ETC Eos Family Console Programming User Manual

Eos Family Console Programming
Level 2: Enhanced
Workbook
V3.0 Rev. A
www.etcconnect.com/education
Revised: 2021-01

Table of Contents

Table of Contents
PURPOSE OF THE CLASS ......................................................................................................................................... 4
OVERVIEW OF THE SHELL ....................................................................................................................................... 5
DEVICE ATTRIBUTES ............................................................................................................................................... 7
DISPLAY LAYOUTS AND WORKSPACES ................................................................................................................. 10
SNAPSHOTS ......................................................................................................................................................... 11
GROUPS ............................................................................................................................................................... 12
SUBMASTER PROPERTIES..................................................................................................................................... 14
SYNTAX / COMMAND LINE FILTERING ................................................................................................................. 16
PALETTES ............................................................................................................................................................. 17
DIRECT SELECTS ................................................................................................................................................... 21
WRITE CUES WITH PALETTES ............................................................................................................................... 23
3
UPDATE ............................................................................................................................................................... 24
AUTO-MARK ........................................................................................................................................................ 25
CUE ATTRIBUTES .................................................................................................................................................. 26
DISCRETE TIMING ................................................................................................................................................ 28
MULTIPART CUES ................................................................................................................................................. 29
EFFECTS ............................................................................................................................................................... 30
ABOUT “ABOUT” ................................................................................................................................................. 34
MAGIC SHEETS ..................................................................................................................................................... 35
APPENDIX 1 – SCROLL SETUP ............................................................................................................................... 42
ETC permits the reproduction of materials in this manual only for non-commercial
purposes. All other rights are reserved by ETC.
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Eos Family Console Programming Level 2

Purpose of the Class

This class will provide a more in-depth look at basic operations and working with multi-parameter devices on an Eos family console.
EARNING OBJECTIVES:
L
After completing this class, one should be able to:
Edit device attributes
Understand display layouts and workspaces
Record and recall Snapshots
Create more elaborate Groups
Be more effective using Submaster properties
Record and recall Palettes and Presets
Set up and use Direct Selects
Understand and use Update, Auto-Mark, and other cue attributes
Take advantage of Discrete Timing and Multipart cues
Create and use Relative and Absolute Effects
Feel comfortable with configuration and test functions in the Shell
Create and use a basic Magic Sheet
YNTAX ANNOTATION
S
Bold Browser menus
[Brackets] Face panel buttons
{Braces} Softkeys or buttons on touchscreen
<Angle brackets> Optional keys
[Next] & [Last] Press & hold simultaneously
«Direct Selects» Direct Select button press
MS Object Object on a Magic Sheet
Play Icon Link to video on ETC’s YouTube Channel -
ETCVideoLibrary

HELP

Press and hold [Help] and press any key to see:
the name of the key
a description of what the key enables you to do
syntax examples for using the key (if applicable)
As with hard keys, the “press and hold [Help]” action can be also used with softkeys and clickable buttons

THE MANUAL

The manual is available on the console, Tab #100.
Click on Add-a-Tab (the {+} sign) , select Manual
Hold [Tab] & press [100]
Please note that it is not available on Windows XP devices or on Macs, but is available as a download from the web site.

Overview of the Shell

Overview of the Shell
Refered to as the Eos Configuration Utility (ECU) in the manual, this area is used for both system configuration and performing basic level test functions.
5
[Displays], in Browser, {Exit} {Ok} . Don’t forget to save your show first!
Note: When you exit to the shell, the console will stop outputting to the rig
(No DMX!!),

STARTING SCREEN

PRIMARY OR BACKUP

Primary is a mode for using a single console on a network where the primary output of data is from that single console. Backup requires a primary console be online to synchronize.

CLIENT OR OFFLINE

A Client console acts as an extension of the primary console, more like a remote controller, remote video station, or an expensive keyboard for a system. Whereas Offline mode puts the software in a state where there is no network activity, no control, and no connections to other consoles or any other network devices.

SHUTDOWN

Clicking Shutdown will shut down the Eos console after a confirmation.
to exit to Shell
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Eos Family Console Programming Level 2

SHELL SETTINGS

Select {Settings} when highlighted
General Device Name, Clock Time/Date, Use Shift Key as Eos
Shift, Monitor Arrangement, Software Update, Switch to Eos 2.9.
WITCH SOFTWARE VERSIONS
S
Eos has the ability to switch between v3.0.0+ and previous versions of software. A restart is required for changes to take effect.
ONITOR ARRANGEMENT
M
The selected monitor will display in yellow. Monitors can be dragged to any of the surrounding black boxes to mimic actual monitor layout.
- {Calibrate} and {Reset Calibration} for internal touchscreens
- {Enabled} - When checked, the monitor is available for use. It
will be checked for any monitors the console recognizes.
- {Primary} - selects which monitor will display the Eos
Configuration Utility and Central Information Area (CIA)
- {Resolution}, {Color Depth}, {Refresh Rate} and
{Orientation} will help configure the monitors appropriately.
- {Identify} - displays the video port numbers that your monitors
are connected to on the monitors to confirm where placement.
- {Configure Touchscreens} and {ELO Settings} for external
touchscreens
- Hit {Apply} – and {Keep Changes} to save your settings.
- Then {Close}
Network Console IP Address, Output Protocols, Interface
Protocols (Wi-Fi Remote), Network Services
Maintenance Deep Clear, Save Logs, Backup Show Archive, File
Manager, Face Panel Test
AVE LOGS
S
Logs are useful tools for diagnosing issues. If you experience software problems with your system, sending log files to ETC Technical Services helps us isolate the issue.
Log files can be generated by clicking on the {Save Logs} button here or from within the show file by going to Displays > File > Export..
When complete, email the zip file to eos@etcconnect.com
.
Buttons RPU/RVI Button Setup, Eos Ti/Gio Facepanel Buttons  RFR RFR Base Station Frequency and Network ID
{Accept} to exit back to the starting screen
{Primary}
to exit back to the starting screen
to go back into the console

Device Attributes

assigns a preheat value of 3% (if enter 30, get 30%)
applies a 77% proportion to channel ­for a 750w lamp that should be a 575w
#21
applies curve 905 (Full at 1%) to the intensity parameter of channel 1
removes the curve
Device Attributes
Start in same show file as day before or in Level 1 Complete file
In Patch, {Attributes} on the left hand side of the display

{PREHEAT}

To specify an intensity value to preheat fixtures. When a preheat flag is applied to a cue, any channels that are fading from zero to an active intensity and have been assigned a preheat value in Patch will preheat in the immediately preceding cue. A two-step function.
Step 1 [1] {Preheat} [03] [Enter]
7
opens the Attributes module
Step 2 [Live] [Cue] [4] {Attributes} {Preheat} [Enter]
See the “P” in the Flags column of the PSD for Cue 4.

{PROPORTION}

Proportion is a mathematical modifier for recorded levels or intensities. This value is set numerically in a range of 0% to 200%.
Back in Patch, Attributes, [2] {Proportion} [77] [Enter]
[2] {Proportion} [Enter]

{CURVE} & {FAN CURVE}

A curve affects how a fade happens over time.
[Displays] {Curves} or Add-a-Tab (the {+} sign) -
[Next]…[Next]…[Next]…
The control input is what the console is telling the fixture to go to. The output is actual value that is being output via DMX.
Back in Patch, [3] [Enter] {Curve} [905] [Enter]
Note: Curve 909 (Hot Patch) is a great way to have relays powering moving lights and
LEDs always be on when the console is on.
[3] {Curve} [Enter]
puts the Preheat flag on the cue (P)
removes the applied proportion
to view pre-programmed curves
to step though the curves

{LD FLAGS} A TOGGLE PER CHANNEL

By default, Live and Dark flags are enabled. If there is a Live or Dark move, an ‘L’ or ‘D’ will be displayed in the move flags (MV) column in the PSD. This can be disabled on a channel-per-channel basis.

{GM EXEMPT} A TOGGLE PER CHANNEL

A toggle state, if selected, channels are exempt from a Grandmaster fader or Blackout button, [Rem Dim], [Go To Cue] [Out]/[0] and Intensity Master operations.
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Eos Family Console Programming Level 2
inverts the output of the pan and tilt parameters
NVERT PAN OR TILT}
{I
A moving light attribute used to invert the output of pan, tilt, or both.
[Live], [Group] [7] [Full] [Enter], tilt them up and pan
Back in Patch: [Group] [7] {Offset} [2] {Invert Pan} {Invert Tilt}
Back to [Live]: [Group] [7] [Enter]. Tilt, then pan

USING INVERT TO SET UP ENCODERS

To make sure your encoders work the same way your eyes do. Dial left, lights move left; dial right, move right.
[Group] [5] [Full] [RemDim] [Enter], tilt them up on stage,
turn Pan encoder to right
Back in Patch: [Group] [5] {Attributes} {Invert Pan}
Back to [Live]: [Select Last] [Enter], and pan
Definitely something to be done before you start cueing your show, otherwise every cue that has been written will be affected by these changes.

{SWAP P/T}

A moving light attribute used to exchange pan and tilt levels, such as when a fixture is hung sideways on a boom. Pan becomes Tilt and Tilt becomes Pan.
note how they move – all together
note how they move now
note how they move opposite of encoder
inverts the output of the pan parameter
note how they move now
Device Attributes
display returns to the new wheel frame list and adds ‘Generic open open’
selects channel and opens the Wheel Picker in the CIA for wheel selection
used to change the dichroics loaded in a color wheel for a moving light.
used to change the gobo wheel loaded in a moving light

INDEXED PARAMETERS

CREATING A NEW CUSTOM SCROLL OR WHEEL

When using the editor, function keys are on the lower left side of the CIA, either mouse or touch selected. They change depending on device editing.
{Clear} - clears the current wheel selection
{New} - to create a new scroll or wheel
{Copy} - copy an existing and then modify
{Edit} - opens the editor to modify
{Delete} - removes the selected device
Scroller Exercise - see Appendix 1
In Patch, [151] [Thru] [158] [Part] [2] [Enter], {Attributes} {Scroller}
9
Press {New} on lower left side of display
[Label], [Label] to clear, then type ‘Training’ [Enter]
In Frame List on far left, press the gray box under ‘C/G’
Press {Open Frame} softkey on lower left side of display
Press next gray box under ‘C/G’
{Rosco}, then the sub category {Roscolux}, and then {R010}
In the Name column, Press ‘New’ in the next box. Type [5] [/] [27] [Enter]
Complete the scroll in Appendix 1 of the workbook
Press {Done}
[Live], [Group] [10] [Full] [Rem Dim] [Enter]
Check the frames in the Encoder Display or ML Controls
[Home] [Enter]
NOTE: When creating a gobo wheel: after you press the gray box in the C/G list, make
sure that the softkey {Gobo} is selected. There is also an {Effect} softkey that will bring up manufacturers of prisms and effect wheels.

OTHER INDEXED PARAMETERS

All indexed parameters have the same editing experience.
{new wheel#1} appears in list
labels the new scroll
available color selections displayed
available color selections displayed
returns to the frame list and adds color
another way to add color to the scroll
completes the scroll, applies to fixture
use the encoder to flip through frames
Back in Patch, [101] [Enter] {Attributes}
{Color Select}
{Gobo Select} and possibly {Gobo Select 2}
{Beam FX Select}
{Animation Select}
{SHUTTER ORDER}
Invert the shutter order or rotate the order using the arrow buttons. Can be set on a per fixture basis, so if if hung sideways, can still have the shutters line up and work the way you want them to.
{Shutter Order}
opens the Shutter Order display
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Eos Family Console Programming Level 2
to change workspaces across all monitors
close all of the tabs and frames on all monitors

Display Layouts and Workspaces

DISPLAY TOOLS

[Live], Press the monitor icon in upper left hand corner of the display
Layout options give the ability to select different ways to split the screen. A screen can have up to four frames in its layout. Frames can have multiple tabs open.
Select the side-by-side layout
On right hand frame, select the large +, then select Color Picker (Tab 27)
Press the Displays Tool icon again
In the Options area, select the first icon to resize the frames
Use the arrows to choose how wide or tall the frame will be
Tap anywhere on the screen to exit frame sizing

FIXED TAB NUMBERING

All Display and Control tabs have fixed tab numbering. Patch will always be 12, Group List, 17. When you press [Tab] repeatedly, focus moves numerically through all open tabs on active workspaces.
Hold [Tab] & press [12] (Patch)
Hold [Tab] & press [4]
Hold [Tab] & press [4.2]

WORKSPACES

A workspace is made up of multiple frames, each with its own tabs. For each monitor, you can have up to three workspaces.
Hold [Tab] & press [Page ] or [Page ]
Note: This key combination will only switch into workspaces with open tabs.

OPTIONS

The Display Controls Screen also offers options for opening and closing tabs as well as resizing and resetting the monitor(s).
Resize Frames In This Workspace - opens resizing tools between
frames of the workspace to adjust sizing as needed.
Monitor Mapping - ability to configure your external monitor
arrangement (internal displays cannot be renumbered)
Close All Tabs In This Workspace - close all of the tabs in the
active workspace on this monitor only.
Reset This Workspace - closes all of the tabs and frames and resets
the layout for the active workspace to a single frame displaying the Home Screen
Reset ALL Monitors & Workspaces - closes all of the tabs and
frames on all monitors, resets all layouts to a single frame, and returns their workspaces to the Home Screen
After playing, use the Reset all Monitors and Workspaces icon
moves focus to a specified tab
opens a specific tab
opens a secondary tab

Snapshots

Snapshots
Snapshots store layouts so that you can recall them quickly. They are stored in the show file, can be recalled on any device on the network.

RECORDING SNAPSHOTS

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In [Live], be in Table View, and in Flexi - Patched Channels on one monitor and have the PSD & CIA on the other
[Record] [{Snapshot}] [1] [Enter]
Press the display controls icon in upper left hand corner of the left monitor
Select the side-by-side layout
Highlight the PSD display on the right monitor.
Hold [Tab] and press [Page ] or [Page ]
Press the display controls icon in upper left hand corner of the right monitor
Select the side-by-side layout
Select the Direct Selects display on one side and choose Groups for the type
Select the Color Picker on the other side
[Record] [{Snapshot}] [2] [Enter]

RECALLING SNAPSHOTS

[{Snapshot}] [1] [Enter]
records the snapshot
move the PSD tab onto the same monitor as the Live display
the monitor with the CIA
bottom row, first icon – Tab 4
bottom row, middle – Tab 27
records the snapshot
recalls the content of snapshot 1.
[{Snapshot}] [2] [Enter]
NOTE: When recalling snapshot, the command does not appear on the command line, it appears above the command line (red text)!
Use Snapshot Quick Access Tool (pop-up icon) to select Snapshot 2
[{Snapshot}] [{Snapshot}]
recalls the content of snapshot 2.
recalls the content of snapshot 2.
opens the Snapshot list
12
Eos Family Console Programming Level 2
] [Shift]&[/]
Reorders the subgroups so they are no sequential

Groups

SUB-GROUPS

You can create subsets of channels within a group that are treated as a single channel in group/channel selection and in effects.
[Group] [Group] [Group] [103] [Enter]
[Shift]&[/] [51] [Thru] [53] [Shift]&[/] [Shift]&[/] [54] [Thru] [56 [Shift]&[/] [57] [Thru] [59] [Shift]&[/] [Shift]&[/] [60] [Thru] [62] [Shift]&[/] [Enter]
[Shift]& [/] [/] will close one set of parenthesis and open the next.
[Live] [Clear] [Sneak] [Enter]
[Group] [103] [Full] {ChanCheck} [Enter] [Next]…
Each set of three channels is treated as one channel in the channel check, and if we apply an effect to the group.
[Clear]
[Shift]&[/] [Group] [5] [Shift]&[/] [Shift]&[/] [Group] [7] [Shift]&[/] [Record] [Group] [23] [Enter] [Label] All Movers [Enter]

CREATE GROUPS USING OFFSET

Using Offset to create groups is a quick way to reorder channels as well as create sub-groups more easily.
[Clear] [Sneak] [Enter]
[301] [Thru] [312] {Offset} {Mirror Out} [Record] [Group] [101] [Label] Cyc Mirror Out [Enter]
creates group 103
puts sidelights in sub-groups
does a channel check with sub-groups
creates sub-groups of movers in Live
Offset graphic displayed in CIA area
[Group] [Group]
[Group] [101] [Copy To] [Group] [102] [Enter]
{Reverse} [Enter]
[Label] Cyc Mirror In [Enter]
[Live]
[Group] [101] [Full] [Thru] [10] [Enter]
[Clear] [Sneak] [Enter]

ADDITIONAL OFFSET MODIFIERS

[71] [Thru] [82] {Offset}
{Chan per Group} [3] … [Clear] Then [5] … [Clear] Then [4]
{Interleave}…[Clear]
{Jump} [3]
[Shift]&[Clear]
[31] [Thru] [50] {Offset} {Mirror Out} {Chan Per Group} [4] {Interleave} [Record] [Group] [104] [Enter]
[Group] [104] [Full] {Chan Check} [Enter]… [Next]… [Next]… [Next]
Back in the Group List
Reverse is a softkey option
Notice cyc is brightest in center
Watch graphic in CIA for differences
Notice the gap between the subgroups
Clears the command line
Watch graphic in CIA as you build
Watch the viz to see sub-groups
Groups
GROUP LIST
All Groups should be in the show after the previous exercises.
If not labeled, take a moment and do so.
Group # Label Channels
1 Frontlight 1 > 10
2 Downlight 31 > 50
3 High Sides – Left 51 > 62
4 High Sides – Right 71 > 82
5 FOH Movers 101 > 105
7 OS Mover Wash 121 > 128
9 Side Mids 141 > 148
10 Side Scrollers 151 > 158
20 Cyc Top 301 > 312
21 Cyc Bottom 351 > 362
22 All Cyc 301 > 312 351 > 362
23 All Movers (101 > 105) (121 > 128)
30 Effect 1 34, 31, 33, 35, 32
101 Cyc Mirror Out (306 > 307) (305 308) (304 309) (303 310) (302 311) (301 312)
102 Cyc Mirror In (301 312) (302 311) (303 310) (304 309) (305 308) (306 > 307)
103 Left Hi Sides (51 > 53) (54 > 56) (57 > 59) (60 > 62)
104 Offset Subgroup (33 38 43 48) (32 37 42 47 34 39 44 49) (31 36 41 46 35 40 45 50)
13
14
Eos Family Console Programming Level 2
adds a 3 sec upfade, dwells for 4 sec
opens the submaster list - use the softkeys for selection and editing
makes sub 1 an inhibitive sub, LED turns red
channels go out - notice small ‘I’ in channel display

Submaster Properties

TIMING ON SUBMASTERS

Changes can be done in Live or in Sub List. Bump button is the Go.
[Live]
[Sub] [1] [Time] [3] [Time] [4] [Time] [3] [Enter]
Press the bump button of fader 1 just once

HOLD

[Sub] [1] {Hold} [Enter]
Press the bump button to start the upfade
Press the bump button to start the downfade

RESTORE TO DEFAULT TIME

[Sub] [1] [Time] [Enter]

SUBMASTER LIST

[Sub] [Sub] or Add-a-Tab (the {+} sign)

PERCENT (%)

The list shows the current level in Live of each submaster.

LABEL

and 3 sec down fade
fades up, holds, then fades down
changes the dwell time to ‘hold’
fades up, holds indefinitely
fades down
resets to default times (0/Man/0)
[Sub] [1] [Label] Front Light [Enter]
{Edit} [10] [Full] [Enter]
[Sub] [Sub]

MODE: ADDITIVE, INHIBITIVE, OR EFFECT

Mode has 3 options, the first is the default and that mode is Additive (contributes to the live output). Inhibitive (limits live output) restricts the values as the fader comes down. It acts as a mini grand master for the contents of the sub. The final mode is Effect.
[Sub] [1], under Mode, {Inhibitive}
Push Fader 1 up if on non-motorized hardware
{Edit} to be in Blind
[Live] [Go To Cue] [1] [Enter]
Slowly bring the fader out
Bring the fader back up
[Go To Cue] [Out] [Enter]
displayed in List as well as Sub displays
add a channel into this sub in Blind
back to Submaster List
notice the ‘INs’ as channel values
runs the cue with specials
leave up for duration
Submaster Properties
select only intensity for channels
FOH lights on main curtain - would never use as an additive – curtain calls
Unmarks (resets) non-intensity parameters
see the live change, watch the RGB
contents will not be stored in any record targets

FOH INHIBITIVE SUB

A good example of using an Inhibitive Submaster is for FOH lights on main curtain - would never use as an additive – great for multiple curtain calls
[Group] [1] [+] [Group] [5] [Full] [Enter]
15
[Select Last] [-] {All NPs} [Record] [Sub] [3] [Label] FOH Inhib [Enter]
[Load] to fader 3
[Sub] [3], {Properties}, under Mode, {Inhibitive}
Bring fader up

MASTER: PROPORTIONAL OR INTENSITY MASTER

Proportional submasters control all contents of the submaster (intensity and non-intensity parameters). (DEFAULT)
[Clear] [Sneak] [Enter]
[Group] [5] [Full] [Full], tilt up on cyc
[Record] [Sub] [10] [Enter], Load to fader 10, [Clear] [Sneak] [Enter]
Then bring fader up, see live changes Bring fader down
Intensity masters only control intensity. The bump button is used to preset (mark and unmark) non-intensity parameters.
[Sub] [10], {Properties} under Master, {Int}
With fader down, press the bottom bump button , LED flashes
Bring fader up
record and load the sub
for rest of class
records sub and clears manual values
shows proportional control of contents
toggles the submaster to an I-Master
marks the non-intensity parameters
now shows Intensity control only
Bring fader down and tap bottom bump button

EXAMPLE WITH LED COLOR

[Group] [20] [Full] [Full], make them blue
[Record] [Sub] [11] [Enter], Load to fader 9, [Clear] [Sneak] [Enter]
[Sub] [11], {Properties} under Master, {Int}
Press the bump button, bring fader up and down
If the bump button is not pressed, as soon as the fader hits 1%, the non-intensity parameters will mark as fast as possible and the rest of the fader travel will be intensity only.
There is an option in Properties called Unmark 0. If selected, the non­intensity parameters of the submaster will be released when the fader reaches 0%.
Then bring fader 9 up slowly and down

EXCLUDE

Another property is Exclude. There are 4 options: the most common is {Record}, which means its output is not recorded into any other record target.
records sub and clears manual values
toggles the submaster to an I-Master
only see color as fades up
values
[Sub] [11], {Properties}, under Exclude, {Record}
Think about Houselights on a Sub that is set to Exclude from Record.
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Eos Family Console Programming Level 2
Channel Selection
Categories & Parameters
Modifiers
Action
Chan 1
At Full
Group 6
Color
Record Preset 4
Group 6
Cyan
At /50
Chan 1
Image
- Gobo Rot
Sneak Enter
sneaks all parameters including intensity back to default
everything in Beam category except Gobo Select sneaks
channels pulls info from 101 and pulls into selected channels
copies intensity, focus & color but not beam

Syntax / Command Line Filtering

EXPECTED SYNTAX

The command line expects instructions to be entered in a specific structure, or syntax:
Channel Selection and/or Categories & Parameters  Modifiers and/or Action.
You don’t have to use something from every column each time, but you have to enter it in this order.

USING SNEAK

[Group] [5] [Full] [Enter], tilt up on cyc, in orange, with gobo, zoom out, and make it sharp (edge full)
[101] [Sneak] [Enter]
[102] [Shift]&[Focus] &[Color] &[Beam]* [Sneak] [Enter]
* To put Beam on the command line, double hit Form, Image or Shutter.
[103] [-] [Intensity] [Sneak] [Enter]
[104] {Beam} [-] {Gobo Select} [Sneak] [Enter]
Command Line filtering lets us be as broad or as specific as we need to when we are
modifying or storing information.

COPY TO AND RECALL FROM

[Copy To] takes the information from here and puts it over there.
[101] [Thru] [104] [Sneak] [Enter]
[105] [Copy To] [101] [Thru] [104] [Enter]
[102] [Thru] [105] [-] [Shift]&[Intensity] [-] [Shift]&[Focus] [Sneak] [Enter]
[Recall From] takes the information from over there and brings it here.
set levels
everything but intensity sneaks
same as 102 but stating the exception
leaves 105 on stage
copies all values to other channels
resets most values to background state
[102] [Thru] [105] [Recall From] [101] [Enter]
[Select Last] [Home] [Enter]
[101] [Shift]&[Intensity] &[Focus] &[Color] [Copy to] [103] [Enter]
Copy To and Recall From also works between targets. Channel information can be
recalled from other cues or palettes that are not currently live.
resets the values to default

Palettes

sets up a group for use with color palettes
Palettes
Palettes are building blocks for programming. There are four types of palettes that correspond with our four data categories – Intensity, Focus, Color, and Beam. These particular types of record targets are used to quickly recall stored data. Palettes can only contain information within their category. For example, color palettes can only store color information – they can’t contain any intensity, focus or beam data.
It is important to remember that Palettes are referenced data. This means that the changes to the palettes are propogated into all the places the palette is stored such as presets, cues and effects.
We will learn about everything palettes can do later in the workbooks, but for now we will be using them as programming shortcuts. After we create them once, we can use them over and over for fast recall of data.

COLOR PALETTES

17
[Clear] [Sneak] [Enter]
[Group] [2] [Thru] [9] [+] [Group] [22] [Record] [Group] [99] [Enter]
[Group] [99] [Full] [Enter] {Color Picker} and select a red
[Group] [99] [Record] [Color Palette] [1] [Label] Red [Enter]
[Clear] [Sneak] [Enter]
[Group] [2] [Full] [Full] [Color Palette] [1] [Enter]
[Group] [99] [Full] [Enter] {Color Picker} and select an orange
[Select Last] [Record] [Color Palette] [Next] [Label] Orange [Enter]
Color Palette Exercise
Record five more Color Palettes using Group 99:
CP1 Red CP2 Orange CP3 Yellow CP4 Green CP5 Lt blue CP6 Dk blue CP7 Magenta
clears the stage
notice not all the same
records Color Palette 1
the downlights go to red
records Color Palette 2
To display labels or values:
[About]&[Label] – toggles the display between referenced labels
and target numbers.
[About]&[Label] [Label] – locks reference labels on. Press
[About]&[Label] again to unlock.
[About]&[Data] – displays non-manual levels.
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Eos Family Console Programming Level 2
The test – did the light go to the quitar player?

FOCUS PALETTES

[Clear] [Sneak] [Enter]
[Group] [5] [Full] [Enter] and tilt up on stage
[Next]…[Next] and focus each light on the Guitar Player
[Select Last] [Record] [Focus Palette] [1] [Label] Guitar [Enter]
[Clear] [Sneak] [Enter]
[103] [Full] [Full] [Focus Palette] [1] [Enter]
Remember, to view reference labels, right click or tap on the display tab, select the bottom option, and then check the Show Reference Labels option.
[About]&[Label] - (a maintained press) - toggles between referenced label and target number. Keep [About] depressed to page.
[About]&[Label] [Label] - double press to lock reference labels on.
Press [About] again to unlock.
Focus Palette Exercise
Record four more Focus Palettes using Group 5:
FP1 Guitar (SR)
brings up FOH lights
records Focus Palette 1
FP2 Singer (CS)
FP3 Drums (SL)
FP4 Low Platform (USR Platform)
FP5 High Platform (USL Platform)

WHEN DONE

[Group] [5] [Full] [Enter] [Focus Palette] [1] [Thru] [5] [Enter]
OR [Group] [5] [Focus Palette] [3] [+] [4] [Enter]
fans the lights across all 5 palettes
fans lights from palette 3 to 4 in a line
Palettes
see that just parameters from Image category are stored in BP2
see that only Zoom is recorded in BP4, “26 deg” shows up as label
set levels, notice 1 Thru Full selects all channels in your current flexi state
records active channels in Intensity Palette 2
brings back the levels recorded in Intensity Palette 1 – cyc at 100%
brings back the levels recorded in Intensity Palette 2 – cyc at fanned values
brings back absolute data – without reference

BEAM PALETTES

19
[Live], [Format] to table view, [Page ] to see Beam parameters
[Clear] [Sneak] [Enter] [Group] [5] [Full] [Enter] Tilt on stage
{Form}, {Zoom} [26] [Enter], {Image}, {Gobo Select} {Bars 2}
Make it sharp
[Select Last] [Record] [Beam Palette] [1] [Enter]
Notice that all parameters in the Beam category have been recorded into the Beam Palette (BP1). Not just zoom and gobo select.

USING COMMAND LINE FILTERING

[Select Last] [Shift]&[Image] [Record] [Beam Palette] [2] [Enter]
[Page ] to see Beam parameters
[Blind], [Format] to table view,
[Beam Palette] [1] [Enter], [Group] [5] [Enter], [Page ]
[Next] to see Beam palette 2
When applying BP2, any form or shutter parameter values will not be overridden, since
there are no form or shutter values stored in that BP.
[Live]
[Group] [5] {Gobo Select} [Record] [Beam Palette] [3] [Label] Bars [Enter]
make sure you are in Live Table View
put lights back on stage
zoom fixtures and in bars gobo
records BP info for all beam parameters
records Zoom, Edge and Gobo
see that BP stored data in all parameters
only see data for image parameters
see that only Gobo Select is recorded in BP3, “Bars” shows up as label
[Group] [5] {Zoom} [Record] [Beam Palette] [4] [Label] 26 deg [Enter]

INTENSITY PALETTES

[Clear] [Sneak] [Enter] [1] [Thru] [Full] [Full] [Enter]
Don’t recommend doing this in a real theater!
[Record] [Intensity Palette] [1] [Label] 100% [Enter]
[Clear] [Sneak] [Enter]
[Group] [101] [At] [Full] [Thru] [0] [Enter]
[Select Last] [Record] [Intensity Palette] [2] [Label] Hot Center [Enter]
[Clear] [Sneak] [Enter]
[Group] [101] [Intensity Palette] [1] [Enter]
[Intensity Palette] [2] [Enter]
Press & Hold [Data]
If press [Data] [Data] will latch, [Data] again to unlatch
[Clear] [Sneak] [Enter]
records active channels at 100% in IP1
set levels, fans the intensity of the cycs
to see actual values in Intensity Palette 2 Data Latched at top of screen
[Group] [101] [Recall From] [Intensity Palette] [2] [Enter]
20
Eos Family Console Programming Level 2
records all parameter data for all channels and adds a label to preset 1
records cue with referenced data, but selective (without intensity)
see Pan & Tilt have absolute data, color is referenced
move the fixtures to a place where you want them to be at their home position

PRESETS ALL PALETTES

Presets can collect all data for a given channel (intensity, focus, color, and beam palettes as well as absolute data) rather than just one parameter type like with a palette.
[Clear] [Sneak] [Enter]
[Live] [Group] [5] [IP1] [FP2] [CP1] [BP2] [Enter]
[Record] [Preset] [1] [Label] Singer Red [Enter]
Press and hold [Data]
[Clear] [Sneak] [Enter]
[Group] [5] [Full] [Enter], [Color Palette] [2] [Enter], manually focus, tilt up, zoom out
[Select Last] [-] {Intensity} [Record] [Preset] [2] [Enter]
Note: Designers tend to record presets without intensity – a common practice
Press and hold [Data]

HOME PRESET

Home Presets are a quick way to redefine home values of fixtures.
[Go To Cue] [Out] [Enter]
[Group] [5] [Full] [Full], tilt up on stage
create look with referenced data
to view referenced palettes
put the lights back on stage
[Select Last] {Focus} [Record] [Preset] [999] [Label] Home [Enter]
[Sneak] [0] [Enter]
[Displays] {Setup} {System} {System}
{Home Preset} [999] [Enter]
[Live], [Group] [5] [Full] [Full]
Still in last location since haven’t had a move instruction since defining the home preset.
Pan & Tilt the units, drop in some color
[Select Last] [Home] [ Enter]
Pan and Tilt have gone to new home values and are no longer manual data.

ANOTHER EXAMPLE:

[Group] [99] [Full] [Enter]
Using color picker, {Standard Colors} {3500K}
[Group] [99] [-] {Intensity} [Update] [Preset] [999] [Enter]
[Sneak] [0] [Enter]
[Group] [2] [Full] [Full]
A Home command will use data stored in the home preset. If there is no data stored for a parameter or channel, it will use the console’s
default home values for that parameter.
create a preset for the home value
clear the manual values
go into setup
define the home preset that you created
bring the channels to full
change the fixtures
channels go back to the new home.
bring all color changing fixtures to full
change them to warm white
update this as their new home color
clear the manual values
notice the warmer color

Direct Selects

Direct Selects
21
On the right monitor, collapse the CIA
Select Add-a-Tab (the {+} sign), select the DS Direct Select Module (Tab 4)

DIRECT SELECT LAYOUT

When open, there are two banks of targets.
Select {Groups} on top and {Color Palettes} on bottom
To scroll through more direct selects, use the {} {} buttons.
To change the Direct Select type, press the {Select} button. Please note that it may have the current target type label instead of the word ‘Select’.
{Expand} opens the bank to a full screen of direct selects and displays the century and millennial buttons that allow you to jump to pages in the hundreds and thousands.

TO ACCESS THE CONFIGURATION MENU FOR THE DIRECT SELECT DISPLAY:

Press the Gear tab all the way to the left
Can also right click or double-left click on the tab!
CONFIGURATION MENU OPTIONS
# of Banks – select a number of different target banks Current Bank – which bank are you editing Layout – select banks of 25, 50, 100, or 200
- Custom Rows/Columns – can add rows or columns,
Control Buttons – select which buttons are displayed on the screen
- Position – where do you want to place the control buttons
- Use Record – displays the {Record} button on the display
- Use Select – displays the {Select} button on screen, may have
the current target type label instead of the word ‘Select’
- Use Flexi – {Flexi} button on screen
- Use Expand – displays the {Expand} button on screen
- Use Arrows – displays the page up and down arrows
- Use Millennial Buttons – displays the 100/1000 target buttons
- Select – to change the Direct Select target from this window
- Flexi – toggles the Flexi state on and off from this window
Other
- Increment – display targets by whole number, 10ths or 100ths
- Skip Empty Flexi Space – shows a visual break instead of a full
button space between recorded targets
- Use Color Swatch – displays a color tag that previews the color
recorded in the Color Palette
- Maximize Button Size – similar to Fit to Screen – depending on
layout, allows buttons to expand to fill the screen Defaults You can save your settings as a default state.
- Set Current as Default – uses the current settings to create a
default state.
- Reset to Default – restores the settings to the default state.
- Reset to Eos Default – restores settings to Eos factory defaults.
opens Direct Select display
22
Eos Family Console Programming Level 2
On the right monitor, open the CIA
Create two frames, side by side
Change the existing Direct Select tab on left from 2 banks to 1 bank
Select Groups
On new frame on right , open another Direct Select tabe
Select Color Palettes
[Record] [{Snapshot}] [3] [Label] Programming [Enter]

Write Cues with Palettes

Write Cues with Palettes

USING THE COMMAND LINE

23
[Go To Cue] [27] [Enter]
[Group] [3] [Full] [Enter] [Color Palette] [7] [Enter]
[102] [+] [105] [Full] [Enter] [Focus Palette] [1] [Enter]
[101] [+] [104] [Full] [Enter] [Focus Palette] [3] [Enter]
[Group] [5] [Select Active] [–] {Intensity} [–] {Focus} [Home] [Enter]
[Record] [Next] {Color} [Time] [1] [Enter]

USING DIRECT SELECTS AND THE COMMAND LINE

[{Snapshot}] [3] [Enter]
Touch «Side Mids», [Full] [Full], «Lt Blue» (G9) (CP5)
Touch «High Sides – Left» and «Orange» (G3) (CP2)
Touch «Cyc Top» and «Dk Blue» (G22) (CP6)
[Record] [29] [Time] [3] [Enter]
[Group] [102], hold [Shift] & touch «Red», release [Shift], touch «Dk Blue»
Or release [Shift] after touching «Red» and touch «Dk Blue»
Lights on Quitar player
Lights on Drummer
removes Color and Beam parameters
(28)
(29)
command line shows Color Palette 1 + 6
same results, gradient across the cyc
[103] [Full] [Enter] [Focus Palette] [2] [Enter] (Singer)
[Select Last] [-] {Intensity} [-] {Focus} [Home] [Enter]
Touch «FOH Movers» [-] [103] [Out] (G5)
Touch «High Sides – Right» [Full] [Full] (G4)
{Color} [Recall From] «High Sides – Left» (G3)
[Record] [30] [Time] [2] [/] [7] {Color} [Time] [2] [Enter]
removes beam parameters
takes out group with an exception
brings color in from other group
(30)
24
Eos Family Console Programming Level 2
the guitar player is doing this part from the floor
makes a manual change to the
table view
changes stored in FP3, but still manual (red) in ‘old’ cue 28 on stage

Update

Update is a ‘save changes’ tool. It only pertains to values that are red or modified – values that have been changed. Update saves manual changes back to targets such as cues, palettes, presets and submasters.
PDATE - MAKE ABSOLUTE
U
Sometimes we want to make a change to a palette in one cue and not change the palette itself. This is the default way that update works – it’s called Make Absolute, and stores changes directly to the cue rather than to the palette. This is useful if you need to make a one-time change to your palette data – for example, if a chair moves from one location to another for one moment in the show, you can simply update the cue for that singular moment.
[Go To Cue] [28] [Enter] and be in Live Table View
[102] [+] [105] [Enter]
Tilt them downstage a bit
[Update] Notice default Make Absolute style [Enter]
Notice that 102 and 105 now have absolute data, no longer references a focus palette

UPDATE A PALETTE

Other times, we want to update the palette itself. Be aware that when you update a palette, every place in your show that uses that palette will also be changed. This is useful if the idea behind the palette has changed – for example, if the chair is now two feet away from its original location for the entire show. You can update the chair focus palette and now every place in your show that references that palette will also be changed.
[104] [Enter], tilt down a bit and pan a little
[Update] [Focus Palette] [3] [Enter]
[Go To Cue] [Enter]
The console defaults to make absolute meaning that any changes you make to palettes will be stored only in the cue and not affect the palette as a whole. If you want to update the palette, you need specifically call it out on the command line.
channels – note the red R’s in the
absolute data is now stored in cue
make a change - note the red R’s
refreshes the cue

Auto-Mark

now see ‘M’ flags,and a few ‘D’ flags, but notice all the ‘L’ flags are gone
intensity of Ch. 121 says Mk and non­intensity parameter show Q31 in green
notice the ‘D’ in the flags column and L for Live move is back

Auto-Mark

MARKS IN GENERAL

A Mark automates the process of presetting non-intensity parameters to their required state in a cue, prior to fading intensity up. All move info about marked fixtures is stored in the reference or source cue.
AUTO-MARK
A system default setting, turned on or off at a global level.
When AutoMark is enabled, non-intensity parameter transitions will occur in the cue immediately preceding the cue in which the changes are stored, if intensity in that preceding cue is zero or moving to zero. Marked cues are indicated by an “M” in the Flags column of the playback status display.
25
In [Live], Look at the PSD/Cue List
[Go To Cue] [30] [Enter]
[121] [Full] [Enter], pan/tilt the fixture onto the singer, [At] [5/385] [Enter]
[Record] [31] [Enter]
Press [Back] and then press [] (Go)
[Displays] {Setup} {System} {Cue Settings}
Click on {Auto-Mark} <Enabled> and watch the cue list
[Live], [Go To Cue] [28] [Enter]
[] (Go) on Cue 29
[] (Go) on Cue 30 – watch Ch. 121 marking
[] (Go) on Cue 31
NOTE If you begin programming with Auto-Mark enabled, and then disable
the feature, all of the Auto-Marks in the show are converted to
referenced marks.
Live moves displayed with ‘L’ flag
(31)
notice live move
notice Q30 in green on Ch. 103
no live move this time

ALLOW A LIVE MOVE

When you want to see a live move on stage, but the AutoMark is enabled, you can disable AutoMark for an individual cue.
[Cue] [31] {AutoMark Off} [Enter]
[Go To Cue] [29] [Enter]
[] (Go) on Cue 30
[] (Go) on Cue 31
notice no marking
watch the live move
26
Eos Family Console Programming Level 2
adds a Scene marker above cue 11 and an End of scene marker after cue 14
adds a Scene marker above cue 15 and an End of scene marker after cue 17

Cue Attributes

CUE SOFTKEYS

When [Cue] is pressed, a softkey called {Attributes} is displayed. When {Attributes} is pressed, several new softkeys appear.
Let’s look at {Scene} and {Note}.

SCENE

Scenes are a cue organization tool that provide a visual identifier for breaks in the show. Scenes allow for quick cue list navigation without needing to remember a cue.
REATING A SCENE BREAK
C
Using Snapshot pop-up, recall Snapshot 1
[Cue] [1] {Attributes} {Scene}
The virtual alphanumeric keyboard opens: Act 1 [Enter]

SCENE END

[Cue] [10] {Attributes} {Scene End} [Enter]

CUE RANGE SCENE

[Cue] [11] [Thru] [14] {Attributes} {Scene} Act 2 [Enter]
Notice the line above Cue 11 and below Cue 14
[Cue] [15] [Thru] [17] {Attributes} {Scene} Act 3 [Enter]
Notice as you page up and down on the cue list (PSD), the scene break stays locked as long the cue list is in that scene. Brackets around the label indicate that the cue a the top of the screen is not the first cue in that scene.
AVIGATION TO SCENE
N
[Go To Cue] {Scenes}* {Act 2} [Enter]
* The CIA opens and shows all of the different scene breaks created.

UPDATING A SCENE

The {Scene End} softkey can also be used when updating the cues in a scene. For example, [Update] <Cue> [5] [Thru] {Scene End} will put the last cue of that scene on the command line.
Don’t forget to add [Q Only/Track] to stop tracking if needed!
adds a Scene marker to cue 1
adds an End of Scene marker to cue 10
goes to cue at the top of that scene

REMOVE A SCENE BREAK

[Cue] [11] {Attributes} {Scene} [Label] [Enter]
[Cue] [14] {Attributes} {Scene End} [Enter]

SCENES IN DIRECT SELECTS

Add-a-Tab (the {+} sign), select Direct Selects (Tab 4), choose Scenes
[Go To Cue] «Act 1» - self-terminating
As with all Direct Selects, if don’t want it to terminate, can press [Shift] & «DS»
to remove a scene
to remove a scene end
open a Direct Select Tab
use DS to navigate to scenes
Cue Attributes

NOTES

Cues can have notes attached to them. This is more of a long form phrase instead of a label which is generally a short reminder of what a cue is doing.
27
[Cue] [11] {Attribute} {Notes} Band improvs while waiting for quick change [Enter]
Notice in the label field of the PSD, a little plus (+) mark has appeared. Hover over that label field to see the note as a floating dialog box.

PLAYBACK STATUS DISPLAY (PSD) CONFIGURATION MENU

The following options are available in the PSD Configuration Menu:
Target Grid – selects top or bottom when the PSD is split
Lock Status – allows you to lock the PSD to a certain cue list.
Display Cue Parts – displays the individual parts of a part cue.
When not enabled, the number of parts for that cue will display as a superscript number beside the cue's number.
Display Cue Links – displays the Link/Loop information.
Display Scenes – displays cue scene information.
Display Follow/Hang Indicator – displays the Follow/ Hang arrow
indicator before the cue number of any cue that will be triggered by a follow or hang.
Display PSD Time Countdown – displays the cue category times
countdown in the PSD as a cue is fading.
Display Master Playback Status – displays the current cue's status
information. Current and pending cue status
Display Fader Ribbon – displays the fader ribbon, which shows the
current fader page under the Master Playback Status.
Display Notes – displays the Cue Notes in a horizontal bar at the
bottom of the PSD.
Display Pending Cue Notes – displays the Cue Notes for the
pending cue in a horizontal bar at the bottom of the PSD.
Break Link to Live/Blind – When selecting the Live/ Blind display,
the PSD will also come into view if it is currently hidden. This option allows you to break the link between the PSD and the Live/ Blind displays so that the PSD will no longer come into view when selecting Live/ Blind.
to add a note
In the Reorder column section, you can choose what data displays in the PSD and what order it displays in. By default, all columns except notes will be displayed. Click or tap the name and use the arrow keys on the right to move columns around. The check boxes suppress or enable.
Set Current as Default – uses the current settings to create a
default state for all other instances of the PSD.
Reset to Default – returns the settings to the default state that you
created.
Reset to Eos Default – returns all settings to the Eos defaults.
Feel free to set up the PSD the way that you prefer.
[Record] [{Snapshot}] [1] [Enter] [Enter]
to re-record Snapshot 1
28
Eos Family Console Programming Level 2
records fade to black with block, assert, and label (32)
records time for channel 103 only in cue 32
Only channels with discrete timing are displayed
adds a distributed timing of 1 to 15 secs across the channel list, blue “t” and ‘+’
adds a delay timing of 0 to 3 secs, blue “t” and ‘+’ in Time column

Discrete Timing

Timing can be applied directly at a channel or parameter level.
ISCRETE CHANNEL TIMING
D
[Go To Cue] [31] [Enter] if not already there
[Select Active] [Out]
[Record] [Next] [Time] [3] [Block] [Assert] [Label] Fade to Black [Enter]
[103] [Time] [10] [Enter]* [Update] [Enter]
* Notice the small red “t” displayed on the channel. Reminder – manual data! When
updated, the “t” becomes blue. A ‘+’ is also displayed on the cue in the PSD.
Hold the Timing Displays button, [Time], (right hand side of the board) or hold [About]&[Time] to see the time displayed on the channel. It is displayed as ‘D/T’ where D is the Delay time and T is the Channel Time.
[] (Stop/Back) to cue 31 [] (Go) and watch the timing
Hold [Flexi] and press {Time} in the CIA
[{Snapshot}] [1] [Enter]

DISCRETE TIMING BY RANGE

[Group] [20] [Full] [Enter], [Color Palette] [4] [Enter]
[Record] [Next] [Enter]
[Group] [20] [Time] [1] [Thru] [15] [Enter] [Update] [Enter]
fastest way to a blackout
watch ch 103 takes 10 secs. to fade out
set level of cyc full in green
records next cue (33)
[] (Stop/Back) and hit [] (Go)
Fan Time of 0 thru 15 – the fades start all at the same time but take times to complete.
watch the fade

DISCRETE TIMING WITH DELAY

[Group] [101] [At] [50] [Enter], [Color Palette] [6] [Enter]
[Record] [Next] [Time] [2] [Enter]
[Select Last] [Delay] [0] [Thru] [3] [Enter] [Update] [Enter]
[] (Stop/Back) and hit [] (Go)
set level of cyc full in blue
records next cue (34)
watch the fade

DISCRETE TIMING BY PARAMETER

[Group] [5] [Full] [Enter] [Record] [35] [Enter]
[Select Last] [Focus Palette] [5] [Enter]
[Select Last] {Tilt} [Delay] [5] [Enter]
[Record] [36] [Enter]
[] (Stop/Back) and hit [] (Go)
set levels and records cue (35)
adds a delay of 5 sec to tilt
records next cue (36)
watch the fade

CLEAR DISCRETE TIMING

[Group] [5] [Delay] [Enter] [Update] [Enter]
* Notice the + on Focus time has gone away and the duration is reset.
removes the discrete timing and the ‘+’

Multipart Cues

put channels at full, sets color to warm white
moves channels into Part 2 – 2nd Enter to confirm the break into parts
moves selected channels to part 2, all data that has not moved is in part 1
takes only the color parameters of the channels and moves them into part 3
changes the fade time for the channels in part 2 to a time of 3 and labels part
Multipart Cues
Multipart cues can be used to organize channels, and affect their playback attributes and timing as a group. A cue can have up to 20 parts.
AKE A MULTIPART CUE FROM AN EXISTING CUE IN BLIND
M
29
[Live] [Go To Cue] [36] [Enter]
[Group] [3] [Full] [Full] {Color} [Home] [Enter]
[Record] [37] [Enter]
[Blind], [Format] to Spreadsheet view
Hold [Shift]&[Format] to hide non-intensity parameters
[51] [Thru] [53] [Part] [2] [Enter] [Enter]
[54] [Thru] [56] [Part] [3] [Enter]
[57] [Thru] [59] [Part] [4] [Enter]

MAKE A MULTIPART CUE FROM AN EXISTING CUE IN LIVE

[Live] [Go To Cue] [2] [Enter]
[Group] [2] [Color Palette] [7] [Enter] [At] [Full] [Enter]
[Update] [Enter] [] (Go) on Cue 3
[102] [Full] [Enter] [Focus Palette] [3] [Color Palette] [5] [Enter]
[Select Last] [Record] [Part] [2] [Time] [1] [Enter] [Enter]
[Group] [2] [Color Palette] [2]
creates cue 37
switch to Spreadsheet View
moves channels into new part of cue
moves channels into another part
[Select Last] {Color} [Record] [Part] [3] [Delay] [5] [Enter] [Enter]
[Clear], press [Last] to see parts in PSD

CHANGE ATTRIBUTES OF A MULTIPART CUE

[Cue] [3] [Time] [6] [Enter]
[Part] [2] [Time] [3] [Enter] [Label] Drummer [Enter]
[Go To Cue] [2] [Enter] [] (Go) on cue 3
[Delete] <Cue> [3] [Part] [3] [Enter] [Enter] deletes part 3 of cue 3.
When you delete parts of a multipart cue, any move instructions in the deleted part are moved to the first available part.

MULTIPART CUES BEST PRACTICES

Unlike discrete timing, Multipart cues show all of their timing
information on the surface, and can have labels. This makes complex timing changes easier to identify and track.
Use parts to group like-types of data together – all channels that are
marking, for example.
Display Cue Parts can be toggled on or off in the PSD Configuration
menu.
moves selected channels to part 3
not specifying a part assumes part 1
run cue, watch the fade times.
30
Eos Family Console Programming Level 2
takes out intensity, but effect still running

Effects

WORKING WITH A PRE-PROGRAMMED EFFECT

Effects 901 – 918 are preprogrammed effects
[Live], [Go To Cue] [Out] [Enter], [Group] [5] [Full] [Enter], [FP2] [Enter]
[Group] [5] [Effect] [901] [Enter]

EFFECT PROPERTIES

[Effect] [Effect]
Effect properties include: {Type}, {Scale}, {Cycle Time}, {Duration/Cycle}, {Parameters}, {Attributes} as well as {Entry} & {Exit} methods, {Time}, {Grouping} and {Trail}.
NCODERS
E
{Scale} - Size (default 25) {Horizontal} – (Default), press and hold [Shift] for vertical or tap the
encoder
{Axis} – Rotates the shape (Watch the graph as well) {Cycle Time} – Speed of the effect
ATTRIBUTES
{Grouping} determines how channels currently running the effect will be distributed throughout the pattern. Grouping defaults to {Spread}. Every light runs individually, based on the channel order, cycle time, and trail times. A grouping of 2 means every other light will move together. Grouping of three means every third light, and so on.
to open the Effects Editor
RAIL
T
{Trail} determines how fixtures are to follow each other through the effect; it is a percentage of the cycle time. Trail can be any value from 0-200%, even, or solo. The default is even.
- {Even} – the fixtures will be distributed evenly throughout the
path. This is calculated by dividing the cycle time of the effect by
the number of channels.
- {Solo} – the first fixture will execute the entire path. When done,
the second fixture will execute the entire path.
- {10%} - {90%} – when the first fixture is 10% through the
effect, the second fixture will start the effect, and so on through
the remaining fixtures. Therefore, the fixtures will trail n%
behind each other, as a percentage of the cycle time.

STOPPING AN EFFECT

[Live] [Group] [5] [Out]
[Group] [5] [Effect] [Enter]
OR [Effect] [901] [At] [Enter]
OR [Stop Effect] [Enter]
stops the effect on selected channels
stops selected effect
stops all effects
Effects
deletes the effect - in this case, returning it to its default values

COPY AN EFFECT

You can copy effects to another effect location and modify them from there. This will leave the original effect untouched.
31
[Effect] [Effect]
[Effect] [901] [Copy To] [2] [Enter]
[Label] [Label] Modified Circle [Enter]

DELETE AN EFFECT

[Delete] [Effect] [2] [Enter] [Enter]
If you delete one of the default effects (901 through 918), that effect will return to its default values.
[Delete] [Effect] [901] [Enter] [Enter]

CREATE A RELATIVE EFFECT

Relative effects are mathematical based effects that can run on any fixtures that have similar parameters. A focus effect can be run on any fixtures that have pan and tilt parameters.
OCUS EFFECT
F
[Effect] [Effect]
[Effect] [2] [Enter] {Focus}
copies the effect to a new number
can also label the new effect
deletes the effect
creates a new focus effect
Graph: X is Pan, Y is Tilt; center is where the light is focused.
{Edit}, then {Clear All}, on the grid, left click & drag to create a closed path
The following tools are also available to edit the curve:
Draw – draw lines for linear effects or append points to focus effects
Select – select points of the curve (if none selected, all are changed)
Move – move selected points, can also phase-shift the curve of
linear effects in steps of 30 degree
Form – scale linear effects on y-axis and focus effect separately on x-
and y-axis
Size – scale focus effects on both axis
Rotate – rotate focus effects around center of the selected points
The following actions are available when editing the curve:
Select All – selects all points
Smooth – smooths the selected points
Mirror Hor. /Vert. – mirrors the curve
Subdivide – adds one point on each selected segment (useful to
move that point or change the behavior of smooth)
Remove – removes the selected points
Undo – undoes the last operation
Redo – redoes the last operation
Don’t forget to hit {Apply}! {Grouping} {1} [Enter]
draw something – a heart, clover
easier to see them all move as one
[Live] [Group] [5] [Full] [Enter] [FP2] [Enter] [Effect] [2] [Enter]
if not already there
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Eos Family Console Programming Level 2

CREATE A LINEAR EFFECT

A linear effect does not have to be parameter specific. Rather it can simply be a reference to a linear diagram which can be applied to any parameter.
[Effect] [Effect]
[Effect] [12] [Enter] {Linear}, {Edit}, {Patterns}
Select the NTX Flicker Pattern
The tools are slightly different for a linear effect:
Draw – draw a new line for linear effects or append points to focus
effects
Select – select points of the curve (if no points are selected, all are
changed)
Move – move selected points, can also phase-shift the curve of
linear effects in steps of 30 degree (only if no partial selection was made)
Form – scale linear effects on y-axis and focus effect separately on x-
and y-axis
Gamma – apply a log function to the curve (linear effects only)
Don’t forget to hit {Apply}!
[Live], [Group] [5] [Home] [Enter] [At] [50] [Enter], [Effect] [12] [Enter]
[Effect] [Enter]
creates a new linear effect
in patterns, 2nd row, middle
to stop effect

COLOR EFFECT

Color effects impact only color parameters. Similar to Focus Effects, they default to a circle pattern, with hue and saturation offsets. The {Parameters} key within the Effects Editor displays the various color mechanisms used in any patched channels.
Effects

CREATE AN ABSOLUTE EFFECT

Absolute effects are similar to step-based effects in that they contain a series of sequential actions. However, unlike step-based effects, absolute effects can be applied to any fixture that contains the parameter(s) specified in the effect. For example, an absolute effect that affects intensity can be applied to virtually any fixture; an absolute effect with color palettes as actions can be applied to any fixtures that have data stored in those color palettes.

WITH COLOR

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[Effect] [Effect] [Effect] [3] [Enter]
<Type> {Absolute}
{Action} [1] [Thru] [7] [Enter] [Enter]
[Page►] to {Level} column,
[Color Palette] [1] [Thru] [7] [Enter]
[Live] [Group] [2] [Full] [Rem Dim] [Enter] [Effect] [3] [Enter]
[Group] [9] [Full] [Enter] [Effect] [3] [Enter]
[Group] [101] [Full] [Rem Dim] [Enter]
[Select Last] [Effect] [3] [Enter]
[Group] [102] [Effect] [3] [Enter]
Watch the effect on the color picker display too! Play with grouping on this effect – note that a grouping of 1 will do a
solid color change of the whole cyc.
[Clear] [Sneak] [Enter]

WITH INTENSITY

[Effect] [Effect]
creates a new effect
selects Absolute and changes display
creates 7 actions
enters CP1 – 7 into the 7 actions
plays effect across downlights
effect runs on sidelights
brings up the cyc
plays effect running out from center
plays effect running in toward center
[Effect] [4] [Enter]
<Type> {Absolute}
Check out the default Absolute effect - intensity based
Action 1 = 0 and Action 2 = Background (Bkgrd) (=At Enter)
[Live] [Go To Cue] [7] [Enter]
[Select Active] [Effect] [4] [Enter]
[Effect] [Effect]
Change Action 1 = Full and leave Action 2 = Background (Bkgrd)
[Live] [Go to Cue] [Out] [Enter]
creates a new effect
selects Absolute
bring up a cue onstage
replays the effect on the cue levels
see how the effect has changed
clears effect and cue
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Eos Family Console Programming Level 2
on a clear command line, About shows you information about the console
System address count
Software version
Fixture library version
Copyright & Licensing notifications
Device name
Number of defined parameters
Assigned as (Primary/Backup/Client/Offline)
Number of patched addresses
User ID
Number of unpatched defined parameters
Priority (ACN and Net2)
Number of patched channels
IP Address(es) – may be multiple IPs listed
Number of cues
Allowed output addresses
shows Network Devices, status and address
shows Network Devices, status and address

WRITING EFFECTS INTO CUES

[Go To Cue] [37] [Enter]
[Group] [3] [Effect] [3] [Enter] [Record] [37.1] [Enter]
[Group] [5] [Effect] [901] [Enter] [Record] [Next] [Enter]
[Group] [5] [Focus Palette] [1] [Enter]
[Group] [3] [Stop Effect] [Enter] [Record] [37.3] [Enter]
[Go To Cue] [37] [Enter] and run the cues
[Go To Cue] [Out] [Enter]

About “About”

“About” displays detailed information for nearly every target type.
[Shift]&[Clear] [About]
In the CIA, [About] displays the following information:
effect number shown in FX on PSD (37.1)
see how the effect has changed (37.2)
clears effect and records cue (37.3)
On right hand side, {What’s New}
Contents on the side bar and a Search function in upper right of the tab
Hold [Tab] & press [100]
Please note that the manual is not available on Windows XP devices or on MACs, but is available as a download from the web site.
{About Console Status}
This display shows any informational, advisory or warning messages about your console and suggested actions to solve the issues
{About System}
[About] again or [Displays]
opens the Manual, Tab #100
opens the Manual Tab
to bring back CIA/Browser

Magic Sheets

Magic Sheets
Magic Sheets is a tool that allows you to create a custom layout to display and to interact with your console functions in different ways.

OPEN A NEW OR BLANK MAGIC SHEET

Use Add-a-Tab (the {+} sign) and select the magic wand (Tab 3)
OR
[Displays] {Magic Sheet} [Enter]
Click or touch “create a new Magic Sheet…”
OR
[Displays] {Magic Sheet} [1] [Enter]

GETTING STARTED

Clicking on the Edit button (>) on the right-hand side of the magic sheet display will open the editing tools.
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MOUSE NAVIGATION TOOLS

Use your mouse wheel
Right click and hold
to zoom in and out
to pan or drag the display

QUICK SAVE CREATING RESTORE POINTS

Clicking on the {Quick Save} button allows you to save a restore point for the magic sheet you are working on. Once saved, a green check mark will temporarily appear next to the {Quick Save} button. This creates a restore point allowing you to undo back to that point.
NOTE: If no restore points are saved, [Undo] [Enter] deletes the magic sheet.
Closing and re-opening your Editor will also create an undo restore point.
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Eos Family Console Programming Level 2
Address
Beam Palette
Channel (default)
Channel (By Address)
Color Palette
Cue
Cue Active
Cue Pending
Effect
Fader
Focus Palette
Group
Intensity Palette
Macro
Magic Sheet
Pixel Map
Preset
Response IO Relay
Scene
Snapshot
Submaster
User
Console Button – second field, drop down of all console buttons
Softkey – second field, drop down of softkeys 1 - 6, including More
Softkeys
Command – write command in command field, label in text field
Zoom - when clicked, the view will zoom in to show all objects within
that object’s group.
Selection - when clicked, all other objects within that object’s group
will be selected.

PLACE AN OBJECT

We are going to make a Magic Sheet that looks something like this:

SIMPLE TOOLS

Click in the Object Library on the rectangle 7th down on the right
Drop it on the worksheet
Green Handle for proportional stretch
Blue handles for edge stretch
White dot handle for rotate
Pink handles for individual point move
Leave as a rectangle, stretch it to be double the width as the height

COLOR PROPERTIES

Outline line weight
Outline color
Object fill color
- Brightness (saturation) bar on right side
- X is the no fill or clear.
Select a line weight and a fill color
{Change Type} allows you to quickly change the object type without
having to drag a new object in or redo all the properties.

TARGET ASSIGNMENT

Make the target as ‘Group’ and the target number as 1
Magic Sheets
Target ID
Fixture Type
Target Name
Label
Text 1-10, Text Gel
Intensity/ Intensity Bar
Color Swatch
Summary
Focus
Color
Beam
Status
Prev Move / Next Move
Cell
Address
Port Offset

FIELD SELECTION

Up to six different fields of custom information can be displayed. Field options are context sensitive based on the object.
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Abc or Font icon - adjust the font type, size, color, style (bold, italic)
Alignment icon - position of the field
Make Field 1 the Target Name, Field 2 the Target ID, and Field 3 Label
The object might look something like the image to the right.
With the Group object selected, CTRL+C and CTRL+V
Select the new Group object, CTRL+X or [Delete]
Below the Fields is a check box for Interactivity as well as displays of Position, Size and Rotation
Interactive – toggles on or off. Objects set to not-interactive cannot
be selected, and will only display information.

CREATE AN ARRAY

You can create multiple of the same type of object quickly, using the Array tool.
to copy and paste
to remove
Select the original Group object
Click on the Alignment tool, and then Create Array.
Leave as a Rectangle, drop down shows circle option as well
Change the amount of columns to 2, rows to 5 and spacing to 15 on both
Click OK.

AUTO-NUMBER

On the Layout Toolbar, click on the Pointer
Click on the Quick Number Tool (paper with hand)
Target should be Group and Start = 2, Increment = 1
The first object should still be 1, so click on each of the other objects across the first row, and then the second row, to renumber the groups
Note that the pointer will display the target that will be assigned on the next click.
Don’t forget to hit Done!
Back on Layout Toolbar, change back to Normal pointer (simple arrow)
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Eos Family Console Programming Level 2

INSERTING CHANNEL OBJECTS

Click on the Fixtures Library tab
Select the Moving Wash – 4th down on left side, drop it on the workspace
Rotate it to face upstage
Make the target as ‘Channel’ and the target number as 101
On Field 1, Target ID, select Georgia as the Font and make the Font Size 25
You can also choose a color for the font. Be aware that some fields use system colors like Channel Intensity levels so those will override any colors that selected. There are also have options for Bold, Italic or Underline.
On Field 2, Intensity, set the Justification (Checkerboard icon) to behind the fixture
Change font size to 25
Remove Field 3 data
Click on the Object Fill Color icon
Click on both ‘Link to Target Color’ and ‘Link to Target Intensity’
With the fixture selected, copy and paste it 4 more times
Click on the Quick Number Tool (paper with hand)
Target should be Channel and Start = 102, Increment = 1
Renumber the 4 new fixtures and don’t forget to hit Done!
Select all 5 fixtures
Click on the Align tool
Align Middle and then Distribute Horizontally
{Quick Save}!!

INSERTING PALETTE OBJECTS

Click in the Images Library, then click on Import Image icon
Images can be imported into magic sheets for two different purposes: background images or as objects.
Gobo – a direct link to the console gobo library, populates based on
the fixtures patched in the show
Accepted image formats: .bmp, .gif, .ico, .jpg, .pbm, .pgm, .png,
.ppm, .svg, .svgz, .tga, .tiff, .xbm, and .xpm.
The maximum image size allowed is 1920 x 1920
Select the [Gobos] folder, select the HES Gobo Wheel 37 fracture
to copy and paste (CTRL+C & CTRL+V)
puts gobo in the Image Library
Click on it and add it to the Magic Sheet in the bottom left corner
Make it a bit bigger, target is ‘Beam Palette’ and target number as 5
Magic Sheets

BACKGROUND SETTINGS

Interactive - toggles interactivity on or off for the entire magic
sheet. If toggled on, all objects respect their per-object settings. If off, no objects will be interactive, regardless of their settings.
You can select Live and Blind backgrounds for magic sheets. To select the background to be used when editing, check the {Use While Editing} box.
Solid – use Red, Green and Blue to select a color or click on the
small square next to ‘Red’ to open a color picker,
Gradient – select top and bottom colors and display will scale
between the two colors
Image – click on the image icon to select a background image, set
width, height and opacity, options for inverted or normal
- Currently accepts image files: jpg, tif, bmp, png
Select Gradient in the pull-down menu
Choose a top color and a bottom color

LETS ADD SOME OTHER OBJECTS

Select the Color Palette Object – 2nd down on the right
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Stretch it out a bit longer,
Make Field 1 the Label and set font size to 20, and leave other fields empty
Under Color Fill, Link to Target Color
Create an rectangle array of 7 columns, 1 row with 25px spacing
Select all 7 Color Palettes, then make the Field 1 text 20pt and black
Select a Square object, stretch it a bit, maybe rotate it
Target should be Focus Palette and Target number is 1
Fields should be Target Name, then Target ID and third the Label
Copy and paste 4 more times and arrange similar to stage focus areas
Click in the Images Library , then click on Import Image icon
Select the USB Thumb Drive, select arrow.png
Click and add it to the Magic Sheet next to the beam palettes
{Quick Save}!!

CONSOLE BUTTONS

uses color of highest channel in Palette
puts gobo in the Image Library
now will be saved in the show file
Add a Square Object, make it a bit bigger
In the Target drop down, towards the bottom, select ‘Console Button’
Drop down menu below Target says None. Find ‘Full’
Change Field 1 to Target Name
Add 2 more console buttons: ‘Rem Dim’ and ‘Enter’
use Ctrl-C and Crtl-V again
40
Eos Family Console Programming Level 2
changes color of fixtures – also notice channel objects are changing color

HOW IT WORKS IN LIVE

Close the Editor
Notice all the labels are visible and the FOH lights are dark because they have no level.
Also the Color palettes automatically take the color that is stored in them
Use the Magic Sheet now to do the following:
Click on Group 5 (FOH Movers) Full Enter
Click on the Color Palette objects - Red Orange Lt. Blue
Click on Singer (FP2)
Roll down intensity wheel
The magic sheet might look something like this:
now in Live
to bring FOH Movers up
channel objects slowly fade to black.
Magic Sheets

MAGIC SHEET NAVIGATION

MULTI-TOUCH GESTURES

The following multi-touch gestures can be used with an external multi­touch touchscreen or the onboard monitors on other Eos family consoles.
Scroll – touch with two fingers to move around the page.
Zoom Out – touch with two fingers and then move your fingers
toward each other.
Zoom In – touch with two fingers and then move your fingers away
from each other.
Zoom to All – double tap with two fingers.
Open Magic Sheet Browser – tap with three fingers.
ISPLAY TOOLS
D
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Right click or tap on the Magic Sheet tab
You can also click on the Gear tab for the same options.
< Add View > – for each magic sheet, multiple views may be
created, then < and > allow for scrolling through the views.
Save Screenshot – saves a png image of magic sheet to a USB
Magic Sheet Browser – opens a filmstrip view of magic strips to
scroll through.
Lock / Unlock – locks the magic sheet so it cannot be zoomed or
panned. also hides the edit chevron (to edit have to unlock)
Zoom to All – zooms to show all objects on magic sheet
Zoom to Selection – zooms to show all selected objects
Center to Selection – centers the display on the selected objects
without changing the zoom
Show Reference Labels - labels displayed rather than target
number
Limited Expand Mode - also known as Full Screen Mode – hides
the edit chevron, but also suppresses the rest of the user interface.
- Upper right corner – 3 dots flashing – console is operational
- [Shift]&[Displays] take you back
- Also can {Disable Keyboard Input} and {Lock Fader Page}
to see configuration settings
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Eos Family Console Programming Level 2

Appendix 1 – Scroll Setup

Generic Scrolls (Channels 151 – 158)
1 Open Frame
2 R10 – Medium Yellow
3 R27 – Medium Red
4 R339 – Broadway Pink
5 R351 – Lavender Mist
6 R359 – Medium Violet
7 R370 – Italian Blue
8 R38 – Light Rose
9 R65 – Daylight Blue
10 R85 – Deep Blue
11 R90 – Dark Yellow Green
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Product information and specifications subject to change. ETC intends this document to be provided in its entirety.
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