Avolites Sapphire Touch Users Manual

Page 1
Sapphire Touch
Operator’s Manual
Version 9.0
Page 2
TitanUniversal_Man_v9-0_ST.doc 09 March 2015
Page 3
Useful Avolites phone numbers:­Avolites England Sales and service* (+44) (0) 20 8965 8522 Service out of hours* (+44) (0) 831 17 8888 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 Sapphire Touch is switched
to System mode. The latest 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_v9-0_ST.doc 09 March 2015
Reprint and revision history:
Titan Universal Manual v9: March 2015
Page 4
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 13
2. SETTING UP AND USING THE CONSOLE 17
3. PATCHING 48
4. CONTROLLING DIMMERS AND FIXTURES 68
5. PALETTES 92
6. SHAPES AND PIXEL MAPPER EFFECTS 106
7. CUES 144
8. CHASES 164
9. CUE LISTS 175
10. RUNNING THE SHOW 193
11. REMOTE CONTROL 206
12. USER SETTINGS AND OTHER OPTIONS 212
13. WORKING WITH FIXTURE PERSONALITIES 230
14. NETWORKING THE CONSOLE 234
15. USING DIFFERENT AVOLITES CONSOLES 244
16. RELEASE NOTES 246
17. TITAN COMMANDS QUICK REFERENCE 262
18. GLOSSARY OF WORDS 266
This icon shows important information which you sh ould know about to avoid damage to your console or loss of important data.
This icon shows information which is useful to kn ow.
This icon shows handy tips which will help you use t he console more efficiently.
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CONTENTS
1. Quick Start 13
1.1 Patching fixtures ................................................................... 13
1.2 Controlling fixtures ................................................................ 13
1.3 Programming cues and chases.................................................14
1.4 Programming palettes ............................................................ 15
1.5 DMX / network setup ............................................................. 16
2. Setting up and using the console 17
2.1 Guide to the Sapphire Touch................................................... 17
2.2 Connecting up....................................................................... 21
2.2.1 Cautions............................................................................................ 21
2.2.2 Connecting mains power...................................................................... 21
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 the Sapphire Wing.............................................................. 24
2.2.7 Connecting the Titan Mobile Wing ......................................................... 24
2.3 Using the touch screens .........................................................25
2.3.1 Workspace windows............................................................................ 25
2.3.2 The menu area of the touch screen ....................................................... 30
2.3.3 The toolbar ........................................................................................ 31
2.3.4 Calibrating the touch screens ............................................................... 33
2.3.5 The Heads-Up Display (HUD)................................................................ 33
2.3.6 Visualiser........................................................................................... 34
2.3.7 Key profiles........................................................................................ 35
2.3.8 Undo/Redo......................................................................................... 35
2.3.9 Key macro buttons.............................................................................. 35
2.3.10 Keyboard shortcuts ........................................................................... 36
2.3.11 Locking the console........................................................................... 37
2.4 Multi-user operation............................................................... 37
2.4.1 Users ................................................................................................ 37
2.4.2 Handle Worlds.................................................................................... 38
2.4.3 Linking to other TitanNet sessions......................................................... 38
2.5 Titan Simulator .....................................................................40
2.5.1 Installing Titan Simulator..................................................................... 40
2.5.2 Running Titan Simulator ...................................................................... 41
2.5.3 Using Virtual Panel with a console......................................................... 41
2.6 Loading and saving shows ...................................................... 41
2.6.1 Saving the show................................................................................. 41
2.6.2 Loading a show .................................................................................. 42
2.6.3 Importing parts of other shows............................................................. 43
2.6.4 Autosave ........................................................................................... 44
2.6.5 Backing up existing show files to USB pen drive...................................... 45
2.7 Clearing the console............................................................... 45
2.8 Creating reports.................................................................... 45
3. Patching
3.1 Patching new fixtures or dimmers............................................ 48
3.1.1 Fixture select buttons and handles ........................................................ 48
3.1.2 Patching dimmers ............................................................................... 49
3.1.3 Patching moving light fixtures............................................................... 50
3.1.4 Visualiser Auto Patch........................................................................... 53
3.1.5 Patching fixtures with multiple cells (sub fixtures)................................... 53
3.1.6 Patching by RDM................................................................................. 53
3.1.7 Finding a lost fixture ........................................................................... 54
3.2 Changing the patch................................................................55
3.2.1 Patch View......................................................................................... 55
3.2.2 View detailed fixture information........................................................... 56
3.2.3 Changing DMX address using Patch menu.............................................. 57
3.2.4 Setting legends .................................................................................. 57
3.2.5 DMX view window............................................................................... 58
3.2.6 Fixture Exchange ................................................................................ 59
3.2.7 Exchange Mapping.............................................................................. 60
3.2.8 Update personalities............................................................................ 62
3.3 Copying, moving and deleting fixtures...................................... 62
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3.3.1 Copying or moving a patched fixture..................................................... 62
3.3.2 Using copied fixtures........................................................................... 63
3.3.3 Deleting a patched fixture.................................................................... 63
3.4 Advanced options.................................................................. 64
3.4.1 Swap pan and tilt................................................................................ 64
3.4.2 Invert attributes ................................................................................. 64
3.4.3 Attribute limits ................................................................................... 65
3.4.4 Fixture Offset ..................................................................................... 66
3.4.5 Fixture / Attribute curves..................................................................... 66
3.4.6 Freeze fixtures or attributes ................................................................. 67
3.4.7 Editing the personality......................................................................... 67
4. Controlling dimmers and fixtures 68
4.1 Using the select buttons and wheels......................................... 68
4.1.1 Selecting fixtures and dimmers for control ............................................. 68
4.1.2 Setting fixtures to a start position (Locate) ............................................ 69
4.1.3 Clearing selection................................................................................ 70
4.1.4 Fixtures with multiple cells/subfixtures .................................................. 71
4.1.5 Changing attributes using the wheels .................................................... 73
4.1.6 Setting attributes using the touch screen ............................................... 74
4.1.7 Setting attributes from the softkeys ...................................................... 77
4.1.8 Adjusting attributes with the @ buttons................................................. 77
4.1.9 Selecting fixtures and dimmers by number (Channel).............................. 78
4.1.10 Selecting using a pattern ................................................................... 79
4.1.11 Selecting fixtures which are in a palette or playback.............................. 79
4.1.12 Attribute groups – IPCGBES-FX........................................................... 80
4.1.13 Using fixture groups .......................................................................... 80
4.1.14 Fixture Order and Fixture Layout in groups........................................... 82
4.1.15 Stepping through selected fixtures one at a time................................... 83
4.1.16 Highlighting the selected fixture with Prev/Next .................................... 83
4.1.17 Flash selected fixtures to full .............................................................. 84
4.1.18 Turn off unselected fixtures................................................................ 84
4.1.19 Align fixtures.................................................................................... 84
4.1.20 Flip ................................................................................................. 85
4.1.21 Fan mode......................................................................................... 85
4.1.22 Setting fixture/attribute times............................................................. 88
4.2 Viewing and using numerical values ......................................... 89
4.2.1 The Channel Grid window..................................................................... 89
4.3 Advanced options.................................................................. 90
4.3.1 The ML Menu button........................................................................... 90
4.3.2 Lamping fixtures on and off.................................................................. 90
5. Palettes
5.1 Creating palettes................................................................... 93
5.1.1 Which attributes are stored in palettes................................................... 93
5.1.2 Storing a palette................................................................................. 93
5.1.3 Nested palettes .................................................................................. 96
5.1.4 Quick record ...................................................................................... 96
5.1.5 Setting legends for palettes.................................................................. 97
5.1.6 Creating an effects palette (shape or pixel mapper) ................................ 98
5.1.7 Creating a time palette........................................................................ 98
5.2 Recalling palettes .................................................................. 99
5.2.1 Recalling a palette value...................................................................... 99
5.2.2 Palette pages ..................................................................................... 99
5.2.3 Only showing relevant palettes............................................................100
5.2.4 Quick palettes with no fixtures selected ................................................100
5.2.5 Setting palettes to all fixtures in a playback ..........................................100
5.3 Editing palettes ................................................................... 100
5.3.1 Viewing and editing the content of palettes ...........................................100
5.3.2 Changing the content of palettes .........................................................101
5.3.3 Updating palettes used in a playback....................................................101
5.4 Copying, moving and deleting palettes ................................... 102
5.4.1 Copying or moving a palette................................................................102
5.4.2 Deleting palettes................................................................................102
5.5 Timing with palettes............................................................. 103
5.5.1 Palettes with saved times....................................................................103
5.5.2 Manually overriding palette times.........................................................103
5.5.3 Manual fixture overlap when recalling palettes.......................................103
5.5.4 Master Time for palettes.....................................................................104
92
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6. Shapes and Pixel Mapper effects 106
6.1 Shape generator.................................................................. 106
6.1.1 Selecting a shape...............................................................................106
6.1.2 Changing size and speed of a shape.....................................................108
6.1.3 Changing the phase of a shape across multiple fixtures ..........................109
6.2 Key frame shapes................................................................ 110
6.2.1 Creating a key frame shape ................................................................110
6.2.2 Changing shape parameters in the Effect Editor.....................................111
6.2.3 Saving a key frame shape to a cue.......................................................115
6.3 Pixel mapper....................................................................... 116
6.3.1 Creating Pixel Mapper effects ..............................................................116
6.3.2 Pixel mapper Layer Masters.................................................................119
6.4 Editing shapes and effects .................................................... 119
6.4.1 Editing shapes and effects in cues........................................................ 119
6.4.2 Selecting a running shape to edit.........................................................120
6.4.3 Resynchronise shapes ........................................................................120
6.4.4 Changing fixture order in a shape ........................................................120
6.4.5 Removing or adding fixtures................................................................120
6.4.6 Reversing a shape..............................................................................120
6.4.7 Deleting shapes.................................................................................121
6.5 Advanced options................................................................ 121
6.5.1 Fading shape size and speed ...............................................................121
6.6 Pixel Mapper examples......................................................... 121
6.6.1 Randomising effects...........................................................................121
6.6.2 Overlaying effects..............................................................................125
6.6.3 Creative use of fixture layouts............................................................. 127
6.6.4 Other Layout Editor tools....................................................................131
6.6.5 Playback Order and Priorities...............................................................132
6.6.6 Displacement and Layer Properties.......................................................137
6.6.7 Spawn and Pre-Spool .........................................................................139
7. Cues 144
7.1 Creating a cue..................................................................... 144
7.1.1 How the Sapphire Touch works when programming................................144
7.1.2 Creating a cue...................................................................................145
7.1.3 Quick Build cues ................................................................................146
7.1.4 Using shapes/effects in cues................................................................146
7.1.5 Blind mode .......................................................................................146
7.1.6 Recording cue with a mask..................................................................146
7.1.7 Convert cue to chase or cue list...........................................................147
7.2 Using a cue......................................................................... 147
7.2.1 HTP and LTP......................................................................................147
7.2.2 Playing back a cue .............................................................................147
7.2.3 Changing playback pages....................................................................148
7.2.4 Viewing active playbacks ....................................................................148
7.2.5 Speed Masters...................................................................................149
7.2.6 Releasing running playbacks ...............................................................149
7.2.7 Release mask - releasing individual attributes........................................150
7.2.8 Programming the Release / Power On state...........................................150
7.2.9 Turning off individual fixtures ..............................................................151
7.3 Editing cues........................................................................ 151
7.3.1 Editing a cue by merging ....................................................................151
7.3.2 Updating stored values and palettes used in a cue .................................151
7.3.3 Playback and Cue view .......................................................................152
7.3.4 Using parts of existing cues - the Include function..................................153
7.3.5 Removing attributes from cues using “Off”............................................154
7.4 Copying, moving, linking and deleting .................................... 155
7.4.1 Copying or moving a cue ....................................................................155
7.4.2 Deleting a cue ...................................................................................156
7.5 Cue timing.......................................................................... 156
7.5.1 Setting fade times and Overlap for a cue ..............................................156
7.5.2 Changing fixture order........................................................................158
7.5.3 Setting attribute fade times for a cue ...................................................159
7.5.4 Editing times in the programmer..........................................................160
7.6 Advanced options................................................................ 160
7.6.1 Release mask....................................................................................160
7.6.2 Shape size/speed on fader ..................................................................161
7.6.3 Curve...............................................................................................161
7.6.4 Locking a playback onto a handle.........................................................161
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7.6.5 Playback priority................................................................................161
7.6.6 Blind mode .......................................................................................162
7.6.7 Key Profile ........................................................................................162
8. Chases 164
8.1 Creating a chase ................................................................. 164
8.1.1 Programming a chase.........................................................................164
8.1.2 Creating a chase with Quick Build ........................................................165
8.2 Playback ............................................................................ 165
8.2.1 Playing back a chase ..........................................................................165
8.2.2 Connecting a chase for control.............................................................166
8.2.3 Setting speed and crossfade for a chase ...............................................166
8.2.4 Manually controlling the steps of a chase ..............................................167
8.2.5 Changing chase direction....................................................................167
8.2.6 Jumping to a step ..............................................................................167
8.3 Editing a chase.................................................................... 168
8.3.1 Opening a chase for editing.................................................................168
8.3.2 Editing a chase using Unfold................................................................168
8.4 Copying, moving, linking and deleting .................................... 169
8.4.1 Copying or moving a chase .................................................................169
8.4.2 Deleting a chase................................................................................169
8.4.3 Deleting a step from a chase...............................................................169
8.5 Chase timing....................................................................... 169
8.5.1 Global timings for chases....................................................................169
8.5.2 Individual cue times in chases .............................................................171
8.5.3 Setting attribute fade times for a cue in a chase ....................................172
8.6 Advanced options................................................................ 172
8.6.1 Loop/Stop on Final Cue.......................................................................172
8.6.2 Forwards/backwards/bounce/random ...................................................172
8.6.3 Cue linking........................................................................................173
8.6.4 Release between cues ........................................................................173
8.6.5 Renumber cues..................................................................................173
9. Cue Lists 175
9.1 Creating a cue list................................................................ 175
9.1.1 Programming a cue list.......................................................................175
9.1.2 Changing legends for cues in a cue list .................................................177
9.1.3 Autoloading a playback within a cue list................................................177
9.1.4 Running a key macro from a cue list.....................................................178
9.1.5 Keyboard shortcuts/syntax for cue lists ................................................178
9.2 Cue List playback ................................................................ 179
9.2.1 Running a cue list ..............................................................................179
9.2.2 Killing a cue list .................................................................................180
9.3 Editing cue lists................................................................... 180
9.3.1 Playback View window........................................................................180
9.3.2 Editing values in Cue View window.......................................................180
9.3.3 Moving and copying cues ....................................................................181
9.3.4 Editing a cue list using Unfold..............................................................182
9.3.5 Using Update to change tracked cues ...................................................182
9.3.6 Editing a cue list which is running ........................................................183
9.3.7 Editing a cue list while recording..........................................................183
9.3.8 Updating values in a range of cues.......................................................184
9.3.9 Disabling a cue..................................................................................184
9.4 Copying, moving, linking and deleting .................................... 184
9.4.1 Copying or moving a cue list ...............................................................185
9.4.2 Deleting a cue list ..............................................................................185
9.4.3 Deleting a cue from a cue list ..............................................................185
9.5 Cue list timing..................................................................... 185
9.5.1 Time and fade options for Cue Lists......................................................185
9.5.2 Cue linking & Link Offset.....................................................................186
9.5.3 Individual attribute fade times.............................................................187
9.5.4 Fixture overlap ..................................................................................187
9.5.5 Running a cue list to timecode.............................................................188
9.6 Advanced options................................................................ 189
9.6.1 Release mask....................................................................................189
9.6.2 Fader mode.......................................................................................190
9.6.3 Release between cues ........................................................................190
9.6.4 Handle Paging ...................................................................................190
9.6.5 Cue Options ......................................................................................190
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9.6.6 Autoload...........................................................................................191
9.6.7 Macro Links.......................................................................................191
9.6.8 Key Profile ........................................................................................191
9.6.9 Shape Size/Shape Speed ....................................................................191
9.6.10 Tracking .........................................................................................191
9.6.11 Move In Dark (MID) functions............................................................191
9.6.12 Fire first cue option ..........................................................................192
10. Running the show 193
10.1 Playback controls................................................................. 193
10.1.1 Back up the show.............................................................................193
10.1.2 Label the console .............................................................................193
10.1.3 Master faders ..................................................................................193
10.1.4 Speed Masters.................................................................................193
10.1.5 Group Masters.................................................................................194
10.1.6 Flash and swop buttons ....................................................................195
10.1.7 Playback priority ..............................................................................195
10.1.8 Locking a playback onto the same handle on every page.......................195
10.1.9 Viewing active playbacks...................................................................196
10.1.10 Blind mode....................................................................................196
10.1.11 Busking with palettes ......................................................................196
10.2 Using multiple on-screen workspaces ..................................... 197
10.2.1 View menu......................................................................................197
10.3 Organising the console......................................................... 198
10.3.1 Using the Move function....................................................................198
10.4 Set List window................................................................... 198
10.5 MIDI, DMX or audio triggering............................................... 199
10.5.1 Connecting remote trigger sources.....................................................199
10.5.2 Setting up remote triggering .............................................................199
10.5.3 Classic Pearl MIDI triggers ................................................................201
10.5.4 MIDI show control............................................................................202
10.5.5 Audio control (sound to light) ............................................................202
10.6 Linking consoles for multi-user or backup................................ 203
10.6.1 Setting up consoles for multi-user......................................................203
10.6.2 Setting up consoles for backup ..........................................................203
11. Remote control 206
11.1 Setting up the remote.......................................................... 206
11.1.1 Using an existing network .................................................................207
11.1.2 Network setup using a dedicated access point......................................207
11.2 Operating the remote........................................................... 208
11.2.1 Keypad...........................................................................................208
11.2.2 Controlling fixtures...........................................................................209
11.2.3 Recording groups and palettes...........................................................210
12. User Settings and other options
12.1 Configuring the Workspace ................................................... 212
12.1.1 Opening workspace windows .............................................................212
12.1.2 Selecting and positioning workspace windows......................................212
12.1.3 Saving workspaces...........................................................................213
12.1.4 Compatibility windows for Pearl Expert shows......................................214
12.1.5 Configuring an external monitor.........................................................214
12.2 Key Profiles ........................................................................ 215
12.2.1 Creating and editing key profiles........................................................215
12.2.2 Selecting a Key Profile ......................................................................217
12.2.3 Individual Key profiles for playbacks...................................................217
12.3 The System menu ............................................................... 217
12.3.1 TitanNet Security .............................................................................217
12.3.2 Network Settings .............................................................................217
12.3.3 User Settings...................................................................................217
12.3.4 Key Profiles.....................................................................................219
12.3.5 Wipe ..............................................................................................219
12.3.6 DMX settings...................................................................................220
12.3.7 DMX Merge Settings.........................................................................220
12.3.8 Triggers..........................................................................................220
12.3.9 Display Setup ..................................................................................220
12.3.10 Assign mastering............................................................................220
12.4 DMX output mapping ........................................................... 220
12.4.1 Configuring DMX outputs ..................................................................220
212
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12.4.2 TitanNet Overview............................................................................222
12.4.3 DMX merge.....................................................................................222
12.5 Curves............................................................................... 223
12.6 Upgrading the software ........................................................ 227
12.7 Recovering/reinstalling the system......................................... 227
12.7.1 Booting from USB recovery stick........................................................228
12.7.2 Installation Instructions ....................................................................228
12.7.3 Software licensing............................................................................229
13. Working with Fixture Personalities 230
13.1.1 Downloading fixture personalities from Avolites ...................................230
13.1.2 Updating the personality library on the console....................................231
13.1.3 User/custom personalities .................................................................231
13.1.4 Requesting a new fixture personality ..................................................232
13.1.5 Reporting a personality bug to Avolites...............................................232
13.1.6 In an emergency..............................................................................232
14. Networking the console 234
14.1 Controlling fixtures over a network......................................... 234
14.1.1 Setting IP address............................................................................234
14.1.2 Setting up DMX outputs....................................................................235
14.1.3 A simple Art-Net system ...................................................................235
14.1.4 Setting up an Art-Net system ............................................................236
14.1.5 Additional Art-Net Resources .............................................................238
14.2 Connecting to a simulator with ACDI ...................................... 238
14.2.1 ACDI ..............................................................................................238
14.3 Module Setup...................................................................... 239
14.4 Using Active Fixtures with CITP ............................................. 239
14.4.1 Example CITP setup .........................................................................240
14.5 All about IP addressing......................................................... 240
14.5.1 Setting your IP address ....................................................................240
14.5.2 Subnet Masks..................................................................................241
14.5.3 Choosing an IP address and Subnet Mask............................................241
14.5.4 Automatically assigning IP addresses (DHCP) ......................................242
14.5.5 Private IP address ranges..................................................................242
15. Using different Avolites consoles 244
15.1 The console controls ............................................................ 244
15.2 Programming features in Titan .............................................. 244
16. Release notes
246
16.1 Version 9.0......................................................................... 246
16.1.1 Upgrade Procedure...........................................................................246
16.1.2 Version 9 New Features ....................................................................246
16.1.3 Improvements.................................................................................257
16.1.4 Changes .........................................................................................258
16.1.5 Bugs Fixed ......................................................................................258
17. Titan Commands quick reference
17.1.1 Fixtures ..........................................................................................262
17.1.2 Select If..........................................................................................263
17.1.3 Record............................................................................................263
17.1.4 Copy, Move.....................................................................................264
17.1.5 Delete ............................................................................................264
17.1.6 Include...........................................................................................264
17.1.7 Times.............................................................................................264
17.1.8 Cue Lists.........................................................................................265
262
18. Glossary of words 266
INDEX 272
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Page 13

1. Quick Start

This section is a quick guide on how to do most things on the Sapphire Touch. Each section has a link to take you to the appropriate manual section for more details.
Softkeys are shown in square brackets like [This]. The trackball can be used to control the mouse pointer on the screens
or to control fixtures. For mouse mode, hold Assign and click the 'Left' mouse button (the ring will scroll windows up and dow n). For pan-tilt fixture control, press the Assign button on its own (the ring will control fine tilt).

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.
1. Quick Start - Page 13
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. You can also patch fixtures on the top preset playbacks using the blue select buttons. (Section
To patch a number of dimmers or fixtures at once, drag over buttons to draw a selection box on the screen. On the preset playbacks hold first select button and press last in range. Or, set [Quantity] in the patch menu.
To change DMX address or line, use [Repatch Fixtures]. (Section
55).
p
View fixture patch
To see an overview screen of how the console is patched, press then Patch (Section
Setting fixture options
Press Patch, [Edit Fixtures], or use the Patch View screen.
3.1.3, p50).
3.2.1 , p55).

1.2 Controlling fixtures

Select fixtures for control by pressing select buttons.
3.2,
View
Press Locate to “home” selected fixtures with lamp on. If fixture is on a preset playback, the fader controls the dimmer. . (Section
69). Hold locate and press attribute button to remove that attribute
p 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 (below the wheels, or right hand edge of console for Tiger Touch mk1) , then turn the wheels to set fixture. Display shows which attribute each wheel is controlling. (Section
Open Attribute window onscreen ( attributes from buttons. (Section
TitanUniversal_Man_v9-0_ST.doc 09 March 2015
4.1.2.
4.1.5, p73). View, Attribute Options) to select
4.1.6, p74).
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Use Palettes to store often-used colours, positions etc. for instant 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 fader for the group. Order of fixture selection is remembered for use with shapes. (Section
Shapes / effects
Titan can use preset shapes, patterns you create yourself (key frame 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
4.1.13, p80).
6.1.1, p106).
Or from the Shape Library window (
View, [Open Workspace Window], [Shape Library]) you can select a shape directly. Filter the 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 but you can program the sequence of effects in the shape (Section
6.2, p110).
To use Pixel 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

1.3 Programming cues and chases

Cues
Set up the look to be recorded. 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).
6.6,p121 ).
To store, press blue Select button on playback fader, or press button in Playbacks window. (Section
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 look 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.
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7.1.2, 145).
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Press Exit to finish storing chase steps. (Section 8.1.1, 164).
Timings
All times (cue times and fixture attribute times) are stored in the 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/Tit an Mobile/Sapphire 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, p169).
Cue Lists
Cues may be stored in 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.

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. Press a grey palette button to store, or press a button in one of the
Colours/Positions/Gobos windows. (Section To recall palette, select fixtures, select recall mask using Attribute
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).
5.1.2, p93).
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.
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To set a fade time for all palettes, press Palette then [Master Time]. (Section
5.5, p103). Faded palettes do not go into the programmer so
don’t use fades when programming.

1.5 DMX / network setup

The console can output up to 16 universes of DMX (called DMX Lines) which may be routed to the 8 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 conn ecting further DMX processing nodes to the network using TitanNet, you can control up to 64 universes.
Multiple consoles can be linked by Ethernet to provide a mu lti-user system, or to provide tracking backup (Section
Switch to System mode by holding Avo and pressing Disk, press [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
10.6,p203).
5.5, p220).
To change the IP address of the console, press [Network Settings] in System mode (Section
14.1.1, p234).
To change User Settings which let you personalise how the console works, hold down Avo and select [User Settings] (Section.
217).
p
12.3.3,
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2. Setting up and using the console

Welcome to the Sapphire Touch 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 Sapphire Touch

Preset playbacks
Touch screens
Playback faders
Programming and setup
The Sapphire Touch has four main control areas: The two Touch screens contains fixture, palette and group select
buttons. They also shows legends for the playback faders and shows the current menu page and softkey buttons on the top right of the right hand screen.
The Playback faders select and control cues and programs The Preset playbacks are used for patching fixtures or for additional
playbacks. The Programming and setup controls configure and program the
console and the macro/executor buttons allow storage of frequent key sequences, screen layouts, groups or programs.
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p
)
play
Workspace windows
Preset
backs
Playback faders
System display
Wrist rest (lift for
ower switch
Macro buttons
The main controls
The Workspace windows on the touch screens contain touch buttons for fixtures, palettes, groups, playbacks, macros and more. You can also set fixture attributes and show information windows.
The System display area of the touch screen is the nerve centre of the console and shows you what is going on. This part of the display shows various screens of information depending on what you are currently doing.
The Menu Softkeys (labelled A – G) are used to select control options. The options for each key change depending on what the console is doing. Softkey commands are shown in the manual with square brackets like this: [Edit Times]
The Preset Playbacks at the top are used to patch fixtures, and store and play back cues or chases. The Preset Page Select buttons in the centre of the faders let you change to a different page.
Menu softkeys
The Macro Buttons store frequently used sequences of keypresses which can be replayed with a single button press. Playbacks can also be stored here. The display immediately above the buttons shows legends for the buttons
The Playback faders are used to store and play back cues or chases. The Playback Page Select buttons let you change to a different page of playbacks. The touch screen above the faders shows information about each playback.
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Control wheels Attribute information Attribute select buttons
Function buttons
Numeric keypad
Trackball
The Control wheels are used to set control values (attributes) for the fixtures, and to set chase speeds and fades. The touch screen above the wheels shows information about the attributes being controlled.
The trackball controls pan and tilt of fixtures, and can also be used to control the mouse pointer for the screens.
The Numeric keypad and other control buttons are used to enter values and change controls on the console.
The Function buttons are used to carry out functions such as storing cues, copying, patching, saving to disk, etc.
The Attribute select buttons are used to select which attributes of a fixture (e.g. colour, gobo, pan, focus) are going to be controlled using the Control wheels. The buttons have lights on to show you which attributes are active. The bottom (red) button allows you to locate fixtures, which sets them to a known start position while programming.
The Wrist Rest across the front of the console lifts to reveal a handy storage tray. On the left hand end is a USB socket for saving shows and power/disk indicator lights. Near the right hand side is the power switch.
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The back panel
All the connections required for the console are found on the back panel.
On the left hand side are connectors for eight DMX512 outputs, MIDI, ethernet, and a DVI/USB connection for an external touch screen.
On the right hand side are DVI/USB connections for another external touch screen (screen 3) and a general purpose USB connector.
Power is connected in the middle of the rear panel
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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 Sapphire Touch to any voltage from 80 to 260V.
The Sapphire Touch has an internal UPS (uninterruptible power supply) to protect the console from unexpected loss of power or the sound engineer pulling the wrong plug out. Th e UPS will protect you from most power problems and give you chance to shut down the console normally.
2. Setting up and using the console - Page 21
In case of power loss, the toolbars in the centre of the console will turn orange and display how long you've got before the console shuts down.
When the UPS battery runs low and the console is about to shut down, the toolbars turn red.
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If there is a problem with the UPS it can be disabled/bypassed using a switch under the wrist rest on the left hand side.

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 on the right under the wrist rest at the front of the console. The console displays 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.
Do not use the power switch on the rear of the console to switch off the console as this would not close down the console 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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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 16 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
The console has 8 DMX outputs on 5-pin XLR for direct connection to 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 which of the 16 (or 64 with TitanNet) DMX universes it is on. Each universe can be 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
By default, DMX Lines 1-8 are connected to the eight XLRs on the console.
12.4.1 on page 220 for more details).
the Sapphire Touch
14 on page 234.)
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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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 the Sapphire Wing

The Sapphire Wing gives you another touch screen and 30 additional motorised playback faders. It connects to the USB and DVI ports for the left or right external monitor.
You can also connect the Tiger Touch Wing to the Sapphire Touch.

2.2.7 Connecting the 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 match the size of the Titan Mobile panel, but it can also be used with the Tiger Touch, Quartz 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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2.3 Using the touch screens

The heart of the Sapphire Touch is its two large touch screens.

2.3.1 Workspace windows

The main area of the screens contain 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.
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Left touch screen
Workspace buttons
Workspace windows
Legends for playbacks
Legends for preset faders
Toolbar
Right touch screen
Legends for preset faders
Workspace windows
Menu buttons
Attribute roller Attribute banks Legends for macro/executor buttons
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Up to 4 windows can be shown on each screen in a 2x2 grid making eight in total, but if you need a larger view, you can make a window twice as big, or maximise it to take up the whole screen. You can also move windows to an external screen each of which can show a further 4 windows. Some possible window sizes/positions are shown below.
Quarter size
Double wide
Double height
Maximised
A drop down context menu is available at the top right of each window which contains additional functions relating to that window.
Selecting 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] option while in another menu.
You can change the positions and sizes of the windows by using the Window Control buttons above the trackball. 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 then [Move Screen].
Window shortcuts
Press
View then an Attribute Bank button to open the Palette window
for that attribute. Press Press
View then Patch to open the Patch View window. View then a fixture select button to open the Fixture View
window showing patch details for that fixture.
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View button to access the [Open Workspace
View then [Window Options]
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Press View then Connect to open the View Cue window. Press Press
View then Off to open the Active Playbacks window. View then Macro to open the Macro window.
Workspace window options
You can change the window sizes and positions by clicking the Cog/Setup button in the top right corner of the window. These options also allow you to set the button size and the text size of the window. The Screen options may vary depending on the setup of the console and if you have any external monitors.
Saving workspaces
You can save different workspace setups to the Workspaces touch buttons (down the left side of the left hand touch screen by pressing View then [Record Workspace], then touching one of the Workspaces buttons. This allows you to reconfigure the workspace at the touch of a button.
Workspaces are saved with the show. Setting up and recording workspaces is described in more detail in
section
12.1 on page 212.
Quick record
Some windows – Groups, Workspaces, Playbacks, and all the Palette windows - have a Quick Record function. Set up what you want to record, then touch or click the 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
12.2.1 on page 215).
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
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on the touch screen for you to draw the legend. There is also a library of pictures to choose from including popular gobo designs.
Trackball
The trackball on the right of the console can be used either to control the mouse pointer on the touch screens and external monitors, or to control fixtures.
To use in mouse mode, hold the Assign button below the trackball and click the 'Left' mouse button. The trackball will then control the mouse pointer and the ring will scroll windows up and down.
To use in console mode for controlling fixtures, press the Assign button on its own. The trackball will control pan and tilt of selected fixtures, and the ring controls fine tilt.
Touch Keyboard
At the bottom of each toolbar is the keyboard popup button wh ich 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.
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Manual/Auto Change size Close

2.3.2 The menu area of the touch screen

The right hand side of the right touch screen is used for the operating menu display.
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.
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.
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The area at the top of the menu buttons shows instructions to the user and information from the console.
At the bottom left of the right hand 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.
If a chase is being controlled, information about the chase is shown here.
To the right of 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

In the centre of the console where the screens are closest, each screen has a vertical 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
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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.
Touch Screen Setup (in Control Panel) opens the setup utility which allows you to align touch positions on the screens. 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.
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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.
The toolbars also have a keyboard button allowing you to pop up the touch keyboard.

2.3.4 Calibrating the touch screens

The touch screens are factory calibrated but if you notice that your touches are registering in the wrong place you may need to recalibrate the screens.
Switch screen Centre Close
If calibration is a long way off it is best to use the trackball in mouse mode to access the menus.
From the toolbar select Control Panel, Touch Screen Setup. PenMount Control Panel will pop up, use the Mu ltiple Monitors tab to select which screen you are calibrating, then press map touch screens. Follow the on screen instructions. Then on the Device tab select one of the PenMount 6000 USB device icons and select the configure button. Then press 'Standard Calibration' and follow on screen instructions

2.3.5 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 hav e it displayed.
Fixtures are highlighted in dark blue if in the programmer and in light blue if selected.
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2.3.6 Visualiser

The console runs Avolites Visualiser internally. T his allows you to view the output of the console if you can’t use the real lights, enabling you to make changes to your show at home or in your hotel. It can also be used in Blind mode for programming during a show.
Visualiser is shown in a workspace window, either on one of the touch screens or on an external monitor. Press [Window Options] then [Move Screen] on the View menu to move it between touch screen and external monitor.
Configuration controls for Visualiser are found in the context menu which you get by clicking the context options button on the top right of the window.
The operation of Visualiser is not covered in this manual, please refer to the Visualiser manual.
Auto Patch
The Auto Patch function automatically creates a Visualiser rig from your show as you patch fixtures. When you start Visualiser, it will open with an automatic representation of your patch.
You will see the fixtures laid out on screen, sorted by handle number. The Visualiser will start in run mode, with the simulator t a b selected
so you can start controlling lights immediately. Multiple dimmers patched to one handle will appear as a singe fixture
in Visualiser.
Fixture selection
When a fixture is selected on the console, it is highlight ed in blue in Visualiser.
Using Capture visualiser
Capture is a separate visualiser application sold by Capture Visualisation AB. It runs on another PC networked to the console. When using Capture, you can do some of your programming in the visualiser and it will control the console.
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Select fixtures and click on the stage in capture to move the lights to that location.
Use the Record button in Capture to store palettes on the console. You can clear the programmer from within Capture. When you patch fixtures on the console, a Console Patch window is
shown in Capture allowing you to add the new fixtures to Capture.

2.3.7 Key profiles

The console allows you to change the function of the blue select and grey flash panel buttons and the black 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
12.2 on page 215 for details.

2.3.8 Undo/Redo

You can undo and redo up to 20 actions by pressing Avo shift and the Undo or Redo buttons (Back and @ above the numeric keypad). So for example if you press Clear then wish you hadn’t, the Undo function will restore the console state.
2. Setting up and using the console - Page 35
You can use undo/redo on the following actions:
Fixture selection
Attribute adjustment (eg Pan, Tilt, colour changes)
Locate
Clear
Keypad input
Applying Palettes
Group selection
Off
Align
Flip

2.3.9 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.
Macros can be stored in the 20 dedicated buttons above the trackball, 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. You can also store macros on the grey palette buttons on the top preset playbacks.
To record a macro:
1> Press the Macro button (above keypad)
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2> Press [Record] 3> 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. 4> Press the sequence of buttons you want to record. 5> 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 (but there is no delay or timing between the presses).

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 application s 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 men us will reconnect the keyboard to Titan.
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 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 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 5 Softkey E Alt S Shape Alt 6 Softkey F Alt T Fixture Tools/ML Menu Alt 7 Softkey G Alt B Blind
Alt D Alt S
Alt C
Alt R
Disk menu System mode
Copy
Release
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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
means shift (num) means on the numeric keypad

2.3.11 Locking the console

You can 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.
While the console is locked, all functions are disabled except the DMX outputs and currently running playbacks.
Alt O Alt L Alt Alt Alt Alt
Attribute options Latch menu Previous fixture Next fixture All Highlight

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].
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5> You can also quickly change user from the root menu by
holding Avo shift and pressing [User … ]
If multiple con soles 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, th e 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]. 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.
For details of how to connect Titan consoles together on a network, see section
14 on page 234.
1> Press the Disk button. 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.
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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.
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
203.
page
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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 as a simulator for pre-programming.

2.5.1 Installing Titan Simulator

You will need a user account with Administrator privileges to inst all or run Titan Simulator.
From v7, Windows XP and Vista are no longer supported by Titan software. Your PC must be running Windows 7, Windows 8 or later.
Simply download and run the installer from the Avolites Dow nload 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.
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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.
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 the 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 sh ow periodically.
Shows created on the Sapphire Touch can be loaded into any other Avolites Titan console, but not to older non-Titan consoles as the showfile format is different.
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.
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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.
To save the show under a different name, use the [Save As] softkey.
Pressing t he 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 v ersion of the file will be saved even if you enter th e 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.
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].
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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 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 Sapphire Touch’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
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Arrow shows mapped fixture
Fixtures in imported show
Filter fixture list in imported show
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You can then select items from the imported show and store them onto workspace or panel buttons in your current show.
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. 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.

2.6.4 Autosave

The console will automatically save your show to its intern al hard disk when you shut it down. It will also autosave th e show every 30 minutes in case the console loses power.
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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 Sapphire Touch it is usually a good idea to clear the console. All programming and patching is deleted, but user options are not changed.
1> Press the Disk button. 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 Sapphire Touch
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 16; 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.
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 View, 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
By default, DMX lines 1-8 are linked to the 8 XLR outputs on the console. If you want to change this or use other lines, go to the DMX Settings window in System mode – see section
3.1.6 on page 53.
12.3.6 on page 220 .

3.1 Patching new fixtures or dimmers

3.1.1 Fixture select buttons and handles

To control intelligent fixtures or dimmer channels, they must be patched to one of the top preset playback handles or to a fixture button in the Fixtures workspace window .
If the Fixtures window is not shown, press workspace window] then [Fixtures].
View then [Show
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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 f ixture 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

3.1.2 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
1> Press Patch (one of the white function buttons below the
wheels), then [Dimmers].
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. Patching - Page 49
3.2.1 on page 55.
3.2.1).
3> To patch a single dimmer, press a Fixture Select button or a
blue select button on the top playbacks. 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 across the buttons on the screen. On the top faders, hold down the Select button for the first dimmer in the range, then press the last Select button in the range. The range of dimmers will be patched to sequential DMX addresses.
4> The onscreen Select buttons turn dark blue and show fixture
details when they are patched. On the top faders the Select button lights up dimly to show it is patched.
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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 numeric 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 Sapphire Touch what you want to do and it will send the right control commands. The console has built-in personalities for most types of fixture, which tell it what att r ibutes are available and how to control them. If the console does not have the personality for your fixture, you can download further personalities from th e Avolites website, create your own using the Personality Builder application installed on the console, or Avolites can create one for you. See section
13 on page 230 for details of how to find personalities.
View (next to the
You can patch either using the Patch menu (described below) or the Patch View window (see section
1> Press Patch (one of the white function buttons below the
wheels).
2> Press [Fixtures].
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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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7> Press a Fixture Select button to patch the selected fixture. 8> The onscreen Select button turns dark blue and shows fixture
details when it is patched. On the top faders the Select button lights up dimly to show it is patched.
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.
You can patch a number of fixtures in one go using the [Quantity] button, or by running your finger across the buttons on the screen, in the same way as for dimmers.
[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 ex ample 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. These are created in the Position, Colour and Beam workspace windows.
[Options], [AutoGroups] sets whether the console will automatically create groups from the fixtures you patch. If
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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 To show patch details for a single fixture press fixture 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 Visualiser Auto Patch

If you want to use Visualiser, start it by pressing View then [Open Workspace Window] then [Visualiser]. Visualiser will open in one of the workspace windows with an automatic representation of your patch.
If you have another monitor connected, you can move the Visualiser window to it by pressing View then [Window Options] then [Move Screen], or by holding Avo and pressing Size/Position.
You will see the fixtures laid out on screen in hand le number order. You can then use the Visualiser controls to reposition the fixtures if you wish.
View then Patch.
View then the

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 fixtu res independently, 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 for more details of working with fixture cells.
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.
4.1.4 on page 71

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.
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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
View 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.
Select one or more fixt ures in the grid and click the Patch
context menu button to patch the devices.
Click on t he 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.
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.
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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.
3. Patching - Page 55
To show the Patch View window press
View then Patch, or use the
Open Workspace Windows 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 select all fixtures of the 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 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 to update the selected
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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 sections for Attribute Behaviour.
A context menu option allows you to show or hide parked fixtures. If you show parked fixtures they will appear greyed out in the posit ion 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 View window will open showing details for that fixture, 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.
View followed by a fixture handle. A Fixture
3.4.2 and following
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.
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.
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3.2.3 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.
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.
3. Patching - Page 57
5> To change the DMX output line, press [DMX Line=x] and enter
a new output line number 1-16. 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 t his is disabled in User Options, see section
12.3.3 on page 217). You can either press [Select another DMX address] to abort the change or [Park Conflicting 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] t he console will park this and any future conflicting fixtures without warning you (you can change this option back in the User Settings).

3.2.4 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.
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4> Press Enter when you have finished.
You can also choose to have a picture legend using the softkey options.
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.

3.2.5 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 View, then [Open Workspace Window], 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 in formation about each DMX channel.

3.2.6 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
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
5> Repeat from step 3 to exchange other fixtures with the same
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.
[Exchange Fixture] option.
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.

3.2.7 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).
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To set up mapping:
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1> Press
View 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 t he 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.

3.2.8 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 chan ges 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
also toggle through these options.
3> Press the Select button of the fixture you want to copy/move.
You can select multiple fixtures.
4> Press the empty Select button where you want it to go.
The Menu Latch button latches the Copy/Move/Link menu, so you can keep copying or moving things without having to keep pressing the Copy/Move/Link button. Press again to unlatch.
There is also a Move button for instant access to the move function.
The [Retain Layout] or [Bunch Up] option is used when copying 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 chan nel allocated) and you will need to repatch it before you can use it (s ee 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 think you might need the fixtures again later, copy 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

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.

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.
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You can change the invert on multiple fixtures by selecting more than one, but the “Inverted” display will not show if there 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.
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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 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.
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.
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7> Press Exit when finished.
See section 12.5 on page 223 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.
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A “Frozen” watermark is shown on the wheel display when an attribute is frozen.

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 person alities 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. On the Sapphire Touch your fixtures may be patched on the top preset playbacks, which you select using the blue buttons, or in touch buttons in the Fixtures workspace window.
Scroll slider
1> Press the Select buttons for the fixtures you want. The select
button will light up pale blue for selected fixtures (they are also shown in light blue on the HUD).
2> To select a range of fixtures, slide your finger across the touch
buttons to draw a selection box. For fixtures patched on the faders, hold down the Select button for the first fixture then press the Select button for the last fixture.
Here are some other 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 sy stem 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, the button shows a darker blue (also on the HUD). The picture below shows the first two fixtures selected, with the second three in the programmer and the others unselected.
You can select fixtures on another page of the preset faders by pressing the pages +/- buttons between faders 15 and 16. Palettes, groups and cues you have saved on the preset faders will also change with the page. On the touch screens you use the scroll slider, or the page buttons to the left of the fixture buttons, if you have 'Pages' set to Show (using the context menu)
Using Key P rofiles (see section
12.2.1 on page 215) you can set the fixture touch button to latch mode so that it turns the 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 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 Bank buttons down the right hand side. Only the lit attributes will be changed by Locate. Pressing the Attribute Options button (just above Locate) will clear t he mask.
Scroll slider
Option [Auto Reset Mask] sets the mask to be automatically reset to include everything each time Locate is pressed, or you
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can toggle the option to [Remember Mask] which will keep th e 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 Locat e and press the Pan/Tilt (or Position) button, then release Locate.
To quickly locate pan/tilt only, hold Locate, press 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 t o 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).
[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 at tributes from the Programmer. When you press the softkey, you are
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given a list of attributes in the Programmer – press the appropriate softkey to clear that attribute.
[Clear All Pr ogrammers] will clear all programmers that are currently active on the console. This will be u sed 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
12.2.1 on page 215.)
[Freeze current values] sets what happens to LTP (non­intensity) 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 han d le 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).
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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.
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.
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
all sub fixtures of selection
sub fixtures 1Æj of all selected fixtures
n.
n. THRO
all sub fixtures of fixture n
all sub fixtures of fixture nÆlast consecutive of type n
THRO .j
.m
.m THRO
shorthand for above
sub fixture m of all selected fixtures
sub fixtures mÆlast of all
n. THRO i
n. THRO i.j
n.m
sub fixtures 1Æi of fixture n
sub fixtures 1Æj of fixtures nÆi
sub fixture m of fixture n
selected fixtures
.m THRO .j
.m THRO j
sub fixtures mÆj of all selected fixtures
shorthand for above
n.m THRO
n.m THRO i
sub fixtures mÆlast of fixture n
sub fixtures mÆi of fixture n
n THRO i.
all sub fixtures of fixtures nÆi
n THRO i.j
sub fixture j of fixtures nÆi
n THRO .j
sub fixture 1Æj of fixture n
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n.m THRO i.
sub fixture mÆlast of fixtures nÆi
n.m THRO i.j sub fixtures mÆj
of fixtures nÆi
n.m THRO .j sub fixtures mÆj
of fixture n
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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. The trackball always controls pan/tilt of the selected fixtures, with the
ring controlling fine tilt.
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.
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 att ribute 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.
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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 controllin g 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.

4.1.6 Setting attributes using the touch screen

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.
Touch here to change
Touch here to open attribute editor
Touch here to change attribute values up and down
Press
View then [Open Workspace Window] then [Attribute Editor] to show it. As a shortcut you can also show it by touching the attribute name text just below the IPCGBES buttons (for example Colour Func in the above picture).
attribute bank
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.
For variable attributes like Dimmer, holding down th e 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 t o 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 Thro, And or @ (functions of the grey buttons at the bottom of the numeric keypad) then the Channel menu will be shown.
Fixtures may be selected by User Number, Handle Number or DMX Address, as set by the option on Softkey A.
For Through, And and @ you can either use the softkeys or the grey buttons at the bottom of the numeric keypad.
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
12.3.3 on page 217). When you press @ there are softkey options 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.
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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.
The AND, THRO and @ functions are also provided as individual buttons above the numeric keypad.

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, Sapphire Touch has an easy way of selecting odd then even fixtures in a range of fixtures, or it can, for example, select every 4
1> Select some fixtures. 2> Press the All button (to the left of the locate button). 3> Select a pattern from the softkeys. Your selection is modified so
you will only be controlling, say, the odd fixtures.
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the
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.
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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 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

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 IPCGBE S-FX.
I-Intensity (dimmer, strobe shutter) P-Position (pan, tilt)
12.3.3 on page 217).
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 Int ensity and Special attributes have also been modified.

4.1.13 Using fixture groups

You can create groups of fixtures or dimmer channels, which can then be quickly selected together by touching a group button (shown in the Groups window) or typing the group number. You can, for example, make a group for each type of fixture, or group by stage left / stage right, etc.
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If you assign a group to a handle with a fader, the fader becomes an intensity master for the group. See section
10.1.5 on page 194 for
more details. If the Groups window is not visible, you can show it by pressing
View,
Group (above numeric keys).
1> Select the fixtures/dimmers you want in the group (the order in
which you select them will also be stored in the group).
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 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 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 bu tton also gives you facilities on the softkeys to edit and delete groups.
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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.

4.1.14 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. 3> Press [Fixture Order].
The fixtures in the group will be shown numbered in t he 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 reposit ion 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 au tomatically place the fixtures in a rectangular block, you specify the number of rows (Height) and columns (Width).
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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.
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 131.
You can randomize the fixture order when selecting fixtures using a group by holding the group button and pressing [Random Order].

4.1.15 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).
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.

4.1.16 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
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very easy to see which fixture you are controlling. The ot her 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 pressing Record, then pressing HiLight, [Store Highlight State] or [Store Lowlight State].

4.1.17 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.

4.1.18 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.

4.1.19 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).
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 [Au to 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 Attribu tes] 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
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[Align P r ogrammer Attributes] will only align attributes which
[Palette References Maintained] will copy palettes from the

4.1.20 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
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repeat the source selection on extra fixtures, or attempt to mirror the fixtures if there are fewer.
are in the programmer, [Align All Attributes] will do everyt hing.
source fixtures. [Palette References Lost] will convert t he palettes to absolute values in the target fixtures.
Tilt].
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.

4.1.21 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 ou t “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.
As with shapes, the order in which you select the fixtures sets how the fan effect works. The fixtures you select f irst 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. 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.
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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 cent ral 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 fairly 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 12.3.3 on page 217.
Fan Curves
You can select different curves to use when in Fan mode. Hold 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 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
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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 nu mber of parts, for example:
Normal (1):
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2:
3:

4.1.22 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 cu rrently 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 using numerical 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 [Channel Grid].
View then [Show workspace window] then
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).

4.3 Advanced options

4.3.1 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.

4.3.2 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 the same as keypress macros).
1> Keep pressing Exit until you are at the top level menu. 2> Select the fixtures you wish to control. Some macros will not
work across groups of fixtures from different manufacturers.
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 frequ ently 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 grey Palette buttons of the top faders, and also buttons on the touch screen, grouped into different windows for Colours, Positions and Gobos & Beams. You can set a legend for each button so that you know what you’re going to get.
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If the Colours, Positions, Gobos & Beams windows are not shown, press
View then [Open Workspace Window] then [Groups and
Palettes] 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.
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If the programmer contains more than one attribute, you can set a mask to restrict which fixture attributes will be stored in th e 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 att empt 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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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 cons ole 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 change the palette legend.
If you select 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
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types of fixtures to a shared palette or to update the existing fixture settings. Pressing the palette button again will automatically merge. The palettes are merged using Quick Merge, which has a mask to include or exclude attribute types.
The cons ole will select Global mode if the programmer contains the same values for all selected fixtures and one or more of the attributes is suitable for Global. If the values are the same but none of the attributes are suitable for Global the console will select Shared. If some attributes are suitable and some aren’t, the console will record the suitable ones as Global and the others as Shared. If the values are different the console will select Normal.

5.1.3 Nested palettes

Palettes can contain references from other palettes. For example an odd/even colour palette could be created using two other colour palettes as the masters. If you wanted to change the colours, changing the master colour palettes would also change the odd/even colours.
The [Record/Don’t Record Nested Palettes] option in the Record Palette menu sets whether nested palettes are recorded (default) or whether the attribute values are recorded instead.
When palettes are used in cues, you can disable the nested palettes using the playback option [Fire/Don’t Fire Nested Palettes]. If set to Don’t Fire, the nested palettes are treated as the fixed values they held at the time the cue was recorded and won’t change if the nested palette is updated.

5.1.4 Quick record

The palette windows allow you to quickly record a new palette. Just touch the button where you want to record – the button will turn red with a + sign. At this point you can enter a legend for the new palette or change mask settings. A second press on the button will save the palette.
When us ing Quick Record, the palette mask is automatically set to match the window, so if you touch a button in the Position window, the mask will be set to only store position attributes. This does not happen if you use the Record Palette button.
Quick record also works for groups, workspaces and the playback window.
If you are loading a show which was programmed on a Pearl Expert, you can use the Groups and Palettes workspace window to access the fixtures/palettes on the blue/grey preset buttons on the Pearl. See section
12.1.4 on page 254 for more details.
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5.1.5 Setting legends for palettes

You can enter a legend for each palette which is displayed on the palette touch button.
1> Press [Set Legend] at the top level menu. 2> Press the palette button for the palette you want to legend. 3> Type the legend on the keyboard. 4> Press Enter when you have finished.
On touch buttons, the palette number is shown top left. The IPCGBES attribute groups contained in the palette are displayed below your legend, so for example Position palettes will show a P, colour palettes a C and so on. In the top right corner is shown G for Global, N for Normal or S for Shared palette.
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You can create a picture legend for your palette which could for example represent the colour or gobo it will create. After pressing [Set Legend] and the palette button, press [Picture]. The picture editor will open.
The tab buttons on the top left allow you to select Keyboard entry (legend reverts to text), Draw, Icon Library, or Load File. On the right you can choose Pen or Eraser, set the pen/eraser size, set the colour (white in the above picture), clear the whole picture, and Enter the legend. The Min button top left reduces the editor to a smaller size.
If you select Library you can choose a picture from a wide range of pre-programmed pictures. The pictures are sorted into various folders which are listed on the left.
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5.1.6 Creating an effects palette (shape or pixel mapper)

It can be very useful to create some palettes which apply shapes or pixel mapping effects.
For an effects palette to be useful, it needs to contain only effect settings (for example, for a pan/tilt circle you want it to move the fixtures around their current set position, not to change the position as well). To achieve this you can either use the FX mask when saving the palette, or you can just remember not to set any other values when programming.
1> Press Clear, select some fixtures and locate them. If you need
to move them so you can see what’s happening, you can do that too.
2> Press [Shapes and Effects], [Shape Generator] and choose a
shape to start (see section on page for more information about shapes).
3> Alter the parameters of the shape as you require. 4> Press Palette, [Record Palette]. 5> If you moved the fixtures in step 1, press [Set Mask] and
exclude everything except FX.
6> Press a palette button to store the shape palette.

5.1.7 Creating a time palette

You can create palettes which contain only time information. These can be used to set cue times and fixture attribute times without needing to set times manually. Using a time palette also means that you can go back and change the times once in the palette, and the changes will automatically apply to all cues which use the palette.
1> Press Clear, select some fixtures and locate them. If you need
to move them so you can see what’s happening, you can do that too.
2> Press Time (may be labelled Set on Mobile/Sapphire/Quartz,
and Next Time on Expert/Tiger).
3> Change Fade time to 2 sec. This sets the global fade time into
the programmer.
4> Press Palette, [Record Palette].
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5> If you moved the fixtures in step 1, press [Set Mask] and
exclude everything except Time.
6> Press a palette button to store the Time palette.

5.2 Recalling palettes

5.2.1 Recalling a palette value

To recall a palette value from a button, this is what you do:
1> Select the fixtures to be changed. Shared palettes can be set to
any fixture of the same type. Normal palettes will set individual values to each fixture.
2> Press the Palette button you want to recall. The palette will be
set to the selected fixtures.
You can make palettes fade over a time when you recall them, see section
When a palette is used in the programmer, the touch button will light up to indicate this (you can disable this in the User Settings). This makes it easier to see which palette you have selected.
0 below.
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You can also recall a palette by its number by typing the number on the numeric keypad.
1> Select some fixtures. 2> Press the Palette button above the numeric keypad. 3> Type in the number of the palette you want to recall. 4> Press Enter or [Apply Palette].
The [Apply Palette] softkey shows the legend of the palette which will be applied.

5.2.2 Palette pages

To change the page of palettes stored on the top preset faders you use the pages buttons between faders 15 and 16.
Each of the palette windows can either display pages of palettes, with page buttons on the left, or a continuous scrolling w indow of palettes. To change between pages and scrolling, touch the Pages Show/ Hide button in the context button area to the left of the menu buttons. using the page buttons to the left of the palette buttons.
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You can recall a palette from any page using its number as described in the previous section.

5.2.3 Only showing relevant palettes

If the User Setting [Filter Relevant Palettes] is enabled, when you select fixtures any palettes which are not applicable will grey out. T his is very useful to see which palettes are available for the fixtures you are working with.

5.2.4 Quick palettes with no fixtures selected

If you press a palette button when no fixtures are selected, the palette will be set to all the fixtures the palette applies t o . This is called a Quick Palette. For example if you’ve got some colour palettes programmed for your MAC 2000’s, pressing one of the palettes when no MAC 2000’s are selected will set the colour to all the MAC 2000’s.

5.2.5 Setting palettes to all fixtures in a playback

You can apply a palette to all fixtures in a particular playback. Hold the palette button and press the select button of the playback which the palette is to apply to.

5.3 Editing palettes

5.3.1 Viewing and editing the content of palettes

You can view the contents of a palette in the Palette View window. This lists all fixtures in the palette and the attr ibute values stored for them. A context menu button allows you to switch to displaying Times.
Press open.
View, then the palette button. T he Palette View window will
You can filter which attributes are shown using the All/IPCGBES buttons in the top corner, or which fixtures are shown using the fixture type buttons below that.
To edit an attribute value, touch/click on it in the window. The softkeys will give you a list of available settings for this at tribute or you can type in a numerical value.
There is also a [Delete] button which allows you to remove the value from the attribute. This is the same as using the Off function.
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