Avolites Quartz Users Manual

Avolites Quartz
Operator’s Manual
Version 10
TitanUniversal_Man_v10_QU.doc 15 March 2016
Useful Avolites phone numbers:-
Avolites England
Sales and service* (+44) (0) 20 8965 8522
Service out of hours* (+44) (0) 7831 178 888
Fax (+44) (0) 20 8965 0290
Email support@avolites.com
Website http://www.avolites.com
Before contacting Avolites for service enquiry please ensure that you have the product serial number and the software version. The serial number can be found on the back of the desk; the software version is displayed on the menu prompt when the Quartz is switched to System mode.
The l
atest version of this manual and console software can be
downloaded from the Avolites website.
The small print : No Liability for Consequential Damages
Avolites has a policy of continuous product and documentation improvement. As such the detail within this manual may not match the operation of the console.
In no event shall Avolites be liable for any direct, indirect, special, incidental, or consequential damages or loss whatsoever (including, without limitation, damages for loss of profits, business interruption, or other pecuniary loss) arising out of the use or inability to use the console even if Avolites Ltd. has been advised of the possibility of such damages. Because some jurisdictions do not allow the exclusion or limitation of liability for consequential or incidental damages, the above limitation may not apply to you.
Avolites Ltd recognise that all trademarks within the manual are the property of their respective owners.
TitanUniversal_Man_v10_QU.doc 15 March 2016
Reprint and revision history:
Titan Universal Manual v10: March 2016
Written by Tim Mitchell, Sabre Technology Ltd
http://www.sabretechnology.co.uk
with examples by Nic Morris
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Reference Manual Contents - Page 5
SECTIONS
1.
QUICK START 15
2. SETTING UP AND USING THE CONSOLE 19
3. PATCHING 49
4. CONTROLLING DIMMERS AND FIXTURES 71
5. PALETTES 97
6. SHAPES AND PIXEL MAPPER EFFECTS 111
7. CUES 149
8. CHASES 171
9. CUE LISTS 183
10. CAPTURE VISUALISER 205
11. RUNNING THE SHOW 211
12. REMOTE CONTROL 227
13. USER SETTINGS AND OTHER OPTIONS 233
14. FIXTURE PERSONALITIES 259
15. NETWORKING THE CONSOLE 263
16. USING DIFFERENT AVOLITES CONSOLES 273
17. RELEASE NOTES 275
18. TITAN COMMANDS QUICK REFERENCE 299
19. GLOSSARY OF WORDS 303
This icon shows important information which you should know about to avoid damage to your console or loss of important data.
This icon shows information which is useful to know.
This icon shows handy tips which will help you use the console more efficiently.
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Reference Manual Contents - Page 7
CONTENTS
1. Quick Start 15
1.1 Patching fixtures ................................................................... 15
1.2 Controlling fixtures ................................................................ 15
1.3 Programming cues and chases................................................. 16
1.4 Programming palettes ............................................................ 17
1.5 DMX / network setup ............................................................. 18
2. Setting up and using the console 19
2.1 Guide to the Quartz ............................................................... 19
2.2 Connecting up....................................................................... 22
2.2.1 Cautions ............................................................................................ 22
2.2.2 Connecting mains power ...................................................................... 22
2.2.3 Starting up and shutting down.............................................................. 22
2.2.4 Titan Healthcheck ............................................................................... 22
2.2.5 Connecting DMX lines .......................................................................... 23
2.2.6 Connecting console wings .................................................................... 24
2.3 Using the touch screen and monitor ......................................... 25
2.3.1 Workspace windows ............................................................................ 26
2.3.2 The menu area of the touch screen ....................................................... 30
2.3.3 The toolbar ........................................................................................ 32
2.3.4 The Heads-Up Display (HUD)................................................................ 33
2.3.5 Visualiser ........................................................................................... 34
2.3.6 Key profiles........................................................................................ 34
2.3.7 Undo/Redo......................................................................................... 34
2.3.8 Key macro buttons.............................................................................. 35
2.3.9 Locking the console............................................................................. 36
2.3.10 Keyboard shortcuts ........................................................................... 36
2.4 Multi-user operation............................................................... 38
2.4.1 Users ................................................................................................ 38
2.4.2 Handle Worlds .................................................................................... 38
2.4.3 Linking to other TitanNet sessions ......................................................... 39
2.5 Titan Simulator ..................................................................... 40
2.5.1 Installing Titan Simulator ..................................................................... 41
2.5.2 Running Titan Simulator ...................................................................... 41
2.5.3 Using Virtual Panel with a console ......................................................... 42
2.6 Loading and saving shows ...................................................... 42
2.6.1 Saving the show ................................................................................. 42
2.6.2 Loading a show................................................................................... 43
2.6.3 Importing parts of other shows............................................................. 44
2.6.4 Autosave ........................................................................................... 46
2.6.5 Backing up existing show files to USB pen drive...................................... 46
2.7 Clearing the console............................................................... 46
2.8 Creating reports .................................................................... 46
3. Patching 49
3.1 Patching new fixtures or dimmers ............................................ 49
3.1.1 Fixture select buttons and handles ........................................................ 49
3.1.2 Patching dimmers ............................................................................... 50
3.1.3 Patching moving light fixtures............................................................... 51
3.1.4 Capture Visualiser Auto Patch ............................................................... 54
3.1.5 Patching fixtures with multiple cells (sub fixtures) ................................... 54
3.1.6 Patching by RDM................................................................................. 55
3.1.7 Finding a lost fixture............................................................................ 55
3.2 Changing the patch................................................................ 56
3.2.1 Patch View ......................................................................................... 56
3.2.2 View detailed fixture information........................................................... 57
3.2.3 Changing DMX addressing using Patch View ........................................... 58
3.2.4 Changing DMX address using Patch menu .............................................. 58
3.2.5 Setting legends................................................................................... 59
3.2.6 Fixture button halo.............................................................................. 60
3.2.7 DMX view window ............................................................................... 61
3.2.8 Fixture Exchange ................................................................................ 62
3.2.9 Exchange Mapping .............................................................................. 63
3.2.10 Update personalities .......................................................................... 65
3.3 Copying, moving and deleting fixtures ...................................... 65
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3.3.1 Copying or moving a patched fixture ..................................................... 65
3.3.2 Using copied fixtures ........................................................................... 66
3.3.3 Deleting a patched fixture .................................................................... 66
3.4 Advanced options .................................................................. 67
3.4.1 Swap pan and tilt................................................................................ 67
3.4.2 Invert attributes ................................................................................. 67
3.4.3 Attribute limits.................................................................................... 68
3.4.4 Fixture Offset ..................................................................................... 68
3.4.5 Fixture / Attribute curves ..................................................................... 69
3.4.6 Freeze fixtures or attributes ................................................................. 69
3.4.7 Editing the personality ......................................................................... 70
4. Controlling dimmers and fixtures 71
4.1 Using the select buttons and wheels......................................... 71
4.1.1 Selecting fixtures and dimmers for control ............................................. 71
4.1.2 Setting fixtures to a start position (Locate)............................................. 72
4.1.3 Clearing selection................................................................................ 73
4.1.4 Fixtures with multiple cells/subfixtures .................................................. 74
4.1.5 Changing attributes using the wheels .................................................... 75
4.1.6 Setting attributes on the touch screen ................................................... 77
4.1.7 Setting attributes from the softkeys ...................................................... 80
4.1.8 Adjusting attributes with the @ buttons ................................................. 80
4.1.9 Selecting fixtures and dimmers by number (Channel) .............................. 81
4.1.10 Selecting using a pattern.................................................................... 82
4.1.11 Selecting fixtures which are in a palette or playback .............................. 82
4.1.12 Attribute groups – IPCGBES-FX........................................................... 83
4.1.13 Stepping through selected fixtures one at a time................................... 83
4.1.14 Highlighting the selected fixture with Prev/Next .................................... 84
4.1.15 Flash selected fixtures to full .............................................................. 84
4.1.16 Turn off unselected fixtures ................................................................ 84
4.1.17 Align fixtures .................................................................................... 84
4.1.18 Flip.................................................................................................. 85
4.1.19 Fan mode......................................................................................... 85
4.1.20 Setting fixture/attribute times............................................................. 88
4.2 Viewing and editing fixture values............................................ 89
4.2.1 The Channel Grid window..................................................................... 89
4.2.2 Intensity window ................................................................................ 90
4.3 Fixture groups....................................................................... 92
4.3.1 Using fixture groups ............................................................................ 92
4.3.2 Fixture Order and Fixture Layout in groups............................................. 93
4.4 Advanced options .................................................................. 95
4.4.1 The ML Menu button........................................................................... 95
4.4.2 Lamping fixtures on and off.................................................................. 95
5. Palettes 97
5.1 Creating palettes ................................................................... 98
5.1.1 Which attributes are stored in palettes................................................... 98
5.1.2 Storing a palette ................................................................................. 98
5.1.3 Nested palettes..................................................................................101
5.1.4 Quick record......................................................................................101
5.1.5 Setting legends for palettes................................................................. 102
5.1.6 Creating an effects palette (shape or pixel mapper)................................103
5.1.7 Creating a time palette .......................................................................103
5.2 Recalling palettes ................................................................ 104
5.2.1 Recalling a palette value .....................................................................104
5.2.2 Palette pages ....................................................................................104
5.2.3 Only showing relevant palettes ............................................................105
5.2.4 Quick palettes with no fixtures selected ................................................105
5.2.5 Setting palettes to all fixtures in a playback ..........................................105
5.3 Editing palettes ................................................................... 105
5.3.1 Viewing and editing the content of palettes ...........................................105
5.3.2 Changing the content of palettes..........................................................106
5.3.3 Updating palettes used in a playback....................................................106
5.4 Copying, moving and deleting palettes ................................... 107
5.4.1 Copying or moving a palette................................................................107
5.4.2 Deleting palettes................................................................................107
5.5 Timing with palettes............................................................. 108
5.5.1 Palettes with saved times....................................................................108
5.5.2 Manually overriding palette times.........................................................108
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5.5.3 Manual fixture overlap when recalling palettes .......................................108
5.5.4 Master Time for palettes .....................................................................109
6. Shapes and Pixel Mapper effects 111
6.1 Shape generator.................................................................. 111
6.1.1 Selecting a shape...............................................................................112
6.1.2 Changing size and speed of a shape .....................................................113
6.1.3 Changing the phase of a shape across multiple fixtures...........................114
6.1.4 Shape direction .................................................................................115
6.1.5 Using shapes in cues ..........................................................................115
6.2 Key frame shapes................................................................ 116
6.2.1 Creating a key frame shape.................................................................116
6.2.2 Changing shape parameters in the Effect Editor .....................................117
6.2.3 Saving a key frame shape to a cue.......................................................120
6.3 Pixel mapper....................................................................... 121
6.3.1 Creating Pixel Mapper effects...............................................................121
6.3.2 Pixel mapper Layer Masters.................................................................124
6.4 Editing shapes and effects .................................................... 125
6.4.1 Editing shapes and effects in cues ........................................................125
6.4.2 Selecting a running shape to edit .........................................................125
6.4.3 Resynchronise shapes ........................................................................125
6.4.4 Changing fixture order in a shape ........................................................126
6.4.5 Removing or adding fixtures................................................................126
6.4.6 Reversing a shape..............................................................................126
6.4.7 Deleting shapes .................................................................................126
6.5 Advanced options ................................................................ 126
6.5.1 Fading shape size and speed ............................................................... 126
6.6 Pixel Mapper examples ......................................................... 127
6.6.1 Randomising effects ...........................................................................127
6.6.2 Overlaying effects ..............................................................................130
6.6.3 Creative use of fixture layouts .............................................................133
6.6.4 Other Layout Editor tools ....................................................................137
6.6.5 Playback Order and Priorities...............................................................138
6.6.6 Displacement and Layer Properties.......................................................142
6.6.7 Spawn and Pre-Spool .........................................................................145
7. Cues 149
7.1 Creating a cue..................................................................... 149
7.1.1 How the Quartz works when programming ...........................................149
7.1.2 Creating a cue ................................................................................... 150
7.1.3 Quick Build cues ................................................................................150
7.1.4 Using shapes/effects in cues................................................................151
7.1.5 Blind mode........................................................................................151
7.1.6 Recording cue with a mask..................................................................151
7.1.7 Convert cue to chase or cue list ...........................................................151
7.2 Using a cue......................................................................... 152
7.2.1 HTP and LTP......................................................................................152
7.2.2 Playing back a cue .............................................................................152
7.2.3 Changing playback pages....................................................................153
7.2.4 Viewing active playbacks ....................................................................153
7.2.5 Speed and Size Masters ......................................................................154
7.2.6 Releasing running playbacks................................................................155
7.2.7 Releasing a whole page of playbacks ....................................................155
7.2.8 Release mask - releasing individual attributes........................................155
7.2.9 Programming the Release / Power On state...........................................156
7.2.10 Turning off individual fixtures ............................................................156
7.3 Editing cues ........................................................................ 157
7.3.1 Editing a cue by merging ....................................................................157
7.3.2 Updating stored values and palettes used in a cue .................................157
7.3.3 Playback and Cue view .......................................................................158
7.3.4 Using parts of existing cues - the Include function..................................160
7.3.5 Removing attributes from cues using “Off” ............................................160
7.4 Copying, moving, linking and deleting .................................... 161
7.4.1 Copying or moving a cue ....................................................................161
7.4.2 Deleting a cue ...................................................................................162
7.5 Cue timing.......................................................................... 162
7.5.1 Setting fade times and Overlap for a cue ..............................................162
7.5.2 Changing fixture order........................................................................164
7.5.3 Setting attribute fade times for a cue ...................................................165
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7.5.4 Editing times in the programmer.......................................................... 166
7.6 Playback options ................................................................. 166
7.6.1 Playback options - Playback ................................................................167
7.6.2 Playback options - Handle ...................................................................168
7.6.3 Playback options - Fader .....................................................................168
7.6.4 Playback options - Effects ...................................................................169
7.6.5 Playback options - Release .................................................................. 169
8. Chases 171
8.1 Creating a chase ................................................................. 171
8.1.1 Programming a chase .........................................................................171
8.1.2 Creating a chase with Quick Build ........................................................172
8.2 Playback ............................................................................ 172
8.2.1 Playing back a chase ..........................................................................172
8.2.2 Connecting a chase for control.............................................................173
8.2.3 Setting speed and crossfade for a chase ...............................................173
8.2.4 Manually controlling the steps of a chase ..............................................174
8.2.5 Changing chase direction ....................................................................174
8.2.6 Jumping to a step ..............................................................................174
8.3 Editing a chase.................................................................... 175
8.3.1 Opening a chase for editing.................................................................175
8.3.2 Editing a chase using Unfold................................................................175
8.4 Copying, moving, linking and deleting .................................... 176
8.4.1 Copying or moving a chase .................................................................176
8.4.2 Deleting a chase ................................................................................176
8.4.3 Deleting a step from a chase ...............................................................176
8.5 Chase timing....................................................................... 176
8.5.1 Global timings for chases ....................................................................176
8.5.2 Individual cue times in chases .............................................................178
8.5.3 Setting attribute fade times for a cue in a chase ....................................179
8.6 Chase options ..................................................................... 179
8.6.1 Chase options - Playback ....................................................................180
8.6.2 Chase options – Handle ......................................................................180
8.6.3 Chase Options – Effects ......................................................................181
8.6.4 Chase Options - Release .....................................................................181
8.6.5 Renumber All Cues............................................................................. 181
9. Cue Lists 183
9.1 Creating a cue list................................................................ 183
9.1.1 Programming a cue list .......................................................................183
9.1.2 Changing legends for cues in a cue list .................................................185
9.1.3 Shape tracking in cue lists...................................................................185
9.1.4 Autoloading a playback within a cue list ................................................186
9.1.5 Running a key macro from a cue list.....................................................187
9.1.6 Keyboard shortcuts/syntax for cue lists.................................................187
9.2 Cue List playback ................................................................ 187
9.2.1 Running a cue list ..............................................................................187
9.2.2 Killing a cue list .................................................................................189
9.2.3 Tracking ...........................................................................................189
9.2.4 Move In Dark (MID) functions..............................................................190
9.3 Editing cue lists ................................................................... 191
9.3.1 Playback View window ........................................................................191
9.3.2 Editing values in Cue View window .......................................................191
9.3.3 Moving and copying cues .................................................................... 191
9.3.4 Editing a cue list using Unfold ..............................................................192
9.3.5 Using Update to change tracked cues ...................................................193
9.3.6 Editing a cue list which is running ........................................................193
9.3.7 Editing a cue list while recording .......................................................... 194
9.3.8 Updating values in a range of cues .......................................................194
9.3.9 Disabling a cue ..................................................................................195
9.4 Copying, moving, linking and deleting .................................... 195
9.4.1 Copying or moving a cue list ...............................................................195
9.4.2 Deleting a cue list ..............................................................................195
9.4.3 Deleting a cue from a cue list ..............................................................195
9.5 Cue list timing..................................................................... 195
9.5.1 Time and fade options for Cue Lists......................................................195
9.5.2 Cue linking & Link Offset.....................................................................196
9.5.3 Individual attribute fade times ............................................................. 197
9.5.4 Fixture overlap ..................................................................................198
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9.5.5 Running a cue list to timecode .............................................................199
9.6 Cue list options ................................................................... 200
9.6.1 Cue List options - Playback..................................................................200
9.6.2 Cue list options – Handle ....................................................................201
9.6.3 Cue list options - Fader....................................................................... 201
9.6.4 Cue list options – Effects..................................................................... 201
9.6.5 Cue list options - Release....................................................................201
9.6.6 Renumber all cues .............................................................................202
9.6.7 Cue Options ......................................................................................202
10. Capture visualiser 205
10.1 Setting up the rig ................................................................ 205
10.1.1 Setting up the stage and rigging ........................................................205
10.1.2 Setting up fixtures............................................................................206
10.1.3 Setting up cameras (views) ...............................................................207
10.1.4 Capture Appearance options .............................................................. 208
10.2 Visualising using Capture...................................................... 209
10.2.1 Fixture selection...............................................................................209
10.2.2 Camera views ..................................................................................209
10.3 Capture Show files............................................................... 209
10.3.1 Exporting shows...............................................................................209
10.3.2 Importing shows ..............................................................................210
10.3.3 Clearing the capture show .................................................................210
11. Running the show 211
11.1 Playback controls................................................................. 211
11.1.1 Back up the show............................................................................. 211
11.1.2 Label the console .............................................................................211
11.1.3 Master faders ..................................................................................211
11.1.4 Speed and Size Masters ....................................................................211
11.1.5 Group Masters .................................................................................212
11.1.6 Flash and swop buttons ....................................................................213
11.1.7 Playback priority .............................................................................. 213
11.1.8 Locking a playback onto the same handle on every page....................... 213
11.1.9 Viewing active playbacks................................................................... 214
11.1.10 Blind mode ....................................................................................214
11.1.11 Busking with palettes......................................................................215
11.2 Using multiple on-screen workspaces ..................................... 216
11.2.1 View menu ......................................................................................216
11.3 Organising the console ......................................................... 216
11.3.1 Using the Move function....................................................................216
11.4 Set List window................................................................... 216
11.4.1 Creating a Set List............................................................................217
11.4.2 Configuring tracks ............................................................................217
11.4.3 Track Workspace and Macro links .......................................................218
11.4.4 Playback control Macros ....................................................................218
11.5 MIDI, DMX or audio triggering ............................................... 219
11.5.1 Connecting remote trigger sources .....................................................219
11.5.2 Setting up remote triggering..............................................................219
11.5.3 Classic Pearl MIDI triggers.................................................................221
11.5.4 MIDI show control ............................................................................222
11.5.5 Audio control (sound to light) ............................................................222
11.6 Linking consoles for multi-user or backup................................ 223
11.6.1 Setting up consoles for multi-user ......................................................223
11.6.2 Setting up consoles for backup ..........................................................223
12. Remote control 227
12.1 Setting up the remote .......................................................... 227
12.1.1 Using an existing network .................................................................228
12.1.2 Network setup using a dedicated access point...................................... 228
12.2 Operating the remote........................................................... 229
12.2.1 Keypad ...........................................................................................229
12.2.2 Controlling fixtures ........................................................................... 230
12.2.3 Recording groups and palettes ...........................................................231
13. User Settings and other options 233
13.1 The System menu ............................................................... 233
13.1.1 TitanNet Security .............................................................................233
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13.1.2 Network Settings .............................................................................233
13.1.3 User Settings...................................................................................233
13.1.4 Key Profiles .....................................................................................233
13.1.5 Wipe...............................................................................................233
13.1.6 DMX settings ...................................................................................234
13.1.7 DMX Merge Settings .........................................................................234
13.1.8 Triggers ..........................................................................................234
13.1.9 Display Setup ..................................................................................234
13.1.10 Assign mastering............................................................................ 234
13.2 Configuring workspaces........................................................ 234
13.2.1 Opening workspace windows .............................................................234
13.2.2 Selecting and positioning workspace windows ...................................... 234
13.2.3 Controlling button layout...................................................................237
13.2.4 Saving workspaces...........................................................................237
13.2.5 Compatibility windows for Pearl Expert shows ......................................238
13.2.6 Configuring an external monitor .........................................................239
13.3 Show Library window ........................................................... 240
13.3.1 Show Library tab..............................................................................240
13.3.2 Mapping shows for import ................................................................. 241
13.3.3 Users tab ........................................................................................ 241
13.3.4 Key profiles display ..........................................................................241
13.4 Key Profiles ........................................................................ 242
13.4.1 Creating and editing key profiles ........................................................242
13.4.2 Selecting a Key Profile ......................................................................244
13.4.3 Individual Key profiles for playbacks ...................................................244
13.5 User Settings ...................................................................... 244
13.5.1 General...........................................................................................244
13.5.2 Handles ..........................................................................................245
13.5.3 Key Profiles .....................................................................................245
13.5.4 Patching..........................................................................................245
13.5.5 Times .............................................................................................246
13.5.6 Formatting ......................................................................................246
13.5.7 Palettes ..........................................................................................246
13.5.8 Release...........................................................................................247
13.5.9 Clear .............................................................................................. 247
13.5.10 Effects ..........................................................................................247
13.5.11 LEDs.............................................................................................247
13.5.12 Timecode ......................................................................................248
13.5.13 Wheels..........................................................................................248
13.6 DMX output mapping ........................................................... 248
13.6.1 Configuring DMX outputs...................................................................249
13.6.2 TitanNet Overview............................................................................250
13.6.3 DMX merge .....................................................................................251
13.7 Curves ............................................................................... 251
13.8 Upgrading the software ........................................................ 255
13.9 Recovering/reinstalling the system......................................... 256
13.9.1 Booting from USB recovery stick ........................................................256
13.9.2 Installation Instructions ....................................................................256
13.9.3 Software licensing ............................................................................257
14. Fixture Personalities 259
14.1.1 Downloading fixture personalities from Avolites....................................259
14.1.2 Updating the personality library on the console ....................................260
14.1.3 User/custom personalities .................................................................260
14.1.4 Requesting a new fixture personality ..................................................261
14.1.5 Reporting a personality bug to Avolites ...............................................261
14.1.6 In an emergency.............................................................................. 261
15. Networking the console 263
15.1 Controlling fixtures over a network......................................... 263
15.1.1 Setting the console’s IP address.........................................................263
15.1.2 Setting up DMX outputs ....................................................................264
15.1.3 A simple Art-Net system ...................................................................264
15.1.4 Setting up an Art-Net system.............................................................265
15.1.5 Additional Art-Net Resources .............................................................267
15.2 Connecting to a simulator with ACDI ...................................... 267
15.2.1 ACDI ..............................................................................................267
15.3 Module Setup...................................................................... 268
15.4 Using Active Fixtures with CITP ............................................. 269
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15.4.1 Example CITP setup .........................................................................269
15.5 All about IP addressing......................................................... 269
15.5.1 Setting your IP address.....................................................................270
15.5.2 Subnet Masks ..................................................................................270
15.5.3 Choosing an IP address and Subnet Mask............................................270
15.5.4 Automatically assigning IP addresses (DHCP).......................................271
15.5.5 Private IP address ranges..................................................................271
16. Using different Avolites consoles 273
16.1 The console controls ............................................................ 273
16.2 Programming features in Titan .............................................. 273
17. Release notes 275
17.1 Version 10.0 ....................................................................... 275
17.1.1 Upgrade procedure........................................................................... 275
17.1.2 New Features in v10.0 ......................................................................276
17.1.3 Improvements in v10.0.....................................................................293
17.1.4 Changes in v10.0 .............................................................................294
17.1.5 Bugs fixed in v10.0 ..........................................................................295
18. Titan Commands quick reference 299
18.1.1 Fixtures ..........................................................................................299
18.1.2 Select If..........................................................................................300
18.1.3 Record............................................................................................300
18.1.4 Copy, Move .....................................................................................301
18.1.5 Delete.............................................................................................301
18.1.6 Include ...........................................................................................301
18.1.7 Times .............................................................................................301
18.1.8 Cue Lists.........................................................................................302
19. Glossary of words 303
INDEX 309
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1. Quick Start
This section is a quick guide on how to do most things on the Quartz . Each section has a link to take you to the appropriate manual section for more details.
Softkeys are shown in square brackets like [This].

1.1 Patching fixtures

Press Patch, [Dimmers] or [Fixtures].
For Fixtures, from the softkeys choose fixture manufacturer (type on keyboard to filter the list) then fixture type, then fixture mode.
Set [DMX Line] and [Address]. Console will automatically set these if you don’t change them.
Press buttons in the Fixtures window to patch the fixture. (Section
3.1.3, p51).
To patch a number of dimmers or fixtures at once, drag over buttons to draw a selection box on the screen. Or, set [Quanti menu.
1. Quick Start - Page 15
ty] in the patch
To change DMX address or line, use [Repatch Fixtures]. (Section 3.2, p56).
View fixture patch
To see an overview screen of how the console is patched, press Window Open then Patch (Section 3.2.1 , p56).
Setting fixture options
Press Patch, [Edi
t Fixtures], or use the Patch View screen.

1.2 Controlling fixtures

Select fixtures for control by pressing select buttons.
Press Locate to “home” selected fixtures with lamp on. (Section
4.1.2. p72). Hold locate and press attri attribute from the locate (e.g. to locate without changing pan/tilt, hold Locate and press Pan/Tilt).
Select attribute to control using attribute bank buttons (labelled Intensity/Dimmer, Colour, Gobo etc), then turn the wheels to set fixture. Display shows which attribute each wheel is controlling. (Section 4.1.5, p75).
Open Attribute window onscreen (Window Open, Attribute Options) to
ect attributes from buttons and to control subfixtures of
sel battens/arrays. (Section 4.1.6, p77).
bute button to remove that
Use Pal recall, see next page.
Fixture Groups
Fixtures may be grouped for quick selection, press Group, [Record Group], select fixtures for group, set legend using [Provide a legend], press a handle to store. If the handle has a fader it becomes a master
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ettes to store often-used colours, positions etc. for instant
Page 16 – 1. Quick Start
fader for the group. Order of fixture selection is remembered for use with shapes. (Section4.3.1, p92).
Shapes / effects
Titan can use preset shapes, patterns you create yoursel shapes) or pixel mapped patterns.
Select fixtures. The order of fixture selection is used by shapes.
At top menu press [Shapes and Effects], [Shape Generator], [Create]. Select attribute of shape then select a shape to run. (Section 6.1.1, p112).
Or from the Shape Li Wi
ndow], [Shape Library]) you can select a shape directly. Filter the
brary window (Window Open, [Open Workspace
list of shapes using the attribute buttons.
Use the wheels and [Adjust Speed, Size and Phase]/[Adjust Phase, Spread and Offset] to configure the shape. Spread distributes the shape across a number of fixtures.
Key frame shapes are similar to a chase but you can spread the sequence across fixtures (Section 6.2, p116).
To use Pi
xel Mapper, save fixtures to a group, select the group. Use Layout Editor to set the real-world layout of the fixtures. Then use Effects Editor to create effects on the pixels. (Section 6.6, p127 ).

1.3 Programming cues and chases

Cues
Set up the look to be recorded.
f (key frame
Press Record.
Set [Record Mode] to Channel (saves only modified attributes), Fixture (saves all attributes of fixtures which have been modified or are selected), Stage (saves all attributes of all fixtures with nonzero dimmer), or Quick Build (merges palettes and playbacks into the cue when you select them).
To store, press blue Select button on playback fader, or press button in Playbacks window. (Section 7.1.2, on p150).
Chases
Press Record twice (or Record then [Create Chase]) .
Press blue Select button on a playback fader, or press button in Playbacks window.
Set up the l
ook for the first step, press playback select button to store. Repeat until all steps stored. Quick Build mode can be used to merge palettes and cues into chase steps.
Press Exit to finish storing chase steps. (Section 8.1.1, 171).
Timings
l times (cue times and fixture attribute times) are stored in the
Al programmer and are saved when you store a cue.
To edit times in the programmer before saving, press the Times button (previously labelled “Set” on Quartz/Titan Mobile/Sapphire
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1. Quick Start - Page 17
Touch/Tiger Touch and “Next Time” on Pearl Expert/Tiger Touch mk1).
For chases, speed and fade can be set with wheels A and B when the chase is running.
To edit times in a saved cue, at top level menu press [Edit Times] then the select button for the playback. Timing options are set from softkeys.
[Fixture Overlap] sets each fixture to fade in sequence (100%=all together, 0%=fixture waits for previous one to complete).
[Attribute times] sets individual fade times for different attributes.
[Fixture order] changes sequence for shapes and Overlap. (Section
8.5, p176).
Cue Lists
Cues may be stored i
n a Cue List which allows a full show to be run from a Go button. Chases can be included using Autoload. Cue lists can run in tracking or non-tracking mode, set from [Playback Options].

1.4 Programming palettes

Set up the attributes to be recorded. If attribute is the same for all fixtures of one type (e.g. colour), only one fixture need be set up and palette will be “shared”.
Press Record, Palette.
Use [Set Mask] to choose attributes to record/exclude. If you are storing in a palette touch button the mask is automatically set.
Press a grey palette button to store, or touch a button in one of the Colours/Positions/Gobos windows. (Section 5.1.2, p98).
o recall palette, select fixtures, select recall mask using Attribute
T Bank buttons, press palette button.
To set a legend, press [Set Legend] then the palette’s button. Press [Picture] to draw a picture legend.
Quick Record
Press an unused button in one of the windows – the button turns red with a +. Press again to save the palette. The mask is automatically set to match the window (e.g. Positions window is masked for only position attributes).
Busking with palettes
To fade palettes when busking a show, select fixtures, type fade time on the keypad then recall the palette (you have to do this each time). If no fixtures selected, palette will recall to all applicable fixtures.
To set fixture overlap, type 0-100 then press [Set Overlap], then recall the palette.
To set a fade time for all palettes, press Palette then [Master Time]. (Section 5.5, p108). Faded palettes do not go into the programmer so don’t use fades when programming.
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1.5 DMX / network setup

The console can output up to 12 universes of DMX (called DMX Lines) which may be routed to the 4 XLR sockets or over Ethernet. The Pro versions of Pearl Expert and Tiger Touch can output 16 Universes. The Titan One dongle is limited to a single universe. By connecting further Titan Processing Nodes to the network using TitanNet, you can control up to 64 universes.
Multiple consoles can be linked by Ethernet to provide a multi-user system, or to provide tracking backup (Section 11.6,p223).
tch to System mode by holding Avo and pressing Disk, press
Swi [DMX Settings].
Select a Node on the left (where the DMX is going to), click the blue arrow. On the right, select the DMX line it will be fed by. The ‘i’ buttons set properties for Nodes/Lines. (Section 5.5, p249).
To change the IP address of the console, press [Network Settings] in System mode (Section 15.1.1, p263).
To change User Setti
ngs which let you personalise how the console works, hold down Avo and select [User Settings] (Section.13.1.3, p233).
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2. Setting up and using the console - Page 19
2. Setting up and using the console
Welcome to the Quartz from Avolites. This manual is a reference guide to all the functions of the console.
We explain things in the order you’re most likely to use them, so we start with how to set up the console, then look at patching lights, controlling lights and how to program cues.

2.1 Guide to the Quartz

Desk lamp socket
Power switch
Attribute control wheels
Attribute select buttons
Fixture selection buttons
10 playback
faders
Front USB
Menu buttons
Workspace, macro and executer buttons
Window buttons
Function buttons
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Playback page select buttons
Chase and cuelist control buttons
Numeric keypad and controls
Fixture locate
Page 20 – 2. Setting up and using the console
The Playback faders are used to store and play back cues or chases. The Page Select buttons let you change to a different page of
playbacks. The bottom of the screen shows information about each playback.
The Attribute Control wheels are used to set control values
(attributes) for the fixtures, and to set chase speeds and fades. The bottom right corner of the screen shows information about the attributes being controlled.
The Attribute select buttons are used to select which attributes of a
fixture (e.g. colour, gobo, position) are going to be controlled using the Control wheels. The buttons have lights on to show you which attributes are active. Attribute functions such as Fan and Shapes are also controlled here.
The Chase and Cuelist control buttons allow you to start and stop
chases and cuelists, and move about in the list.
The Numeric keypad and other control buttons are used to enter
values and change controls on the system.
The Function buttons are used to carry out functions such as storing
cues, copying, saving to disk, etc.
The Workspaces, Macros and Executers buttons are programmable
buttons which can be used to store workspaces (screen layouts), button macros or cues.
The Workspace Window select buttons are used to set which
windows are shown on the screen.
The screen
Four workspace windows
Context buttons
Menu softkeys System messages
Workspace buttons
Attribute status (IPCGBES)
Playback information
The touch screen shows all the information required to operate the console.
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Wheels display
2. Setting up and using the console - Page 21
Up to four Workspace Windows may be shown on the screen. These
contain touch buttons to control fixture selection, palette selection, groups, shapes, attributes, and so on. Visualiser may also be shown in a window.
The system Menu softkeys are down the top right hand side. You can
select these by touching or clicking them, or by using the physical menu buttons on the right hand edge of the screen.
System prompts are shown just to the left of the menu keys. Below that are Context buttons which appear when relevant to the
operation you are doing.
The Workspace Buttons allow you to quickly select and save
different workspace screen layouts.
The Wheels display shows the current attributes available on the 3 wheels. The Attribute status display above that shows which
attributes are currently active or modified.
The Playback information shows the legend and other information
about the playbacks on the 10 faders.
Connections panel
Headphone output Sound input
Mains power input
Ethernet
DVI for external
DMX outputs (4)
MIDI in socket
All the connections are on the rear panel. Most are self-explanatory. The power switch on the rear panel is an isolator for the power supply and should not be used to turn the console off. Use the switch on the front panel to turn the console on and off.
USB for wing
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2.2 Connecting up

2.2.1 Cautions

Radio transmitters may affect the operation of the console and we recommend that they are not placed on, above or behind the console. If you are wearing one it is best placed in a back pocket or behind you when attached to a belt.

2.2.2 Connecting mains power

You can safely connect the Quartz to any voltage from 80 to 260V.
We recommend that you power the console via an external uninterruptible power supply or UPS (available from computer suppliers), otherwise when someone pulls out the wrong plug and kills power to the console you can lose data (up to the last Autosave) and the console may want to check its disk on startup which can cause delays. The UPS will protect you from most power problems and give you chance to shut down the console normally.

2.2.3 Starting up and shutting down

The console runs a Windows-based operating system internally, so you need to make sure it is shut down properly rather than just turning off its power.
Start up the console by pressing and releasing the Power switch at
the top right of the console. The console display should come alive. The console takes about 1 min 30 seconds to start up.
Shut down the console by pressing and releasing the Power switch
again. The console will perform a controlled shutdown. Wait until the Power light has gone off (about 30 seconds) before you disconnect power from the console.
To carry out a Forced Shutdown of the console, if the normal shut
down does not work, hold down the power switch for 5 seconds. You will lose any changes to your show since the last save.
If the console has a power switch on the rear, do not use this to switch off the console as this would not close down the software properly and you will lose any changes to your show.

2.2.4 Titan Healthcheck

When the Titan software starts up, it runs a small utility called Titan Healthcheck which checks the file system and the installed firmware and software for anything that might cause you problems. If any problems are found, a warning screen is displayed which offers the option to fix the problems.
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2. Setting up and using the console - Page 23
Only run fixes if you have plenty of time as some fixes can take up to an hour to complete.

2.2.5 Connecting DMX lines

The console communicates with lighting fixtures using the DMX512 system. The console itself can output 12 universes of DMX (each 512 control channels). If you need to output more universes, it is recommended to network the console to one or more Avolites TitanNet processing nodes. This off-loads the DMX processing, allowing the console to control up to 64 universes of DMX in total (see section 13.6.1 on page 249 for more details).
The consol fixtures and dimmers, and can send DMX over Ethernet and wireless Ethernet systems to allow connection to remote DMX Ethernet nodes, media servers, and so on.
When you patch a dimmer or fixture you tell the Quartz which of the 12 (or 64 wi configured to come out of one or more of the standard DMX outputs on the back of the console, or over an Ethernet protocol (see section 15 on page 263.)
By defaul console.
e has 4 DMX outputs on 5-pin XLR for direct connection to
th TitanNet) DMX universes it is on. Each universe can be
t, DMX Lines 1-4 are connected to the four XLRs on the
The 5-pin XLR sockets on the console are wired like this:
Pin 1 Earth Pin 2 Data ­Pin 3 Data + Pin 4 Not used
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Page 24 – 2. Setting up and using the console
Pin 5 Not used
Each DMX line should pass through all the fixtures to be connected on that line one after the other and have a DMX terminator fitted at the end (120 ohm resistor between pins 2 and 3). You should not split the DMX lines using passive splitters (Y-splits) as this can corrupt the data.

2.2.6 Connecting console wings

“Wings” are additional control surfaces which can be connected to the console to provide more faders and buttons, and in some cases extra touch screens.
Tiger Touch Wing
The Tiger Touch wing provides 30 additional handles each with an associated legend display. The handles can be used as playbacks or to patch fixtures/dimmers. Each row of 15 faders has its own independent paging control.
The Tiger Touch Wing connects by USB to the main console. It also needs a mains power connection. The Wing has a built in USB hub to provide 2 further USB sockets for a keyboard etc.
The Tiger Touch Wing is designed to fit next to the Tiger Touch console but can also be used with the Pearl Expert, the Quartz and the Sapphire Touch.
Titan Mobile Wing
The Titan Mobile Wing adds 20 additional playback faders and 30 macro/executor buttons to the main console. It connects by a single USB cable to the console.
It is designed to fit next to the Titan Mobile panel, but it can also be used with the Tiger Touch, Quartz, Arena and Sapphire Touch consoles.
If you want to see the legends and function information for the wing controls, you can open the Wing View workspace window.
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2. Setting up and using the console - Page 25
Sapphire Touch Wing
The Sapphire Touch Wing gives you another touch screen and 30 additional motorised playback faders for the Sapphire Touch console. Two wings may be used with the console, connected to the USB and DVI ports for the left or right external monitor.

2.3 Using the touch screen and monitor

The heart of the Quartz is the touch screen and the extra parameter screen.
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2.3.1 Workspace windows

The main area of the screen contains the workspace windows. These contain buttons for selecting fixtures, groups, palettes, playbacks and so on. Information windows such as Playback View and the integrated Visualiser application can also appear as a workspace window.
standard window positions
Context menu buttons
Opening and positioning workspace windows
You select which workspace windows you want to see using the [Open Workspace Window] menu command on the root menu. You can also press the Window Open button to access the [Open Workspace Window] option while in another menu and there are shortcuts to open some windows as list
ed in the next section.
You can change the positions and sizes of the windows by using the Window Control buttons above the numeric keypad or the Window Options button (cog icon) at the top of each screen. The min/max button swaps the active window between full screen and quarter size. The size/position button moves the active window around the possible positions. You make a window active by clicking/touching its header bar.
You can move the active window to a different monitor by pressing Avo and the Size/Position button, or Window Open then [Window
Options] then [Move Screen].
Shortcuts to open workspace windows
Press Window Open then an Attribute Bank button to open the Palette
ndow for that attribute.
wi
Press Window Open then Patch to open the Patch View window.
Press Window Open then a fixture select button to open the Fi View window showing patch details for that fixture.
Press Window Open then Connect to open the View Cue window.
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xture
2. Setting up and using the console - Page 27
Press Window Open then Off to open the Active Playbacks window.
Press Window Open then Macro to open the Macro window.
Window setup buttons
At the top ri
ght of each window are three or four buttons which
access other functions for the window.
Context menu
Window options
Resize window
Close window
The Context Menu button is only shown on Sapphire Touch and Titan
One, and gives a drop down menu at the top of the window showing the context menu buttons which relate to the current window.
On all other consoles the context menu buttons are automatically shown below the prompt area on the top right of the main screen. The buttons change to match the active window.
The Window Appearance Options button (cog icon) lets you select
the standard window sizes and positions. Buttons are also shown allowing you to set the button size and the text size of the window. The Appearance options may vary depending on which window it is, the setup of the console and if you have any external monitors.
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Page 28 – 2. Setting up and using the console
Standard window positions
screen selection
Appearance options
As well as the standard window sizes, you can set custom window
sizes and positions using the Window Layout button. See section
13.2.2 on page 234 for details.
Saving workspace layout
You can save di
fferent workspace layouts to the Workspaces touch buttons (to the left of the menu) by pressing Window Open then [Record Workspace], then touching one of the Workspaces buttons.
s allows you to reconfigure the workspace at the touch of a button.
Thi
Workspaces are saved with the show.
Setting up and recording workspaces is described in more detail in section 13.1 on page 233.
Quick record
Some windows – Groups, Workspaces, Playbacks, and all t
he Palette windows - have a Quick Record function. Set up what you want to record, then touch or click an empty button once. The button will light up red with a + sign. At this point you can enter a legend. Touch or click again to store the item.
The Quick Record function can be disabled using Key Profiles (see section 13.4.1 on page 242).
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Legends and picture legends
All touch buttons can have legends set to remind you what they do. In addition, you can draw picture legends on the buttons. To do this, select [Set Legend] then press [Picture]. A drawing space will open on the touch screen for you to draw the legend. There is also a library of pictures to choose from including popular gobo designs.
Button Halo
You can set a custom coloured halo for fixture, group or palette buttons. This can be really useful for identifying different types of button at a glance. Select the [Halo] option on the Set Legends menu.
If you set a halo on fixture buttons, the halo colour is also used in other windows; fixture buttons can also have an automatic halo to help identify different types of fixture. There is more information on fixture halos in section 3.2.6 on page 60.
Button Layout
Buttons normal
ly resize automatically to suit the screen size and resolution, however sometimes moving shows between different consoles can make the number of rows and columns change, causing buttons to move around. If you have set a particular layout you want to keep (for example positioning fixtures to match the layout on stage), open the Window Appearance menu using the Cog button and set Button Size to [Button Size Set Rows & Columns]. You can then set a fixed layout using the [Rows] and [Columns] buttons.
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Page 30 – 2. Setting up and using the console
Touch Keyboard
At the right hand end of the toolbar is the keyboard popup button which will open the touch keyboard.
Keyboard button
The touch keyboard can be switched between large and small size using the Max/Min button and you close it using the large X button in the top right hand corner. It can be set to pop up automatically when text input is required, using the Man/Auto button. You can also move it on the screen by touching and dragging the blank area of the keyboard at the top.
The small version of the keyboard (pictured) does not have some of the less frequently used buttons.
Manual/Auto Change size Close

2.3.2 The menu area of the touch screen

The right hand side of the touch screen is used for the operating menu display.
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2. Setting up and using the console - Page 31
System prompt
Context buttons
Menu softkeys (showing softkey letter)
Workspace selection buttons
Attribute groups
Wheel attributes
Current selection
Current menu name
Touch to change up or down
Down the right hand side of the screen, the functions of the A-G menu softkeys are listed. If there are more functions than will fit on one screen, [Previous] and [Next] buttons are provided to page through the functions. You can either press the real button next to the screen or touch the key on screen.
The vertical bar to the left of the softkeys shows you which menu you are currently in. You can 'latch' the menu (so that you don’t have to keep reselecting it) by pressing the Menu Latch button. The menu bar turns red when latched.
The area to the left of this shows instructions to the user and information from the console.
At the bottom of the screen, the current function of the wheels is shown on a simulated roller. If fixture attributes are being set, this shows the possible settings which are available on the fixtures. Above the roller image a legend shows which attributes are being controlled by each wheel and the centre of the roller shows the current attribute. Touch the upper or lower segment of the roller to set the attribute to maximum/minimum.
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Page 32 – 2. Setting up and using the console
If a chase is being controlled, information about the chase is shown here.
Above this, the screen shows which attribute group (Intensity, Position, Colour, Gobo, Beam, Effect and Special) is selected (grey box) and which are currently modified (blue circle).
The appearance of the softkeys varies to indicate the type of actions available:
Action button: console will carry out the action shown

2.3.3 The toolbar

Across the very top of the screen is the toolbar.
Option button: cycles through a range of options
New menu button: jumps to a new menu
Text entry button: press and enter text using the touch keyboard
If you click/touch on 'Tools', you will get a menu giving you access to some configuration functions (these options may change slightly depending on the console).
About gives you information about the software version. Help shows you the online manual. Control Panel opens a sub-menu allowing changes to monitor
settings and to the USB expert console which links the front panel controls to the system. The 'More…' option opens Windows Control Panel allowing you to change the operating system configuration.
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2. Setting up and using the console - Page 33
Touch Screen Setup (in Control Panel) opens the setup utility which
allows you to align touch positions on the screen. See next section.
Usb Expert Console (in Control Panel) sets up the connection
between the front panel controls and the software. If you are having problems this can be used to troubleshoot.
Folders opens the file explorer. You might need this when backing up
show files or when updating the operating software.
Switch Task allows you to show other programs (may be needed
when upgrading software) on the touch screen or move them between screens. Touch the Switch Screen icon to swap the program between different screens. Touch the Centre icon to centre the window on the screen. Touch Close to close the program. The appearance of this window varies depending on the console.
Switch screen Centre Close
Additional Programs allows you to run some diagnostic programs
which might help Avolites Support find problems you’re having.
Restart and Shutdown Software restarts and closes the Titan
software. You would normally only need to use these when upgrading the software.

2.3.4 The Heads-Up Display (HUD)

The HUD window is shown as one of the workspace windows. Most of the HUD information is now shown in other windows, but if you’re used to using it you might like to have it displayed.
Fixtures are highlighted in dark blue if in the programmer and in light blue if selected.
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2.3.5 Visualiser

Capture visualiser is integrated into Titan from v10. This replaces the original wireframe visualiser, which is still available using the [Legacy Visualiser] option. .
The visualiser gives you a realistic view of the stage, allowing you to pre-program or make changes to your show at home or in your hotel. It can also be used in Blind mode for programming during a show.
The visualiser is described in detail in chapter 10 on page 205.

2.3.6 Key profiles

The console allows you to change the function of the blue select and grey flash panel buttons. You can also change the way some of the touch keys work. You can save your settings as a Key Profile. Different profiles can be selected for different users or to enhance the operation of the console for a particular use. See section 13.3 on page 240 for details.

2.3.7 Undo/Redo

A short list of recent actions is shown in the prompt area to the left of the menu.
You can undo and redo recent actions (including fixture and cue changes) by touching the prompt area. This will automatically open the Undo History window which shows a more detailed list of actions you can undo.
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2. Setting up and using the console - Page 35
The current action is shown in red in the Undo window and in bold in the prompt.
You can touch this window to undo all actions up to the one you touch. Once actions have been undone they are shown greyed out, and can be redone by touching them.
You can also use the Undo and Redo buttons to step through the list.
Some actions cannot be undone which is indicated with the “not allowed” symbol as shown below.
If you are in multi-user mode, the Undo History can show a column for each user with undo points for that user – open the Context menu and select [Show All Users and Consoles]. The default setting is [Show Only Current User].

2.3.8 Key macro buttons

Lighting programming can sometimes require a repeated sequence of button presses. You can record sequences of keypresses and play them back with a single keypress – this is called a macro. The macro can reproduce the timing of your button presses (Real Time mode) or just repeat the sequence of buttons with no timing (Full Speed mode).
Real Time mode is useful when you are using a macro to reproduce a lighting effect, for example a sequence of flash buttons. Full Speed mode is more useful for admin tasks such as changing console mode.
Macros can be stored in the 20 dedicated buttons to the right of the wheels, and there is also a Macro button window which can be shown in the workspace. The macro buttons correspond to the first 20 macros in the window.
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Page 36 – 2. Setting up and using the console
To record a macro:
1> Press the Macro button (above keypad) 2> Select [Full Speed] or [Real Time]. 3> Press [Record] 4> Press an empty Macro button on the panel, or an empty button
in the Macro window on the screen. Recording starts. The
Insert/Macro button flashes during recording. 5> Press the sequence of buttons you want to record. 6> Press Record Macro to finish recording.
To play back the macro, just press or touch the button where you recorded the macro. The macro will repeat all your button presses, with correct timings if you selected Real Time mode.

2.3.9 Locking the console

You can place a simple lock the console controls to prevent people fiddling with it while you’re not looking. Hold down Avo and press [Lock], then type a password (numbers or letters). To unlock, enter the password again, or restarting the console will also unlock it. This is not a high-security lock, it’s just to prevent idiots messing with it.
While the console is locked, all functions are disabled except the DMX outputs and currently running playbacks.

2.3.10 Keyboard shortcuts

Many features of the console can be controlled by shortcuts on the keyboard. These are especially useful when using Titan Mobile or Titan Simulator.
The Titan application “captures” the keyboard on start up, meaning that if you try to use other applications at the same time they will not receive keypresses. Pressing Break on the keyboard releases the keyboard for other applications but disables all text entry for Titan including the shortcut keys; changing menus will reconnect the keyboard to Titan.
Shortcuts are shown on the next page.
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2. Setting up and using the console - Page 37
F1 Move to other screen Ctrl X Cut text
F2 Activate window Ctrl C Copy text
F3 Minimise/Maximise Ctrl V Paste text
Shift F3 Next window Ctrl A Select all text
F4 Size/Position Ctrl Z Undo
Shift F4 Move to other screen Ctrl Y Redo
F5 Close window Alt C Clear
Shift F5 Close all windows Alt R Record menu
F6 Open Playbacks window Alt A Toggle Avo (shift) menu
F7 Open Fixtures window Alt L Locate
F8 Open Groups window Alt P Patch
F9 Open Colours window
F10 Open Positions window
Alt D
Alt S
F11 Gobos/Beams window Alt V Open/View menu
F12 Open Channel Grid Alt G Go
Esc Exit menu Alt D Delete
Enter Enter
Alt C
Alt 1 Softkey A Alt M Move
Alt 2 Softkey B Alt U Unfold
Alt 3 Softkey C Alt I Include
Alt 4 Softkey D
Alt R
Alt 5 Softkey E Alt S Shape
Alt 6 Softkey F Alt T Fixture Tools/ML Menu
Alt 7 Softkey G Alt B Blind
Alt F
Alt P
Alt M
Alt G
/ (num) Thro
* (num) @
- (num) Not
+ (num) And
Fixture Alt O Off
Palette Alt F Fan
Macro
Group
Alt O
Alt L
Alt
Alt
Alt
Alt
Disk menu
System mode
Copy
Release
Attribute options
Latch menu
Previous fixture
Next fixture
All
Highlight
means shift (num) means on the numeric keypad
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2.4 Multi-user operation

You can connect multiple consoles together to work together on a show. You can also have multiple user setups on a show on a single console to allow different layouts, for example for a support band LD.

2.4.1 Users

Each show can have multiple users. Each user has their own user
settings, key profiles and handle layout (known as a handle world).
This provides a quick way to switch between preferred user settings and handle layouts, for example at a festival or other event where there are a number of operators.
Users are stored in the showfile and the currently selected user is restored when loading a show. The default user is called “Operator” and the prompt area in the display shows the current user name and selected key profile.
To change or create users, go to the Users menu.
1> Press the Disk button. 2> Press [Users]. 3> To switch to a different user, press [Change Current User] and
select a new user from the list (the current user is highlighted).
4> To create a new user, press [Add a User], enter a name for the
new user and press [OK].
5> You can also quickly change user from the root menu by
holding Avo shift and pressing [User … ]
If multiple consoles are connected in a collaborative session,
any user added to one of the consoles will be available on any
of the other consoles.

2.4.2 Handle Worlds

Each show can have multiple Handle Worlds, each having its own layout of handles. This allows each user to have their own layout of cues, palettes and chases which can be easily switched, for example when a support band and headline band are using the same console, or when multiple programmers are working collaboratively on a number of consoles.
When a new user is selected, the handle world they were using is also loaded.
All handle worlds are stored within the showfile, the default handle world is called “Mapping World 1”.
Handle Worlds are managed from the Disk menu.
1> Press the Disk button. 2> Press [Handle Worlds].
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2. Setting up and using the console - Page 39
3> To switch to a different handle world, press [Select Handle
World] and select a new handle world from the list (the current one is highlighted).
4> To create a new handle world, press [Add Handle World], enter
a name for the new world and press [OK].
5> [Delete Handle World] will delete the world, any handles used
only in that world will become unassigned (and can be retrieved using the Show Library if needed).
Items created in a different handle world can be accessed using
the Show Library workspace and assigned to handles in the
current handle world.
The [Follow World Page Change] option sets whether the handle
page will change if a user using the same handle world on
another console changes the page.

2.4.3 Linking to other TitanNet sessions

If multiple Titan consoles are connected in the same network you can choose to connect them as multi-user, tracking backup, or both. This is also how you connect TitanNet processors to expand DMX outputs.
For details of how to connect Titan consoles together on a network, see section 15 on page 263.
Press the Disk button.
1> 2> Press [TitanNet Sessions]. 3> [Sessions View] opens a window that shows you how your
console is connected to others, and what other TitanNet sessions are available. You can touch on another console in the window and click [Connect] to start a connection, or use the other buttons to leave a session.
4> Or select [Backup], [Multi-User] or [Backup & Multi-User] to
show a list of sessions which you can connect to. Click on the session to start the connection.
A green line shows a good connection, a dotted red line shows a
problem with a connection. Unavailable consoles are shown with
a red background.
Initially all consoles are “Master” consoles. If you connect to a session on another console as multi-user you become a “Slave” on that console. The show on the Master is transferred across the network to the Slave. On the Slave you can choose to save the show locally or to save changes back to the Master console.
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The toolbar will show details of the master/slave status. Console legends can be changed in the System menu using the [Console Legend] option.
Consoles connected in a multi-user session work on the same show. If the same handle worlds are selected then an action on one console is mirrored across them all, for example firing a cue on the slave console will also fire the cue on the master. If the master has motorised faders, the fader will move; if not, fader levels must match before they can take over. If different handle worlds are selected, users can work independently on their own pool of handles.
In all situations the master console outputs DMX and channels in a remote programmer are shown with a blue dot on the touch wheel views. If two or more consoles are editing the same fixture, the last console to change any attribute will take over control of the fixture.
Slaves can leave a session using the [Leave Session] button in the Sessions View or in the TitanNet menu. The console will restore the local show it had loaded prior to joining. Master consoles have the option to [Terminate Session].
If a console is running as backup, it has options to [Takeover], [Sync now] and [Leave Session]. If [Takeover] is selected, the console will immediately become the master and take over DMX output with the chosen user and handle worlds selected. The console which was master will go into a dormant state with DMX disabled.
Consoles must be running Titan v8 or above to join a multi-user
or backup session with another Titan v8 console.
Tracking backup operation is also described in section 11.6.2 on
page 223.

2.5 Titan Simulator

Need to pre-program or tweak your show before you get to the venue? No problem, just run the Titan Simulator on your PC. You can then load your show and simulate any of the Titan consoles, using an on-screen “virtual panel”.
You can also use the Titan One software without the Titan One dongle within the simulator for pre-programming.
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2.5.1 Installing Titan Simulator

You will need a Windows user account with Administrator privileges to install or run Titan Simulator.
2. Setting up and using the console - Page 41
From v7, Windows XP and Vista are no longer supported by Titan software. Your PC must be running Windows 7, Windows 8 or Windows 10.
Capture visualiser requires a capable graphics card. If you have problems, ensure you have installed the latest drivers from the graphics card manufacturer.
Simply download and run the installer from the Avolites Download website. The first time you run Simulator you will need to license the software with the Avolites website. For this you will need an account set up on the Download site, which you should go and create now if you don’t already have one.
To license the software, start Titan Simulator and choose Internet Activation (the software will ask you for your Avolites Download user name and password and automatically retrieve your license), or Manual Activation (you have to copy and paste the Computer Key into the form on the Titan Simulator webpage).
Once licensed Titan Simulator will run in 'Offline' mode which is shown towards the top right of the screen. In Offline mode the software will function as normal including Visualiser and Art-Net outputs. However periodically random DMX values will be sent down all DMX outputs, please wait for this to stop before continuing programming.

2.5.2 Running Titan Simulator

When you start the simulator you need to select which console you are simulating. The simulator will then open a Virtual Panel, which replicates the controls of your chosen console, and monitor windows for each of the monitor outputs.
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The Tiger Touch and Sapphire Touch simulators show the touch screen display separately from the Virtual Panel.
The Virtual Panel works exactly the same as the real panel; to hold a button down so you can press a second button, right click it using the mouse.

2.5.3 Using Virtual Panel with a console

As well as its use with the simulator, you can also run the Virtual Panel on a console. This could be handy to keep things going if you are suffering hardware problems with the real console controls.
To show the Virtual Panel, click the Tools menu on the toolbar, then select Other Programs, then Virtual Panel. The Virtual Panel controls will work in parallel with the real controls.

2.6 Loading and saving shows

You can save any number of different shows on a USB drive or the console’s internal hard disk. The console will also autosave the show periodically.
Shows created on the Quartz can be loaded into any other Avolites Titan console, but not to older non-Titan consoles as the showfile format is different. Showfiles from newer versions of Titan may not load correctly into consoles with older versions of Titan.
Although your show is safe on the console’s internal hard disk, it’s a good idea to also save it to a USB pen drive which you can take with you in case something bad happens to the console or if you want to transfer a show to a different console.

2.6.1 Saving the show

You can save your show at any time either with its current name or with a new name. If you save your show with its current name, a new version of the show will be created. This allows you to go back to previous versions of your show if needed.
To save your current show:
1> Press the Disk button. 2> Press [Save Show]. 3> If you have a USB drive connected, use the softkeys to select
whether to save on [Removable Disk] or [Internal hard drive].
4> If this is a new show, enter a name for the show on the
keyboard. If this is a new version of an existing show you can enter a tag to help identify the version, which will be shown on the Show Browser screen when you load shows.
5> Press Enter or [Save] (or [Overwrite] if the show already
exists). The show will be saved. 6> Press Exit or [OK] to leave Disk mode.
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To save the show under a different name, use the [Save As]
softkey.
Pressing the Disk button twice will force the console to save an
Autosave version of the file. Autosaves are stored in the same
folder as the normal show file.
A new version of the file will be saved even if you enter the
same tag as previously used.
If you save to hard drive, shows are saved in the folder ‘D:\Show Files’, unless you change this in the User Settings. When using the Titan Simulator or Titan One, shows are saved to ‘Documents\Titan\Show Files’.

2.6.2 Loading a show

The console will automatically reload the last show when it is turned on.
2. Setting up and using the console - Page 43
Available disks/drives
Filter list of shows
List of shows
List of versions
Press the Disk button then [Load Show] to load in a new show. The Show Browser window will appear.
Search bar
On the top left you can select which drive is used, or show files on all drives. On the bottom left you can filter the list of shows to see all shows, or just manual saves, quick saves or autosave files. On the right you can see different versions of the showfile; this allows you to reload an earlier version if you need to.
You can also load shows from the softkeys:
1> Press the Disk button. 2> Press [Load Show]. 3> If you have a USB drive connected, select which drive you want
to load from.
4> Available shows are listed on the softkeys; press the key to load
the show (the F and G keys show more pages). If you type the
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first few letters of the show name on the touch keyboard, the
list will only include shows starting with those letters, which can
make it easier to locate the show you want. 5> If there are multiple versions of the show stored on the disk,
select the one you want.
6> Press Load Show. The console will show a loading screen as the
different elements of the show load.
7> When the show has loaded the normal operating screen will
reappear.
When loading a show you have the option to keep the existing DMX settings of the console, or to load the settings stored in the showfile. The DMX settings determine how the XLR sockets on the back of the console are used and how DMX is sent over the network using TitanNet.
You can save any number of different shows on the Quartz ’s internal hard disk.

2.6.3 Importing parts of other shows

If you are doing a show which is similar to a previous one, you might want to import parts of the previous showfile, for example you might want the palettes for some Robe Robins from another show, but not the other fixtures. This is where the Import Show function comes in handy.
For Import Show to work, you need to map fixtures from your imported file to fixtures in the current show so that Titan knows where to import the programming to.
Button for imported show
Import new show
Filter fixtures in current show
You can then select items from the imported show and store them onto workspace or panel buttons in your current show.
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Arrow shows mapped fixture
Fixtures in imported show
Filter fixture list in imported show
2. Setting up and using the console - Page 45
Filter display of items in show
The items which can be imported
1> Press the Disk button. 2> Press [Import Show] (The plus button at the top right of the
Show Library window also opens this menu).
3> The Show Browser window opens. Select the show you want to
import from and press [Load Show].
4> The Show Library window will now open. Your current show and
the imported show will appear as buttons at the top of the show browser. You can import items from more than one show at
once by repeating steps 1-3. 5> Click on the Mapper tab, and select your imported show. 6> Select a fixture in your imported show, then click the arrow
beside the fixture it maps to in the current show. To remove a
mapping, click the [Clear Fixture Mapping] context button.
You can select multiple target fixtures by dragging a box over
the fixtures, or click on the source fixture again and map to
another target. 7> When you have mapped all fixtures you want to import data
from, click on the Show Library tab. 8> Select the items you want to import (single or multiple). Use
the buttons on the left to select Palettes, Groups etc. 9> Select handle(s) where you want to store the imported items. 10> When you have imported all the items you want, press Exit.
You can filter fixture types to make the mapping easier using
the buttons on the left and right sides of the show browser.
You can directly import shows without using the Disk menu by
clicking the Plus button at the top right of the Show Browser.
There is more information about the Show Library window in
section 13.3 on page 240.
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2.6.4 Autosave

The console will automatically save your show to its internal hard disk when you shut it down. It will also autosave the show every 30 minutes in case the console loses power.
You can disable Autosave or alter the time between saves using option [Auto Save] on the Disk menu (selected using the blue Disk button). You can reload Autosave files using the Show Browser.
We recommend that you have autosave enabled while programming in case the power fails, but disable it while running a show as it can cause the console to pause slightly at inconvenient moments.

2.6.5 Backing up existing show files to USB pen drive

If you just want to save a copy of your current show, you can use the normal save function to save it to the USB drive instead of the hard drive.
To copy an existing show file on the hard disk to a USB drive, first ensure your current show is saved, then use the Disk functions to load the existing show from hard disk, then save it to the USB drive. Alternatively you can use the Folders command on the Tools menu.

2.7 Clearing the console

When you start a new show on the Quartz it is usually a good idea to clear the console. All programming and patching is deleted, but user options are not changed.
Press the Disk button.
1> 2> Press [New Show]. 3> Press [OK] to confirm. 4> Press Exit to leave Disk mode.
When starting a new show you have the option to keep existing
DMX settings. This preserves the DMX/TitanNet configuration of
the console which determines how the XLR sockets on the back
of the console are used and how DMX is sent over the network.
There is also an option [Wipe] in the System menu (when the
console is in System mode) which has the same function, and is
located in the same place as on the older “classic” Avolites
software.

2.8 Creating reports

When preparing a show it is often useful to create a report of how the show is patched or programmed on the console, for example to give to a crew when pre-rigging fixtures, or just for your records.
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Reports can be created in HTML, PDF, CSV or XML formats for the following:
Fixtures
Memory (Cues)
Chases
Cue Lists
Palettes
Groups
To generate reports:
1> Press the Disk button. 2> Press [Reports]. 3> Select the item(s) you want to include in the report 4> Select the format in which you want to output the report 5> Select the drive where you want to save the report
Reports are output to the Documents/Titan/Reports folder. When the report is complete, Titan will open the folder where the report is stored so you can see where it went.
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3. Patching
Patching is the process where you tell the Quartz
What type of lighting units you have connected to it
What DMX addresses they are operating at
Which DMX line (universe) each unit is connected to (there are
64 lines, but the console itself can only output 12; further lines
can be controlled using networked DMX processors over
TitanNet)
Which buttons on the console you want to use to access them
(either physical buttons or touch buttons)
Particular option settings for each fixture.
3. Patching - Page 49
Before you start rigging, you can use the console to work out the DMX addresses for the fixtures in your rig. Patch them on the console (or simulator), then press Window Open, Patch to show the Patch View window. This will use the DMX channels as efficiently as possible without leaving any gaps.
If your fixtures are RDM equipped, the console can patch itself from the rig, see section 3.1.6 on page 55.
By defaul XLRs on the console. If you want to change this or use other lines, go to the DMX Settings window in System mode – see section 13.1.6 on page 234 .
t in a new show, DMX Lines 1-4 are connected to the four
If nothing is happening to the lights when you make changes on the console it is worth checking the DMX Settings window to make sure the DMX lines are allocated to outputs.

3.1 Patching new fixtures or dimmers

3.1.1 Fixture select buttons and handles

To control intelligent fixtures or dimmer channels, they must each be patched to a button (sometimes referred to as a “handle”). You can patch onto touch buttons in the Fixtures window, to a fader handle or to a Macro/Executor button. If the handle you patch to has a fader, the fader will control intensity.
presets
If the Fixtures window is not shown, press Window Open then [Show workspace wi
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ndow] then [Fixtures].
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Fixture buttons can be shown either in pages with Page buttons, or you can use the scroll bar on the right to show different pages. Use the [Pages Show/Hide] button on the right of the screen to select between page buttons and scrolling mode. You can change the fixture page at any time.
You can allocate fixtures and dimmers to Groups, which allows you to quickly select a set of fixtures with one button. Groups are described in the next chapter.
Once you have patched fixtures or dimmers, the Patch View screen shows you an overview of what is patched where and lets you edit the patch. See section 3.2.1 on page 56.

3.1.2 Patching dimmers

Each fixture button can control single or multiple dimmer channels. You allocate a button using the Patch menu (described below) or the Patch View window (see section 3.2.1).
Press Patch (one of the ), then [Dimmers].
1> 2> [DMX Line=] shows you which of the DMX output lines you are
patching onto. Enter a new number to change the line. [Address = ] shows the DMX address about to be patched. You can change this by typing in the new address on the numeric keypad and pressing Enter.
3> To patch a single dimmer, press a Fixture touch button, a
Macro/Executor button or the blue Select button of a fader
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3. Patching - Page 51
handle. To patch a sequence of dimmers each to its own
button, press [Quantity] and set the number of dimmers then
press the first select button. Alternatively, run your finger or
draw a selection box round the touch buttons, or for physical
buttons hold down the first button in the range and press the
last button in the range. The range of dimmers will be patched
to sequential DMX addresses. 4> A fixture button turns dark blue and shows fixture details when
it is patched. If you patch to a fader handle the select button
will light up dimly. 5> Repeat from step 2 for other dimmers.
When setting the DMX address using [Address=], you can set
the DMX line (universe) as well by entering {line}.{DMX}, for
example 2.56 will set DMX address 56 on DMX line 2.
To see how DMX channels are patched, press Window Open
(next to the numeri
c keypad) then Patch to show the Patch
View window.
[User Number = xx] allows you to set a user-defined number
for each dimmer or fixture patched, to help you identify them later. You can also edit the User Number from the Repatch Fixture menu.
You can patch multiple dimmer channels to a single handle. This
can be useful if, for example, you want to control all the lights for one area together. To do this, just press the same Fixture Select button again when patching the new dimmer channel. You can tell the dimmer channel has patched OK because the DMX address will increase by 1.
If you need to remove a dimmer from multiple dimmers on a
single handle without losing programming, make a copy of the handle then repatch the copy to the individual dimmer address.

3.1.3 Patching moving light fixtures

Moving light fixtures are more complicated to patch than dimmers because they have more attributes to control, such as pan, tilt and colour, whereas a dimmer channel just has intensity.
Avolites consoles use a “personality” system to control fixtures. This means you don’t have to know how each fixture works, you just tell the Quartz what you want to do and it will send the right control commands. The console has built-in personalities for most types of
ixture, which tell it what attributes are available and how to control
f them. If the console does not have the personality for your fixture, you can download further personalities from the Avolites website, create your own using the Personality Builder application installed on the console, or Avolites can create one for you. See section 14 on page 259 for details of how to find personalities.
You can patch ei Patch View window (see section 3.2.1).
Press Patch (one of the white function buttons above the
1>
numeric keypad). 2> Press [Fixtures].
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ther using the Patch menu (described below) or the
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3> Select the correct fixture manufacturer from the softkeys
([Previous] and [Next] page through the list of manufacturers).
Or use Quick Search and type the first few letters of the
manufacturer’s name on the keyboard to find the one you want. 4> Select correct fixture from the softkeys (F and G show other
pages). You can use Quick Search here as well. 5> Select the correct fixture operating mode from the softkeys. 6> [Address =] shows the first free DMX address. Type the new
address on the numeric keypad if you want a different one.
[DMX line=xx] lets you patch to a different DMX line, or you
can enter the address as [line].[address], e.g. 2.45 would set
address 45 on line 2.
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3. Patching - Page 53
7> Patch the fixture by pressing a Fixture touch button, a
Macro/Executor button or the blue Select button of a fader handle.
8> A fixture touch button turns dark blue and shows fixture details
when it is patched. If you patch to a fader handle the select button will light up dimly.
9> Repeat from 7 to patch more of the same fixture type. The DMX
address automatically updates so you can just keep patching by pressing Select buttons.
To patch multiples of the same fixture, use the [Quantity]
option. Or you can run your finger or draw a selection box
round the touch buttons, or for physical buttons hold down the
first button in the range and press the last button in the range.
The fixtures will be patched to sequential blocks of DMX
addresses.
[Options], [Offset] allows you to leave gaps in the DMX
channels between fixtures when patching multiple fixtures,
which is useful if you are planning a show which may involve
exchanging fixtures. The Offset number is the size of the block
which will be allocated to the fixture, for example if you want to
allow 32 channels for each fixture you would set Offset to 32.
You cannot patch more than one fixture onto a handle. If the
handle is already used, the patch will fail.
If you are patching a fixture which uses a separate dimmer
channel, such as a VL5, you can patch the dimmer channel onto
the same handle as the moving light part of the fixture so you
can control it all together. This is called a Pending Dimmer (in
the Patch View window this is indicated with a flash symbol
behind the user number).
[Options], [Preset Palettes] sets whether the console will create
default colour, gobo and position palettes for the new fixture.
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These are created in the Position, Colour and Beam workspace
windows. This option is turned off by default but it’s quite a
useful starting point so is worth turning on.
[Options], [AutoGroups] sets whether the console will
automatically create groups from the fixtures you patch. If
Enabled, a group is created for all fixtures of the same type,
and another if you patch a quantity of fixtures.
To show the DMX address for fixtures, press Window Open then
Patch. To show patch detai
Open then the fi
xture select button. On touch buttons the DMX address is displayed on the top right of the button in the format {DMX line}.{Address} (this display can be disabled using the context menu).
If a patch goes over the capacity of a DMX line, the console will
patch at the beginning of the next line. For example if you try to patch a Mac500 at channel 1.510, it will actually be patched at 2.1.

3.1.4 Capture Visualiser Auto Patch

If you want to use Capture Visualiser, start it by pressing Window Open then [Open Workspace Window] then [Visualiser]. Some consoles also have a dedicated Visualiser button. Capture will open in a workspace window with an automatic representation of your patch.
ls for a single fixture press Window
If you have another monitor connected, you can move the Visualiser window to it by pressing Window Open then [Window Options] then [Move Screen], or by holding Avo and pressing Size/Position.
You will see the fixtures you have patched laid out on screen in handle number order. You can then use the Visualiser controls to reposition the fixtures if you wish – see chapter 10.
You can turn off Auto Patch i
n the Capture Visualiser settings.

3.1.5 Patching fixtures with multiple cells (sub fixtures)

Some fixtures have multiple cells of control within a single fixture (for example an RGB LED batten). To avoid having to patch every cell as a single fixture, you can patch the whole fixture as one “super fixture” and each cell will then appear as a “sub fixture”. This is very useful when laying out fixtures for use with the Pixel Mapper as it allows you to move and rotate the fixture as a single fixture, but keep individual control over the cells.
If you access the fixture using the handle it is patched on, all cells of the fixture will be controlled together. To access the sub fixtures independently, use the Attributes window or you can press Unfold then the select button of the fixture. In the Fixtures workspace, the current page of fixtures will be replaced by select buttons for each individual fixture cell. You can also select subfixtures from the numeric keypad. See section 4.1.4 on page 74 for more details of
orking with fixture cells.
w
To go back to normal, press Unfold then [Exit Unfold].
The Sub fixtures feature has to be defined in the fixture’s personality. If sub fixtures does not work on your fixture you may need to obtain the latest fixture personality from Avolites.
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3.1.6 Patching by RDM

RDM (Remote Device Management) is a system which allows the console to interrogate the lighting rig to find out what’s there. It can then patch itself to match the existing DMX addresses. You can also remotely change modes and other settings on the fixture.
Fixtures must be equipped with RDM for this to work; many fixtures are not. Also if you have DMX buffers or splitters in your rig, they must be RDM enabled or they will block the information being sent back to the console.
Press Window Open then Patch to open the Patch View window then select
the RDM tab. All devices which support RDM will be listed here. Click the Full Discover context menu button to rescan the rig for RDM devices.
3. Patching - Page 55
Select one or more fixtures in the grid and click the Patch
context menu button to patch the devices.
Click on the Mode or Address cells in the grid to change these
settings remotely.
Click on the Identify button (at the right hand end of the
screen, you might need to scroll to see it) to turn the fixture on so you can see where it is in the rig.
Click on the RDM Quick Patch context menu button to
automatically patch all RDM devices.

3.1.7 Finding a lost fixture

Sometimes a fixture may be rigged with the wrong DMX address set, or connected to the wrong DMX line.
The Find Fixture function allows you to find the start address of the fixture by scrolling a “locate” state through all possible DMX addresses, avoiding a trip up the rig to look at it. When the fixture responds with its Locate state, you know its DMX address.
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1> Press Patch, [Fixture] and select the type of fixture you are
looking for
2> Press [Options], then [Find Fixture] to enable the Find Fixture
mode.
3> Turn Wheel B to go through all possible DMX addresses. Wheel
A sets DMX lines.
4> When the fixture responds with its Locate state, you have found
the correct DMX address.
4> Turn off [Find Fixture] mode and (if not already occupied) patch
the fixture. The DMX address/Line will be automatically set to match the Find Fixture settings.
On consoles with 3 wheels, wheel C (DMX Slot) jumps through
DMX addresses using the fixture channel count (for example if a fixture uses 16 channels, it will jump through in 16’s).

3.2 Changing the patch

3.2.1 Patch View

The Patch View window gives a full overview of how all the fixtures in your show are patched, and allows you to patch, repatch, legend, renumber, invert, pan/tilt swap, freeze, exchange, park and view fixtures. If you need to change the settings of multiple fixtures (for example, changing the DMX address of several fixtures) then it’s really easy to do in one operation in the Patch View.
To show the Patch View window press Window Open then Patch, or use the Open Workspace Wi
ndows menu command.
Fixture type: lists the different types of fixture in your show. Each
fixture has a unique colour code. Click on these buttons to filter the view so it only shows one fixture type.
Line: lists the available DMX output lines/universes. The blue
bargraph in the button shows how much of the line is used by patched fixtures and how much is free. Click a button to show the details of that line in the right hand side of the window.
The coloured bar at the top shows how fixtures are patched on the
selected output line, using the unique colour code for each type of
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fixture. Click on a section of the bar to select those fixtures in the grid below.
The grid area shows details for each patched fixture on the selected
output line. Some parameters are editable by clicking in the grid, then the softkeys allow you to change the parameter.
You can change parameters for multiple fixtures by dragging a selection box over the grid, or hold the Ctrl button on the keyboard and click on the required fixtures. Then edit the parameter on the softkeys, and use the [Set] context button or press Enter to update the selected fixtures.
You can switch off some of the display columns to make the
Patch View simpler. Press the [Choose Columns] context menu
button and then use the options on the softkeys to turn
columns on and off.
You can add notes to each fixture in the Patch View. Click on
the Notes field and enter text using the keyboard.
The tabs across the top allow you to switch the window to Personality List (lists all fixtures available on the console), RDM (allows you to patch devices using RDM) and Attribute Behaviour (allows you to set invert, freeze, curve, and limit. See section 3.4.2 and following
ions for Attribute Behaviour.
sect
A context menu option allows you to show or hide parked fixtures. If you show parked fixtures they will appear greyed out in the position they were originally patched.

3.2.2 View detailed fixture information

In the Patch View window click on the View button for the fixture you wish to view, or press Window Open followed by a fixture handle. A
ixture View window will open showing details for that fixture,
F including the personality and mode used to patch, and the individual DMX channel addresses for each attribute. Attributes can be inverted or frozen by clicking on the checkboxes at the right hand side.
If the fixture address is set using DIP switches, the console can show you how to set the switches by clicking on the DIP Switches tab.
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There is also a Personality tab (not shown in the pictures) which shows history information about the personality file for the fixture. This can be useful for checking the version of the personality file.

3.2.3 Changing DMX addressing using Patch View

You can easily change the DMX address of one or more fixtures from Patch View. Select the DMX address cells you want to modify.
Type the new address for the first fixture in the selection and press Enter (using the format Universe . Address – if you miss out the universe part it will stay unchanged).
All fixtures will be renumbered keeping the addressing offset between the fixtures the same (in other words if each fixture takes 20 channels, the addresses will be set with an offset of 20 channels between each fixture).
The [Swap Fixture Addresses] softkey lets you swap the addressing between two groups of fixtures. This operates in two modes, [One For One] or [Retain Layout], which you can select by softkey after pressing [Swap Fixture Addresses]. Select one group, then press [Swap Fixture Addresses] and select the target group. In One for One mode the target must be the same quantity of fixtures or the console will display an error. In Retain Layout mode the console will attempt to add or remove fixtures to get the same quantity – if this conflicts with other fixtures it will give you the options to [Park Conflicting] or [Cancel].

3.2.4 Changing DMX address using Patch menu

As well as using the Patch View screen, you can use the Patch menu to re-patch a fixture to a different DMX address or a different DMX output line. All programming is kept.
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1> Press Patch (if you’re not already in Patch mode). 2> Press [Repatch Fixtures]. 3> Press the Select button of the fixture you want to change. 4> To change DMX press [Address], type the new address and
press enter. If this address is already in use, a warning icon will
be shown.
5> To change the DMX output line, press [DMX Line=x] and enter
a new output line number 1-12. 6> Press Enter or [Repatch] to confirm the change. 7> Repeat from step 3 if you want to change other fixtures.
You can “Park” the fixture using [Park]. This removes the
fixture from the DMX output map, but all programming is
retained. The original DMX line and address is remembered and
you can restore it using the [Unpark] option.
If the new DMX address already has another fixture or dimmer
patched on it, the console will warn you (unless this is disabled
in User Options, see section 13.1.3 on page 233). You can
either press [Select another DMX address] to abort the change
or [Park Confl
icting Fixtures]. All programming for the parked fixture is preserved, but you need to repatch it to a free DMX address using the above procedure before you can use it again. If you press [Always Park Conflicting Fixtures] the console will park this and any future conflicting fixtures without warning you (you can change this option back in the User Settings).

3.2.5 Setting legends

You can set a legend for each fixture or dimmer you’ve patched which is displayed in the Fixture Select touch button. This can be really useful to help you identify the fixture.
1> At the main menu press [Set Legend]. 2> Press the Select button for the fixture you want to legend. 3> Type the legend on the keyboard. 4> Press Enter when you have finished.
You can also choose to have a picture legend using the softkey
options.
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You can set the same legend for multiple fixtures by selecting a
group of fixtures after pressing [Set Legend].
You can automatically allocate User Numbers for multiple
fixtures by selecting a group of fixtures, then using softkey A on the Set Legend menu. The first fixture will have the User Number you entered, and the other selected fixtures will be given a number increasing by 1 for each fixture.
You can set a legend for the current page of fixtures using the
[Set Legend] function from the main Program menu. The legend is shown on the touch button for the page and on the HUD.

3.2.6 Fixture button halo

You can configure fixture buttons to have a “halo” colour which helps you to find them quickly. Halo colours can be set manually for each fixture (the default setting), or automatically by fixture type using the fixture colours used in the patch window..
To set a manual halo colour, click [Set Legend], click the fixture button (or select multiple buttons) then select the [Halo] option. A colour picker will open to let you set the colour, or pressing [System Colours] will give you colour options on the softkeys. A [Remove Halo] softkey lets you remove the colour.
To enable automatic halo colours, hold Avo and select [User Settings], then [Handles], then set Fixture Halos to [Auto]. Fixture buttons will then be coloured to match the automatic fixture colours used in the Patch window.
Halo colours are also shown in the Intensity View and Show Library workspace. In list views such as DMX, Channel Grid, Cue View and Palette view the halo colours are shown as a bar to the left of the list – this uses the user halo colour if one is set, otherwise the automatic colour is used. The User Setting does not affect this display.
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Fixture colours

3.2.7 DMX view window

When you’re having problems getting fixtures to work it can be useful to see the actual DMX output values coming from the console. Press Window Open, then [Open Workspace Wi
ndow], then select [DMX].
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The buttons on the left let you select the different output lines from the console. Scrolling the window to the right shows more information about each DMX channel.

3.2.8 Fixture Exchange

The Fixture Exchange function enables you to repatch fixtures in your show using alternative fixtures, retaining important elements such as cue times, shapes and legends. This is very useful for touring shows and venues with a high turnover of events.
Fixture Exchange works best if you use Palettes to create your cues. This allows you to adjust for position differences and so on by reprogramming a few position palettes, rather than having to reprogram every cue. Cues recorded with absolute values will need to be re-recorded, preferably using palettes.
The pan, tilt and dimmer will always be preserved from one fixture type to the next. For other attributes, the console will attempt to match the functions between the fixtures, but you can change the details of this using the Exchange Mapping function (see next section). All programmed items including palettes will be preserved,
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so the programming can be easily adjusted by updating your palettes as normal.
Fixture exchange also gives you a powerful way to re-use an existing show with new lights, so you can give yourself a programming head start when faced with a new fixture.
It’s a good idea to save your show before performing major
changes such as fixture exchange. Should you change your mind or have problems, you will easily be able to return your show to its previous state.
1> Enter patch mode by pressing Patch. 2> Select the new fixture type you wish to use. 3> Touch the select button of the fixture which is to be exchanged. 4> The console will warn you that the fixture is in use. Press the
[Exchange Fixture] option.
5> Repeat from step 3 to exchange other fixtures with the same
type of new fixture.
After exchanging fixtures you need to update the palettes which used those fixtures. If you have trouble switching values off in a palette, set new values for all the attributes in the attribute group and re-record the palette. You should then be able to switch off an attribute group as required.

3.2.9 Exchange Mapping

When you exchange fixtures the console will attempt to map the functions on the new fixture to the same functions on the old fixture so that your show does not look any different with the changed fixtures.
However, this may not always work out quite right, so using Exchange Mapping you can manually map functions between the fixtures. For example this allows you to map the old gobos to similar new gobos even if they are not in the same wheel position, and to ensure that rotation speeds work the same.
Any changes made will apply immediately to the show. Mappings are remembered and will be used whenever you exchange the same fixtures in the future (though you can restore to factory mappings at any time should you need to using the [Clear All Mappings] softkey).
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To set up mapping:
1> Press Window Open then Patch to show the Patch View screen. 2> Select the Exchange Mapping tab. 3> In the leftmost column, click the fixture type of the new fixture
which you have changed to.
4> The view shows the old fixture on the left and the new fixture
on the right with attributes listed for both fixture types. You can sort the list either alphabetically or in DMX channel order using the [Sort] context menu option.
5> Select an attribute to show the mapping. The mapped attribute
on both fixtures will highlight in light blue. Brown controls are not mapped. The centre of the view shows the individual functions of the selected attribute, and coloured lines show how these map between the fixtures.
6> To map a function, click on a source function then a destination
function. Any previous mapping will be removed. You can map multiple source functions to a single destination function.
7> To unmap a function, double click the source function. If there
are multiple sources mapped, double click the destination function.
8> To move a mapping, click the existing destination, then click
the new destination.
Where a fixture has been exchanged from more than one
source fixture you can switch between them by selecting the relevant source fixture under the 'exchanged from' column.
When you change the mapping, the 'Unsaved Changes' options
will pop up at the bottom of the screen. Here you can store the new mappings by pressing Apply, forget the changes by pressing Cancel or restore all mappings to Avolites factory default by pressing Reset. All these actions have to be confirmed by pressing the [Confirm] softkey.
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Range mapping
If the destination function has a range (for example 0-100%) you can adjust the range to which the source function is mapped.
Where multiple source functions are mapped to a single destination function with a range, separate destination buttons are shown allowing you to set a different destination range for each source function.
To set the range, first select a destination function, then click the Edit Ranges option at the bottom of the window. Then select the function whose range you wish to change. (Note that it is only possible to adjust the range of a mapped function. Any functions that are not mapped or are not ranges will grey out). You can then adjust the maximum and minimum values for the range either by wheel, by touching the wheel view on touch consoles or by selecting the relevant softkey and entering the value.
Once complete, click Apply then [Confirm] to commit the changes or Cancel then [Confirm] to forget.

3.2.10 Update personalities

This option allows you to update the personality for a fixture used in your show. Normally a copy of each fixture personality in the show is saved in the showfile, so updating the personality library on the console does not update fixtures which are already patched.
It’s a good idea to save your show before using Update
Personalities, then you will be able to undo any changes if you change your mind or have problems.
1> Enter patch mode by pressing Patch. 2> Press [Update Personality] to update an individual fixture type,
or [Update All] to update all patched fixtures to the most recent version in the library.
3> If updating individual fixtures, the console shows you a list of
personalities used in the show which can be updated.
4> If updating individual fixtures, press the personality you want to
update.
The new personality is loaded from the Titan/Personalities
folder.

3.3 Copying, moving and deleting fixtures

3.3.1 Copying or moving a patched fixture

Using the Copy button you can make a copy of an existing fixture or move it to a new button. You cannot link fixture buttons. You can copy or move multiple fixtures in one operation.
Move is useful for tidying up the console.
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1> Press the Copy button. 2> Select [Copy] or [Move]. Pressing the Copy button again will
3> Press the Select button of the fixture you want to copy/move.
4> Press the empty Select button where you want it to go.
The Menu Latch button latches the Copy/Move/Link menu, so
There is also a Move button for instant access to the move
The [Retain Layout] or [Bunch Up] option is used when copying
also toggle through these options.
You can select multiple fixtures.
you can keep copying or moving things without having to keep pressing the Copy/Move/Link button. Press again to unlatch.
function.
a group of fixtures with empty handles in the group – you can either keep the empty handles, or bunch up the used handles together. There is also a [Bunch Up With Offset] option which allows you to leave a gap in the DMX channels, if you are running a show where you need to exchange fixtures to ones which use more DMX channels.
When in Copy mode, option [Copy Legends] can be changed to
[Don’t copy legends] so that the copied fixtures are given default legends.
When in Move mode, [Swap Items if Required] will attempt to
reposition any existing handles which are in the way of the move. This is useful when rearranging buttons on a page which is nearly full.

3.3.2 Using copied fixtures

Fixture copying is very useful if you need an additional fixture of a type you’ve already patched and programmed. The new copy will come complete with all the cues and palettes of the original fixture you’ve copied.
The copied fixture will be “Parked” (have no DMX channel allocated) and you will need to repatch it before you can use it (see section
3.2.1 above).

3.3.3 Deleting a patched fixture

You can delete a fixture or dimmer from a button if you patched it accidentally or if you change your rig and want to use the button for something else.
All programming for the fixture is also deleted. You cannot undo deletion of a fixture or get the programming back by repatching a fixture to the same handle.
If you might need the fixtures again later, move them to an unused fixture page.
1> Enter Patch mode by pressing the Patch button. 2> Press the Delete button. 3> Press the Select button of the fixture you want to delete.
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4> The button will light up red and the console asks for
confirmation. Press the Select button again to confirm.
You can delete a range of fixtures in one operation.

3.4 Advanced options

All of the options below can also be set from the Patch View window.

3.4.1 Swap pan and tilt

This allows you to make the pan channel control tilt and the tilt control pan. This can be useful for fixtures rigged in strange orientations.
1> Press Patch. 2> Press [Edit Fixtures]. 3> Press [Swap Pan and Tilt]. 4> Select the fixtures to be pan-tilt swapped. Press [Pan and Tilt
…] to select either [Swapped] or [Normal] for the selected fixtures.
5> Press Exit when finished.
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3.4.2 Invert attributes

This option inverts individual attributes of fixtures. Useful if you have a fixture which pans right when the rest pan left, saving a trip up the rig to set fixture options, but you can invert any attribute.
1> Press Patch. 2> Press [Edit Fixtures]. 3> Press [Invert Attribute]. 4> Select fixture(s) to be changed. 5> Select the attribute to invert from the softkeys. The display
shows [Inverted] when the attribute is inverted.
6> Press Exit to finish.
You can change the invert on multiple fixtures by selecting
more than one, but the “Inverted” display will not show if there
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is a mixture of inverted and non-inverted fixtures in the selection.
Some attributes cannot be inverted.
Invert can also be set from the Attribute Behaviour tab of the
Patch View window.

3.4.3 Attribute limits

You can set upper and lower limits for any attribute. This can be useful for example to limit the pan/tilt movement of a fixture, or if a fixture has a combined dimmer/strobe function and you only want the dimmer part of the operation.
Attribute limits are set either from the Edit Fixtures menu or using the Attribute Behaviour tab of the Patch View window.
1> Press Patch. 2> Press [Edit Fixtures]. 3> Press [Set Limits]. 4> Select the fixtures to be set. 5> Use the softkeys to select which attributes are to be set, then
select upper or lower limit.
6> Input a percentage value for the limit value, or press [Set To
Current Value]. To remove a limit press [Remove Limit].
7> Press Exit when finished.
From the Attribute Behaviour tab, use the context buttons to set Attribute Limits.
It is still possible to put values into the programmer outside the limits. A “limited” watermark will appear on the wheel view behind an attribute when it is being limited.

3.4.4 Fixture Offset

You can set an offset to any attribute of any fixture. The normal use for this is to correct pan/tilt positions when fixtures are rigged in a different orientation to how they were programmed. The offset is applied to channels just before final output.
There are 4 ways to set an offset:
Select fixture, Locate, then adjust attributes to the desired
locate value. Then press Record, Locate, [Update Offset]. This does not change the actual locate value but sets the difference
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between the locate position and your set position as the offset. This is an easy visual way to set the offset.
You can also set offsets using palettes. Select fixture, apply
palette, adjust fixture to desired values then press Record, Palette, [Update Offset]. Again this does not change the palette, but sets the difference as the offset value.
In the Patch View window, in the Patched Fixtures list there are
cells for Pan or Tilt offset
In the Patch View window, in the Attribute Behaviour tab you
can select [Offset] from the context menu buttons. This lets you view or adjust offsets set by the first two methods.

3.4.5 Fixture / Attribute curves

Curves set how an attribute behaves over the full range of values. They are most often used for dimmer attributes to set the way the dimmer level follows a slider, but can be applied to any attribute.
Curves are set either from the Edit Fixtures menu or using the context buttons on the Attribute Behaviour tab of the Patch View window.
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1> Press Patch. 2> Press [Edit Fixtures]. 3> Press [Set Curve]. 4> Select the fixtures to be set. 5> Use the softkeys to select which attributes are to be set. 6> Use the softkeys to select the type of curve required. The
normal setting is Linear.
7> Press Exit when finished.
See section 13.7 on page 251 for details of the different curves available.

3.4.6 Freeze fixtures or attributes

This option allows you to freeze individual attributes of a fixture, or to freeze the whole fixture. Attributes or fixtures which are frozen are not affected by playbacks or by the programmer.
1> Press Patch. 2> Press [Edit Fixtures]. 3> Press [Freeze Fixture or Attribute]. 4> Select the fixtures to be frozen/unfrozen. 5> Use the softkeys to select which attributes are frozen, or to
freeze the whole fixture. Frozen attributes are indicated on the softkey.
6> Press Exit when finished.
Freeze can also be set from the Attribute Behaviour tab of the
Patch View window.
A “Frozen” watermark is shown on the wheel display when an
attribute is frozen.
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3.4.7 Editing the personality

Sometimes you may find a fixture personality contains errors and needs editing. You can edit personalities directly on the console.
1> Press Patch. 2> Press [Edit Fixtures]. 3> Press [Edit Personality]. 4> The softkeys show a list of all fixture types patched in your
show. Select the fixture type to be edited.
5> Personality Builder will open allowing you to edit the
personality.
6> When you save changes, your show will be updated with the
edited personality. Your changes are also saved to the fixture library on the console.
Edited personalities will be saved in the User/Custom
personality folder at D:\Personalities (if using the simulator, the folder is at \My Documents\Titan\Personalities). Personalities in this folder are searched and loaded before those in the library and are not overwritten when a new fixture library is installed.
A separate user guide for Personality Builder is available from
the Avolites website.
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4. Controlling dimmers and fixtures
When you are programming a show, and sometimes when you are running a show, you need to manually control the fixtures and dimmers to set the intensity, position, colour, etc. To do this you first select the fixtures you want to change using the select buttons, then you set the attributes of those fixtures using the Wheels and Attribute buttons.
You can also set fade/timing information for each attribute of each fixture which is treated as an additional attribute of the fixture.

4.1 Using the select buttons and wheels

4.1.1 Selecting fixtures and dimmers for control

To select the fixtures or dimmer channels that you want to control, you use the Fixture Select buttons to select the fixtures into the Editor. You can select fixtures or dimmers individually, or several at once. You can also use Groups to select multiple fixtures, see section
4.3.1 on page 92.
If the fi
xture is patched on a fader handle, press the blue button to
select the fixture.
Scroll slider
1> Press the Select buttons for the fixtures you want. Touch
buttons will light up pale blue when selected, physical buttons will light brightly.
2> To select a range of fixtures, slide your finger across the touch
buttons to draw a selection box. For fixtures patched on faders, hold down the Select button for the first fixture then press the Select button for the last fixture.
Here are some other useful things to know:
Press Locate (at the bottom right of the console) to light up the
selected fixtures in open white and move them to a central position. See the next section for more Locate options.
You can deselect a fixture by pressing the select button again.
In the system display area of the touch screen, the console will
show you which fixtures are currently selected.
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Press Clear (right of numeric keys) to deselect all fixtures and
remove all changes from the programmer. See the next section for more Clear options.
Once you have changed any attribute, pressing a Select button
will deselect all fixtures and start the selection process again. All previously selected fixtures (since you last pressed Clear) stay in the programmer. Once a fixture has been edited, Fixture buttons show a darker blue. The picture above shows the first two fixtures selected, with the second three in the programmer and the others unselected.
You can select fixtures on another page by touching one of the
page buttons to the left of the fixture buttons, if you have 'Pages' set to Show (using the context button). Otherwise you can use the scroll slider to show more buttons. On fader handles, Page buttons are provided to change pages – on the Pearl Expert these are above the numeric keypad, on other consoles they are next to the faders.
Using Key Profiles (see section 13.4.1 on page 242) you can set
xture touch button to latch mode so that it turns the
the fi
fixture’s dimmer channel on (like putting a preset fader to full).

4.1.2 Setting fixtures to a start position (Locate)

The Locate button (the button on the bottom right corner of the console) is used to put the fixture into a known position with light coming out, so that you can start programming it.
A quick press of the button will move all selected fixtures to a central position and reset all the attributes so that you get a white light. However you sometimes might not want to move the fixture, and by holding down the Locate button, you get some more options.
You can mask off some of the Locate settings (such as only
turning the fixture on, but not changing its position or colour) by holding down Locate and pressing [Set Mask to Exclude All]. Then (still holding Locate) turn on the Attributes you want to change using the Attribute buttons. Only the lit attributes will be changed by Locate. Pressing the Attribute Options button will clear the mask.
Option [Auto Reset Mask] sets the mask to be automatically
reset to include everything each time Locate is pressed, or you can toggle the option to [Remember Mask] which will keep the mask setting you used last time.
Option [Clear/Don’t Clear Located Attributes] sets whether the
attributes changed by the Locate function will be saved into any cues you store. If the option is set to “Clear” then the Located attributes will not be stored in the Programmer unless you modify them using the wheels. This is useful if for example you want to program a cue which sets the position of fixtures, but does not turn them on. The Locate button will light up the fixtures for programming, but the lit state will not be stored in any cues you save.
To quickly locate without changing pan/tilt, hold Locate and press the Pan/Tilt (or Position) button, then release Locate.
To quickly locate pan/tilt only, hold Locate, press
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Attribute Options (just above Locate), then press Pan/Tilt (or Position), then release Locate.
Changing the locate state
You can permanently change the locate state of each fixture by recording a new Locate State. This can be shared (applies to all fixtures of the same type) or individual. To store, set up the desired locate state, then press Record, then Locate. Select [Shared] or [Individual] from the softkeys. Press Record or Locate a second time to confirm.

4.1.3 Clearing selection

The Clear button (on the right of the numeric keypad) is used to remove all changes from the Programmer and deselect all fixtures. A quick press of the Clear button just clears everything, however if you hold down the Clear button, then more options are available.
You can mask which attributes are to be cleared (for example,
leaving the pan/tilt in the programmer but clearing everything else) by holding down Clear and pressing [Set Mask to Clear Nothing]. Then (still holding Clear) turn on the Attributes you want to change using the Attribute Bank buttons down the right hand side, or press [Set Mask] and use the softkeys. Only the lit attributes will be cleared. Pressing the Attribute Options button will clear the mask. The Time mask option allows you to clear or retain the fade/delay times in the programmer for all attributes (clearing individual attributes will also clear times for that attribute, for example setting a P mask will clear position times).
4. Controlling dimmers and fixtures - Page 73
[Clear Options] opens a submenu showing some further options
(described below).
[Clear All Fixtures/Selected Fixtures] sets whether all fixtures
will be cleared from the programmer, or if only currently selected fixtures will be cleared. This is useful if you want to clear specific fixtures.
[Individual Attributes] allows you to clear individual attributes
from the Programmer. When you press the softkey, you are given a list of attributes in the Programmer – press the appropriate softkey to clear that attribute.
[Clear All Programmers] will clear all programmers that are
currently active on the console. This will be used for multi-user programming in future and is currently used to clear values added to the Titan Remote programmer.
The options in the “Clear Options” submenu are:
[Auto Reset Mask] sets the mask to be automatically reset to
clear everything each time Clear is pressed, or you can toggle the option to [Remember Mask] which will keep the mask setting you used last time.
[Leave/Zero Preset Fader Levels] is used to set whether latched
fixtures are cleared (the fixture key profile can be set to “Latch” mode, which turns on the fixture dimmer channel when the fixture button is touched. See section
13.4.1 on page 242.)
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[Freeze current values] sets what happens to LTP (non-
intensity) channels you have modified. If set to [Freeze Current Values] the channels remain as you set them. If set to [Release To Playback Values] the channels will go back to how they are set in the current playback. For example: you have an active playback making some lights green, then you select the lights and change them to red. If you press Clear with this option set to [Freeze] then the lights remain red. If the option is [Release] the lights will go back to green.
[Clear/Maintain Cue Times] - determines whether or not to
clear the cue time information from the programmer (this will not affect fixture attribute times in the programmer).
You can use the Channel Grid window to selectively view and remove attributes from fixtures. See section 4.2.1 on page 89.
If you type a number then press Clear, HTP values in the programmer will fade out over that time, for example 5 Clear would fade over 5 seconds. This can be very useful if you are trying to be subtle when making changes during a show.

4.1.4 Fixtures with multiple cells/subfixtures

If a fixture has multiple cells of control (for example an RGB LED batten) and its personality supports it, you can select and control the fixture either as a whole or as independent cells. This is particularly useful when using Shapes or the Pixel Mapper.
If you select the fixture using the handle it is patched on, all cells of the fixture will be controlled together.
You can use the buttons which appear at the top of the attribute editor window to select the main fixture, or individual cells for control (use the [Open Workspace Window] softkey to open the Attribute Editor window).
You can also use Unfold to expand the cells onto individual select buttons. In the Fixtures workspace, the current page of fixtures will be replaced by select buttons for each individual fixture cell. On fader handles, the unfolded fixture cells will start at handle 1.
There are two ways to unfold fixture cells:
Press Unfold then select range of fixtures. The cells will
immediately appear on the handles.
Select fixtures, press Unfold, then press [Selected Fixtures].
This method allows for non-consecutive fixtures to be unfolded.
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4. Controlling dimmers and fixtures - Page 75
To go back to normal, press Unfold then [Exit Unfold].
You can also use the numeric keypad to quickly select cells. The syntax is as follows:
.
. THRO .j
THRO .j
.m
.m THRO
.m THRO .j
.m THRO j
n THRO i.
all sub fixtures of selection
sub fixtures 1Æj of all selected fixtures
shorthand for above
sub fixture m of all selected fixtures
sub fixtures mÆlast of all selected fixtures
sub fixtures mÆj of all selected fixtures
shorthand for above
all sub fixtures of fixtures nÆi
n.
n. THRO
n. THRO i
n. THRO i.j
n.m
n.m THRO
n.m THRO i
n.m THRO i.
all sub fixtures of fixture n
all sub fixtures of fixture nÆlast consecutive of type n
sub fixtures 1Æi of fixture n
sub fixtures 1Æj of fixtures nÆi
sub fixture m of fixture n
sub fixtures mÆlast of fixture n
sub fixtures mÆi of fixture n
sub fixture mÆlast of fixtures nÆi
n THRO i.j
sub fixture j of
n.m THRO i.j sub fixtures mÆj
fixtures nÆi
n THRO .j
sub fixture 1Æj of
n.m THRO .j sub fixtures mÆj
fixture n

4.1.5 Changing attributes using the wheels

“Attributes” are the functions of the fixture, like pan, tilt, colour, dimmer, etc. You select which attributes you want to modify using the Attribute Bank buttons and set values using the wheels. The attributes available depend on the fixture type. Dimmer channels only have a dimmer attribute.
You can also select attributes by touching the IPCGBES buttons on the touch screen, and modify them using the Attributes workspace window; this is described in the next section.
Each attribute button controls several attributes, one on each wheel.
1> With some fixtures selected, press the button for the attribute
to be changed
2> Turn the wheels to set the attribute. The display above the
wheels shows which attributes are being controlled, and the settings which are available scroll up and down as you turn the wheels.
of fixtures nÆi
of fixture n
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You can also touch the roller image on the screen to change
the attributes up or down by one. For continuously variable controls like a dimmer, touching the roller will set the attribute to full or zero.
3> Repeat from 1 to change other attributes of the selected
fixtures.
Some other things to know about attributes:
If an attribute is in the programmer, it is highlighted (as shown
with the “Green” setting in the screen picture above). This provides a quick way to see which attributes are in the programmer.
You can also select the attribute to be changed from the
softkeys by pressing the “Attribute Options” button.
If the display above the wheels does not show the attribute
when you press the button, that attribute is not available on the selected fixtures.
If the wheel display shows a small arrow next to the legends,
this means that there are further attributes to control. Press the Attribute button again to toggle through the attributes.
The wheels operate in an “acceleration” mode. If you spin the
wheel fast, the fixture changes in larger steps. If you move the wheel slowly, the fixture moves in its smallest increment.
Holding down the Avo button while turning a wheel puts the
wheel into “Fast” mode. When in this mode, a single rotation of the wheel changes the attribute you are controlling over its full range. For example, if while moving the Pan wheel you hold down Avo the fixture will make a complete pan movement between end stops in one rotation of the wheel.
Some LED colour mixing fixtures have a Virtual Dimmer
function (using the Intensity wheel) which offers intensity control by mastering the RGB levels when the fixture itself does not provide an intensity channel.
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4.1.6 Setting attributes on the touch screen

The touch display above the wheels shows the attribute bank (Intensity, Position, Colour and so on) and the current values on the wheels.
Touch here to change
Touch here to open attribute editor
Touch here to change attribute values up and down
Touch the IPCGBESFX attribute bank buttons to change to a different bank. You can also use the physical attribute bank buttons as usual. The current attribute bank is shown with a grey background.
attribute bank
If attributes have been modified, the attribute button has a pale blue highlight.
The Roller display shows the attributes available on each wheel. These may be shown as a percentage value, or named values for attributes with fixed positions such as a colour wheel. If the attribute has been modified, the current value in the programmer is highlighted in blue.
You can touch the roller image to change the attribute to the next/previous value. For continuously variable controls like a dimmer, touching the roller will set the attribute to full or zero.
Attribute editor window
For attributes with fixed values such as gobos and fixed colour wheels, the Attribute Editor window can be easier to work with than the wheels. It also offers a colour picker window for fixtures with RGB or CMY colour mixing.
Press Window Open then [Open Workspace Window] then [Attribute
tor] to show it. As a shortcut you can also show it by touching the
Edi attribute name text just below the IPCGBES buttons.
The buttons on the left of the window select the attribute to change.
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The rest of the window contains buttons or controls to set the attribute value. For attributes such as gobos and fixed colours, a button is provided for each one, making selection a lot quicker than scrolling through on a wheel.
When you apply an attribute, the button turns blue to show that the attribute is in the programmer. If you touch the button again, the attribute will be removed from the programmer.
Touching the title of each attribute (such as “Colour Func”) expands the attribute to the full window, displaying more buttons.
For fixtures which are capable of colour mixing, you can select a colour from an onscreen palette of colours. The slider on the right hand side sets the intensity.
For LED fixtures with RGBW, RGBA or WW/CW attributes, the colour picker will also control the White/Amber channels. In versions previous to Titan v9 the White/Amber elements were not controlled by the colour picker and had to be set independently.
For variable attributes like Dimmer, holding down the button will display a horizontal slider bar. You can then move your finger left or right to change the value.
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Active fixtures such as media servers will display a thumbnail of the media clip in the button. The media server must support CITP and be patched as an active fixture.
Fixtures which support keystoning or blades/shutters can be controlled graphically in the attribute window. Select and drag the corners or sides of the image to control the fixture.
Updated personality files may be required to support the keystone/blade functions.
When the selected fixture has subfixtures, buttons appear at the top of the attribute editor window allowing you to select the main fixture, or individual cells for control.
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4.1.7 Setting attributes from the softkeys

You can directly enter a numeric value for the attributes which are live on the wheels. You must be at the main Program menu to do this (keep pressing Exit until the vertical menu bar shows “Program Menu”).
Type a number on the numeric keypad then press one of the softkeys to set the value to the fixture. The Softkey legend will show what effect your value is going to have (such as [Gobo 5], or [Deep Blue]).
For attributes displayed in percent, such as Dimmer, or Colour Mix, you enter a value from 0-100 to set the percentage output. For attributes where the output is divided up into ranges, such as colour wheels, you enter the index of the range you want. For example to select the 3rd colour (as displayed in the list above the wheel) you would enter 3.

4.1.8 Adjusting attributes with the @ buttons

Pressing the @ button next to a wheel opens the Adjust Attribute Value menu for that attribute.
You can also open this menu by touching the centre of the wheel view for the attribute, or by clicking on the attribute in the Channel Grid window.
The menu gives you the following functions:
Select Function: gives you shortcuts on the softkeys to the
possible settings for the attribute (for dimmers, a range of values is provided).
Touch/Clear: places the attribute in the programmer or
removes the attribute from the programmer
Locate: locates the attribute (does not place in programmer)
Release: releases the attribute
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Off: sets the attribute to Off. This temporarily disables the
attribute, though its value is stored and can be restored with On.
On: sets the attribute to On (when merged to a cue or palette,
On will restore a value which has previously been set to Off)
Freeze/Unfreeze: freeze or unfreeze the attribute

4.1.9 Selecting fixtures and dimmers by number (Channel)

In some situations, for example when programming lots of dimmers, it can be easier to type in the dimmer channels you want to program. The Channel menu allows you to do this for dimmers or fixtures. To access the Channel menu, press the Fixture button on the top left of the numeric keypad. You can also simply start typing numbers on the keypad, when you press Through, And or @ then the Channel menu will be shown.
Through, And and @ are provided as softkey functions or (depending on console) are buttons adjacent to the numeric keypad.
Fixtures may be selected by User Number, Handle Number or DMX Address, as set by the option on Softkey A.
When using the Channel menu it is helpful to latch it by pressing the Menu Latch button.
To select a fixture, type the number and press Enter.
To select more than one fixture, press the [And] softkey
between each number. For example 1 And 2 And 5 Enter will select 1, 2, 5.
To select a range of fixtures, press [Through]. For example 1
Through 8 Enter will select 1-8.
To miss out fixtures in a range, use [Not], for example 1
Through 4 Not 3 Enter will select 1, 2, and 4.
The @ softkey sets a dimmer level to the selected fixtures, for
example 1 Through 8 @ 5 Enter will set 1-8 at 50%. (You can choose whether 50% is entered as “5” or “50” in the User Settings – see section there are softkey opti
13.1.3 on page 233). When you press @
ons for Full, Off and +/- (increase or
decrease brightness).
You can work with Groups using the Group button, for example
Group 1 And Group 2 Not 5 Enter will select all fixtures in group 1 and group 2 except for fixture 5.
You can use the Locate button instead of Enter, to select
fixtures and locate them. For example 1 Through 4 Locate will select fixtures 1 to 4 and locate them.
When entering a command, the command line is shown on the
display. You can go back using the grey Back button and you can abandon the line using the grey @ button.
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The AND, THRO and @ functions are also provided on the grey
buttons at the bottom of the numeric keypad as printed next to the buttons.

4.1.10 Selecting using a pattern

When programming you will often want to select patterns of fixtures. Rather than having to individually select and deselect fixtures, the Quartz has an easy way of sel range of fixtures, or it can, for example, select every 4
1> Select some fixtures. 2> Press the All button (above playback 1). 3> Select a pattern from the softkeys. Your selection is modified so
you will only be controlling, say, the odd fixtures.
ecting odd then even fixtures in a
th
fixture.
4> Press the Fix+1 or Fix-1 buttons button to change the selection
to the next stage of the pattern.
5> To end the pattern selection, press All twice.
For example, if you are programming a chase using 16 fixtures
and you want every 4
select the 16 fixtures, then press All, then D [1 in 4]. You will see that the 1 you can create the look for those fixtures. Then press Next, and
nd
the 2
, 6th, 10th and 14th fixtures will be selected ready for
st
, 5th, 9th and 13th fixtures are now selected, and
th
fixture to do the same thing, you just
programming. After you have programmed the fourth set of fixtures, the pattern will go back to the first position again, until you press All twice to end.
You can enter your own patterns using the numeric keypad and
softkeys, for example “2” A [In] “6”.

4.1.11 Selecting fixtures which are in a palette or playback

To select fixtures which are controlled by a particular palette or playback use the Select If function.
To select fixtures used in a playback or palette, press Select If then the palette or playback button. (The Fixture button is at the top left
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of the numeric keypad and may be labelled Channel on older consoles.)
You can also use Select If with the @ and Through buttons on the numeric keypad to select fixtures set to a particular intensity. @X: fixtures set to intensity X @ Through X: fixtures with intensity 0 – X @ X Through: fixtures with intensity X – Full @ X Through Y: fixtures with intensity between X and Y @@: fixtures with intensity above 0.
Intensity levels may be input as 0-9 or 00-99 depending on the User Setting [Channel Levels Set In] (see section 13.1.3 on page 233).

4.1.12 Attribute groups – IPCGBES-FX

To make life a bit simpler, the console groups together attributes which have similar effects, using the letters IPCGBES-FX.
I-Intensity (dimmer, strobe shutter)
P-Position (pan, tilt)
C-Colour (colour wheel, CMY mixing)
G-Gobo (gobo wheels, gobo rotate, gobo position)
B-Beam (iris, focus, zoom, beam shaper)
E-Effects (prism)
S-Special (motor speeds)
FX-Shapes, Pixel Mapper
These groups are used to select which attributes you want to work with in many of the functions on the console, particularly when you are “masking off” certain attributes from being saved.
Above the attributes roller on the screen, the console shows you which attribute group you are currently changing (the grey box). The Attribute Group is also highlighted in blue if the programmer contains any of those attributes. For example in the image above we are currently changing Colour attributes, but Intensity and Special attributes have also been modified.

4.1.13 Stepping through selected fixtures one at a time

If you have selected a range of fixtures, or a group, the console has functions to step through the selected fixtures one at a time. This can make it easier to program a range of fixtures because you don’t have to select each one manually.
This mode uses the Prev/Next/All/Hilight buttons.
1> Select a range of fixtures or a group. 2> The Prev and Next buttons will select the fixtures in the range
one at a time (in the order you selected them).
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3> The ALL button will select all fixtures in the programmer
(everything which has been selected since Clear was last pressed).
The Hilight function can be used to highlight the output of the
selected fixture (make it brighter onstage), see the next section.

4.1.14 Highlighting the selected fixture with Prev/Next

When stepping through a fixture selection using the Prev/Next/All buttons, you can highlight the selected fixture on stage. This makes it very easy to see which fixture you are controlling. The other fixtures in the selection go to a dimmed “lowlight” level.
Press the HiLight button to enable highlight mode. Press HiLight
again to disable. When you are in highlight mode, the highlighted attribute is overridden and any changes you make to it are not stored in the programmer (so if the highlight uses intensity, you cannot change the intensity of the fixture).
You can change the levels used for Highlight/Lowlight by then
pressing HiLight, [Store Highlight State] or [Store Lowlight State].

4.1.15 Flash selected fixtures to full

It can be useful when programming to see on stage which fixtures you have got selected. Press the Flash Full button to do this (Avo + Page+1 button). You may also want to turn off selected fixtures, the Flash Out button does this.

4.1.16 Turn off unselected fixtures

To turn off all unselected fixtures use the Remainder Dim function by pressing Rem Dim (Avo+All). The zero intensity is placed in the programmer and will be recorded into any cue. This is useful when removing fixtures from cues.

4.1.17 Align fixtures

You can copy attributes from one fixture to another using the Align Fixtures function. This is very useful, for example, if you’ve accidentally left a fixture out of a cue you can copy settings from its neighbour.
You can align multiple fixtures to others in one operation, either using groups or individual selection. If you are aligning different numbers of fixtures there are options to set how this is handled, see below.
1> Select the fixtures you want to Align either manually or using a
group.
2> At the top level menu press Fixture Tools/ML Menu then [Align
Fixtures].
3> Set the mask to include the attribute groups you want to copy
(using the Attribute Bank buttons, or using the softkey options for exclude and include all attributes).
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4> Touch the select button of the fixture or group you want to copy
the settings from.
The fixture selection order is used to determine how the aligned values are copied.
The [Auto Reset Mask] option will always set the mask to
Include All whenever you enter the Align Fixtures function. The alternative option [Remember Mask] will leave the last mask set.
[Spread Attributes] will try to spread out the attribute changes
if there are a different number of fixtures in the source and target groups (best for positions). [Repeat Attributes] will repeat the source selection on extra fixtures, or attempt to mirror the fixtures if there are fewer.
[Align Programmer Attributes] will only align attributes which
are in the programmer, [Align All Attributes] will do everything.
[Palette References Maintained] will copy palettes from the
source fixtures. [Palette References Lost] will convert the palettes to absolute values in the target fixtures.

4.1.18 Flip

Moving head fixtures can point at the same stage position from two possible yoke positions. Sometimes to get the fixture moving the same as other fixtures, you need to swap to the opposite yoke position and the Flip function lets you do that.
1> Select the fixtures you want to Flip. 2> At the top level menu press Menu Latch then C [Flip Pan and
Tilt].

4.1.19 Fan mode

Fan mode automatically spreads out the values on a selected range of fixtures. If used on pan and tilt, the result is spreading out “rays” of light beams. The first and last fixtures of the range are affected most, and the central fixtures are affected least. The amount of fan can be set using the attribute wheels.
The settings used for Flip are defined in the fixture personality. If Flip doesn’t work you may need to update to the latest personality.
As with shapes, the order in which you select the fixtures sets how the fan effect works. The fixtures you select first and last will be the ones which change most. If you use a group to select the fixtures, the order you selected the fixtures when you recorded the group is used.
The fan effect, while normally used on pan or tilt attributes, can be applied to any attribute.
1> Select the fixtures you want to fan. 2> Press the Fan button.
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3> Select the attribute you want to Fan using the attribute bank
buttons. 4> Set the amount of fan using the attribute wheels. 5> Turn off Fan by pressing the Fan button again when you have
finished.
If you have selected fixtures from multiple groups, you can choose whether the fan effect works with or ignores the groups. For example if you have 12 fixtures across the stage in 3 groups of 4, you may want a fan of light beams spread evenly across the stage, or you may want 3 groups of separately fanned light beams.
By holding down the Fan button you can select:
[Ignore Groups] All fixtures are fanned as one large group
[Fan Group as Fixture] All fixtures in a group take on the same
value.
[Fan Within Group] Fan runs across individual fixtures in each
group.
Holding down the Fan button also allows you to select the Curve used for the fan. The different curves allow you to obtain different fan effects.
Fan mode needs to be used on at least 4 fixtures to give good effects. If you have an odd number of fixtures, the central fixture will not change in fan mode.
Press the Fan button again to leave Fan mode. Any effects you have set will remain in the programmer.
It’s all too easy to accidentally leave Fan mode turned on and be very confused about why the wheels aren’t working properly, so turn it off as soon as you have completed the effect. To avoid this there is a User Setting ‘Press and hold Fan’. If enabled, you have to hold down the Fan button to enable Fan mode. See section 13.1.3 on page 233.
Fan Curves
You can select different curves to use when in Fan mode. H
old down
the Fan button and select [Curve], the options are:
Line: Traditional fan, the first and last selected fixture are
affected equally in opposite directions, the midpoint remains
unchanged. This is most useful for pan.
Pull Middle - The first and last selected fixture remain at the
current value, the midpoint is affected most. This is useful for
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colour mixing, tilt and dimmer.
Pull Ends - The first and last selected fixture are affected most,
the midpoint is unchanged. This is useful for colour mixing, tilt and dimmer.
Arrow - The first and last selected fixture are affected equally to
the midpoint fixture but in the opposite direction. This is useful for colour mixing, tilt and dimmer
.
Fan Parts
When using the Fan function you can split the fan into a number of groups. Select all the fixtures, hold down Fan and type a number on the numeric keypad. The Fan will divide into that number of parts, for example:
Normal (1):
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2:
3:

4.1.20 Setting fixture/attribute times

Fade and delay timings can be directly set for each fixture or individual attributes of a fixture. When you store the settings into a cue, the time settings will then become part of the cue.
There are a number of ways to set the times:
You can set individual attribute times by switching the wheels to
Fade Time / Delay Time mode using the [Wheels=] softkey on the root menu.
Individual attribute times can also be set using a combination of
the wheel @ keys and the TIMES key.
They can also be set by selecting fixtures and entering into the
attribute times sub-menus from the TIMES key.
There is also command syntax that allows various options to set
attribute time values - e.g. TIMES FIXTURE Position 5 @ 3 would set a 5s fade, 3s delay time onto the current fixture selection P group. Wheel @ keys can also be used in the syntax. Fan options are also available through syntax using THRO.
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Setting a time attribute value will cause the 'in programmer' indication to light up.
The Channel Grid window has a Times context menu button which allows you to view or edit all the attribute times currently in the programmer. You can set a time to Off to temporarily disable it; the On option will restore the previous setting.
You can try out time settings by pressing Avo Shift + Time or double tap the Time button. (previously the SET button on Titan Mobile/Sapphire Touch and the NEXT TIME button on Tiger Touch/Pearl Expert).

4.2 Viewing and editing fixture values

4.2.1 The Channel Grid window

It can sometimes be useful to display and edit exactly what each fixture is doing. The Channel Grid window allows you do to that. Display it by pressing Window Open then [Show workspace window] then [Channel
Grid].
The window can be set to different modes using the context buttons to the left of the menu. The modes are:
Playbacks: shows which playback is controlling each attribute of
each fixture
Levels: shows the output levels of each attribute. These may be
shown numerically or as range names.
Palettes: shows which palettes are allocated to fixture attributes
Shapes: shows which shapes are running on fixtures
Output/Programmer: switches between the attributes on the
console output, and the attributes currently in the programmer
Highlight off/changes: if set to [Highlight changes] then
changing attributes will be highlighted.
Narrow/Wide columns: changes the column width on the
screen.
Stage: shows only fixtures with intensity above zero
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Selected: shows only selected fixtures You can select fixtures by touching the fixture names on the left of
the screen, or if you select any fixture values, the appropriate fixture will automatically be selected.
You can clear attributes in the channel grid by selecting them (touch
or touch and drag to select multiple attributes). Then press Clear.
You can edit values by selecting one or more values in the grid, then
modify the values using the wheels, or type a new value on the numeric keypad and press Enter.
You can filter what is shown in the grid either by IPCGBES attribute (using the buttons top left) or by fixture type (using the buttons below that).

4.2.2 Intensity window

If you want to see at a glance the intensity setting of each fixture, the Intensity window is the place to be. To show the window, press [Show workspace window] then [Intensity].
Each fixture has a block showing the intensity as a number and as a bar down the left side. The header bar shows selection/programmer state like fixture buttons – blue for selected and cyan for in programmer. Rising or falling intensity is shown with a blue up arrow or a green down arrow. Tracked values from previous cues are shown with a magenta equals sign. In a solo or block cue a red “not permitted” symbol is shown.
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If intensity levels are controlled by an effect they are shown in yellow with a tilde symbol (~).
If the intensity is controlled from a cue or cue list the name of the cue will be shown.
The IPCGBESFX states of the fixture are also highlighted if any attributes have been set in the programmer.
If colour halos are set for the fixture buttons, the halo is also displayed around the fixture intensity. This option can be changed to show the automatic fixture colours, see below.
Filter the view to show only a certain type of fixture using the
buttons on the left
Change the display order of the fixtures using the [Sort]
context menu buttons – User Number, Last Selected or DMX Address.
Click on a fixture to select it, you can then edit the intensity
directly.
Press Window Open followed by a fixture button to show more
ailed information about the fixture.
det
The context menu options give you settings to change how the window is displayed.
The first option lets you only show fixtures in a particular state: All – all fixtures (default) Stage – fixtures with intensity above zero Programmer – fixtures in the programmer Selected – fixtures which are selected Live cues – only intensities coming from active cues Connected cue – only fixtures in the currently connected cue (for cue lists or chases) Frozen – fixtures with frozen intensity
The second option changes sort order as described above
[Search] allows you to enter characters to search for in the legend or user number, matching fixtures will be shown as you type. When Search is active a search bar is shown at the top of the window, click the X to remove the search filter or click on the text to modify the search string.
[View If] lets you click on a group and/or playback to show only the fixtures in that group or playback. For a chase or cue list, this will include all fixtures in all the cues of the chase/list. The filter settings are shown in a bar at the top of the window, click the X to remove the filter or click on the bar to change the group/playback.
[Open Channel Grid] opens the Channel Grid window described in the previous section.
In the Window Appearance Settings (cog button) there are further
display options. Turning off some of the options will reduce the size of each fixture button which may be useful if you want to get more fixtures on the screen.
Filter Fixtures Shown/Hidden: Shows or hides the fixture
selection buttons on the left
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User Number Hidden/User Number Shown/DMX Address
Shown: Sets what information is shown in the top left corner of the button
Legend Shown/Hidden: Sets whether the fixture legend is
shown in the top bar
Cue Information Shown/Hidden: Sets whether the button shows
the current cue information
Attribute Mask Shown/Hidden: Sets whether the button shows
the IPCGBESFX settings
Halo Colour Custom/Auto: If set to Custom, buttons will have a
halo colour if you have set one, otherwise they will not have a halo. If set to Auto, buttons will be coloured using the automatic fixture type colour used in the filter buttons on the left.
Fixture Cells Shown/Hidden: If set to Shown, separate buttons
are shown for cells (sub-fixtures) of any multi-celled fixture, along with a master intensity.
Tracked Fixtures Shown/Hidden: (This option only appears
when the view is filtered to Live Cue or Connected Cue). Sets whether fixtures with tracked intensity are shown or not.

4.3 Fixture groups

4.3.1 Using fixture groups

You can create groups of fixtures or dimmer channels, which can then be quickly selected together by pressing a single button or typing the group number. You can, for example, make a group for each type of fixture, then also group by stage left / stage right, etc.
If you have a lot of fixtures, clever use of groups will greatly increase your programming speed.
Groups can be stored in the Groups window, on the grey button of fader handles or on Macro/Executor buttons.
If you assign a group to a handle with a fader, the fader becomes an intensity master for the group. See section 11.1.5 on page 212 for more det
ails.
If the Groups window is not visible, you can show it by pressing Window Open, Group (above numeric keys).
Select the fixtures/dimmers you want in the group (the order in
1>
which you select them will also be stored in the group).
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2> Press the grey Group button (top right of the numeric keys)
then [Record Group]. You can also press Record then the Group
button. 3> Use softkey A to enter a number for the group, or B [Provide a
legend] to set a legend. 4> Touch an empty Group button, or press the grey button of a
fader handle where you want to store the group, or press C
[Store] to store as a numbered group. 5> Press Clear then repeat from 1 to store other groups.
You can also press the Avo button and the Group button to go
directly to the Record Group menu, or on the screen touch the button twice to use Quick Record – on the first touch the button will turn red with a +, on the second touch the group will be recorded.
To select all the fixtures/dimmers in a group, just press the
button for the group.
The order in which you originally selected the fixtures when
creating the group is also stored. This takes effect when you use the last fixture – next fixture functions described in the next section, and when you use Shapes, Fan mode and Fixture Overlap functions. You can change this later, see the next section. You can override the selection order while recalling a group by holding down the group button and using the softkey options.
You can also recall a group by its number:
1> Press the grey Group button. 2> Type in the number of the group you want to recall. 3> Press [Recall Group].
The Group button also gives you facilities on the softkeys to edit
and delete groups.
Auto Groups
When patching multiple fixtures, the console automatically creates groups for you. A fixture type group is created which contains all fixtures of the same type (for example, [All Mac 2000]). Another group is created each time you patch a quantity of fixtures (for example, [4 BB4].) This function can be turned off using [Auto Groups] in the User Settings.

4.3.2 Fixture Order and Fixture Layout in groups

Fixtures in a group are stored with a selection order, which is used with Shapes, Fan, and Overlap. You can also store a 2D position layout for fixtures, giving the actual physical location of fixtures for use with the Pixel Mapper effects.
To change fixture order:
1> Press [Edit Times]. 2> Select the group you want to edit.
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3> Press [Fixture Order].
The fixtures in the group will be shown numbered in the fixtures window.
To change the order, select [Auto Increment] to On, then select the fixtures in the order you want. If you press a fixture twice, it will show an X indicating that it is not part of the sequence.
To change fixture layout:
1> Press [Edit Times] 2> Select the group you want to edit. 3> Press [Edit Layout]. The Layout Editor window will open.
Initially fixtures will be all in a row. You can reposition the fixtures anywhere on the screen by dragging them. Or press a fixture to select then use the wheels to move it around the grid. You can resize the grid by dragging the bottom or right sides.
The [Arrange Fixtures] context command will automatically place the fixtures in a rectangular block, you specify the number of rows (Height) and columns (Width).
The X-coordinate of the fixture layout is the same as the Fixture
Order. Changing one will cause the other to change.
It is possible to accidentally overlay one fixture on another,
making the bottom fixture hidden. To access overlaid fixtures,
drag off the fixture which is hiding it, or select the hidden
fixture and use the wheels to move it somewhere visible.
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You can use the Fan button to evenly spread fixtures in the
layout.
The Layout Editor is described in more detail with examples in
the Pixel Mapper section 6.6.4 on page 137.
You can randomize the fixture order when selecting fixtures using a group by holding the group button and pressing [Random Order].

4.4 Advanced options

4.4.1 The ML Menu button

When the console is at the top level menu, this button opens the Moving Light Actions menu which contains options to Locate Fixture (same as the Locate button) and to run Macros on fixtures such as Lamp On, Lamp Off, Reset etc. The Align Fixtures and Flip functions as described above are also in this menu.
On the Pearl Expert and Tiger Touch Mk1, this button also latches the current menu when the console is not at the top level menu. Press Exit to get back to the top menu so that you can access the Moving Light menu. On other consoles there is a dedicated Latch Menu button.
4. Controlling dimmers and fixtures - Page 95

4.4.2 Lamping fixtures on and off

Many fixtures have a control channel which allows you to perform functions like lamp on, lamp off, fixture reset, and so on. This can be useful to shut down fixture lamps at the end of a show while the fans continue to run, or to reset a fixture which has gone haywire.
The console allows you to access these functions using Fixture Macros (not to be confused with keypress macros).
1> Keep pressing Exit until you are at the top level menu. 2> Select the fixtures you wish to control. Macros may not work
across groups of fixtures from different manufacturers so it’s
best to do each type of fixture separately. 3> Press Fixture Tools/ML Menu then [Macros]. 4> The softkeys show a list of the functions available. Press the
one you want to action.
Some macros involve timed sequences and can take up to 30
seconds to execute.
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5. Palettes
When programming a show you will find that you frequently use certain positions, colours, etc. The console lets you store these settings so you can recall them at the touch of a button rather than having to find them on the wheels every time. This is very useful for rapid programming and when busking a show.
When you use a palette to record a cue, the console stores a reference to the palette, rather than the actual value. This means that if you program your cues using palettes, you can easily change all the positions in your show just by reprogramming a few palette entries rather than having to reprogram all the cues. This is handy if you are touring and have to cope with different stages or truss heights every show.
Palettes can be nested so you can use palettes in other palettes. If you change a master palette, the changes will track through to all the palettes in which it is used.
Palettes are stored and selected using the buttons in the Colours, Gobos/Beams and Positions windows. You can also store palettes on the grey buttons of fader handles and on Macro/Executor buttons. You can set a legend for each button so that you know what you’re going to get.
5. Palettes - Page 97
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Page 98 – 5. Palettes
If the Colours, Positions, Gobos & Beams windows are not shown, press Window Open then [Open Workspace Window] then [Groups and Pal
ettes] to show all three windows.

5.1 Creating palettes

5.1.1 Which attributes are stored in palettes

Although each palette entry could store all attributes of a fixture, it’s easier to operate the console if you create some palettes which only set positions, some for colour, some for gobo and so on. The console helps you with this by providing separate windows for Colour palettes, Position palettes, and Gobo/Beam palettes.
When you store a palette, it will only contain what’s in the programmer (the attributes you have changed since you last pressed Clear). For example to create a colour palette you would just set the colour, and not change any other attribute. You can also make palettes which contain effects such as shapes and pixel mapping. If fade or delay times are programmed for fixtures or attributes, these will also be stored in the palette, and you can also create palettes which contain only time information.
If the programmer contains more than one attribute, you can set a mask to restrict which fixture attributes will be stored in the palette.
Palette information may be Global, Shared or Normal. Global
palettes work on any type of fixture. Shared palettes apply the same value to all fixtures of the same type – for example when setting colours, the “Red” palette would set the same colour values for “Red” to all MAC 2000 fixtures. Normal palettes are used when each fixture requires its own value - for example when programming positions, each fixture will have a different setting.
It is possible, by merging information into palettes, to create a palette which contains global, shared and normal attributes.
Available attributes for Global palettes are Dimmer, Pan, Tilt and Colour. When creating a global palette for a colour mixing fixture, both CMY and RGB attributes are calculated and a special “dynamic” value is added to colour wheel channels, the console will attempt to match the closest fixed colour wheel colour to the selected mix colour.

5.1.2 Storing a palette

This is how you save a palette value:
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5. Palettes - Page 99
1> Press Clear to clear the programmer. 2> Select the fixtures for which you want to store palette values. 3> Using the attribute buttons and wheels, set the attributes you
want in the palette entry. You can store any or all attributes of a fixture in each palette entry.
4> Press the Palette button, then [Record Palette]. Using Quick
Record (see next section) you can skip this step.
5> Set the palette Mask – this sets which attributes will be
recorded in the palette. Select attributes using the Attribute
Bank buttons – anything lit up will be saved. [Set Mask] and
[Record by] softkeys also control the Mask (see below). 6> Press an unused Palette button to store the palette (available
buttons will flash). Or enter a palette number and press [Store]
The console will automatically set the palette as Global, Shared
or Normal (by checking if the values to be stored are the same
across all fixtures of the same type). You can override the
setting by pressing softkey C. See below for more details of
how this automatic choice works.
[Set Mask] allows you to specify which attribute groups will be
included in the palette. You can also use the grey Attribute
Bank buttons on the right hand edge of the console to set the
mask.
An attribute group is included when the softkey is inverted (like
the Colour group in the picture) and when the LED is lit on the
Attribute Bank button. If you use Quick Record (see next
section) the mask is automatically set by the workspace window
you save the palette in – Positions only includes P, Colours only
C and Beams includes IGBES. If you use the Record Palette
button then you need to set the mask manually.
Press the Attribute Options button to toggle each mask group
between Include and Exclude.
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[Record By…] allows you to control how the mask is used when
saving the palette. The options are:
[Channel in programmer] records only channels which are in
the programmer (ones which you have changed)
[Group in programmer] records all channels in any attribute
group which has one or more channels in the programmer. For
example if Cyan is in the programmer, all colour channel
settings will be recorded even if not in the programmer.
[Group in mask] records everything included by the mask set
on the attribute buttons
[Mixed] records by attribute group for Position and Colour but
by channel for all other controls.
The console will automatically create a legend for your palette
(unless the User Setting [Auto Legend] is set to Off). For colour
palettes a coloured icon is used to show the selected colour. If
the palette contains fixtures set to different colours, a coloured
bar will be shown for each. For CITP (media server) palettes,
the media thumbnail will be used. For other attributes the last
adjusted function value will be used for the legend, except for
pan and tilt which will use a default legend.
You can also manually set a legend for the palette while you are
saving it using [Provide a legend]. See section 5.1.5 for how to
change the palette legend.
If you sel
ect a Palette button which is already used, the console offers you options to [Cancel], [Replace] or [Merge] the existing palette. [Replace] will erase the palette and save only the latest changes you have made. [Merge] will combine your changes with the palette. This allows you to add settings for additional types of fixtures to a shared palette or to update the existing
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