This product is approved for use in Europe and Australia/New Zealand
and conforms to the following standards:
European Norms
EN 55103-1AS/NZS 4251.1
EN 55103-2AS/NZS 4252.1
EN 60950 AS/NZS 3260
During immunity testing, this product operated according to the above standards with no
degraded performance levels or permissible performance losses.
This product is intended to be used in environment E2: Commercial and Light Industry.
Peak inrush current at switch-on has been determined at 9 amps for 1 mains half-cycle (10
milliseconds).
To ensure continued compliance with EMC Directive 89/336 and the Australian
Radiocommunications Act 1992, use only high quality data cables with continuous shield, and
connectors with conductive backshells. Examples of such cables are:
NOTE: This equipment has been tested and found to comply with the limits for a Class B digital
device, pursuant to Part 15 of the FCC Rules. These limits are designed to provide reasonable protection
against harmful interference in a residential installation. This equipment generates, uses and can radiate
radio frequency energy and, if not properly installed and used in accordance with the instructions, may
cause harmful interference to radio communications. However, there is no guarantee that interference
will not occur in a particular installation. If this equipment does cause harmful interference to radio or
television reception, which can be determined by turning the equipment off and on, the user is
encouraged to try to correct the interference by one or more of the following measures:
- reorient or relocate the receiving antenna;
- increase the separation between the equipment and receiver;
- connect the equipment into an outlet on a different circuit from that to which the receiver
is connected;
- consult the dealer or an experienced radio/television technician for help.
HOG Version 3.2 Operating Manual – Part No. ZMA-3600
photocopying and recording, for any purpose (except for the training purposes described below), without the express written
permission of Jands Electronics Pty Ltd. For HOG training purposes, copies can be made and freely distributed provided
that:
1) The Handbook is not altered in any way and is copied in its entirety.
2) All copies are distributed free of charge.
3) All copies are used for no purpose other than to educate users in HOG operation.
JANDS ELECTRONICS Pty Ltd reserves the right to determine what constitutes a legitimate training purpose and to revoke
the right for anyone to duplicate this Handbook at any time.
Trademarks
The Flying Pig Systems logo, the WHOLEHOG, and the WHOLEHOG II are registered trademarks of Flying Pig Systems
Ltd. Flying Pig Systems, Autofocus, WYSIWYG, and the Hog are trademarks of Flying Pig Systems Ltd. Effects Engine is a
trademark of Flying Pig Systems Ltd..
Macintosh is a registered trademark of Apple Computer, Inc. Vari*Lite is a registered trademark and VL5 and VL6 are
trademarks of Vari*Lite, Inc. yberlight is a registered trademark of High End Systems, Inc. SuperScan is a trademark of Clay
Paky SPA. RoboScan is a trademark of Martin Professional a/s. Microsoft is a registered trademark and Windows is a
trademark of Microsoft Corporation.
Software License Notice
Your license agreement with Flying Pig Systems Ltd., which was shipped with the HOG, specifies the permitted and
prohibited uses of the desk and its accompanying software. Any unauthorised duplication or use of the HOG software in
whole or in part, in print, or in any other storage or retrieval system is forbidden.
Disclaimer
Information contained in this manual is subject to change without notice and does not represent a commitment on the part of
the vendor.
Flying Pig Systems Ltd and Jands Electronics Pty Ltd shall not be liable for any loss, or incidental or consequential damages
whatsoever arising from the use or in connection with the furnishing of this manual, or any error contained in this manual.
It is recommended that all service and repairs on this product be carried out by Jands Electronics Pty Ltd or its’ authorised
service agents.
HOG lighting consoles must only be used for the purpose they were intended by the manufacturer and in conjunction with
this operating manual.
Jands Electronics Pty Ltd cannot accept any liability whatsoever for any loss or damage caused by service, maintenance or
repair by unauthorised personnel, or by use other than that intended by the manufacturer.
Manufactured in Australia by:
Jands Electronics Pty Ltd
ACN 001 187 837
40 Kent Road,
Mascot, NSW, 2020
Australia
Using this Handbook................................................................................................................................................................2
Problem Solving....................................................................................................................................................................... 4
Menu Banks............................................................................................................................................................................. 8
Connecting the Cables.............................................................................................................................................................. 9
Power on.................................................................................................................................................................................. 9
Fixture Selection and Patching............................................................................................................................................... 10
Saving and Loading Shows....................................................................................................... ............................................. 14
Program a Cue........................................................................................................................................................................ 18
Record the Cue....................................................................................................................................................................... 19
Playback the Cue.................................................................................................................................................................... 19
Setting up the Stage for XYZ Mode....................................................................................................................................... 19
A Brief Playback Overview ................................................................................................................................................... 25
Programming with Focus, Colour, and Beam......................................................................................................................... 26
Recording Cues with Time..................................................................................................................................................... 28
GROUPS AND PALETTES......................................................................................................31
Creating and Modifying Groups............................................................................................................................................. 31
Creating and Modifying Palettes............................................................................................................................................ 31
Manipulating Groups and Palettes......................................................................................................................................... 34
CUES, CUELISTS, AND PAGES.............................................................................................36
Summary of Recording Options............................................................................................................................................. 37
More on Selecting Fixtures.................................................................................................................................................... 46
More on Adjusting Levels...................................................................................................................................................... 47
Fan ......................................................................................................................................................................................... 49
DMX Test Mode.................................................................................................................................................................... 50
Programming with XYZ Coordinates.................................................................................................................................... 51
MINI EFFECTS ENGINE..........................................................................................................53
Using the Effects Library....................................................................................................................................................... 53
Making Custom Effects.......................................................................................................................................................... 54
Special Cues........................................................................................................................................................................... 60
Macrocues and Macros.......................................................................................................................................................... 62
Cuelist and Macro Directories............................................................................................................................................... 65
Other Cuelist Window Functions........................................................................................................................................... 66
Other Playback Controls........................................................................................................................................................ 70
SAVING AND MERGING SHOWS ..........................................................................................75
Saving a Show........................................................................................................................................................................75
Change Show Window........................................................................................................................................................... 75
CUSTOMISING THE CONSOLE ............................................................................................. 79
Programming and Playback Defaults and Settings................................................................................................................. 79
Different Patch Views............................................................................................................................................................ 85
MIDI Serial Output................................................................................................................................................................ 94
Table of Contents •••• iii
MIDI Show Control Messages (MSC)................................................................................................................................... 96
Disks and Fixture Library.....................................................................................................................................................100
The files, and what they do ..................................................................................................................................................105
Making a new fixture ........................................................................................................................................................... 106
Writing a fixture file.............................................................................................................................................................107
RS232 Serial Port................................................................................................................................................................. 114
The HOG 1000 and 500 have emerged through a collaborative effort between Jands Electronics and Flying
Pig Systems, resulting in a family of co nsoles that combine the strengths of both companies: flexibility,
power and ease of use, without overwhelming your budget.
The HOG consoles offer a range of powerful features. These consoles feature the unique operating syntax
of the WHOLEHOG II: logical, quick programming and playback, without confusing function names. Just
like the WHOLEHOG II and the Jandshog, the HOG 1000 and 500 handle any combination of fixtures,
moving or static, with moving lights as simple to program as conventional fixtures.
The configuration of the desk makes programming a snap, with preset groups and focuses at your fingertips
in a series of menu banks. Liquid Crystal Displays provide continuous feedback on programming and
playback status. The flexibility and functional range of the HOG 1000 and 500 make them ideal for
handling the entire spectrum of lighting design, from complex theatrical shows, to unstructured television
or touring events.
Operational Overview
For WHOLEHOG II Users
The HOG is a quick jump from the WHOLEHOG II, with almost all of the syntax and programming the
same as on the WHOLEHOG II. There are a few hardware design differences, but in a short time, the HOG
should feel natural. The HOG and the WHOLEHOG II are so similar, in fact, that shows programmed on
the WHOLEHOG II are fully transferable to the HOG, and vice versa.
For Theatre Console Users
The HOG 1000 and 500 have been designed to be similar to a traditional theatrical memory console. In
particular, cues are programmed in much the same way as on a theatre console. The keypad gives access to
dimmer levels, fade times, and cue numbers. The editing keys and programming operations are also similar.
The playback uses cuelists and multiple part cues, an d timing can be split into in and ou t times.
However, in some respects the HOG is different:
An individual fixture is viewed as a fixture and not as a collection of separate parameters.
•
Fixtures have meaningful parameter names and level settings; for instance “blue” instead of 53%.
•
Parameters automatically respond appropriately to programming: for instance, the console will
•
automatically snap change a colour wheel while crossfading a dimmer—there is no need to set up two
fade times.
Welcome to the HOG •••• 1
There are three parameter Palettes for creating looks quickly.
•
Most parameters use Latest Takes Precedence (LTP), but Intensity channels can playback in both
•
Highest Takes Precedence (HTP) and LTP on different Masters at the same time.
Multiple cuelists can be executed simultaneously. This means that there can be more than one “Cue 1,”
•
for instance.
Two types of blocking cues. The first uses the
•
cuelist. The second uses the
The console always operates in what is often referred to as
•
For Television Users
The HOG’s versatility makes it ideal for television applications, where flexibility in unstructu red situations
is paramount. Up to sixteen independent cuelists can be run simultaneously on their own Masters (eight on
an HOG 500), each one with its own active cues and timings. For example, when working on sets, this
allows each set to have its own cue list. Cue lists can be quickly copied from memory onto a fader, or
sixteen/eight (HOG 1000/500) can be replaced—with crossfading—in one button press by changing the
page. This makes it easy to access and re-order programming to cope with running order changes.
Powerful programming functions allow programming changes to be executed quickly; fixtures can be
automatically updated in their cues and presets, and snapshots can be taken to combine the output of several
cue lists. Additionally, cues and cue lists can be imported from old shows and incorporated into the current
show.
For Touring Console Users
The HOG is a step up from the traditional touring console, but you’ll soon find that accessing fixtures on
the console is as quick as reaching for a fader or button. The differences are the same as those for theatrical
consoles, but also include the following:
There are no preset faders for direct access. Instead, use the keypad to select a fixture, and the Palettes
•
or parameter wheels to grab the position, beam or colour parameter you want.
You set fade times as you program cues. Each parameter in a cue can have its own fade time.
•
Everything
function and blocks all fixtures on the console.
function and only blocks fixtures found in that
State
mode on a theatre console.
Live
The Wait time comes before the cue, and the Delay time (can be different for different parameters)
•
comes before a parameter crossfades.
Masters control a full cuelist rather than an individual scene or simple chase.
•
Using this Handbook
Where to Start
There are a few different ways to approach this Handbook when learning to use the console. If you’re a
seasoned board operator—or just impatient—jump right to the
chapter) to create looks right away. You can then use the
There’s also a
questions/problems and an
For a thorough overview, begin with the
for programming. Continue with the following chapters which explain the basics of programming and
playback.
Terminology
The following terms are used on the HOG:
Cue
Tells one or more fixtures to change settings for intensity, beam, colour, and/or focus using
Cuelist
Page
A group of cuelists residing on the faders. Pages can be changed, allowing the sixteen
Parameter
Frequently Asked Questions
Extended Key Chart
their delay and fade times.Theatre designers will recognise this term, Jands ESP2 users
know this as a “scene,” Event users will know this as a “memory”, while others may refer to
this as a “look.”
Cues grouped in a specific order to run one after another, or even simultaneously. These
may or may not be linked. Jands Event users refer to this as a “stack.” A chase is one type
of cuelist.
(HOG 1000)/eight (HOG 500) faders to be used for many cue lists.
An attribute of a fixture. A PAR can has one attribute: intensity. Moving lights also have
pan and tilt and usually several others such as colours and gobos.
chapter to assist you with responses to the most common
which summarises certain function buttons.
Getting Started
Index
chapter, which shows how to prepare the console
Quick Start
to quickly find the information you need.
section (after reading this
2 •••• HOG – Version 3.20
ICBF
Palette
Timing
Path
Toolbar
ICBF stands for Intensity, Colour, Beam, Focus, and is an easy way to keep track of the
parameters for an fixture or a group of fixtures.
Intensity
Colour
Beam
also known as level, or percentage.
the colour wheel, the gel string, and colour mixing.
the pattern and quality of the light; this includes such specifics as gobo, gobo
rotation, sharp or soft edge, iris and diffusion. An
beam is full iris, no
open
pattern, no diffusion, and sharp edges.
Focus
also referred to as position. Indicates the
placement of the beam on stage
, as
opposed to sharp or soft optical focus.
A stored parameter setting—such as a colour—for one or more fixtures. Fixtures of
different types can share a palette. Changing a palette changes all the cues using that palette.
A palette is also known as a preset.
The timing elements used by the console are:
Fade Time
In Time
Out Time
The time, in seconds or minutes, for a cue to execute a crossfade.
The fade time for fixtures which are fading intensity up.
The fade time for fixtures which are fading intensity
down
.
In time = out time, unless otherwise specified.
Delay
Wait
The time that the console waits before starting a cue’s crossfade.
The time a cue will wait to executeafter the previous cue starts.
The type of crossfade used by a cue or fixture. Path is sometimes known as a dimmer curve
or a profile.
The 10 buttons (5) above and (5) below the main LCD. The function of these buttons
changes with the display, and their function at any time is displayed at the top or bottom of
the main LCD panel.
Symbols and Text conventions used in this Handbook
Different fonts are used in this handbook to indicate different actions:
This text
This text
for buttons to press on the console.
for buttons or text appearing on the LCD.
Particularly important information will be shown on a black background with a Stop sign in
the margin.
Useful HOG tips will be boxed with a pointing finger in the margin.
The Flying Pig is a shift key, used in conjunction with other buttons; we’ll refer to it as
the apple symbol on a Macintosh
®
; it must be held down while pressing another button.
. It’s used like
PIG
The @ key means “at” and is used for patching and setting levels on the keypad.
Welcome to the HOG •••• 3
Safety Information
Please keep in mind the following safety instru ctio ns:
Do not use the console if the power cord is damaged or not properly connected to an
••••
Earthed socket.
Protect the system from extremes in temperature and wet weather. Operating temperature
••••
range for the console is 0 to 40o Celsius (32 to 104 F).
Keep drinks away from the console. More than one console has been destroyed by
••••
having a drink knocked into it.
Always handle the system with care and use a flight case when moving. Certain
••••
components are sensitive to shock and a drop could break them.
Only people with electrical expertise should open the back panel. There are exposed
••••
power items inside which can shock.
Repairs should only be undertaken by an authorised service representative. The warranty
••••
is void otherwise.
As long as these instructions are followed, and the system is treated with care, your console should last for
many years.
Problem Solving
If you’re having trouble with the console, there are several places to look for answers. If you have a
specific question regarding a function or a feature of the console, use the
find information on it. If you’re not sure where to look, or the console just seems to be acting strangely,
look through the
Crashes
As with any software product, crashes may happen on occasion, so while we do everything possible to
make sure that they happen rarely, we can’t guarantee that they won’t happen at all. Please help us
eliminate any problems by reporting them back to us.
There are two types of crashes: fatal errors and program faults.
When a fatal error occurs, the LCD will say
•
entire message and what you were doing at the time, such as: “1. Trying to edit a cue list. 2. The cue
list was on a template page.”
If you get a program fault, a stream of information will appear on the display screen. The top line will
•
start with
down all of the numbers on the
were doing just prior to the crash.
If you’ve had a crash, reset the console by turning off the power and turning it back on while holding down
the Enter key on the keypad. Press 1 to perform a
corrupted by the crash, you’ll need to load your most recent backup from disk. This is why it’s important to
back up to disk
Frequently Asked Questions
Fault at
frequently
and the second line will say
.
Trace
section for a problem which matches your own.
I’m sorry I’ve croaked
with several numbers following. Please write
Trace
line and send them to us along with a description of what you
Clean Start
Table of Contents
. Please write down the
. Because your show may have been
or the
Index
to
If you have time, try to reproduce the problem by repeating your actions. If you can send us a description
of how to repeat the problem reliably, then we are much more likely to be able to solve it rapidly.
Bugs
A bug makes the console behave strangely but does not crash. For example, you might find that a function
button does not work properly in certain circumstances, but works fine otherwise. This is a bug. If you
find bugs in the software, please let us know; the only way we can fix them is if our users tell us about
them.
Reporting Crashes and Bugs
The more information you can give us about the problem, the faster we can sort it out. Please use the
following format to report bugs:
4 •••• HOG – Version 3.20
Reported By:
Your reference:
Model:
Software version:
Date:
Is the Bug repeatable:
Description:
Your name.
If you report more than one, please number them.
HOG 1000 or 500
You can find the number in the Control Panel title bar, or on the start up
screen.
Can you reliably reproduce the problem?
The steps from reset needed to reliably reproduce the problem, or failing that,
what you were doing to make the problem happen.
Please fax the bugs reports to +44 181 579 8469 or preferably e-mail them to
support@flyingpig.com
.
Software Updates
Over time the HOG software will be updated with new features and enhancements. The software will be
available from your dealer or over the Internet. In addition, revised fixture libraries will be released as we
generate personalities for new fixtures. To ensure that you can take advantage of updates, please complete
and return to Jands Electronics the registration card that was shipped with your HOG. If you include your
e-mail address, we’ll notify you when new versions are released.
The URL for Jands is
software by choosing the HOG page, and selecting Download New Software.
http://www.jands.com.au
. Once you’ve reached the Jands home page, download new
Getting Additional Help
If you have questions or need help, contact your local dealer. They’re trained to give you the support you
need.
If for some reason you aren’t getting the answers you need, or if you have comments or suggestions related
to the HOG, call Jands at +61 2 9582 0909. Someone is always available to field questions from 9:00 AM
to 5:00PM (local time) Monday through Friday. Problems can also be e-mailed to Jands at
jandsinfo@jands.com.au
You can also e-mail Flying Pig directly at
.
support@flyingpig.com
.
Welcome to the HOG •••• 5
This Page intentionally Left Blank
6 •••• HOG – Version 3.20
Finding Your Way Around
This chapter gives an overview of the console’s three main sections—the programmer, the playback
masters, and the displays—and the external items which connect to the console.
Programmer
The programmer section of the HOG selects fixtures and parameters to create looks on stage. The
programmer contains a numeric keypad and a standard set of buttons including
Thru, Full, @
, etc, which
are useful for programming fixtures and cues. Grouped nearby are the most frequently used programming
functions, such as
Copy, Delete, Undo
on other consoles—
Group, Position, Colour
, etc. In addition, the programmer contains four buttons not found
, and
. These buttons allow presets to be chosen
Beam
quickly from the keypad and are an easy way to create a cue.
Below the display screen are three Parameter Wheels, which offer another choice when programming. All
parameters can alternatively be set using the wheels to roll through until you find a colour, position, etc,
that you like.
Playback Masters
10
8
6
4
2
0
FLASH
GRAND
GRAND
MASTER
MASTER
12345678910111213141516
12345678910111213141516
FLASH
There are sixteen playback masters on the HOG 1000 and eight playback masters on an HOG 500, each of
which can independently play back its own cue list. All masters can run simultaneously with various
custom settings. Actions such as add/swap, and button response can be individually set on each fader.
The Playback Masters can be recycled through the use of Pages, with each new page bringing up a clean
group of sixteen or eight faders to accept new cues and cue lists.
Finding Your Way Around •••• 7
Menu Banks
The HOG has four Menu Banks for access to all presets and palettes, providing fast and efficient
programming. Each Menu Bank has sixteen preset buttons that can be programmed with specific Groups,
Colours, Positions and Beams. Button s that have been assigned palettes will indicate this with a red LED.
Those buttons with the LED off are empty. To the left of each bank is a page selection window with + and
buttons to cycle through all 10 pages; a clean set of sixteen more presets is available with each new page.
To access each preset, simply press its button. A list of the presets can be called up for naming by pressing
and
PIG
THE HOG 500 DOES NOT HAVE MENU BANKS. TO ACCESS THE MENUS, YOU MUST USE
EITHER THE EXTERNAL MONITOR OR A COMBINATION OF GROUP / POSITION / COLOUR
/ BEAM / EFFECT AND NUMBER KEYS.
Position, Colour, Beam
or
Group
as appropriate.
-
Displays
The HOG has a central Liquid Crystal Display, located to the left of the keypad, which displays
programming activity, menus for functions not found directly on the console, and windows to view cue lists
or palette lists
Near the bottom of the main LCD is the Command Line. This will tell you what fixtures are currently
selected for programming, and what palettes have been assigned to them thus far. To
up on the Command Line, simply backspace over it with the backspace arrow on the keypad.
Along the top and bottom of the main LCD are Toolbars; functions relevant to the current application will
appear here, and are accessed by pressing the buttons directly above or below them.
There is also the option for one external display (a standard PC VGA monitor may be used) which connects
to a port at the rear of the console and shows more information.
deselect
an item that’s
Navigation
Navigation through the console’s displays is achieved primarily through use of the Cursor Keys, located
beside the Keypad.
To move through a display window without altering the selection at the same time, use the Paging Arrow
keys above the cursor keys. They will move the display one screen at a time, like Page Up and Page Down
on a PC. The
Begin
and
buttons will select the first and last parameter respectively.
End
Page Left and Right ButtonsPage Up and Down, Begin and End Page buttons
8 •••• HOG – Version 3.20
Getting Started
This chapter covers everything you need to know to get the console ready for programming. In general, it
only takes four steps:
Connect together the accessories, cables and console.
1
Select the fixture types to use.
2
Patch them.
3
Program them.
4
Connecting the Cables
First, connect any external devices such as a keyboard, serial mouse/trackball or monitor to the
appropriately marked connectors on the back panel. A DMX lead should be plugged into the DMX port.
Connect the DMX data lead into the port marked
1
the rear of the desk.
If using an external monitor, connect it to th e port marked with
2
the VDU icon on the rear of the desk.
If using an external keyboard, connect it into port marked with
3
the keyboard icon. After powering up the console, it must be set
up for use with a keyboard by pressing the
Panel
keyboard
If using a mouse or trackball, connect it to the port marked with
4
the mouse icon.
on the toolbar, and finally highlighting
.
Setup
DMX-512
button, then
External
on
Power on
Plug in the power lead, making sure the lead is properly earthed and shares the same earth as the fixtures.
As with any DMX system, the console and the fixtures must share the same ground (ie, be
run off the same power), otherwise signal corruption can occur. If this is not possible, then
the console should be used with an optically isolated DMX buffer box.
Now turn the power switch on. If there’s a show resid ent in memory, the console will be read y for use. The
start up screen will say
clear the memory and start with a fresh console, or press
Old Loaded
. Press
to use the resident show in memory,
Okay
Load Show
to load another show from disk.
New Show
to
If there is no show in memory, the start up screen will say
and
Show
to load a show from disk, or press
Always keep a spare disk with your console to insert into the disk drive when moving the
console. This will help preventdamage to the disk drive.
Setting Contrast and Brightness
If the LCD’s don’t appear as easy to read as they should be, try adjusting the contrast:
New Show
Hold down the
1
Rotate the right parameter wheel to adjust the menu and playback
2
contrast, and the centre wheel to adjust the main display contrast.
button on the toolbar. Insert a show disk in the floppy drive and press
New Show
Setup
key.
to start with a fresh console.
Clean Start
, and there will be a
Load Show
Programming •••• 9
Load
Fixture Selection and Patching
To select and patch the fixtures for a show, press the
Adding Fixtures to the Schedule
Once you’ve opened the Patch window, first tell the console how many fixtures of each type you’ll be
using:
1
Press
2
3
Add Fix
available. This opens the Change Schedule window.
Select a Manufacturer using the cursor keys to move
around the window and the right arrow key to make the
actual selection.
Select a fixture type using the cursor keys.
to see a list of the fixture types
button and then
Setup
on the top toolbar.
Patch
4
Press
Use the keypad to type in the new quantity in the ed it bo x
which appears over the current quantity of that fixture.
5
Press
6
Repeat steps 2 to 5 for each fixture type to be used.
7
Press
The fixtures listed in the schedule are all contained in the ROM
most major multi-parameter fixtures. If you aren’t able to find the fixture type, you can load it from an
older show disk, otherwise you will need to either contact your dealer to receive a fixture personality, or see
Chapter: Fixture Library
The examples in this Handbook use the following fixture schedule. You may want to set up your own
console this way and follow along.
Now that you’ve chosen the fixtures to use, you can patch them.
to change the number of fixtures to be used.
Set
ENTER
Okay
.
to return to the Patch window.
to set it up yourself.
Fixture Library
, which has personalities for
In general patching fixtures is a three stage process, for example:
10 •••• HOG – Version 3.20
1
Change to the correct type of fixture by pressing Group,
selecting the appropriate fixture type (eg Dsk Chan)
from the toolbar.
2
Type
3
4
While the Patch window is open the @ key means “patch at address,” rather than the normal “set at
intensity.”
Patching multiple times
Fixtures can also be patched to multip le locations. For example, selecting Track spots and typing
ENTER
location. Or,
Patching to a different output (HOG 1000 Only)
Any fixture can be patched anywhere on either of the two outputs. Every time you use the @ key, it will
patch onto the
select the other output, press the
Please note that whilst you can patch to both DMX outputs on an HOG 500, only output 1
connects to the DMX port on the back of the console. The ability to patch fixtures to both
outputs allows shows to be used on both an HOG 500 and an HOG 1000.
will patch Trackspot 1 to DMX channel 200 of the current output, in addition to its first patch
1 Thru 24
@ 1 ENTER
Type
consecutively from channels 1 through 24 on DMX
output 1.
Repeat for each fixture type.
2 @ 290 @ 300 @ 320 ENTER
current output
to select the 24 desk channels.
to patch the 24 desk channels
will patch Trackspot 2 to addresses 290, 300 and 320.
, indicated by the highlighted
Output>
button on the toolbar and continue patching.
1 DMX Output
or
2 DMX Output
1 @ 200
. To
Patching Split Fixtures like VL5s
Let’s proceed by patching the VL5s onto Output 1 at DMX address 40 for the intensity and address 320 for
the remaining parameters.
VL5s differ from most other fixtures in that they must be patched twice: once for intensity and once for the
other parameters. Press
display either
number is entered.
To patch the VL5s:
Press
1
and
Type
2
VL5 intensities to channels 40 through 45.
Press
3
Type
4
the parameters.
Different Patch Views
The patch window now shows where the VL5s are patched. To see the patch in more detail, press the
button on the patch tool bar. This displays a choice of views allowing some or all of the parameters, not just
the first one for each fixture. Move up and down the patch list by using the up and down arrow buttons and
press
ENTER
to select.
Fixt Part...
Patch
VL5 m3 Intensity...:
Group
ENTER
1 Thru 6 @ 40 ENTER
Fixt Part
1 Thru 6 @ 320 ENTER
, and then select
to select the other parameters for patching.
to toggle between the two. The command line on the display will
or
Patch VL5 m3 Pan...:
VL5 m3
using the toolbar
on the keypad. This patches the
on the keypad to patch the rest of
when the fixture
View
It’s also possible to view the patch display on the external monitor. Hold the
Patch
Monitor
LCD window) and use the Page Up and Page down keys to scroll the screen.
Now patch the rest of the fixtures:
Patch the Trackspots @49.
Patch the Cyber m2 lithos @ 190.
Patch the Mac 500s @ 100.
Patch the VL6 m3s @ 400.
on the toolbar. Move up and down the external display by selecting the external monitor (press the
button to illuminate the LED within, pressing it a second time will bring control back to the main
Monitor
button and press
Programming •••• 11
Patch the Miniscan hpe @ 30.
When you’re done, the patch list window will look similar to the one shown.
Clearing Fixtures from the Patch
To eliminate fixtures from the patch:
Select the fixtures - just as if you were going to patch them, but
1
do not press the
ENTER
button.
Select the output you want to clear them from.
2
Press
3
To clear an entire output, select the desired output to clear, press
(ie, after you’ve pressed the programmer
Press
Note: Parameters from unpatched fixtures will not be executed by masters. Thus a cue with
entirely unpatched fixtures will have no affect on the state of a master’s LEDs (ie they will
not turn on). In addition, unpatched parameters will be shown on the Output window as
Unpatched
Auto Menus
It’s a good idea to use the Auto Menu function to set up standard palettes for the fixtures to be used. While
these palettes may not cover all your needs, they’ll give you a good base to start with. It’s best to only set
up the Auto Menus once, after you have patched all the fixtures that you are likely to use. While in the
patch screen press the
To generate auto menus, press
window, press
Okay
to finish.
.
Unpatch
chosen fixtures from the selected output.
Auto Menu
Reset All
on the bottom toolbar. This will remove the
Unpatch
button). The console will ask for verification.
Generate
.
clear restore
toolbar to bring up the Auto Menus window.
on the toolbar. If you wish to reset the options in the auto menus
while no fixtures are selected
12 •••• HOG – Version 3.20
Options:
Replace existing automenus:Removes all previous groups and palettes generated by auto
menus, whether or not they would be overwritten. Note that if you
have manually edited a group or palette in any way, it will not be
deleted.
Groups max repeat value:Specify the maximum repeat value for groups, eg, 2 generates all,
even and odd, 3 generates all, even, odd, 1-4-7, 2-5-8, etc.
Generate intensity palettes:Specify whether you wish intensity palettes to be generated, and if
so in what increment (eg, 10%, 20%, etc)
Separate Colour/Beam palettes by type: Specify whether you wish to group all common range labels
together in a single palette for all types (eg, “red”), or keep them
separate (eg, “Cybm2 red”, “Vl5m3 red”, etc). If you select the
former option you can also specify which type to take the palette
order from.
Display:
The format of the palettes and can be changed to suit the console operator’s taste. Whenever a fixture
type’s name appears in an automenu, it has been abbreviated to be more easily legible when viewing menu
banks.
For groups:The first group in each set stores the sum of all type groups. For
example, the ‘ALL’ group stores every fixture type, ‘ODD’ stores
every fixture with an odd user number of each type, etc. They are
thus ‘global’ group palettes.
For beam and colour palettes:If the option to separate palettes by type is ch osen, the first palette
of each set is an empty marker palette labelled with the name of
the type in question.
Note that automenus incorporate any changes made to the fixture spreadsheet in the Edit
Fixtures window, so that if range labels are swapped or changed, the palettes will reference
the new ranges (automenus must however be regenerated to take account of any
subsequent modifications).
Fixture Alignment
Occasionally it’s necessary to hang a moving light upside down or sideways. To have all of the fixtures
moving in the same direction regardless of how they’re hung, use the fixture alignment features in the
Fixture Editing Spreadsheet.
To change an alignment:
1
Open the Fixture Editing Spreadsheet. This is found in
the Patch Window. To open the Fixture Editing
Spreadsheet from the Main display, press
Patch, Edit Fix
2
Use the
of fixture for which you wish to change the alignment.
3
Use the cursor keys to move around the Fixture Editing
Spreadsheet. Select a group of fixtures by holding down
the
select all the fixtures of that type, use the ALL row.
4
Press the
and Invert/Swap.
Group
key and using the up and down cursor keys. To
PIG
Set
.
button and the toolbar to select the type
key to toggle the selection between Normal
Setup
,
5
Press
Invert Pan
normal, and should be used for fixtures hung in reverse orientation to the others.
pan and tilt parameters for sideways-hung fixtures.
and
when you’re done.
Okay
Invert Tilt
make the pan and tilt parameters respond in a reverse manner to
Swap Axes
Programming •••• 13
swaps the
Saving and Loading Shows
To avoid any potential loss of programming, save your show periodically while programming and at the
completion of every programming session. Shows should be saved on 3.5 inch 1.4 MB HD floppy disks,
formatted for IBM, just like those used with a PC. Disks can be fo rm atted in the
IMPORTANT: Always back up your shows to floppy disk. Do so frequently while
programming and always after completing a programming session. Also, we recommend
having several sets of backup disks and alternately saving to each one.
Note: Do not save to a disk that contains files you wish to keep, as the saving process
deletes the contents of the disk prior to saving the show.
Saving shows
To save to floppy disk:
Setup-Shows
window.
Press
1
Insert a disk into the drive. If it hasn’t been formatted
2
yet, the console will do so automatically.
Press
3
Press
4
When save process is finished , press
5
Loading Shows at Startup
When you start up the console, the last show in use will be in memory. If you’d like to work on a different
show, it must be loaded from floppy disk:
Insert the floppy disk with the show you wish to load.
1
Press
2
Press
3
new show.
When load process is finished, press
4
Loading Shows
If you wish to load another show without having to switch the console off and on again, use the Load
Shows window.
1
Insert the floppy disk with the show you wish to load.
2
Press
3
Press
4
Press
5
Press
new show.
on the desk.
setup
Save Show
.
Okay
Load Show
Okay
on the desk.
Setup
Shows
Load Show
to lose current show in memory and load
Okay
.
Okay
on the toolbar.
to lose current show in memory and load
Okay
.
.
.
twice.
New or Clean Shows
If you wish to start the console fresh with a new show, otherwise known as a clean show, this can be
achieved in two ways;
When powering up the console.
14 •••• HOG – Version 3.20
6
When load process is finished, press
Okay
twice.
1
Press
2
3
New Show
The console will ask for confirmation if a show already
exists in memory. Press
The console is now ready to be programmed with a new
show.
Okay
to continue.
From the
You do not require a library disk to start a new show. The console now comes with a full
fixture library programmed into ROM.
Battery-Backed RAM
The RAM in the console is battery-backed, so that if you lose power accidentally, your programming will
normally be preserved. However, it is recommended that you always save your show to disk.
Change Show
1
Insert the floppy disk with the show you wish to load.
2
Press
3
Press
4
Press
5
Press
new show.
window.
on the desk.
Setup
.
Shows
New Show
Okay
.
to lose current show in memory and load
Programming •••• 15
This Page intentionally Left Blank
16 •••• HOG – Version 3.20
Quick Start
This chapter gives a quick overview of how the HOG operates. Here you’ll find what’s minimally required
to setup the console, program a cue, and play it back. This chapter is deliberately brief; for a complete
explanation of how the console works, start with the next chapter.
Setup the Console
Connect any external devices such as a keyboard, mouse/trackball
1
or monitor to the appropriately marked ports on the back panel. A
DMX lead should be plugged into the dmx port.
Plug in the power lead and turn the power switch on.
2
To use a saved show, insert the show disk and press
3
Load Show
new show, press
current show in memory once the startup screen appears.
Select and Patch the Fixtures to be Used
Open the Patch window by pressing the
1
Patch
once the startup screen appears. To create a
New Show
on the top toolbar.
. Press
Okay
to use the
button, then
setup
Press
2
3
4
5
6
7
8
9
Patching the Fixtures
1
2
Add Fix
Select a fixture manufacturer, such as “Lightwave Research”, by
using the lower RHS cursor keys to move around the window.
Press
Set
Again, use the cursor keys to select the fixture to use, such as
“Trackspot”.
Press
Set
keypad to type the new quantity (such as 6) into the edit box which
appears.
Press
ENTER
Repeat steps 3 – 7 for each fixture type to be used. To get
back to the Manufacturer window use the left or right
cursor keys.
Press
Okay
Press the
Select the fixture type you’d like to patch (eg,
pressing the corresponding button on the toolbar. Use the
More...
Group
to see the list of available fixture types.
to change to the Fixture Type window.
to enter the number of fixtures to be used. Use the
.
to return to the Patch window
button .
Trakspot
button if you can’t find the fixture you wish to patch.
) by
Select the fixture numbers you wish to patch. Use the
3
keys where required. Eg,
–
Press @ and enter the destination address you wish to patch the
4
fixtures to followed by the
ENTER
through 90 on DMX output 1.
Repeat for each fixture to be used.
5
Press
6
Establish Auto Menus
The Auto Menu function sets up standard palettes for the fixtures you’ve chosen.
patches the 6 Trackspots consecutively from channels 49
.
Okay
1 Thru 6
Enter
key. Eg,
Thru, +
1 Thru 6 @ 49
and
Quick Start •••• 17
1
Press
Auto Menu
window.
on the patch toolbar to open the Auto Menus
Press
2
3
Palettes have now been created on the menu banks. If you are using an HOG 1000, the LCD displays at the
top of the console will display the contents of the Menu banks. To bring up the menu palettes on the
external monitor, hold down the
or
different palette buttons. If a palette button contains palette information that has no affect on currently
selected fixtures, the LCD will show four dots and the external monitor will display light grey palette
boxes. Empty palette buttons will be indicated by a single dash on the LCD and an empty box on the
monitor. Palettes that are currently being used are indicated on the mon itor by turning the palette button
white.
The red LED in the Monitor button lights up when the console is in External monitor mode.
ie, the cursor keys and other functions are operating on information in the External
Monitor. If the LED is not lit, then the console keys are operat ing on the inf ormation on the
main LCD panel.
buttons to bring up the display. Using either the mouse or the cursor keys, you can select the
Effect
Generate
them automatically.
Press
Okay
window.
on the toolbar and the console will generate
and then
Monitor
to return to the Patch
Close
button and press either the
Group, Position, Colour, Beam
Program a Cue
Open the Programmer Window
To open the Programmer window on the external monitor, press and hold the
press
Progrm
on the toolbar.
Monitor
button and then
Select Fixtures
Press a Group button from the Group menu bank or select individual fixtures by typing them in on the
keypad (for the purposes of this example, use a moving light).
Set Intensity
To get light output from the group you’ve selected, press
If you don’t want your fixtures at full, enter a different percentage on the keypad instead: press
ENTER
your selection.
Set Focus
Now, aim the fixtures.
Colour
to program 65% intensity. When choosing a level other than full, you must press
Type
1
2
3
4
1
1 ENTER
also press
displayed in the left hand column of the Programmer window.
Adjust focus position—pan and tilt—by moving the centre and
right parameter wheels.
To select the second fixture, press
Continue until all fixtures hav e been aimed.
Re-select the entire group of fixtures, so that the colour selection
applies to them all. Pressing
do this.
to select the first fixture in your group (you can
to select the first fixture). The fixture number is
Next
Next
Select
@ Full
.
then
. This brings them up to 100% intensity.
is a quick way to
All
ENTER
@ 65
after
Beam
Beam parameters are changed in the same manner as colour parameters.
18 •••• HOG – Version 3.20
Select a colour palette from the Colour Menu Bank. Alternatively,
2
press
Colour
and select a colour with the parameter wheel.
Record the Cue
Once a look has been created in the programmer it’s easy to record it as a cue. To record cue 1 on the first
Playback Master:
1
2
Press
Record
Press the
.
Choose
button above Playback Master number 1.
Playback the Cue
Press
Clear restore
button stops playback. To clear a cue list on fader 1, first press fader 1’s
then press
Release
to empty the programmer. Press the GO button above Playback Master 1. The
Choose
.
button to select it and
Halt
Setting up the Stage for XYZ Mode
Calibration
The XYZ system must first be calibrated before use. This process is simply a matter of aiming every fixture
at each of four calibration points. Accuracy is quite important, so you may want to iris down the fixtures
when aiming, if possible.
The map below shows the X and Y coordinates mapped onto a stage. Z is the height above the stage.
To calibrate fixtures:
Quick Start •••• 19
6
Choose 4 points of a rectangle on stage which correspond
to the diagram above. The bigger the rectangle, the better.
7
Create four focus palettes – one for each point:
USRUpstage Right X=0Y=10
USLUpstage LeftX=10Y=10
DSRDownstage Right X=0Y=0
DSLDownstage Left X=10Y=0
8
Aim all moving lights at each one of the four points and
record them into the respective palettes.
9
Select each of the four focus points in turn, press Set
twice and then choose the appropriate identifier (eg, Cal
USR).
10
Press
Select
11
Press
Calibrate
12
Press
Position
to X, Y, Z controls for programming in 3D space.
Note: XYZ information is recorded into palettes, but not into cues. When working in 3D
space, be sure to record all positions into palettes and then build your cues from the
palettes.
on the toolbar.
.
twice to change the parameter wheels
20 •••• HOG – Version 3.20
Programming
This chapter covers the basics of programming. Once you’ve read it, you should be able to create and
record cues. This chapter assumes that you have patched the console as covered in the previous chapter.
Programming Styles
The HOG 1000 and HOG 500 have been designed to be inherently flexible, often providing several
different ways to achieve the same outcome. Which method is best for you will be determined by your
programming style. Ultimately, the conso le is a programming tool which lends itself to the user,s way of
working, and not the other way around.
More experienced users tend to devote a large portion of time to the initial console setup before even
beginning to program cues. Palettes are arranged to suit the user’s likes and dislikes, colours are mixed and
grouped, positions are setup, especially when using 3-D programming methods. We recommend that you
spend time learning to use the console and its options and then decide on the best way to program your
show.
Programmer Overview
The Programmer is where cues are created and manipulated. Here, fixtures are selected, levels are set, and
commands are executed. Programming is a three step process:
1
Select
2
Adjust
•
•
•
3
Record
It’s important to note that the programmer has priority over everything else on the board (with the
exception of the Grand Master and the Dead Black Out button). This makes it easy to see what’s happening
as cues are created, plus it makes it possible to quickly grab a fixture during a show and over-ride the
playback masters.
the fixtures or group(s) to program.
the parameter settings in one of 3 ways:
Wheels
Keypad
Palettes
the cue using
Record
or
Update
.
Selecting Fixtures
The first step in programming is always to select fixtures.
For example, to select all Desk Channels:
Quick Start •••• 21
Find the Group palette button labelled
1
press it. This group was created when the
was used during set up.
All desk channels are now selected.
Alternatively:
ALL Deschann
Auto Menus
function
and
Type
1
Or you can select fixtures individually:
1
You’ll notice that after you selected the All Desk Channels group that some of the palette
button labels in the Focus, Colour and Beam windows changed to a light grey box. This
indicates that those palettes have no effect on your current selection
To program VL5s, select them using the
and toolbar buttons by specifying the
Group
fixtures were added to the patch in the Change Schedule window) followed by a slash and the fixture
number. For example,
Thru, +
Note: This will only work if you have 9 fixtures patched of the currently selected fixture. ie, if you have a
bank of Desk Channels in your patch list and also have VL5s currently selected and have 9 of them, start
with the programmer clear, and you will finish up with Desk Channels 1,2,4,5 and VL5 9 selected.
Selecting different types at the same time
You can select different fixture types simultaneously. For example:
and - with this as well. eg,
1
Group 2 ENTER
Type in the numbers you want, eg,
, or
3
Group 2 - 7
would select Desk Channel 5 (fixture type 1 / fixture number 5). You can use
1 / 5
Press
Group
, Select
on the keypad.
32 Thru 55
Group
1/1 Thru 5 -1/3 + 9
Dsk chan, 1, ENTER.
key and the toolbar. You can avoid having to use the
fixture type
.
, or
1 Thru 5 + 9 -
number (determined by the order in which the
Press
2
This selects Desk Channel 1 and Cyberlight 1 together. You can also press the
All Cybm2litho
we will see that you can record different types into one group and select them with just one button push.
Deselecting fixtures
Use the back arrow key to backspace over unwanted groups or fixtures.
Or you can deselect Groups by
Press
1
Press the group button to deselect
2
Finally, you can also press
programmer.
The Keypad functions
The keypad selects fixtures, groups, palettes, and times.
On the keypad, you’ll find the following keys in addition to the numbers:
Selects more than one item:
, Select
Group
group buttons. Once again the “/” button can be used to select different types. Later,
and hold it down.
PIG
Clear Restore
Cyberm2, 1, ENTER.
, but this will also erase any other information currently in the
Group 8 + Group 12
All Deschannel
.
and
22 •••• HOG – Version 3.20
Selects a series of items: Intellabeams
Backspaces through the previous item on the command line, which shows the most recent
selection you have made in the programmer. Selections become deleted as you backspace
through them. We call this key
6 Thru 15
Backspace
.
.
Sets the intensity at 100%. It’s not necessary to press
automatically.
ENTER
after
Full
, it enters
Sets an intensity level or a patch location: VL5
Used for split fade times and sometimes fixture and cuelist selection:
Subtracts one item from a series: fixture
Completes an operation.
The four buttons above the keypad—
groups or palettes (like group number 19).
Group, Position, Colour
6 @ 40
1 Thru 10 - 5
, and
.
.
Beam
—are used to select specific
Adjusting Parameters
Setting Intensity
Select Desk Channels as above, then
Time 5 / 7
.
Move the left parameter wheel. The labels above the wheels indicate what the wheels control and their
•
current setting.
OR:
Press
•
OR:
Press
•
ENTER
Further selections can then be made and inten sities set fo r o th e r fix tu r es.
Intensities can also be set using the toolbar functio ns
and
+10%
0%, and
We will see how to change other parameter types later o n in th is chapter.
Blind
If you don’t want the programmer to output its contents, press
button is pressed again, when the programmer returns to normal.
Programmer Contents Display
The easiest way to keep track of what’s actually in the programmer is to use the
window. Open it by holding the
to set to 100%.
Full
@65 ENTER
sets the fixtures to 60%. For 6%, type
–10%
Rem Dim
. It is possible to skip the last digit for levels ending in zero. For example,
adjust the intensity up or down by 10%,
brings the intensity of all fixtures in the pr o g r am m er th at aren’t selected to 0%.
Monitor
and pressing
@ 06 ENTER
+10%, -10%, Out
Out
Progrm
.
brings the intensity of all selected fixtu res to
. The
Blind
on the toolbar.
, and
Rem Dim
LED illuminates until the
Blind
.
Programmer Contents
@ 6
Quick Start •••• 23
The Default setting is to show output values. To see fade times, delay times, or crossfade paths press
and either 2, 3, or 4 on the keypad. Alternatively, if you have a mouse or trackball connected, you can
point to the setting you wish to view and click on the left mouse/trackball button to select it. Pressing the
monitor
external screen.
The fixtures and parameters are shown in different colours to indicate their status:
Blue background
White background
Black text
Selecting the menu buttons at the top of the window shows more information:
Values
Fade
Delay
Path
Another useful display while programming is the Stage Output display. It shows the output of the entire
console, not just the programmer, and is accessed by holding
the toolbar.
button or clicking on the right mouse/trackball button will toggle between the console and the
Parameters currently selected in the programmer
Parameters of selected fixtures that have not been programmed
Parameters still active in the programmer, but part of a previously recorded
palette or cue.
Shows the values programmed for each parameter.
Shows the fade time programmed for each parameter.
Shows the delay time programmed for each parameter.
Shows the crossfade path programmed for each parameter.
Monitor
followed by the
Output
Pig
button on
Important: The Stage Output Window does not indicate the status of the Dead Black Out
button or the Grand Master.
Recording a Cue
Once a look has been created in the programmer you can record it as a cue. To record cue 1 on the first
Playback Master:
24 •••• HOG – Version 3.20
Loading...
+ 96 hidden pages
You need points to download manuals.
1 point = 1 manual.
You can buy points or you can get point for every manual you upload.