ETC Ion Xe, Ion Xe 20, Element 2, Eos, Gio, Eos Ti, Gio @5 Operating Manual
Specifications and Main Features
Frequently Asked Questions
User 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.
All other trademarks, both marked and not marked, are the property of their respective owners.
ETC intends this document, whether printed or electronic, to be provided in its entirety.
Table of Contents
Introduction9
Using this Manual10
Register Your Console10
Online Eos Family User Forums10
Helpfrom ETC TechnicalServices11
Other Reference Materials11
Important Concepts12
Console Overview19
Eos Ti Geography20
Eos Geography21
Gio Geography23
Gio@5 Geography24
Ion Xe Geography25
Element 2 Geography27
ConsoleComponents28
Cleaning Your Console34
ConsoleCapacities34
System Basics37
About System Basics38
The Central Information Area(CIA)38
Browser41
Softkeys44
Displays44
Display Control andNavigation48
Live and Blind Displays56
Playback Status Display68
Using Direct Selects76
Encoders82
Moving Light Controls86
Fader Configuration87
VirtualKeyboard96
sACN Output Viewer97
Managing Show Files99
About ManagingShow Files100
Create a New Show File100
Open an Existing ShowFile100
Merging Show Files103
Printing aShow File105
Saving the Current ShowFile107
Importing ShowFiles108
Exporting a Show File110
Exporting Logs111
Deleting aFile111
FileManager112
Patch113
About Patch114
Patch Main Displays115
Patching ConventionalFixtures116
Patching Moving Lights, LEDs, and Accessories122
Patching MultiCellFixtures124
Labeling125
Using the Scroller/WheelPicker andEditor125
Settings in Patch132
1
Using Device List136
Clearing the Patch142
Update Library143
Fixture Editor143
Setup151
About Setup152
System152
User159
Device162
Basic Manual Control169
About Basic ManualControl170
Using Channel Faders On Element 2170
Selecting Channels170
Setting Intensity174
Manual Control of Non-intensity Parameters (NPs)175
Home189
Multiple Intensity Channels190
Multicell Fixtures190
Lamp Controls192
Using [+%] and[-%]193
Remainder Dim194
Highlight and Lowlight196
Sneak197
Select Keys198
ChannelCheck200
Address at Level200
Address Check201
Flash201
Using Groups203
About Groups204
Recording Groups Live204
Selecting Groups208
Opening the Group List208
Using Groups as a Channel Collector209
Using Fan211
About Fan212
Fanning Parameter Data212
Fan From the Command Line212
Fanning References213
Fanning Timing and Delays213
Using Subgroups with Fan213
Using Mark215
About Mark216
AutoMark216
Referenced Marks217
Storing and Using Palettes223
About Palettes224
Palette Types224
Palette Options225
Storing Palettes Live225
2
Recalling Palettes228
Editing Palettes Live230
Editing Palettes in Blind230
Using By Type Palettes234
Removing Channels from a Palette235
Deleting Palettes235
Storing and Using Presets237
About Presets238
Preset Options238
Storing Presets Live238
Recalling Presets240
Effects In Presets241
Editing Presets Live241
Using the Preset List242
Editing Presets in Blind243
Using By Type Presets244
Removing Channels From aPreset245
Deleting Presets246
Presets and Palettes Fader Properties246
Working with a Single Cue List251
About SingleCue List252
Basic Cueing252
Recording Cues in Live252
Using [Cue Only / Track]254
Selective Storing Cues in Live255
Timing256
Assigning Cue Attributes259
Flags265
Using ExternalLinks267
Modifying Cues Live268
[Update]270
Recording and Editing Cues from Blind274
Deleting Cues277
Using The Cue List Index278
Using Filters287
About Filters288
Record Filters288
PartialFilters288
Clearing Filters289
Storing Data with Record Filters289
Working with Multiple Cue Lists291
About Working With MultipleCue Lists292
Recording to a New Cue List292
Using [Go To Cue] with MultipleCue Lists295
Advanced Manual Control297
About Advanced ManualControl298
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
About Multipart Cues326
Record aMultipart Cue in Live326
Storing aMultipart Cue in Blind328
Deleting aPart from aMultipart Cue329
Creating and Using Effects331
About Effects332
The Effect List332
Effects Editor333
Effect Status Display337
Effect ChannelDisplay339
Step Effects340
Absolute Effects343
Effect Background ValueModification346
Beats Per Minute346
Multiple Intensity HTPEffects347
Relative Effects348
Preprogrammed Rainbow Effects350
Apply an Existing Effect350
Editing Effects Live350
Stop an Effect351
Query and Group Effect351
Using Offset352
Replace With352
Deleting anEffect352
Recording an Effect to a Preset352
Recording an Effect in a Cue352
Effects on Faders352
Delaying Effects355
Using Park357
About Park358
Park Display358
ParkedValues in Live358
ParkedAddresses in Live359
Park Values from the Park Display360
Storing and Using Submasters363
About Submasters364
Paging Submasters364
4
Recording aSubmaster364
Submaster List365
Submaster Properties365
Submaster Information371
Labeling aSubmaster371
Loading Submasters371
Using Bump Button Timing With Submasters372
Execute List372
Freeze and StopEffect on Submasters373
Moving and Copying Submasters373
ReleasingContent From a Submaster374
Updating a Submaster374
Deleting aSubmaster374
About Curves392
Creating a Curve392
Editing Curves393
Applying a Curve To ChannelsIn Patch394
Curves Appliedto Cues394
Applying a Curve To Scroller Fans395
Delete a Curve395
Storing and Using Snapshots397
About Snapshots398
Recording Snapshots398
Recalling Snapshots400
Editing Snapshots401
Deleting Snapshots401
Storing and Using Macros403
About Macros404
Store aMacro from Live404
Using the [Learn] key404
Macro Editor Display405
Create a New Macro from the Display407
Edit an Existing Macro407
Play aMacro408
5
Stop aMacro409
Delete a Macro409
Using Magic Sheets411
About Magic Sheets412
Magic Sheet Browser412
Navigating a Magic Sheet415
Creating and Editing Magic Sheets416
Examples of Magic Sheets431
Virtual Media Server435
About Virtual Media Server436
Media Content436
Exporting MediaContent437
Patching the V irtual Media Server and Layers438
Creating a Pixel Map438
Working with the Virtual Media Server441
Effect Layers446
PixelMapping in aMulti-ConsoleSystem448
Using Partitioned Control451
About Partitioned Control452
How to UsePartitions452
Setting Up Partitioned Control452
Partition List452
Creating New Partitions452
Deleting Partitions453
Using Partitions453
Partitions in Playback453
Partitions on Cue Lists454
Flexichannelin Partitioned Control454
Overview468
Eos Configuration Utility Reference468
General Settings469
Network Settings475
Maintenance and Diagnostics483
Buttons488
Local I/O488
RFR490
Show Control493
About EosFamily Show Control494
Show Control Settings495
Show Control Display501
TimeCode505
RealTimeClock (RTC)510
Analog Inputs512
sACN Input516
6
MIDI Show Control518
String Interface523
MIDI Raw530
Open Sound Control (OSC)539
Eos Family ShowControl Capabilities560
Advanced OSC562
Eos OSCKeys579
Using this Manual10
Register Your Console10
OnlineEos FamilyUser Forums10
HelpfromETC TechnicalServices11
Other ReferenceMaterials11
Important Concepts12
Introduction9
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, clickOpen.
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.
10Eos 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.)
AmericasUnitedKingdom
Electronic Theatre Controls Inc.Electronic Theatre Controls Ltd.
Technical Services DepartmentTechnical Services Department
3031 Pleasant View Road26-28 Victoria Industrial Estate
Middleton, WI 53562Victoria Road,
800-775-4382 (USA, toll-free)London W3 6UU England
+1-608 831-4116+44 (0)20 8896 1000
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
Introduction11
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.
12Eos 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 (onpage124)and Multicell Fixtures (on
page190)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 page114).
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]
Introduction13
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 page152). This
prevents changes from tracking forward into subsequent cues, unless overridden with a track
instruction. See Track (onpage160)for more information.
14Eos 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
Introduction15
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 (onpage273).
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.
16Eos 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
page56)).
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 (onpage160)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.
Introduction17
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.
18Eos Family Operations Manual
C h a p t e r1
ConsoleOverview
Inside this section you will find general descriptions of your console and various areas of theuser
interface.
This chapter contains the followingtopics:
Eos TiGeography20
Eos Geography21
GioGeography23
Gio@5 Geography24
Ion XeGeography25
Element 2 Geography27
Console Components28
CleaningYour Console34
Console Capacities34
ConsoleOverview19
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.
20Eos 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.
ConsoleOverview21
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.
22Eos 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.
ConsoleOverview23
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.
24Eos 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
ConsoleOverview25
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.
26Eos 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.
ConsoleOverview27
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 USBports on the frong of the console, and additional ports on the rear panel.
28Eos Family Operations Manual
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