OPERATING MANUAL including &
If a portable or temporary three phase mains supply is used to power this desk, we recommend that the desk mains plug is removed before connecting or disconnecting the supply. Serious damage will occur if the desk is connected across two phases. This equipment is designed for use as a lighting control desk only, and is unsuitable for any other purpose. It should only be used by, or under the supervision of, an appropriately qualified or trained person.
Contents List Introduction............................................................................................................... 4 This Manual ............................................................................................................ 4 The JesterML .......................................................................................................... 5 Master Controls and Displays .................................................................................
JesterML Operating Manual Introduction Introduction This Manual This manual describes the operation and programming of the JesterML, JesterML24 and JesterML48 lighting desks. It begins with a general description of the desks, the master controls, turning on the desk and the default state. The main sections cover the different operating modes of the desk, namely PRESET, PROGRAM and RUN.
Introduction JesterML Operating Manual The JesterML The JesterML lighting desks are compact user-friendly memory desks which record channel levels and fixture information, and provide both theatre style sequential memory access and sub-master style access, as well as colour, beamshape and position palettes. Memories and Submasters can be recorded as scenes or sequences (chases). Crossfade times and chase speed, direction and attack can be adjusted as required.
JesterML Operating Manual Introduction Master Controls and Displays These controls set the general operating conditions for the desk. MODE The MODE button is used to select the operational mode of the desk. The red LEDs to the left of the button show the current operating mode (SETUP, PRESET, PROGRAM, RUN). GRAND MASTER The GRAND MASTER fader is used for overall control of the maximum output levels from all brightness channels of the desk. 6 of 85 73-406-00 Issue 3.
Introduction JesterML Operating Manual BLACKOUT The BLACKOUT button makes all the brightness channels output zero. Pressing the BLACKOUT button toggles between Blackout (all channels at zero) and normal desk outputs. The LED in the BLACKOUT button indicates the current state (Flashing = Blackout, Off = Normal). This is also replicated on the monitor, with flashing „BLACKOUT‟ text on the screen.
JesterML Operating Manual Preset Mode Preset Mode PRESET Mode allows direct control of the fixtures, replay of palettes, and control of the 48 preset channels. Whichever desk you are using, you can connect another desk (wing) - e.g. a Jester24/48 – to the DMX Input to control the preset channels. See the section on DMX Input for further details. The operation is almost identical whether the faders and buttons are on the desk itself, or on a wing.
Preset Mode JesterML Operating Manual Two Preset Operation In two preset operation the PRESET A and PRESET B faders, the A MASTER and B MASTER and the GRAND MASTER are used to control the output levels from the desk. The fade time set with the middle wheel when SPECIAL is selected, is used to determine the crossfade time between the preset masters. Setting up for Two Preset Operation 1. If the desk is not already in PRESET Mode, press and hold the MODE button for 1 second.
JesterML Operating Manual Preset Mode Timed Crossfades between Scenes 1. 2. 3. 4. 5. 6. 7. 8. 9. Set the A MASTER and B MASTER to zero. Set up a scene using the PRESET A faders. Set up a different scene on the PRESET B faders. Set the fade time required to fade scene A in, by pressing SPECIAL and moving the middle wheel. Quickly move the A MASTER to full. The scene on the PRESET A faders will fade in and be output live. (The time taken for the fade to complete is determined by the fade time setting).
Preset Mode JesterML Operating Manual Wide Mode When operating in Wide Mode, you are able to crossfade between or combine two scenes which use all the faders on the desk. A scene is set up using the PRESET A and PRESET B faders. The PRESET A faders control the first half of the channels whilst the PRESET B faders control the second half of the channels. This scene is then stored temporarily by pressing the PROGRAM/GO (STORE) button. A second scene can then be set up on the PRESET A and PRESET B faders.
JesterML Operating Manual Preset Mode 8. The operations described in steps 5 - 8 can then be repeated to set up new scenes on the faders and crossfade to them - the operation runs clockwise around the front panel of the desk: FADERS MASTERS STORE Manual and Timed Crossfades Crossfading between the scene set up on the PRESETS and the stored scene is achieved by moving the A MASTER and B MASTER faders in tandem.
Program Mode JesterML Operating Manual Program Mode Introduction Program Mode on the desk is used to select and create new memories or submasters and enter moving light data into Palettes. Once an item has been created it can be modified within Program Mode, and the contents re-stored. Memories A memory is a scene or chase which is played back in sequence, as part of a cue list.
JesterML Operating Manual Program Mode Selecting Memories The up or down cursor buttons are used to select the required memory, whilst the Main LCD displays the field. The Main LCD shows the selected memory number, along with its associated fade time(s), dwell time, trigger and its name. If the memory being programmed is a CHASE, the Main LCD also shows the current step number.
Program Mode JesterML Operating Manual Program Controls and Displays PRESET A AND PRESET B The PRESET A faders control the first half of the channels. The PRESET B faders control the second half of the channels. CHANNEL FLASH BUTTONS Each of the PRESET faders has a corresponding CHANNEL FLASH button. They are used to select a submaster for editing. By pressing PAGE B, the Multi-FunctionKeys can also be used to select submasters. A MASTER and B MASTER The A and B MASTER faders are disabled in PROGRAM mode.
JesterML Operating Manual Program Mode then press PROGRAM/GO to store to the new location. Again the LED will go out as the desk is no longer in edit mode. This provides a Copy function. The EDIT button also works in RUN Mode, so that quick edits can be made to the selected memory/submaster, with the desk returning automatically to RUN Mode once the edit is complete. FADE TIME Fade times for memories and submasters are set using the wheels when SPECIAL is pressed.
Program Mode JesterML Operating Manual Alternatively, with the field selected, press ENTER, then type in the required memory number using the Multi-Function-Keys, then press ENTER to select the memory you require. 73-406-00 Issue 3.
JesterML Operating Manual Program Mode Scenes Programming a New Scene Memory 1. Set up the desk for programming as described above. 2. Use the up or down cursor buttons to select an unprogrammed memory. 3. Use the fixture controls and PRESET faders to set the required look – ensuring to tag the required channels (see page 40). 4. Press SPECIAL and set the required fade time, dwell time, trigger and LTP fade options using the wheels and MFKs. 5. Press the PROGRAM/GO button.
Program Mode JesterML Operating Manual Dwell Times and Auto Triggers The Dwell Time is the time that the desk waits after the completion of the longest fade (Fade Up or Fade Down), before looking at the trigger on the next memory. The range is 0 (Snap, or no wait) to 5 minutes, in increments of 0.1 second. The Trigger determines when the memory triggers. There are 2 options - Go or Auto. When the Trigger is set to Go, the GO button must be pushed to trigger the memory.
JesterML Operating Manual Program Mode again, or hit ENTER. The new levels are now stored in the selected location. The original contents of that location are overwritten. The outputs remain unaltered. Editing Channel Levels in a Scene If you wish to make changes to a scene memory or submaster, the easiest way is to follow these simple steps. 1.
Program Mode JesterML Operating Manual Chases Programming a New Chase 1. Set up the desk for programming as described above. 2. Select an unprogrammed item using: Memory: cursor buttons Submaster: Flash buttons, or PAGE B then Multi-Function-Keys 3. Use the fixture controls and PRESET faders to set the required output levels for the step. The output will appear live. 4. Press the PROGRAM/GO button. The output levels are stored as the first step of the chase.
JesterML Operating Manual Program Mode Other Program Mode Features Naming Memories, Submasters & Palettes Memories, Submaster & Palettes can all be named. To add a name, first select the item required, then move to the Name field (indicated as < > on the Main LCD) and press ENTER. The JesterML enters Name Mode. When naming items, the Multi-Function-Keys become letter entry keys, using multiple presses to select between groups of letters.
Program Mode JesterML Operating Manual NOTES Adding Steps A new step cannot be added until the current step has been saved by pressing PROGRAM/GO Renumbering Steps Any original steps in a Chase after an inserted step will be renumbered accordingly. For example, if you started with a 10 step Chase and added a step between steps 4 and 5, the new step becomes step 5 and the original steps 5 - 10 become steps 6 11. Any steps in a Chase after a deleted step will be renumbered accordingly.
JesterML Operating Manual Program Mode Deleting a Chase Memory 1. Use the cursor up or down buttons to select the chase memory to be deleted. 2. Press and hold SHIFT with the CLEAR button for 1 second. The memory will change to an unprogrammed scene memory. Deleting a Chase Submaster 1. Press the CHANNEL FLASH button under the Submaster you wish to clear. You can also press PAGE B and use the Multi-Function-Keys to select a submaster. 2. Press and hold SHIFT with the CLEAR button for 1 second.
Run Mode JesterML Operating Manual Run Mode Introduction Run Mode on the desk is used to replay the recorded memories, submasters, and palettes. The programmed memories are stored in a stack and can be replayed one at a time in ascending numerical order. This allows the complete show to be replayed in sequence, simply by pressing the PROGRAM/GO button. The cursor buttons can also be used to select a particular memory, which can then be output by pressing the PROGRAM/GO button.
JesterML Operating Manual Run Mode determines the fade time of the PRESET A master. When a submaster is selected, the fade times determine the fade time of the submaster fader. Palettes are replayed instantly (Snap) without a fade time. DWELL TIME The Dwell Time is set using the wheels when SPECIAL is pressed if a memory is selected. It is the time that the desk waits after the completion of the longest fade (Fade Up or Fade Down), before looking at the trigger on the next memory.
Run Mode JesterML Operating Manual Pressing the PROGRAM/GO button automatically increments the memory number in the Main LCD, and the selection on the monitor. Pressing PROGRAM/GO with SHIFT held down acts as a PAUSE button, stopping the crossfade which is currently active. The crossfade can then be restarted by pressing the PROGRAM/GO button again. The PROGRAM/GO button is normally illuminated green in Run Mode. When a crossfade is paused, it flashes green.
JesterML Operating Manual Run Mode Pressing the cursor up button will take you to the previous programmed memory. When the first programmed memory is reached, pressing the cursor up button will take you to the last programmed memory. Pressing cursor up and cursor down together will select the first programmed memory. To Determine the Current Memory The Main LCD display shows the current memory number in the left hand side of the display .
Run Mode JesterML Operating Manual NOTES Selecting Memories Only programmed memories are selectable. ignored. Any unprogrammed memories are Presets in Run Mode When in Run Mode, the preset faders (Preset A) function as highest takes precedence (HTP) channels. Each channel can be increased in brightness by raising its appropriate fader (remember that Preset A will be controlled overall by the A MASTER). The channels can also be flashed, using the Flash Mode set under SPECIAL.
JesterML Operating Manual Latch Go/Step Beat Run Mode Toggles the submaster between 100% and 0% using the programmed fade times. Advances a chase on a submaster. Press twice to set a beat speed for a chase on a submaster. Only programmed submasters are displayed on the Multi-Function-Keys. The page and number of the submaster are displayed above it‟s name to make it clear which submaster the Multi-Function-Key relates to.
Run Mode JesterML Operating Manual Moving between Chase Steps - Manual Stepping 1. First select the memory or submaster containing the chase you wish to step though. 2. Press CHASES, and ensure that the speed is set to Manual using the middle wheel. If you wish to adjust only the chase speed of the selected memory (as opposed to all active chases), ensure you hold down SHIFT whilst adjusting the speed. 3. Press the INSERT button each time to move to the next step.
JesterML Operating Manual Run Mode If an external sound source attached to the desk is used to advance a chase, the sound function must be activated. This is done in Setup. Removing Sound Input If the external sound source is removed, the chase will advance at the original rate set by the speed setting when CHASES is selected. If this was set to Manual, the chase will stop. Attack The JesterML allows you to have several different types of chase.
Run Mode JesterML Operating Manual Tidying the monitor On the monitor, the number of channels shown in the Outputs and Preview fields is as follows: No preset channels patched Any channels from 1-24 patched Any channels from 25-48 patched JesterML Not shown 24 48 JesterML24 24 24 48 JesterML48 48 48 48 Note that the display of the Outputs and Preview fields on the monitor is not dependant on the DMX Input Setup. For information on altering the patch on the desk, see page 46. 73-406-00 Issue 3.
JesterML Operating Manual Fixture Control Fixture Control Introduction The JesterML provides 30 buttons (3 pages of 10) which can be assigned to control intelligent fixtures (moving lights). As each type of fixture has a different DMX channel allocation, the desk needs be told which sort of fixture it is controlling on each button, together with it‟s DMX address. This is done in Setup. Using Fixtures The JesterML divides its fixture channels into 4 groups – Brightness, Colour, Beamshape and Position.
Fixture Control JesterML Operating Manual NOTES Multiple Fixture Selection Multiple fixtures can be quickly selected by holding down the Multi-Function-Key for the first fixture, and pressing the Multi-Function-Key for the last fixture. This works in both directions. Be careful not to hold the Multi-Function-Key for too long or you may tag or untag the fixture – see description of Tagging / Untagging later on. The LCD above the wheels can only show the output values for one fixture at a time.
JesterML Operating Manual Fixture Control The HOME Button The HOME button can be used for quickly sending the moving lights into their default position as defined in the fixture profile data loaded from the library. Typically this will be 50/50 Pan/Tilt, Open Colour, Gobo, Shutter, etc, and full Brightness. By pressing HOME, the selected fixtures will instantly move to these values and all parameters will be tagged for programming.
Palettes JesterML Operating Manual Palettes When programming with moving lights, it is often preferable to program Palettes as building blocks for your show. A Palette is a small memory which contains information about how to create a particular aspect of the show (for example, the colour Red, or the position Downstage Centre). On the JesterML there are 30 each of Colour, Beamshape and Position palettes, stored on the Multi Function Keys.
JesterML Operating Manual Palettes Deleting a Palette 1. To delete a macro, select the Palette using the Multi Function Keys 2. Then press and hold the CLEAR key to delete the selected Palette. To clear all palettes, use the menu in Setup. 38 of 85 73-406-00 Issue 3.
Effects JesterML Operating Manual Effects Moving Lights on the JesterML have access to a powerful effects generator, based on the Pan/Tilt of a fixture. The effects generator is found after the Position channels of the fixture. Press the POSITION button multiple times to cycle the wheels to the effects parameters. There are 6 parameters for effects, and they are explained below: Effect Size X Size Y Speed Offset Rotation Can be Ellipse, Quad, Triangle or Figure 8.
JesterML Operating Manual Tagging & Untagging Tagging & Untagging When the desk is operating in Partial Mode (the default Mode, which can be changed in Setup – Record Options if required), parameters must be „tagged‟ to be recorded. Tagging is particularly important when using submasters, to ensure that only the desired fixtures change when using that submaster. Tagging is also important when overlaying palettes on each other to build up looks.
Tagging & Untagging JesterML Operating Manual NOTES 16-bit parameters The Most-Significant-Byte (MSB) and Least-Significant-Byte (LSB) of 16-bit parameters are tagged or untagged together. It is not possible to tag or untag the MSB separately from the LSB. 16-bit parameters are displayed on the desk as two sets of values (eg 127-255) to indicate the level of both channels. Virtual Channels Fixtures without a brightness channel (e.g.
JesterML Operating Manual DMX Input DMX Input There are three modes that the DMX Input can work in. This is set using the Setup option DMX Input Setup: Snapshot This is the default mode, use this mode when using the JesterML as a backup console. The behaviour is: 1. 2. 3. 4. 5. Chans+Subs The 48 preset channels (defined by the patch) from the DMX Input are mixed HTP (Highest Takes Precedence) with the local preset outputs, and do not operate in 2-Preset Mode or control Submasters.
DMX Input JesterML Operating Manual bottom bank of faders is paged by the Page B button, and controls submasters. In this mode, the +DMXin indication on the monitor will be replaced with +WingNN, where NN is the Wing Width. Subs Only In this mode, the first 24 levels from the DMX Input are used to control submasters in Run Mode. In Program Mode, Memories and submasters are not recorded with additional LTP channels grabbed from the DMX input, to avoid wasting storage space.
JesterML Operating Manual DMX Input Setting up the Jester24/48 Clear the desk to defaults to ensure a 1:1 patch. (NB: if you wish to save any old show data to USB, do this first). To clear the desk, go into Super User (hold SHIFT and MODE for a few seconds), then select Reset Desk, select , and confirm the warning pop-up. Once back in the main Super User menu, hold MODE for a few seconds to leave Super User.
Setup Mode JesterML Operating Manual Setup Mode Introduction In SETUP Mode the presets and memory functions are disabled. You have the options of assigning fixtures and patching them, saving and loading show data, clearing all the programmed memories/submasters, clearing (resetting) the entire desk, as well as setting up numerous other options. Entering Setup Mode To enter Setup Mode press and hold SHIFT and the MODE button together. The SETUP LED next to the MODE button comes on.
JesterML Operating Manual Setup Mode Erasing Show Data 1. Use this option to delete show files from the memory stick if there is insufficient space left on it to store new shows. Note that the show data stored in the desk is unaffected by this operation. Plug the memory stick into the USB socket on the front panel of the desk. 2. Use the cursor buttons to select and press ENTER. 3. Move to select and press ENTER. 4.
Setup Mode JesterML Operating Manual Patching the Preset Channels Use the cursor buttons to select the menu option , and press ENTER. Select the preset channel you wish to patch either by using the left and right cursor buttons, or on the JesterML24 and JesterML48, by using the Channel FLASH buttons. If the preset channel is patched, then it‟s DMX address(es) will be shown on the Main LCD. Otherwise <---> will be shown.
JesterML Operating Manual Setup Mode on the Main LCD, e.g. Lamp. With the fixture number highlighted on the Main LCD, use the left and right cursor buttons to select the other parts (e.g. Scroll) of the fixture for patching. Setting the default patch To clear the DMX patch back to default, press and hold the clear button for 1 second. All fixtures will be unpatched.
Setup Mode JesterML Operating Manual Patching RDM devices The DMX Patch menu will also remotely set the DMX addresses of RDM devices. RDM devices must first be assigned to the JesterML in the Assign Fixtures menu described on page 50. If a DMX address for a preset channel or fixture belongs to an RDM device assigned to that preset channel or fixture, then the behaviour is: The DMX address will be shown as RDM: rather than DMX:.
JesterML Operating Manual Setup Mode Leaving DMX Patch Mode To leave DMX Patch Mode, use the cursor buttons to move to select then press ENTER. If any fixtures or RDM devices remain unpatched then a warning will be given. No warning is given if preset channels are unpatched since this is a commonplace normal operating condition. You will be returned to the Setup menu.
Setup Mode JesterML Operating Manual RDM – this automatically creates fixture profiles by loading the information directly from the fixture itself using RDM. Loading from the Fixture Library Select the first letter of the manufacturer name using the Multi-Function-Keys. Select the manufacturer using the Multi-Function-Keys. If there are more than 10 manufacturers in the group, then use the Page Up and Page Down buttons to select the appropriate page.
JesterML Operating Manual Setup Mode Once the desk has assigned the fixture or dimmer, it will ask you if you wish to assign another. The desk will tell you when all RDM devices have been found. Fixtures which have been loaded from RDM will have RDM displayed after their fixture number in the main Assign Fixtures screen. RDM Options If any RDM fixtures or dimmers have been assigned, then an menu will appear in the main Assign Fixtures screen.
Setup Mode JesterML Operating Manual Leaving the Assign Fixtures menu Select and press ENTER to leave the Assign Fixtures menu. If any fixtures or RDM devices require patching, then a prompt will be given to enter the DMX Patch menu to do this. Pan/Tilt Options This menu allows you to set up the fixtures so that the Pan & Tilt Wheels on the desk operate as expected, according to how you have rigged the fixtures.
JesterML Operating Manual Setup Mode Position: All/Channel When set to „All‟, if one position parameter is changed by moving a wheel, then all position parameters for the currently selected fixtures are automatically also tagged by the desk. When set to „Channel‟, only the adjusted position parameter is tagged by the desk. The default setting for position is „All‟.
Setup Mode JesterML Operating Manual Clearing Memories and Submasters If you wish to clear the memories and submasters, select . Press ENTER and the desk will ask you to confirm whether you wish to clear these areas of the desk. Use the cursor buttons to select , and press ENTER. The memories and submasters will be cleared, and you will be returned to the Setup menu. Clearing Palettes If you wish to clear the palettes, select .
JesterML Operating Manual Setup Mode The JesterML also stores User Fixture Type files internally when they are used from the menu. This allows them to be easily used again in the future. To remove any unwanted files that are stored on the desk, select the option under and press ENTER. If there are any User Fixture Type Files on the desk, these can be browsed using the up & down cursor buttons.
Setup Mode JesterML Operating Manual MIDI Setup The MIDI input can be configured in Setup. Select the menu option and press ENTER. The Main LCD/Monitor display four settings: Enabled/Disabled This option specifies whether the MIDI input is enabled. Select this option using the cursor buttons, press ENTER, and use the up & down cursor buttons to enable or disable MIDI. Press ENTER when done. Note that due to internal resource limitations, a USB Keyboard cannot be used when MIDI is enabled.
JesterML Operating Manual Setup Mode Displays setup In the menu you can configure the brightness and contrast of the LCDs. Use the cursor buttons to navigate to the required menu option, and press ENTER to adjust it. The default settings can be restored by pressing CLEAR. If the LCD Backlight or Contrast have been set to unreadable values, you will need to connect a monitor to be able to navigate to this menu and set readable values. This menu also shows details about the monitor output.
Setup Mode JesterML Operating Manual Shaded colour bar patterns are displayed on the monitor output. MIDI test messages are transmitted if MIDI is enabled. Press ENTER to leave test mode and return to the Setup menu. 73-406-00 Issue 3.
JesterML Operating Manual RDM RDM RDM (Remote Device Management) is an industry standard communications protocol which uses the DMX link for bi-directional communication with devices such as dimmers and moving lights. It‟s official title is “ANSI E1.20-2006, Entertainment Technology, Remote Device Management Over DMX512 Networks”. RDM allows a controller (e.g. JesterML) to discover and configure multiple devices using a DMX512 network.
MIDI Control JesterML Operating Manual MIDI Control MIDI and the JesterML The JesterML is designed only to receive MIDI information. It cannot transmit MIDI information to another device, although a „THRU‟ port is provided to allow daisy chaining. The JesterML uses two types of MIDI information – MIDI Notes, and MIDI Show Control (MSC). You can disable all MIDI control completely by setting MIDI to in Setup.
JesterML Operating Manual MIDI Control way. The normal submaster Page Overlay rules apply - you must lower the submaster on one page before you can output the same submaster on another page. MIDI Notes – Velocity Sensing Some MIDI instruments have this function. It enables the musician to control the loudness of the music by playing notes and chords delicately for soft music or hard for loud music. The MIDI signal that is transmitted by such instruments consists of a Velocity in the range 0 to 127.
Other Features JesterML Operating Manual Other Features Online Help The JesterML has an online help section built into the desk. To access Online Help at any time, press SHIFT+LEFT+RIGHT and the JesterML will display a basic summary help screen. You can navigate around the help screens to view other topic areas. The language for the online help can be selected in Setup. Software Updates When software updates become available for the JesterML, announcements will be posted on the Zero 88 website – www.
JesterML Operating Manual Other Features Phantom Jester Available for download from the Support Centre is a PC application known as Phantom Jester. This application allows you to emulate the desk behaviour on any standard Windows® PC. Show files can be loaded in and altered as required, offline. 64 of 85 73-406-00 Issue 3.
Glossary JesterML Operating Manual Glossary (A to Z of the JesterML) A Master The master fader which controls the level of the channels on Preset A. Address A DMX channel number from 1 - 512. Addresses (or more strictly Start Addresses) on fixtures are set using buttons or switches on the fixture itself. Analogue A control standard which existed before the invention of DMX. 10V control signals provide the dimmer with level information. DMX can be converted to Analogue via the use of a Demux.
JesterML Operating Manual Glossary then the LED in the button will flash. The additional parameters are accessed by repeatedly pressing the Beamshape button. Blackout All Intensity channels at 0%. This is toggled by the use of the BLACKOUT button. Blackout is also known as DBO. Bounce Running a chase in forward then reverse, so that the steps are output 1,2,3,2,1,2… Also known as Auto-Reverse or Ping-Pong. Brightness See Intensity. Bump The American term for Flash.
Glossary JesterML Operating Manual Colour Button This button turns the Multi-Function-Keys into Colour Palette selection buttons, with the Wheels controlling parameters which are grouped into the Colour attribute. If more than 3 Colour parameters are available for the primary fixture, then the LED in the button will flash. The additional parameters are accessed by repeatedly pressing the Colour button. Contrast The difference between the dark areas and the light areas on the LCDs.
JesterML Operating Manual Glossary channel on a moving light is often called the Dimmer, even though the dimming method may involve the action of mechanical shutter blades. DIN Deutsches Institut für Normung e.V. 180degree 5 pin DIN plugs. The MIDI standard specifies the use of Dipless The fades on the JesterML are processed so that there will not be a „dip‟ in the brightness of a channel when crossfading from one scene to another. Direction The order in which chase steps are output.
Glossary JesterML Operating Manual POSITION wheel group is selected. By using the Size X & Size Y controls, an ellipse can be made into a horizontal line, a vertical line or a circle. Enter Button The button in the middle of the cursor buttons which allows you to confirm something on the JesterML. Fade Down The Fade Down time on the JesterML is the time it will take any brightness channels fading down to crossfade to their programmed level.
JesterML Operating Manual Glossary Fixture Library stored on the desk, or from user supplied data (created with the Fixture Type Editor) on a USB Memory Stick. Fixture Type Editor This is a tool (supplied on the CD shipped with the desk, or available for download from the Zero 88 website), which runs on a Windows® PC, and allows you to create Fixture Profile information.
Glossary JesterML Operating Manual Green The colour of the PROGRAM/GO button when the desk is in RUN mode. Help To obtain the Online Help for the JesterML, press SHIFT, LEFT and RIGHT at the same time. The language can be changed in Setup. HTP Highest Takes Precedence. The mixing method used for brightness channels, where activating one source on top of another will result in additive mixing.
JesterML Operating Manual Glossary JesterML(24) The lighting control desk. .JML The file extension that the JesterML uses for storing show data. The format of the data is not published, and the data is not compatible with any standard PC applications. .JOH The file extension that the JesterML uses for Online Help files installed as part of a software upgrade. The format of the data is not published, and the data is not compatible with any standard PC applications. .
Glossary JesterML Operating Manual LTP Latest Takes Precedence. The mixing law used for fixture colour, beamshape and position channels, and grabbed DMX input. This means that activating a memory, submaster or palette will take control of programmed LTP channels regardless of the previous level. Memory A block of storage data containing information about all of the JesterMLs channels. The JesterML has capacity for 500 memories.
JesterML Operating Manual Glossary paged, with the current page being shown on the 7-segment displays above the Page Up/Down buttons. Multi-Part Some fixtures require more than one DMX Address. This is most commonly found with a Lamp + Scroller fixture, where the lamp will have one DMX address (set on the dimmer controlling it), and the scroller will have another DMX address, either set on the scroller itself, or on the scroller control unit.
Glossary JesterML Operating Manual looks, and for allowing for edits to commonly used looks to be made only in one place. For example a touring show built on position palettes, in each new venue only the position palettes would need to be updated, and then any memories or submasters which referenced them would automatically take the updated position. Pan The left-right movement parameter of a fixture (c.f. controlled with a Movement Effect. Tilt).
JesterML Operating Manual Glossary Playback Another name for the sequential memory stack. Also known as a Cue Stack or Memory Stack. Position Button This button turns the Multi-Function-Keys into Position Palette selection buttons, with the Wheels controlling parameters which are grouped into the Position attribute. If more than 3 Position parameters are available for the primary fixture, then the LED in the button will flash.
Glossary JesterML Operating Manual Random A function of chases, whereby the steps are output in a random order. This is useful for creating flicker flame effects. Rate Another name for Speed. How fast a chase is running. RDM Remote Device Management is an industry standard communications protocol which uses the DMX link for bi-directional communication with devices such as dimmers and moving lights. Record See Program.
JesterML Operating Manual Glossary Setup The area of the JesterML where settings can be altered. SHIFT+MODE. This is accessed via Shift Button An important button on the JesterML. additional functionality. The SHIFT button provides access to Size X/Y The X and Y size of a Movement Effect. The X and Y size of a Movement Effect are controlled by the wheels when the appropriate POSITION wheel group is selected for a fixture with Pan & Tilt.
Glossary JesterML Operating Manual Start Address Fixtures occupy a block of DMX channels, beginning at the Start Address. The number of channels in the block depends on the fixture type – which is defined in the fixture profile information loaded from the Fixture Library. Store The function of the PROGRAM/GO button when the desk is in Wide preset mode. The button is coloured YELLOW and toggles between A FADERS B STORED and B FADERS A STORED.
JesterML Operating Manual Glossary Trigger What causes a memory to be output – either a GO button push, or automatically after completion of the previous memory‟s Dwell Time. Update/Upgrade The fixture library and the software on the desk may be updated from time-to-time. New versions are published on the Zero 88 website. Be sure to check regularly for updates. USB Universal Serial Bus. A standard for the transfer and storage of information.
Glossary JesterML Operating Manual XLR The connector range used for the DMX512-A input, DMX512-A output and Power connectors on the back of the JesterML. There are various different XLR connectors available, primarily: 3-pin (used for Audio and some DMX devices) 4-pin (used for power and colour scrollers). Note that you should never connect a device with a 4 pin XLR to any other device unless they were built to be used together.
JesterML Operating Manual Technical Specification Technical Specification This section of the manual lists all the various inputs, outputs and connections to the desk. Power Supply Pin 1 0V Pin 2 Pin 3 Pin 4 Shell +5V +12V Not Used Ground An inline external power supply unit is used to power the JesterML. connected to the desk via a 4-pin XLR connector. This is Audio In Tip Left Ring Right Sleeve Ground The desk has an audio port on the rear panel, in the form of a stereo ¼ inch jack sockets.
Technical Specification JesterML Operating Manual USB Port One external USB port on the front panel. Mass Storage Devices and Keyboards are supported. USB hubs cannot be used. Note that due to internal resource limitations, the USB Keyboard will not operate when MIDI is enabled, or when in the Setup menus which require access to a USB Memory Stick (e.g. Load/Save). External Floppy Drive If required, an external floppy drive can be connected to the desk, via USB 1.
JesterML Operating Manual Index Index 16-bit parameters, 41 Assign Fixtures, 50 Attack, 26, 32 Brightness, 21 Colour,Beamshape,Position, 21 Audio In, 82 Beamshape, 34 Palettes, 37 Beat, 31 Blackout, 7 Chase, 13, 21 Clear, 15 All, 55 Mems/Subs, 55 Palettes, 55 Colour, 34 Palettes, 37 Copy Function, 16 Date/Time, 57 Delete, 20 Chase, 24 Step, 23 Direction, 21, 26, 32 DMX, 83 Input, 24, 42 Patch, 46 Dwell Time, 16, 19, 26, 28 Edit, 15, 27 Scene, 20 Effects, 39 Erase, 46 Fade Time, 8, 16, 25 Fixtures, 36 Spli
Index JesterML Operating Manual RDM, 60 Assigning, 51 Options, 52 Patching, 49 Rig Check, 52 Updating, 49 Record Options, 53 Recovery Mode, 56 Remote Input, 27 Remote Input, 56, 82 Reset Desk, 55 Run Mode, 37 Run Mode, 25 Save, 45 Scene, 13, 18 Memory, 18 Submaster, 18 Setup, 34 Shift, 22 For news, views and the latest software, visit our website at: www.zero88.com 73-406-00 Issue 3.