): Step 1. Using trackpad, select step prior to where you wish to insert new step. Step 2. Click "insert" icon. Step 3. At front panel, perform new action(s). Step 4. Click "stop record" icon. To select multiple scripts for playback: Step 1. Using trackpad, select line of script for playback. Step 2. Click in the "L" (Link) column to place a bullet next to each script to be played. To edit timecode: Step 1. Using trackpad, select step. Step 2. At keyboard, press [return]. Step 3.
MIDI SHOW CONTROL Overview The console can utilize MIDI Show Control (MSC) commands for more advanced external MIDI control. This section covers commands as they relate to Vx76 functions. For more information on MIDI and MSC, consult the following document available from MIDI Manufacturers Association (MMA): + The Complete MIDI 1.0 Detailed Specification Midi Manufacturers Association P.O. Box 3173 La Habra, CA 90632-3173 www.midi.
Variables The cue number, Q_Number, typically represents actual Vx76 cue number, board cue number or other items that can be numbered such as effects, snapshots, macros, etc. Q_Path Data Type 0 Cue The cue list, Q_List, represents the submaster number. Zero (0) will be used for board cue playback, 1 through 30 for submasters, and 256 will specifically represent "no submaster" for recall of items other than cues if Q_List cannot remain blank.
Defined [Go] Actions The following are actions available with the [Go] command: + Q_Number = N, Q_List = 1-30, and Q_Path = empty or 0: "submaster {Q_Number} autoload cue N." + Q_Number = N, Q_List = 1-30, and Q_Path = 2: "autoload of effect N on submaster {Q_List}." + Q_Number = N, Q_List = empty or 256, Q_Path = P (5-11): "recall of macro, snapshot, preset, color, beam, or group {P}." The following do not require a Q_Path value, and will ignore any value present.
MIDI Show Control Output MIDI show control output can be useful to sync two consoles using MIDI. When enabled, if a cue is recalled in a submaster, the console will output MIDI signals through its MIDI port. To enable this feature, select any option other than the "Off" in the Settings/MIDI window. If "All Submasters" is selected, MIDI show control output will be active for all submasters. If "Submaster 1 Only" is selected, MIDI show control output will be active for Submaster 1 only.
17. OFF-LINE MODE (VISIONARY) This chapter provides instructions for operating the Vx76 software off-line without a console.
VISIONARY OPERATION Overview The Vx76 software can be run off-line without the need for a console front panel. This mode, referred to as Visionary, allows show files to be programmed without a console. Any time the software does not detect a front panel, it will automatically launch in the Visionary mode. Note: The Visionary windows are also useful when operating a V276 On Mac, since this console does not include any front panel touchscreens. The V276 HUD was added specifically for this purpose.
Drag and detach tabs to create stand-alone windows. For example, the Submaster tab: Heads Up Display (HUD) To interact with Visionary, four Heads Up Display windows (HUDs) are available: + Command - provides a command-line keypad, command-line feedback, and control buttons (Store, Label, etc.). + Encoders - provides encoder control and feedback. + Submasters - provides submaster buttons and fader levels. The HUDs can be accessed from the Operation menu.
Command HUD Operation The Command HUD provides a command-line keypad, command-line feedback, and control buttons. + Commands are entered into the command-line by clicking the control buttons in the window. When a command requires a subsequent action, the entry will be yellow to indicate that it is waiting for the next action. For example, if [Delete] is pressed, it will require a subsequent entry such as [Cue] before a number can be entered.
Encoders HUD Operation The Encoders HUD provides encoder control and feedback. + Use the cursor to turn the virtual encoder knobs. + Apply Shift, Control, Fan, and Slow features by clicking the buttons at the top of the window. + Switch between encoder types using the drop-down menu at the top of the window.
Submasters HUD Operation The Submasters HUD provides submaster buttons and faders. + Click the buttons to select and operate the submasters. + Use the cursor to move the virtual faders and turn the Rate knob. + Switch between the Faders display and Buttons display by clicking the appropriate button at the top of the window. + Switch between submaster banks (1-10, 11-20, 21-30) using the drop-down menu at the top of the window.
V276 Display The V276 HUD, also available from the Operation menu, provides convenient access to the command-line and one palette, along with encoder, cue, stack, filter, timing, effect, and stack data. + When an encoder function is selected using the buttons on the V276 console front panel (Color, Beam, Image, Frame, Dynamic, or 3D), its parameters will be displayed in the encoder area. + Command-line entries will be displayed in the command-line area.
+ When turning the encoder knobs on the V276 console front panel, the adjusted values will be displayed in the V276 HUD. Function Encoders (4) Four knobs which control luminaire parameters as selected by the Encoder Buttons. Encoders Buttons Selects a parameter type for control by Encoder Knobs.
A.
FRONT PANEL AND KEYBOARD SHORTCUTS Front Panel: Submaster Keypad Combinations Button Sequence Action Rate-Choose * Toggle rate control for submaster Freeze-Choose Toggle freeze state Chan-Choose Sets current selection to channel filter for submaster Clear-Choose Clear pending and active cues Clear-Choose Clear all submaster attributes Timing Disable-Choose Toggle timing disable Label-Choose Enter label for cue/effect in submaster Cue-Choose Set current cue from submaster (D1 mode) Group-Ch
Front Panel: Palette Keypad Combinations Button Sequence Action Affected Palette(s) * Store-Select Store palette item PCBGMSE Store/Label-Select Store item and enter label PCBGMSE Update-Select Update item P Label-Select Label item PCBGMSE Group-Select Select channels currently using item PCB Sel Store-Select Selective store item PCB Recall-Select Selective recall item P Delete-Select Delete item PCBGMSE Copy/Move-Select Initiate and complete copy or move PCBGMSE Effect Store-S
Mac Keyboard Shortcuts Key Function Function Keys F1 Store F2 Selective Store F3 Update F4 Track / Fill F5 Selective Recall F6 Delete F7 Intensity Sneak (At) F8 Copy / Move ALT + F9 Sneak ALT + F10 Select ALT + F11 Time SHIFT / F1 - F12 Recall snapshots 1-12 Plan View Patch Editing arrow keys CMD nudge fixture movement /+ A selects all fixtures in plan view Palettes CTRL + CMD + palette button stores palette CTRL + OPTION + palette button labels palette 3D Window left
PRE-PROGRAMMED "CANNED" FEATURES Canned Dynamics Canned Dynamics are provided to aid programmers in developing shows more rapidly. These can be found in the Dynamics Palette Bank 1 of the "Untitled" show file. The following is a list of all included Canned Dynamics by number: No.
Canned Macros Canned Macros are provided to aid programmers in developing shows more rapidly. The Canned Macros, which can be found in the Macros Palette Bank 20 of the "Untitled" show file, were especially designed to work with the Century Palette window when using a touchscreen (optional). The Canned Macros are organized into logical groups of 20 in order to integrate effectively with the palettes. As with any macros, the Canned Macros can be moved and rearranged to suit any programmer’s preferences.
Table A-1: Canned Macros (Continued) No.
Table A-1: Canned Macros (Continued) 378 No. Name Macro Description Bank Page 1943 Fanned Time 4 Sec Sends Fanned time of 0 to 4 seconds to the current selection using the current fan. 20 3 1944 Fanned Time 6 Sec Sends Fanned time of 0 to 6 seconds to the current selection using the current fan. 20 3 1945 Fanned Delay 2 Sec Sends Fanned delay of 0 to 2 seconds to the current selection using the current fan.
Table A-1: Canned Macros (Continued) No. Name Macro Description Bank Page 1969 Gobo Filter Selects Fixed Gobo Filter 20 5 1970 Rotate Gobo Filter Selects Rotating Gobo Wheel Filter 20 5 1971 Dynamic Rock Around Selects Rock Around for the current channel and Filter selection. 20 4 1972 Dynamic Rock Above Selects Rock Above for the current channel and Filter selection. 20 4 1973 Dynamic Rock Below Selects Rock Below for the current channel and Filter selection.
Table A-1: Canned Macros (Continued) 380 No. Name Macro Description Bank Page 1993 Figure 8 Wave Dynamic Creates fanned figure 8 for the current selection. 20 5 1994 Roller Wave Dynamic Creates fanned Roller Wave for the current selection. 20 5 1995 Tilt Wave Dynamic Creates fanned tilt wave for the current selection. 20 5 1996 Pan Wave Dynamic Creates fanned Pan wave for the current selection. 20 5 1997 Intensity Dynamic Creates fanned Intensity wave for the current selection.
GLOSSARY Glossary of Terms Active An intensity value greater than zero (1-100%). When a luminaire is active, it will store data for all parameters (including intensity). Also, a selected submaster and its associated cue are considered active. Ad Hoc Group A group of channels selected "on-the-fly" which has not already been pre-stored (as a group). Ad Hoc channel selection is based on information such as "all channels in a specific preset.
Color The subjective interpretation by the human eye and nervous system of electro-magnetic radiation in the 380 to 760 nm band (visible light). Also, a function of the luminaire specified by color and saturation data, or by filter position data. Hue is the subjective appreciation of the dominant wavelength of a light source; the attribute of color perception by which different parts of the spectrum are distinguished (red, orange, yellow, green, blue, violet, purple).
Douse To de-energize a luminaire lamp. (Douse is unrelated to intensity states.) Down Fade Time Timing value associated with channel intensity settings. Down Fade time affects the intensity transition in the event the transition is in a downward direction. The Down Fade time has an associated delay time. Dynamic Disable A submaster mode which prohibits the replay of dynamic states on that submaster. Dynamic A quick method for creating dynamic effects (states of motion) across groups.
Flip A function which moves pan 180 degrees about the zero axis and "reflects" tilt about the zero axis. Focus The point to which the light beam is directed. Also, a function of the luminaire related to the direction of the beam as specified by pan and/or tilt data. Freeze A submaster mode which halts cue movement on that submaster. Frost A beam attribute available in some DMX512-controlled luminaires. Control for frost is provided by the soft encoders.
Inactive A luminaire state (programmed via the [Out] button) in which no recorded data is provided for that luminaire in a selected cue. When a luminaire is inactive (or out), it will not store data for any parameter. Independent A submaster mode which prohibits the associated submaster’s contents from being altered by any other active submaster. Releasing the submaster from its independent state makes the associated channels/parameters available to other control.
control override may be placed on a submaster for intensity control. It will remain under the control of that submaster until it receives a new instruction or until a new event is played back on that submaster. If the submaster is independent, the channel will remain under the control of that submaster until the submaster is released from independent or until a forced update is completed.
Page A number of selects available in each bank of group, beam, color, preset, macro, dynamic, stack, template, and effect selects. Park A luminaire state in which it will not respond to any manual or playback commands, nor will it store into any cues. Palette A bank of associated buttons used to store and recall attributes for Beam, Color, Preset, Dynamics, Effects, Snapshots, Macros, and Cue Stacks. Part A component of an effect set.
Recall Allows specified parameter data for selected channels to be recalled live from stored preset or cue, as modified by any filter settings. Reset Activates a soft reset as supported by the luminaire profile. (Note that this action does not re-download a luminaire’s data.) Run To resume the operation of a stopped effect, or resume the wait/trail countdown of a stopped cue. Select To obtain manual control of a luminaire from the console.
Sneak A dual-purpose function which allows manual control values to be staged and then recalled in a specified time. Sneak provides a graphic display of command-line entries that would not normally be visible and also provides a means of creating manual control moves "on-the-fly." For this purpose, values can be assigned to parameters and then recalled at a specified time, luminaire time, or by manually pressing Enter at the touchscreen.
3D Location A device’s X, Y, and Z coordinates. These three coordinates are based on a point of origin (X=0, Y=0, Z=0) from which every object in the 3D graphic has been located. Touchscreen The touch sensitive screen which allows access to Timing, Filter, and Sneak settings. Track/Fill To force a new parameter setting for selected channels through the cue sheet until a channel block command is encountered or the luminaire parameters affected are set to a different value.
B.
Index Black out 254 Board control disable submaster 290 Board cue connecting external trigger 353 deleting 246 overview 243 recalling 246 recording 245, 246 window 247, 248 Brightness level front panel and monitors 11 keyboard 11 Bump add/solo 284, 285 go fader 284, 285 intensity 284 submaster 284 Numerics 276 Display 14, 369, 370 2D Display unit of measure 310 3D encoder 66 3D graphic camera angle 209 display filter 325 fan 72 importing venue 321 location 30, 323 modes 326 new venue 320 orientation 30, 3
power down 7 power up 6 restart front panel 6 shut down all 7 shut down front panel 7 software 6 system configuration 20 Console, V276 On Mac special considerations 14 Console, V476 encoder sidebar 12, 69 external monitor workspace 13 front panel 12 workspace swapping 12 Copy/Move channel 203 data 204 effect 178 function key 208 palette data 203 submaster 303 Copy/Paste soft keyboard 112, 142 Cue affect of faders on 254, 262, 300, 301 as an effect 196 copy/move 203 creating cue numbers without storing 256 c
fan offset 159 guidelines 152 offset 67, 157 overview 150, 152 playback 155, 166 point-to-point 163 randomize 156 rate 67, 157, 158 size 67, 157, 158 store DynOnly 161 storing 152 storing and recalling 167 storing as a macro 159, 160 storing as cues or presets 159, 160 super palette 151 warning messages 158 Set 0 172 simultaneous 181 simultaneous start 181 start 179, 181 step 193, 194 step time 184, 186 stop action 181 stop flag 191 storing as cue 196 super palette 136, 171, 174 sustain time 186 tap-sync s
with dynamics 156 Flip pan/tilt 64 Focus pan/tilt 30 reverse 30 swap 30 Frame encoder 67 Freeze submaster 292 Function filter applying to beams 95, 125 applying to colors 95 applying to cues 95 applying to submaster 95 general operations 87 overview 86 setting filters 95 sneak 3D 99 submaster 298 templates 87, 101 Function keys overview 206 quick keys 209 using 206, 207 H High resolution, encoder 73 Highest Takes Precedence concept of 301 Highlight 64, 202, 309 Home 51, 54, 59 Host 27 HUD Command 365, 366
soft encoders 60, 61 timing 198 Manual timing using 198 Marked intensity 140, 303 Masking 93, 94 Media palette library 217 overview 213, 214 playmodes 218 server control 218 super palette 215, 216 thumbnails 216, 217 view lock 217 Media Server Setup window 210, 211, 212 Media servers controlling 73, 210 library 213 Media palette 213, 214, 215, 216, 217, 218 Media Setup 219 Server Setup window 210, 211, 212 Media Setup Legacy window 219 MIDI channel 308 input options 352 input/output port 308 message format
with ordered groups 57 Node configuration 20, 22 Null state 177 O Off-Line programming 316 Ordered group overview 131 Orientation 3D 30, 324 Out intensity 140, 303 Out time 253 P Pairing 25 Palette applying to channel 111 bank 110 beam 125, 126, 127 century screen 109 color 121, 122 copy/move data 203 creating ad-hoc groups 136 desktop window 108 dynamics 151 dynamics super palette 151 edit screen 109 effect 171, 172, 174 effect super palette 171 general operation 109, 110 group 130, 132 label 112 label s
Programming off-line 316 Q QuickFocus 199, 200, 306 Quit Vx76 7 R Rate encoder 287 submaster 287, 288 Recalibrate 51, 54, 59 Reset 51, 54, 59 Restart front panel 6 Resync submaster direct mode 263 S Secondary console 313 Select function key 208 Selective recall function key 207 using 261 Selective store function key 206 using 260 with submasters 262 Sequence attack time 185 copy/move 203 creating 175 decay time 185 edit 193, 194 overview 170, 173 step time 185 sustain time 185 timing 185 Sequential 176 S
Vx76 application 6, 7, 9 window interaction 8 Speed format 89 timing 89 Stack copy/move 203 cue sheet 265 in command line 273 in Cue Sheet window 275 overview 273 palette 274 with submasters 276 Start effect 181 lamp 51, 54, 58 Startup action 306, 310 Status Columns window 120, 128 Status indicator 9, 10 Status mimic 51, 54 Step background state 177 null state 177 overview 170, 173 with Sequence Edit 193 Stop flag effect 191 Store function key 206 Submaster autoload 361 board control disable 290 board cue G
Version Info window 21, 314 Visionary heads up displays (HUDs) 14, 365, 366, 367, 368, 369, 370 main window 364 overview 364 U Undo command 144, 261 manual changes to cue 262 Units of measure 306, 310 Universe Bus 27 defining 30 Unpark 201 Update function key 206 system configuration 23 using 258 with submasters 262 Utility menu, effect 196 W Wait time 251 Windows entering/editing data 8 interaction 8 Workspace swapping on V476 12, 13 X V V276 On Mac 14, 369 Venue, 3D importing 321 new 320 point of origi
Vx76 Software User Manual Version as of: March 22, 2013 PRG part number: 02.9814.0001.
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