ETC Ion Xe, Ion Xe 20, Element 2, Eos, Gio Operating Manual

...
Eos Family
(Eos Ti, Eos, Gio, Gio @5, Ion Xe, Ion Xe 20, and Element 2)
Operations Manual
Version 2.7.0
Part Number: 4250M1210-2.7.0 Rev A
Released: 2018-05
ETC®, Eos®, Eos Ti®, Gio®, Gio@ 5®, Ion Xe™, Ion®, Element 2™, Element™, ETCnomad®, and ETCnomad Puck®
are either registered trademarks or trademarks of in the United States and other countries.
ETC intends this document, whether printed or electronic, to be provided in its entirety.
Table of Contents
Introduction 9
Using this Manual 10 Register Your Console 10 Online Eos Family User Forums 10 Helpfrom ETC TechnicalServices 11 Other Reference Materials 11 Important Concepts 12
Console Overview 19
Eos Ti Geography 20 Eos Geography 21 Gio Geography 23 Gio@5 Geography 24 Ion Xe Geography 25 Element 2 Geography 27 ConsoleComponents 28 Cleaning Your Console 34 ConsoleCapacities 34
System Basics 37
About System Basics 38 The Central Information Area(CIA) 38 Browser 41 Softkeys 44 Displays 44 Display Control andNavigation 48 Live and Blind Displays 56 Playback Status Display 68 Using Direct Selects 76 Encoders 82 Moving Light Controls 86 Fader Configuration 87 VirtualKeyboard 96 sACN Output Viewer 97
Managing Show Files 99
About ManagingShow Files 100 Create a New Show File 100 Open an Existing ShowFile 100 Merging Show Files 103 Printing aShow File 105 Saving the Current ShowFile 107 Importing ShowFiles 108 Exporting a Show File 110 Exporting Logs 111 Deleting aFile 111 FileManager 112
Patch 113
About Patch 114 Patch Main Displays 115 Patching ConventionalFixtures 116 Patching Moving Lights, LEDs, and Accessories 122 Patching MultiCellFixtures 124 Labeling 125 Using the Scroller/WheelPicker andEditor 125 Settings in Patch 132
1
Using Device List 136 Clearing the Patch 142 Update Library 143 Fixture Editor 143
Setup 151
About Setup 152 System 152 User 159 Device 162
Basic Manual Control 169
About Basic ManualControl 170 Using Channel Faders On Element 2 170 Selecting Channels 170 Setting Intensity 174 Manual Control of Non-intensity Parameters (NPs) 175 Home 189 Multiple Intensity Channels 190 Multicell Fixtures 190 Lamp Controls 192 Using [+%] and[-%] 193 Remainder Dim 194 Highlight and Lowlight 196 Sneak 197 Select Keys 198 ChannelCheck 200 Address at Level 200 Address Check 201 Flash 201
Using Groups 203
About Groups 204 Recording Groups Live 204 Selecting Groups 208 Opening the Group List 208 Using Groups as a Channel Collector 209
Using Fan 211
About Fan 212 Fanning Parameter Data 212 Fan From the Command Line 212 Fanning References 213 Fanning Timing and Delays 213 Using Subgroups with Fan 213
Using Mark 215
About Mark 216 AutoMark 216 Referenced Marks 217
Storing and Using Palettes 223
About Palettes 224 Palette Types 224 Palette Options 225 Storing Palettes Live 225
2
Recalling Palettes 228 Editing Palettes Live 230 Editing Palettes in Blind 230 Using By Type Palettes 234 Removing Channels from a Palette 235 Deleting Palettes 235
Storing and Using Presets 237
About Presets 238 Preset Options 238 Storing Presets Live 238 Recalling Presets 240 Effects In Presets 241 Editing Presets Live 241 Using the Preset List 242 Editing Presets in Blind 243 Using By Type Presets 244 Removing Channels From aPreset 245 Deleting Presets 246 Presets and Palettes Fader Properties 246
Working with a Single Cue List 251
About SingleCue List 252 Basic Cueing 252 Recording Cues in Live 252 Using [Cue Only / Track] 254 Selective Storing Cues in Live 255 Timing 256 Assigning Cue Attributes 259 Flags 265 Using ExternalLinks 267 Modifying Cues Live 268 [Update] 270 Recording and Editing Cues from Blind 274 Deleting Cues 277 Using The Cue List Index 278
Using Filters 287
About Filters 288 Record Filters 288 PartialFilters 288 Clearing Filters 289 Storing Data with Record Filters 289
Working with Multiple Cue Lists 291
About Working With MultipleCue Lists 292 Recording to a New Cue List 292 Using [Go To Cue] with MultipleCue Lists 295
Advanced Manual Control 297
About Advanced ManualControl 298 Using [Copy To] 298 Using [Recall From] 300 Using {MakeNull} 301 Using {MakeManual} 303 Using {MakeAbsolute} 303
3
Using [Capture] 303 Using [Query] 304 Using [Undo] 306
Cue Playback 309
About CuePlayback 310 Playback Controls 311 Selected Cue 311 Out-of-SequenceCues 312 VirtualFaders 315 Assigning Faders 315 Displaying Fader Pages With Content 316 Changing Fader Pages 317 Playback Fader Controls 317
Multipart Cues 325
About Multipart Cues 326 Record aMultipart Cue in Live 326 Storing aMultipart Cue in Blind 328 Deleting aPart from aMultipart Cue 329
Creating and Using Effects 331
About Effects 332 The Effect List 332 Effects Editor 333 Effect Status Display 337 Effect ChannelDisplay 339 Step Effects 340 Absolute Effects 343 Effect Background ValueModification 346 Beats Per Minute 346 Multiple Intensity HTPEffects 347 Relative Effects 348 Preprogrammed Rainbow Effects 350 Apply an Existing Effect 350 Editing Effects Live 350 Stop an Effect 351 Query and Group Effect 351 Using Offset 352 Replace With 352 Deleting anEffect 352 Recording an Effect to a Preset 352 Recording an Effect in a Cue 352 Effects on Faders 352 Delaying Effects 355
Using Park 357
About Park 358 Park Display 358 ParkedValues in Live 358 ParkedAddresses in Live 359 Park Values from the Park Display 360
Storing and Using Submasters 363
About Submasters 364 Paging Submasters 364
4
Recording aSubmaster 364 Submaster List 365 Submaster Properties 365 Submaster Information 371 Labeling aSubmaster 371 Loading Submasters 371 Using Bump Button Timing With Submasters 372 Execute List 372 Freeze and StopEffect on Submasters 373 Moving and Copying Submasters 373 ReleasingContent From a Submaster 374 Updating a Submaster 374 Deleting aSubmaster 374
Using About 377
About [About] 378 [About] 379 {What's New} 380 [About] System 380 [About] Channel 381 [About] Address 383 [About] Cuelist 386 [About] Cue 387 [About] Curves 387 [About] Effects 387 [About] Groups 388 [About] Submaster 388 [About] Macro 388 [About] IFCB Palettes 388 [About] Presets 389 [About] Color Path 389
Storing and Using Curves 391
About Curves 392 Creating a Curve 392 Editing Curves 393 Applying a Curve To ChannelsIn Patch 394 Curves Appliedto Cues 394 Applying a Curve To Scroller Fans 395 Delete a Curve 395
Storing and Using Snapshots 397
About Snapshots 398 Recording Snapshots 398 Recalling Snapshots 400 Editing Snapshots 401 Deleting Snapshots 401
Storing and Using Macros 403
About Macros 404 Store aMacro from Live 404 Using the [Learn] key 404 Macro Editor Display 405 Create a New Macro from the Display 407 Edit an Existing Macro 407 Play aMacro 408
5
Stop aMacro 409 Delete a Macro 409
Using Magic Sheets 411
About Magic Sheets 412 Magic Sheet Browser 412 Navigating a Magic Sheet 415 Creating and Editing Magic Sheets 416 Examples of Magic Sheets 431
Virtual Media Server 435
About Virtual Media Server 436 Media Content 436 Exporting MediaContent 437 Patching the V irtual Media Server and Layers 438 Creating a Pixel Map 438 Working with the Virtual Media Server 441 Effect Layers 446 PixelMapping in aMulti-ConsoleSystem 448
Using Partitioned Control 451
About Partitioned Control 452 How to UsePartitions 452 Setting Up Partitioned Control 452 Partition List 452 Creating New Partitions 452 Deleting Partitions 453 Using Partitions 453 Partitions in Playback 453 Partitions on Cue Lists 454 Flexichannelin Partitioned Control 454
Multi-console and Synchronized Backup 455
Overview 456 Multi-console Setup 456 Synchronized Backup 460 Mirror Mode 463
Eos Configuration Utility 467
Overview 468 Eos Configuration Utility Reference 468 General Settings 469 Network Settings 475 Maintenance and Diagnostics 483 Buttons 488 Local I/O 488 RFR 490
Show Control 493
About EosFamily Show Control 494 Show Control Settings 495 Show Control Display 501 TimeCode 505 RealTimeClock (RTC) 510 Analog Inputs 512 sACN Input 516
6
MIDI Show Control 518 String Interface 523 MIDI Raw 530 Open Sound Control (OSC) 539 Eos Family ShowControl Capabilities 560 Advanced OSC 562 Eos OSCKeys 579
Facepanel Shortcuts 609
Overview 609 Displays 609 Facepanel 610 Operations 610
Eos Family Hotkeys 612
7
8

Introduction

This chapter contains the followingtopics:
Using this Manual 10 Register Your Console 10 OnlineEos FamilyUser Forums 10 HelpfromETC TechnicalServices 11 Other ReferenceMaterials 11 Important Concepts 12
Introduction 9

Using this Manual

This manual is for use with the Eos Titanium, Eos, Gio, Gio @ 5, Ion Xe, Ion Xe 20, Element 2, Eos RPU, Ion Xe RPU, and ETCnomad Puck control systems. For topics that apply to all of the platforms, Eos will be used. When a topic pertains to specific consoles, their names will be used.
In order to be specific about where features and commands are found, the following naming and text conventions will be used:
Browser menus and commands are indicated in boldtext. For example: In the Filemenu, click Open.
Alphanumeric keyboard buttons are indicated in all CAPS. For example, ALT or CTRL. Facepanel buttons are indicated in bold [brackets]. For example, [LIVE] or [Enter]. Optional
keys are indicated in <anglebrackets>, for example, <Cue> or <Sub>. Keys which are intended to be pressed or held simultaneously are indicated with the “and”
symbol. For example, [Load]& [TimingDisable]. Softkeys and direct selects are indicated in bold {braces}. A note about <More SK> (more
softkeys): this command is always indicated as optional, and is only indicated once in an instruction regardless of how many pages of softkeys exist. This is because there is no way to predict what softkey page you are on at any given time. Press MoreSoftkeys until you find the required command.
References to other parts of the manual are indicated in underlined blue (for example, Intro-
duction (on theprevious page)). When viewing this manual electronically, click on the ref-
erence to jump to that section of the manual.
Note: Notes are helpful hints and information that is supplemental to the main text.
CAUTION: A Caution statement indicates situations where there may be undefined or
unwanted consequences of an action, potential for data loss or an equipment problem.
WARNING: A Warning statement indicates situations where damage may occur, people
may be harmed, or there are serious or dangerous consequences of an action.
Please email comments about this manual to: TechComm@etcconnect.com

Register Your Console

Registering your console with ETC ensures that you will be notified of software and library updates, as well as any product advisories.
To register your console, you will need to enroll in “My ETC,” a personalized ETC website that provides a more direct path of communication between you and ETC.
Register now at http://www.etcconnect.com/product.registration.aspx.

Online Eos Family User Forums

You are encouraged to visit and participate in the ETC Eos Family User Forum, accessible from the ETC web site (etcconnect.com). This gives you access to an online community of Eos Family users where you can read about other users’ experiences, suggestions, and questions regarding the product as well as submit your own.
10 Eos Family Operations Manual
To registerfor theETC FamilyUser Forum:
1. Go to ETC’s community web site (community.etcconnect.com).
2. You may register for the forum by clicking the “join” link in the upper right corner of the
page.
3. Follow the registration instructions provided by the community page.

Help from ETC Technical Services

If you are having difficulties, your most convenient resources are the references given in this user manual. To search more widely, try the ETC website at etcconnect.com. If none of these resources is sufficient, contact ETC Technical Services directly at one of the offices identified below. Emergency service is available from all ETC offices outside of normal business hours.
When calling for assistance, please have the following information handy:
Console model and serial number (located on back panel) Dimmer manufacturer and installation type Other components in your system (Paradigm®, other control devices, etc.)
Americas UnitedKingdom
Electronic Theatre Controls Inc. Electronic Theatre Controls Ltd. Technical Services Department Technical Services Department 3031 Pleasant View Road 26-28 Victoria Industrial Estate Middleton, WI 53562 Victoria Road, 800-775-4382 (USA, toll-free) London W3 6UU England +1-608 831-4116 +44 (0)20 8896 1000
service@etcconnect.com service@etceurope.com
Asia Germany
Electronic Theatre Controls Asia, Ltd. Electronic Theatre Controls GmbH Technical Services Department Technical Services Department Room 1801, 18/F Ohmstrasse 3 Tower 1, Phase 1 Enterprise Square 83607 Holzkirchen, Germany 9 Sheung Yuet Road +49 (80 24) 47 00-0 Kowloon Bay, Kowloon, Hong Kong techserv-hoki@etcconnect.com +852 2799 1220
service@etcasia.com

Other Reference Materials

Help System
A key help system is contained within your system. To access 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
Introduction 11
syntax examples for using the key (if applicable) links to topics in the manual
Note: Key help is included on most tangible action buttons on your Eos console. This
includes most softkeys and touchbuttons as well as the traditional keys on the keypad.
Note: As with hard keys, the “press and hold [Help]” action can be used with softkeys and
touchbuttons as well.
Show Control Resources
The chapter on show control in this manual is intended to provide basic information specific to the Eos Family show control system. You may want to explore additional resources to learn more about show control.
The following resources are recommended:
John Huntington, Show Networks and Control Systems, (Brooklyn, NY:Zircon Designs Press,
2012) The ETC Support Articles: http://www.etcconnect.com/Support/

Important Concepts

Before using your console, you should read and familiarize yourself with the concepts defined below. These concepts are important for understanding both howEos functions as well as how you, as a programmer, will interact with your system to produce a successful show.
Channel Address RecordTargets Cues Cue List Ownership SyntaxStructure Parameters and Parameter Categories Trackingvs. CueOnly MoveInstruction ManualData MoveFade Block vs. Assert Live and Blind HTP vs. LTP
Channel
A channel is a single numerical name that is used by Eos to control a dimmer, a group of dimmers, a dimmer and a device, or a complete moving light fixture.
12 Eos Family Operations Manual
Channel = Fixture
A fixture is defined as a group of related addresses that together control a device. An example of a fixture would be an ETC Revolution. This moving light contains 31 parameters that together allow you to perform various functions such as pan and tilt. Each of these attributes is addressed by a dif­ferent output.
Eos treats fixtures and channels as one and the same. Unlike former ETC consoles where a fixture occupied one channel for each parameter, Eos assigns each fixture a single channel number. Indi­vidual parameters are then associated with that channel as additional lines of channel information.
When you select a channel number, all of the controllable properties or parameters of that channel are available through the keypad, level wheel, or the encoders.
Note: Multicell fixtures are handled differently. They are fixtures made up of multiplechan-
nels and addresses. See Patching MultiCell Fixtures (onpage124)and Multicell Fixtures (on
page190)for more information.
Address
Addresses are numerical identifiers set on the actual dimmers, moving light fixtures, or other devices you want to control. To connect addresses to channels, you will need to use the Patch function of Eos. For more information, About Patch (on page114).
Note: You can patch more than one address to a single channel, but you cannot patch mul-
tiple channels to a single address.
Syntax Structure
Most instructions can be entered into Eos through the command line. The command line expects instructions to be entered in a specific structure, or syntax.
Generally speaking, the order of syntax can be described as:
What are you trying to affect? (Channel, group) What do you want it to do? (Change intensity, focus, pan/tilt) What value do you want? (Intensity at full, Iris at 50)
Naturally other commands will be used in the course of programming your show, but most other functions are modifiers of these three basic steps: modifying the channel(s) you are working with, determining what parameters of those channels you are impacting, and what value you want them to assume. When working with RecordTargets(onthe next page), the syntax is similar.
Note: Not all actions must be entered from the command line, although many will result in
a command lineinstruction. Other actions bypass the command line entirely.
Enter
Since the command line can receive multiple edits and instructions at once, it is necessary to let Eos know when you have completed your instruction in the command line. This is done with the [Enter]
Introduction 13
key.
There are some commands which are self-terminating, and therefore do not require [Enter]to be pressed. Some (but not all) of these commands are:
Out +%
-% Level Actions from the direct selects
Parameters and Parameter Categories
Eos divides fixture parameters into four major parameter categories: Intensity, Focus, Color, and Beam.
These are the parameters in each category:
Intensity- Intensity Focus- Pan and Tilt Color - All color parameters (such as color wheel, CMY, scrollers, and so on). Beam- Any parameter not covered in the other categories.
Note: Throughout this manual, non-intensity parameters will be referred to as NPs.
Record Targets
A record target is any data location that you can store data using a [Record] command. Examples of record targets are cues, palettes, and macros.
Cues
A cue is a record target comprised of channels with associated parameter data, discrete (chan­nel/parameter level) timing, cue timing, and cue attributes (such as preheat, followor hang instruc­tions).
Tracking vs. Cue Only
Eos is, by default, a tracking console. This means two things. First, tracking relates to how cue lists are created. Once data is in a cue list, it will remain a part of that cue list, at its original setting, until a new instruction is provided or until it is removed from the cue list using filters or null commands.
Secondly, tracking relates to how changes to cue data are handled. Unless otherwise instructed by a Cue Only command, changes to aparameter in a cue will track forward through the cue list until a move instruction (or block command) is encountered.
It is possible to change the default setting of Eos to “Cue Only” in About Setup(on page152). This prevents changes from tracking forward into subsequent cues, unless overridden with a track instruction. See Track (onpage160)for more information.
14 Eos Family Operations Manual
Eos also has a [CueOnly/Track]button that allows you to record or update a cue as an exception to the default setting. Therefore, if the console is set to Tracking, the button acts as Cue Only. If con­sole is set to Cue Only, it behaves as a Track button.
Tracking Mode
When you create a new cue, any unchanged channel parameter data from the previous cue is tracked into the new specified cue. Any changes in this new cue will also track forward into sub­sequent cues until a move instruction or a block flag is encountered. In the example below, the gray boxes indicate tracked values and the white boxes indicate move instructions.
When in tracking mode, edits made to an existing cue will track forward through the cue list until a move instruction is encountered. Changes made to Cue 3 will affect the cue list as shown below in bold.
Cue Only Mode
The [CueOnly/Track]key is an exception to this behavior. [CueOnly/Track] button combined with [Record] or [Update] modifies standard tracking behavior. When you record a cue in the middle of
the cue list, using the [Q Only] button will prohibit new information from tracking into the sub- sequent cue, and will protect the previously tracking levels by adding a move instruction into the next cue for those levels. When you rerecord or update a cue, the modifications will not track for­ward. Using [Record] <Cue> [3][Q Only] [Enter] would affect the cue list as shown below.
Using Trace
{Trace} works just like Tracking mode, except it allows changes to be tracked backwards though the
cue list, until it sees a move instruction. In the example below, the channel levels have been adjusted while cue 3 is live on stage. Using Trace will take those adjusted levels and update them into the cues
Introduction 15
as follows: channel 1's new level is recorded into cue 2, channel 2's level is recorded into cue 1, and channel 3's level is recorded into cue 3. This is because the move instruction for those channels are contained in those cues. In the case of channels 1 and 2, their new level will track into cue 3.Using [Record] <Cue> [3]{Trace} [Enter] would affect the cue list as shown below in bold.
To force that channel’s new value to go backward in the cue list, {Trace}{Trace} can be used.
For information on using [Update] and {Trace}, See UsingTrace (onpage273).
Move Instruction
A move instruction is any change to a parameter from its previous stored value. A change to a chan­nel’s intensity is a move instruction. A change to a channel’s pan or tilt is a move instruction. A change to a channel’s color mixing is a move instruction, and so on.
Manual Data
Manual data is any value set for achannel via the command line. Manual data will remain at its value until a move instruction is provided for it.
Move Fade
Move Fade is a lighting control philosophy which determines how cues are played back. Eos adheres to this philosophy.
In a Move Fade system, parameters do not change from their current setting until they are provided a move instruction in a cue or are given a newinstruction manually.
For Example:
In cue 1, channel 1 has been given an intensity valueof 50%. This value does not change until cue 20, where channel 1 is moved to 100%. Therefore, channel 1 has a tracked intens­ity value of 50% in cues 2-19. If the user applies amanual intensity value of 25% while sit­ting in cue 5 (for example), that channel will stay at 25% until Cue 20 is recalled - because 20 is the next cue in which channel 1 has a move instruction.
Cue List Ownership
Note: Multiple cue lists are not available on Element 2.
Eos is capable of running multiple cue lists. Cue list ownership is determined by the cue from which a channel is currently receiving its value. In Live, a parameter is considered to be “owned” by a cue list when it is receiving its current value from that cue list.
16 Eos Family Operations Manual
When alternating between cue lists in sequential playback, an active cue list does not necessarily own a channel unless that list has provided the last move instruction for that channel. For example, assume a channel is owned by cue list 1 and is at a tracked value. If a cue from another cue list is executed and provides a move instruction for the channel in the new cue, the channel is now owned by the second cue list. It will not return to cue list 1 until that cue list provides a move instruction for the channel.
Assert may be used to override this default behavior, allowing a cue list’s control over a channel to resume, even when the channel’s data is tracked.
This rule is not followed when executing an out-of-sequence cue. An out-of-sequence cue is any cue that is recalled via [Go ToCue], a Link instruction, or manually changing the pending cue. In general applications, the entire contents of the cue (both moves and tracks) will be asserted on an out-of­sequence cue.
Block vs. Assert
In previous ETC consoles, placing a block instruction on a channel was a way to treat a tracked value as a move instruction, both in editing and playback. In Eos, this behavior is now split up. Blocked channel data is an editing convention only, and it prohibits tracked instructions from modifying the associated data. Blocked data has no impact on playback; the channels will continue to play back as though they were tracks. Assert is used to force playback of a tracked/ blocked value.
Assert is not available on Element 2.
Live and Blind
Live and Blind are methods to view and edit data in your show files. When you press the [Live]key, the screen will show you the live display. When you press [Blind], you will see the blind display. In either case, you may use the [Format]key to alter how the data is displayed (see Using[Format] (on
page56)).
When in Live, the data displayed represents the data being sent from the console at that moment. In other words, the parameter data that is “live” on stage. When you edit data in live, those changes will become active and visible on stage as soon as the command line is terminated, unless auto play­back has been disabled in Setup. See Auto Playback (onpage160)for more information.
When in Blind, the data displayed represents data from the record target you choose to view (cues, presets, palettes, and so on). When you edit data in Blind, changes will not automatically appear on stage, since the data you are modifying is not live. This is true even if the record target you are modi­fying is active on stage. It is possible to play a cue in Live, then switch to Blind and edit that cue in blind without affecting levels on stage. Edits in Blind do not require a [Record] command to be stored. They are considered stored when the command line is terminated. Any display that is not the Live display is considered Blind, and the Blind LED will be illuminated. For example, if you open patch, the blue LED on [Blind] will be lit to show that you are in a Blind display.
HTP vs. LTP
HTP (Highest-Takes-Precedence) and LTP (Latest-Takes-Precedence) are terms used to define the out­put of achannel parameter that is receiving data from multiple sources. In HTP, the highest level of all sources will be executed. In LTP, the most recent level received will be executed. Cue lists can oper­ate as HTP or LTP for intensity parameters only. Non-intensity parameters (NPs) are always LTP.
Introduction 17
Submasters can operate as HTP or LTP for intensity. The default is HTP. Eos’s default cue list setting for intensity is LTP.
HTP
HTP is only applicable to the intensity of a channel. HTP channels will output the level that is the highest of all inputs. HTP channels are also referred to as “pile-on”, because as control inputs are added (for example - you may bring up cues and multiple submasters that all have the same channel recorded at various levels), the system calculates which input has the highest level for that channel and outputs that level for the channel. As control inputs are removed (you pull some of the sub­masters down to zero), the console will adjust the channel level, if required, to the highest remaining level.
LTP
LTP is applicable to any parameter of any channel. LTP output is based on the most recent move instruction issued to the channel parameter. Any new values sent to the channel will supersede any previous values, regardless of the level supplied.
Eos determines the LTP value for a channel, which is overridden by any HTPinput values that are higher than the LTP instruction. This is then finally modified by manual control.
18 Eos Family Operations Manual
C h a p t e r 1

Console Overview

Inside this section you will find general descriptions of your console and various areas of theuser interface.
This chapter contains the followingtopics:
Eos TiGeography 20 Eos Geography 21 GioGeography 23 Gio@5 Geography 24 Ion XeGeography 25 Element 2 Geography 27 Console Components 28 CleaningYour Console 34 Console Capacities 34
ConsoleOverview 19

Eos Ti Geography

Below is a diagram of Eos Ti with references made to specific areas of use. The terms and names for each area and interface are used throughout this manual.
20 Eos Family Operations Manual
Eos Ti Fuse Replacement
CAUTION: For continued protection against risk of fire, replace only with same type and rat-
ing of fuse.
CAUTION: Pour ne pas compromettre la protection contre les risques d’incendie, remplacer
par un fusible de même type et de mêmes caractéristiques nominales.
Fuse replacement information and additional electrical ratings can be found on this label located on Eos Ti’s rear panel.

Eos Geography

Below is a diagram of Eos with references made to specific areas of use. The terms and names for each area and interface are used throughout this manual.
ConsoleOverview 21
Eos Button Modules
Note: Button modules are only for use with Eos consoles.
The Eos button modules provide the ability for multiple simultaneous button presses with tactile feed­back. The displays and text above each button change to reflect the current mapping of the button.
Button modules are available in a 50 button array for use with the direct selects. Button modules provide you with tactile feedback of each button press. The module is transparent allowing the text and graphics from the LCD to repaint each button. Up to three button modules may be installed on the console, two on LCD A and one on the top of LCD B, above the CIA.
LCD A (see Eos Geography (on theprevious page)) may be split into numerous sections using Eos button modules and customized views. The top portion of LCD B is also user-configurable while the bottom portion is reserved for the CIA.
Button modules are optional and therefore not required for operation.
Installing Button Modules
Should you desire to use the button modules over your direct selects, follow the instructions below to install them.
It is recommended that you install the button modules with the console power off.
1. Place the left end of a button module in place over touchscreen area 1, 2, or 3. Align the corner of the button module with the corner of the recessed touchscreen area.
2. Lay the right end of the button module in place and gently press until it is flush with the front of the console. The direct selects will automatically appear once it is installed and the console is powered up.
22 Eos Family Operations Manual
3. To remove the module, slide the release latch (located to the right of the respective module) upwards and pull the module out from right to left.

Gio Geography

Below is a diagram of Gio with references made to specific areas of use. The terms and names for each area and interface are used throughout this manual.
ConsoleOverview 23

Gio@5 Geography

Below are diagrams of the Gio @ 5 console with references made to specific areas of use. The terms and names for each area and interface are used throughout this document.
24 Eos Family Operations Manual

Ion Xe Geography

Below are diagrams of Ion Xe and Ion Xe 20 with references made to specific areas of use. The terms and names for each area and interface are used throughout this manual.
Ion Xe
ConsoleOverview 25
Ion Xe 20
WARNING: This device contains alithium battery. Battery may explode if mistreated. Do not
recharge, disassemble or dispose of in fire.
CAUTION: For continued protection against risk of fire, replace only with same type and rat-
ing of fuse.
CAUTION: Pour ne pas compromettre la protection contre les risques d’incendie, remplacer
par un fusible de même type et de mêmes caractéristiques nominales.
CAUTION: Power cord must be connected using an earth ground connection.
26 Eos Family Operations Manual

Element 2 Geography

Below is a diagram of Element 2 with references made to specific areas of use. The terms and names for each area and interface are used throughout this manual.
WARNING: This device contains alithium battery. Battery may explode if mistreated. Do not
recharge, disassemble or dispose of in fire.
CAUTION: For continued protection against risk of fire, replace only with same type and rat-
ing of fuse.
CAUTION: Pour ne pas compromettre la protection contre les risques d’incendie, remplacer
par un fusible de même type et de mêmes caractéristiques nominales.
CAUTION: Power cord must be connected using an earth ground connection.
ConsoleOverview 27

Console Components

This section discusses the various console components that were called out in the geography sec­tion.
Power Button USB Ports Touchscreens ExternalMonitors BacklitKeys ControlKeypad Navigation Keypad Fader Control Buttons Rateand FaderPage Grandmaster and Blackout LevelWheel Master Playback Controls Encoders CustomizableHardkeys Parameter andCategory Buttons LoadButtons Motorized Faders EthernetPorts Littlites® Outputting DMX
Power Button
The power button on the front of the console is used to power up or power down. A separate hard power switch, located on the rear panel, can be used to disconnect power from the console’s internal components.
CAUTION: It is recommended that you safely power down the console through the soft-
ware, Displays>PowerOffDevice, before disconnecting power from the console.
WARNING: Before servicing your console, you must switch off the power on the rear panel
and disconnect the power cord completely.
USB Ports
One USB port is provided on the front of the console to connect any USB storage device. Additional USB ports on the rear panel and in the keyboard tray of the console connect peripherals such as an alphanumeric keyboard, pointing device, or touchscreen control for external monitors.
Eos has two USBports on the frong of the console, and additional ports on the rear panel.
28 Eos Family Operations Manual
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