LEVITON LIGHTING CONTROL DIVISION of Leviton Manufacturing Co Inc.
warrants this control console to be free of material and workmanship
defects for a period of two years after system acceptance or 26 months
after shipment, whichever comes first. This Warranty is limited to repair of
replacement of defective equipment returned Freight Pre-Paid to Leviton
Lighting Control Division at 20497 Teton Ave., Tualatin, Oregon 97062, USA.
User shall call 1-800-959-6004 and request a return authorization number
to mark on the outside of the returning carton, to assure that the returned
material will be properly received at Leviton. All equipment shipped back to
Leviton must be carefully and properly packed to avoid shipping damage.
Replacements or repaired equipment will be returned to sender freight
prepaid, F.O.B. factory. Leviton is not responsible for removing or replacing
equipment on the job site, and will not honor charges for such work.
Leviton will not be responsible for any loss of use time or subsequent
damages should any of the equipment fail during the warranty period, but
agrees only to repair or replace defective equipment returned to its plant in
Tualatin, Oregon. This Warranty is void on any product that has been
improperly installed, overloaded, short circuited, abused, or altered in any
manner. Neither the seller nor Leviton shall be liable for any injury, loss or
damage, direct or consequential arising out of the use of or inability to use
the equipment. This Warranty does not cover lamps, ballasts, and other
equipment which is supplied or warranted directly to the user by their
manufacturer. Leviton makes no warranty as to the Fitness for Purpose or
other implied Warranties.
Notice
Although the information contained within this user guide is believed to be
accurate at the time of printing, it is not guaranteed to be without fault and
is subject to change without notice. Future software releases may change
the features or operation of this product. For current information contact:
Index ..................................................................... 239
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User Guide Chapter 1 Introduction
Chapter 1 Introduction
This chapter is intended to orient you to the console and to the user guide.
Further in-depth explanations of the console are included later in the guide.
This chapter covers the following sections:
• About the Console
• Setting up the Console
• Using this Guide
• Te x t Co nve nt io n s
• Terminology Definitions
• Console Controls
• Hard Keys
• Soft Keys
• Macro Keys
• Display Keys
• Data Keypad
• Trackball
• Trackball Select / Change Keys
• Grand-Master Fader
• Blackout Key
• Playback Faders
• Device Encoder Wheels
• Arrow Keys
• Leviton Logo Key / Shift Key (a.k.a. "Meatball")
• Command Line
• Command Line History
• Console Memory
• Contacting Technical Support
Rev. 1.30.03.07.r1Page 1
Page 14
Chapter 1 Introduction
About the Console
The Leviton lighting control consoles have been designed to be both simple
and intuitive to operate, yet sophisticated and powerful in their
programming. With a wide variety of manual and programmed controls,
running lights can be as basic or as comprehensive as your needs require.
For example, some of the features are as follows:
• May be operated as either manual 2-Scene Preset consoles or as fully
programmed memory consoles (depending on model).
• Advanced cue parameters such as level tracking, cue macros, cue names
and multiple timing options.
• Advanced cue features such as links, follows and multi-part cues.
• Primary, optional secondary and optional network remote video displays
provide additional information where you need it.
• User defined effects that may contain cues, channels, groups,
submasters or automated device traits.
• Memory loading and system software upgrades from floppy disk.
In addition, the monitor displays have been carefully laid out and colorcoded, providing concise, at-a-glance feedback for all control functions.
Model
Channel Faders: 48 96 144 N/A
Conventional
Channels: 384 384 384 600
Device Channels: 512 512 512 512
Submaster Faders: 24 Faders with 8 pages ofMemory(192 total).
Dimmers: 1,536 dimmers on 3 DMX Universes.
Maximum Cues: 600 cues per show.
Maximum Groups: 500 groups per show.
Maximum Macros: 500 macros per show.
Maximum Effects: 600 effects / 100 steps per effect / 9,999 steps total
The upper limit of cues, groups, macros and effects is user changeable to
maximize memory usage.
Page 2 Rev. 1.30.03.07.r1
24/48 48/96 72/144 600
(Innovator only)
Page 15
User GuideChapter 1 Introduction
Setting up the Console
If this is the first time setting up the console or you need help getting up
and running, please see
Settings
for more information.
Appendix A Installation
and
Chapter 12 System
Using this Guide
This guide is designed for both the first time user and the advanced
professional user. Each chapter contains an overview describing the topics
of that chapter, explanations of the features and procedures which give
step-by-step examples.
Text Conventions
In this guide, actual key names and keystroke entries appear in bolded
letters.
Soft-keys appear inside parentheses ( ) and are labeled S1 - S8 on the
console.
Hard-keys appear inside brackets [ ].
For example:
The soft-key "Copy" appears as:(Copy)
The hard-key "GROUP" appears as:[GROUP]
A generic number entry appears as:[#]
The number entry "253" appears as:[253]
Single or multiple number lists appear as:[# list]
Please see the
definitions of hard and soft-keys.
Rev. 1.30.03.07.r1Page 3
Console Controls
section further in this chapter for
Page 16
Chapter 1 Introduction
Terminology Definitions
Show: Shows are composed of cues, submasters, groups, effects, macros,
devices, the soft patch assignment and the system setup. A show
largest unit of memory. Only one show is active in the console at any given
time. Multiple shows can be stored on standard 3.5" computer floppy
diskette as show files. These files can be retrieved from floppy disks and
loaded back into the console's active memory.
Cue: Cues are recorded lighting changes or "looks" that can be reproduced
with specific timing. Cues are numbered and are usually played back in a
numbered sequential order. A Cue can be comprised of channels, device
traits, groups, macros and effects. Cues have attributes like fade, delay and
follow times and links to other cues.
Channels: Channels are the most basic unit of control and are used for
setting lights to various intensity levels. Usually a channel is represented by
a single fader on a control console, however, sometimes virtual channels in
excess of the number of physical faders on the console are used.
Captured Channels: Captured channels are channels with levels that are
currently being set and are shown in boxed amber in various displays.
Captured channels are a subset of active channels (see below).
is the
Active Channels: Active channels include all captured channels plus any
channel level which may be originating from any other sources on the
console. In addition to captured channels, examples of the source for active
channel data could be cues, submasters, effects, macros or automated
devices.
Automated Device: This is the term used for a moving light or other DMX
512 controlled device.
Automated Device Channels: There are 512 dedicated channels that are
used for control of up to 256 automated devices such as moving lights.
They are separate from the conventional light channels.
Device Traits: "Device Traits" is the term used to refer to specific
parameters of a moving light. Examples of device traits could be pan, tilt,
color, gobo, etc.
Level: A level refers to the intensity of any lighting instrument that is
controlled by a given channel. A level is indicated by a percentage of the
maximum output of a given channel, from zero (00) to full (FL).
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User Guide Chapter 1 Introduction
Effect: Effects are continuous repeating patterns of lighting changes that
can be assigned to cues or played back independently. The rate and pattern
of an effect can be recorded and edited. A step of an effect contains up to
ten elements and these elements may include individual channels, device
traits, submasters, groups or cues.
Patch: Patching is the process of assigning console control channels to
dimmers or automated devices. Patching channels to dimmers or devices
can be done either on a 1 to 1 basis or a custom patch where one channel
can control any number of dimmers.
Profile: Establishes the actual relationship between the channel level and
the dimmer output. The "default" profile establishes a linear relationship.
Dimmer Protocols: There are different types of dimmer control signals,
also known
protocols is known as DMX 512. The console can transmit DMX 512 or CMX
(Colortran protocol), each of which contains up to 512 dimmer or device
control channels.
as dimmer protocols
. The current standard for dimmer
Rev. 1.30.03.07.r1Page 5
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Chapter 1 Introduction
Console Controls
12 3 4 5 6 7 89 10 11 12 13 14
Figure 1.0 Console
1. Channel Faders and Bump Buttons8. Trackball Select / Change
Hard-keys are the keys on the console that always have the same function.
Hard-keys are labeled with the name of the function that the key performs,
for example, [ENTER].
Soft keys
Macro keys
Display
keys
Figure 1.1 Soft Keys, Macro Keys, Display Keys
Soft-keys
Soft-keys are eight keys on the console that do not always have the same
function. They are labeled S1 - S8 as in Figure 1.1 above. The soft-key
functions depend upon the display you are currently working in. At the
bottom of the display, there is a row of eight teal colored boxes that
represent the eight soft-keys for the current display. Whenever you change
displays, you will notice that some or all of the soft-key labels change
function names.
Macro Keys
The Macro keys are labeled M1 - M8 on the console and are a time and
effort saving feature. See Figure 1.1 above. They are used to play back a
series of recorded keystrokes. Each macro key can record a sequence of up
to 64 keystrokes. The sequence can then be re-executed later by simply
pressing the assigned macro key or other macro event trigger. For more
information, see
Chapter 8 Macros
.
Display Keys
The Display keys are used to select the display on the video monitor screen.
See Figure 1.1 above. Each key is labeled with the name of the display that
appears when the key is pressed. There are more than eight displays
available, but some of these are actually sub-displays of the eight main
displays. Sub-displays are available through soft-keys in the main displays.
For a complete listing of all displays, see
Rev. 1.30.03.07.r1Page 7
Chapter 2 Displays
.
Page 20
Chapter 1 Introduction
Data Keypad
The Data keypad is used to enter various commands into the console. The
individual key functions are explained on the next two pages and in various
details throughout the user guide.
Figure 1.2 Data Keypad
The [ONLY] key was a Help key on early consoles, software release
1.30 changed this to the Only key.
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User Guide Chapter 1 Introduction
Enter Key
The [ENTER] key is used to execute console commands including those
entered into the command line. Pressing [ENTER] will also capture all
channels above zero and place them under trackball control.
Clear Key
The [CLEAR] key is used to clear keystrokes entered into the command
line, release all captured channels, or abort actions after receiving a
warning message.
And, Thru, Minus, Only Keys
The [AND], [THRU], [MINUS] and [ONLY] keys are used when entering
channel list data, see
also used when working with groups, see
Chapter 3 Setting Channel Levels.
Chapter 6 Groups
The [ONLY] key is
.
Part, Time, Delay, Follow, Link Keys
The [PART], [TIME], [DELAY], [FOLLOW], and [LINK] keys are used
to record different cue attributes, see
Chapter 5 Cues
.
Record Cue, Record Group, Record Sub Keys
The [RECORD CUE], [RECORD GROUP] and [RECORD SUB] keys are
used when recording cues, groups or submasters. For more information,
refer to
Chapter 4 Submasters, Chapter 5 Cues
and
Chapter 6 Groups.
Cue, Group, Sub, Effect Keys
The [CUE], [GROUP], [SUB] AND [EFFECT] keys are used for recall of
the respective recorded memories. See
Cues, Chapter 6 Groups
and
Chapter 7 Effects.
Chapter 4 Submasters, Chapter 5
Device Key
The [DEVICE] key is used to select an assigned device(s) for trait
adjustment with the encoder wheels or trackball. See
Automated Devices
for more information.
Chapter 10
Profile Key
The [PROFILE] key is used to assign a dimmer profile to a dimmer, see
Chapter 9 Patching.
Rev. 1.30.03.07.r1Page 9
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Chapter 1 Introduction
Dimmer Key
The [DIMMER] key is used when patching channels to dimmers or for
setting actual dimmer levels. See
Clean Up Key
The [CLEAN UP] key is used to assign the Clean Up attribute to a cue. See
Chapter 5 Cues
Trackball
The trackball is used to select channels, change channel levels and control
device traits such as pan and tilt. You can also control fade rates with the
trackball.
Trackball Select / Change Keys
These keys are used in conjunction with the trackball to select channels or
device traits and change their levels while in various console displays. They
can be used to toggle device trait levels to tracking or non-tracking modes
while in the Tracksheet display. The [CHANGE] key is also used to switch
primary displays.
Chapter 9 Patching
for more information
.
Grand-Master Fader
The grand-master fader is used to proportionally control the output of all
the console channels. It masters all of the channel levels that are live on
stage. The behavior of moving light channels when the grand-master is
adjusted is determined by their device definition (DDL.) Generally, moving
light channels (device traits) will not be affected by the grand-master.
When the grand-master is set to a level less than full, the level of the
grand-master appears in the upper right corner of the Stage, Device and
Playback displays.
Blackout Key
The blackout key is used to control the output to all the channels with an
on/off toggle function. The [BLACKOUT] key function is the same as
instantly moving the grand-master fader between full and zero. There are
two visual indicators to let the operator know the "Blackout" function is on.
First, there is a red LED adjacent to the key itself. Second, the word
"Blackout" will appear in the upper right corner of the Stage, Device and
Playback displays. Due to the nature of automated lighting devices, it is
desirable that some device traits should ignore the blackout key.
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User Guide Chapter 1 Introduction
Playback Faders
There are two playback fader pairs on the console which are labeled A/B
and C/D. The playback faders allow you to playback recorded cues
automatically or manually.
Device Encoder Wheels
The device encoder wheels are used to control the individual traits of
automated devices, for example, color or gobo traits.
Arrow Keys
The left/right and up/down arrow keys located next to the data keypad are
multi-function keys. They are used to select display or menu items and
scroll or page through device traits.
Leviton Logo Key / Shift Key (a.k.a. "Meatball")
This multi-function key, located to the right of the LCD, has the following
functions;
1. Shift key for entering uppercase letters with the
submaster bump buttons.
2. Prints a display screen by holding it down then
pressing a display hard-key.
3. Changes the left and right arrow keys to page
device traits rather than scroll single traits.
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Chapter 1 Introduction
Command Line
Command Line
Figure 1.3 Command Line
The commands you enter into the console with the keypad appear on the
command line. The command line is visible near the bottom of the monitor
screen, just above the soft-keys (See Figure 1.3 above). A command is
entered by pressing a sequence of different soft-keys and hard-keys. Every
keystroke you make appears on the command line, creating a "sentence"
that becomes a command for the console. Normally your command is then
completed by pressing the [ENTER] key, at which time the console
executes the command. However, for simple entering of channel levels, it is
not necessary to use the [ENTER] key.
The [AND], [THRU] and [MINUS] keys, when pressed, will appear as
“+”, “>” and “
appears as "only".
When entering channel levels between 0 and 9, they must be entered
as two digit levels (00-09).
Before you execute a command, you can use the [CLEAR] key to erase
keystrokes in the command line. The keystroke immediately to the left of
the cursor is erased from the command line when the [CLEAR] key is
pressed.
Follow the example below to set channel 7 to a level of 75%:
Procedure:Notes:
1. Press [STAGE]
2. Press [7] [AT] [75] "Channel 7 at 75" appears in
Page 12 Rev. 1.30.03.07.r1
-” respectively in the command line. The [ONLY] key
Command Line
Page 25
User GuideChapter 1 Introduction
Not all keys or commands are usable in every display. If a key is
inactive in the current display, it will not appear on the command line
when pressed.
Command Line History
After entering a command, you will notice that the command turns from
white and amber text to gray text. The entered command is now called the
command line history. You cannot manipulate the information in the
command line history, it just shows what command you last entered.
Console Memory
When you turn off your console, the console remembers the cues and all
other show information, so that when you turn the console back on, all the
show information from the previous session is still there. The show
information is stored in RAM (Random Access Memory) and remains there
because an internal battery keeps the RAM active. However, the battery
method is only as fail-safe as the battery itself. If the console does not
remember the previous show, the battery may need to be replaced. For this
reason it is important to backup shows to disk after every session where
significant programming changes occur.
To change the internal battery, see
Appendix C Maintenance.
Record Disk /Load Disk
The current show data can be recorded from RAM onto a standard 3.5"
1.44MB High Density floppy disk for storage. You can then retrieve show
data from the floppy disk.
To record and retrieve show data, see
Rev. 1.30.03.07.r1Page 13
Chapter 11 Memory Functions
.
Page 26
Chapter 1 Introduction
Contacting Technical Support
If you cannot find answers in the user guide, please contact Technical
Support at www.nsicorp.com or www.colortran.com and we will be glad to
answer your questions. You may also call us during regular business hours
at
1-800-959-6004. Please have the following information available when you
call:
• Console model number and serial number as found on the labels on the
back panel of the console.
• Console software version number as shown at the top of the Setup
display.
• Any accessories or peripherals attached to your system.
• Dimmer or Device types that the console is operating.
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User Guide Chapter 2 Displays
Chapter 2 Displays
The control console has two means of display; video monitors and the
console LCD display. The console LCD display is used to show trait
information about the currently selected automated devices. It is also
sometimes used to show fade and follow times of cues. The video monitors
are used for all other display purposes.
With every console you have at least one video monitor and optionally two.
These monitors are used to display all information about what the console
is doing, configuration information, cue lists, setup menus, etc. The
information they display is divided up into either primary or sub-displays.
The primary displays are accessed via the primary display hard-keys on the
console. The secondary sub-displays are accessed via the context specific
console soft-keys. See Figure 2.0 below.
Primary
Display Keys
Figure 2.0
Both primary and sub-displays can show either Live, Preview (Blind) or
Configuration information. When you are in a Live display, all changes you
make with the console are reflected on the stage. When you are in a
Preview display, none of the console changes are reflected on the stage,
they are previewed only on the displays.
This chapter is intended to give a quick overview of the functions of the
displays and includes the following sections:
• Common Display Features
• Selecting Displays / Navigating Displays
• Live Displays / Preview Displays / Configuration Displays
• The LCD Display
• Switching Active Monitors
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Chapter 2 Displays
Common Display Features
Many of the displays share the same features, below are descriptions of
these features.
Title Bar
Cue Record ModeCommand LineSoft-keys
Figure 2.1 Sample Stage Display
Title Bar
The title bar is located across the top of the display. The title bar contains
the name of the display you are currently viewing.
Command Line / Command Line History
The command line shows the command currently being entered. If the
information is in white letters, this is the current active command. If the
information is in gray, this is the command line history that shows the last
command that was executed. Please see
Chapter 3 Setting Channel Levels
Page 16 Rev. 1.30.03.07.r1
for more information.
Chapter 1 Introduction
and
Page 29
User GuideChapter 2 Displays
Cue Record Mode
The current cue record mode appears in the field at the far left of the
command line. One of three cue record modes will appear: Tracking,
Cue Only and Clean Up. Further information about cue record modes can be
found in
Soft-Keys
The soft-keys, numbered 1 – 8, appear at the bottom of the display and
change function according to the current display. The functions of these
soft-keys are executed by pressing the respective console hard-keys labeled
[S1] - [S8]. Some of the soft-keys reveal another level of soft-keys. To
return to the top level of soft-keys in any display, press the display key for
the current display. Individual soft-key functions are explained further in
operational chapters.
Chapter 5 Cues
.
Selecting Displays
To change to a different primary display, press one of the eight display
hard-keys on the console as explained earlier in this chapter.
Primary displays may also be
changed by using the trackball
and moving the cursor into the
title bar and pressing the
[CHANGE] key. Select which
display is desired with the
Trackball then press [CHANGE]
again. Pressing the [CLEAR]
key will exit the menu.
Navigating Displays
The arrow keys are used to move within a
display or to change the contents of the display.
The arrow keys will usually have the effect of
scrolling up/down, or left/right, or moving
between different parts of the display.
Additionally, in some displays, holding the
Leviton Logo button while using the arrow keys
will reveal additional functionality. Specific indepth functions of the arrow keys are given in
further operational chapters.
Rev. 1.30.03.07.r1Page 17
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Chapter 2 Displays
Live Displays
Stage Display
To access this display press the
[STAGE] hard-key. The Stage
display is a live view showing
the current levels of all
channels, including active and
captured channels. The levels
on the screen accurately
represent in percent form those
levels actually output by the
console. The level of each
channel is located below its
respective channel number. The
lack of a level number indicates
a level of zero and that the channel is neither active nor captured. Any
record command takes a "snapshot" of all channel levels that appear in the
Stage display. The Stage display shows 144 channels, additional channels
can be scrolled by using the up/down arrow keys. The Stage display also
has areas which show the status of the A/B and C/D playback faders,
multipart cues, and a command line area. Please see
information on how to record and playback cues.
Chapter 5 Cues
for
Dimmer Output Sub-Display (Stage)
The Dimmer Output subdisplay is viewed by pressing
the (Levels) soft-key while in
Stage display. Pressing the
(Levels) soft-key again will
return you to the channel view.
The actual dimmer output
levels are shown in the display
with respect to the assigned
profile. Individual dimmers can
be given levels (parked) that
will hold until cleared. This
display is useful for setting minimum dimmer levels that are not recorded or
doing a fast dimmer check. See
information on this feature.
Page 18 Rev. 1.30.03.07.r1
Chapter 3 Setting Channel Levels
for more
Page 31
User GuideChapter 2 Displays
Effect Sub-Display (Stage)
From the Effect sub-display you
can create, edit and test effects.
It is accessed by pressing
(SelEff) followed by the effect
number then [ENTER]. Note
that the Effect sub-display can
also be accessed from the
Preview display for blind
operation. See
Effects
.
Chapter 7
Playback Display
To access this display press the
[PLAYBACK] hard-key. The
Playback display is used to view
the current status of any
running cues and active
submasters. The upper area of
the Playback display is the
Cuesheet Area, which lists each
cue and its attributes. See
Chapter 5 Cues
information on cue playback.
for operational
Device Display
To access this display press the
[DEVICE] hard-key. The
Device display shows the list of
automated devices being used
and the current settings of the
device traits. Changes are made
to the trait settings by using
one of the seven encoder
wheels or the trackball. Up to 5
devices are displayed at one
time. See
Automated Devices
Rev. 1.30.03.07.r1Page 19
Chapter 10
.
Page 32
Chapter 2 Displays
Preview Displays
Preview Displays: Cue, Submaster, Group
To access these displays, press
the [PREVIEW] hard-key. The
Cue display is the default
preview display, the Group and
Submaster sub-displays are
accessed by pressing the
(SelGrp) and (SelSub) softkeys respectively.
The Preview display shows the
recorded channel or device trait
levels of a cue, group, or
submaster. Cues, groups and
submasters may also be created or edited in this display. The Preview
display is a blind display, meaning none of the levels shown in this display
can be seen as light output on the stage. The Cue, Group and Submaster
Preview displays are very similar in appearance with a few differences. For
more information and operational procedures please see
Chapter 4 Submasters
and
Chapter 6 Groups
Chapter 5 Cues,
.
Any edits to levels or fade parameters are automatically recorded in a
Preview display as they are made; it is not necessary to press a record
key. Using the record keys in this screen will record the stage levels not
changes made here.
Effect Sub-Display (Preview)
This blind display is very similar in appearance to the Effect sub-display of
Stage, which is described earlier in this chapter. The main difference is that
edits done here cannot be seen live on stage.
To access this display while in Preview, press the (SelEff) soft-key followed
by the effect number, then press [ENTER]. Please refer to
Effects
for more information and operational procedures.
Page 20 Rev. 1.30.03.07.r1
Chapter 7
Page 33
User GuideChapter 2 Displays
Cuesheet Display
To access this display press the
[CUESHEET] hard-key. The
Cuesheet display is used to
view the cue order and cue
attributes. Blank cues may be
created here. Cues can also be
deleted, copied, or renumbered
and attributes edited. See
Chapter 5 Cues
information.
for operational
Tracksheet Display
To access this display, press the
[TRACKSHEET] hard-key. The
Tracksheet display is a
spreadsheet that shows all
channel levels of all cues so that
channel levels of cues may be
compared. Cues may be edited
or created in this display. Cue
attributes can also be added or
edited, although they are not
shown. Refer to
for more information on using
the Tracksheet.
Chapter 5 Cues
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Chapter 2 Displays
Configuration Displays
Patch Display
To access this display press the
[PATCH] hard-key. In the
Patch display you can view the
individual dimmer outputs of
Ports A, B or C or all three ports
combined. The Patch display
shows the dimmer to channel
(or device trait) assignments
along with the proportional
level and profile. Please see
Chapter 9 Patching
information and operational
procedures.
Setup Display
To access this display press the
[SETUP] hard-key. The Setup
display is used to customize
show parameters to suit your
specific needs and shows all the
current setup parameters for a
show.
for more
Printing, memory functions,
macro recording, device
assignment, profile editing,
real-time event programing and
network setup functions are
also performed from the Setup display via the soft-keys at the bottom of
the display (see next page).
The console software version number is shown at the top of the Setup
display. Below this are the Show Name and File Name of the currently
loaded show. The information fields in the Setup display are summarized in
Chapter 12 System Settings
Page 22 Rev. 1.30.03.07.r1
.
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User GuideChapter 2 Displays
Sub-Displays of Setup: Print, Disk, Macro,
Device Assignment, Profile, Real Time Event,
Network
These sub-displays are accessed from the Setup display. References are
given below to relevant chapters for display examples and operational
information.
Print Sub-Display
This display is accessed by pressing (Print) while in the Setup display.
There are many different print options available including printing out
detailed lists of cues, submasters, groups, macros, effects, devices, realtime events and patching assignments. See
information.
Disk Sub-Display
Pressing (Disk) will bring up the Disk Menu from which you can save, load,
delete or rename show files. Floppy disk formatting and loading console
system software is performed here also. See
Chapter 13 Printing
for more
Chapter 11 Memory Functions
.
Macro Sub-Display
A Macro is a recorded sequence of keystrokes meant to serve as a time
saving technique for executing a repeated series of commands. Macros are
recorded, configured and edited in this sub-display, which is available under
the (Macro) soft-key. See
procedures.
Device Assignment Sub-Display
Automated devices are configured and assigned in this display. Device
address start positions as well as selection of one of the available three
DMX outputs is selected here also. The Device sub-display is available under
the (Device) soft-key of the Setup display. Refer to
Devices
Rev. 1.30.03.07.r1Page 23
for details on the use of this display.
Chapter 8 Macros
for more information and
Chapter 10 Automated
Page 36
Chapter 2 Displays
Profile Sub-Display
A profile is a method of customizing an output curve assignment, which
may be assigned any number of times to different dimmers. The Profile
Editor sub-display is available under the (Profil) soft-key of the Setup
display. See
Clear Sub-Display
Pressing (Clear) while in the Setup display will bring up the Clear Menu
which allows you to clear different parts of the console memory. Options
include clearing cues, groups, submasters, effects, macros or all of the
above. Please see
Real Time Event Sub-Display
The console allows cues to be executed based on a real time clock. Press
(RT Clk) from the Setup display to open this sub-display. From here you
can set the system clock and make assignments of cues for real time
execution. See
Network Sub-Display (Innovator Only)
Chapter 9 Patching
for details on the use of this display.
Chapter 11 Memory Functions
Chapter 5 Cues
for more information.
for more information.
Pressing (Netwrk) from the Setup display will bring up the Network subdisplay from which you can set up the console to be run over the ColorNet
Ethernet networking protocol. Refer to
Interfaces
Page 24 Rev. 1.30.03.07.r1
for more information.
Chapter 14 Alternate Control
Page 37
User GuideChapter 2 Displays
The LCD Display
Device TraitsLeviton Logo Key
Encoder Wheels LCD Scroll Keys LCD Brightness Control
In addition to the video displays, there is also one dedicated LCD display
which is used to view automated device traits. Below the LCD display are 7
encoder wheels that are used to change the settings of the device traits.
Access this display by pressing [DEVICE] [#] [ENTER]. The screen will
then display the traits of the selected device(s). To view additional traits,
the left and right arrow keys to the right of the encoder wheels are used.
Pressing and holding the Leviton Logo key while using the arrow keys will
page through the traits.
The LCD display operates as either live or blind. In other words, when it is
used while viewing a Live display, such as the Device display, the changes
made with the encoder wheels are seen live on stage. When it is used while
viewing a blind display, such as the Preview or Tracksheet displays, the
changes made with the encoder wheels are made "in the blind". The LCD
will close when switching between a live and blind type display.
For operational information on using the LCD display see
Automated Devices
Rev. 1.30.03.07.r1Page 25
.
Chapter 10
Page 38
Chapter 2 Displays
Switching Active Monitors
When a display is inactive, the soft-keys at the bottom of the display turn
gray. Also, the yellow command prompt turns gray. When a display is active,
the soft-keys at the bottom of the display are green and the yellow
command prompt is on.
Soft-keys: Green on active display, gray on inactive display
Command Prompt: Yellow on active display, gray on inactive display
There are 3 ways to switch between video displays on the console: A softkey, either [S8] or [S6] labeled (Monitr) will switch to the opposite
monitor. Second, the user may select one of the eight display keys (except
in manual switch mode, the displays with change). The third method is
using the trackball. Each of the methods is described below:
Switch Using The Soft-Keys: In all modes, the [S8] key is labeled either
(Monitr) or (More). If labeled "Monitr" this key may be used to switch
command activity to the other monitor. If labeled "More" there is another
level of soft-keys and the (Monitr) soft-key will be [S6] on the next level.
Switch Using The Display Keys:
display keys serve as a quick method of switching to either display and then
bringing up which ever mode is desired. When in fixed mode, seven of the
keys will switch from display to display on one monitor while the other
monitor is locked to its setting. Pressing its display key will make it active
but still not changeable.
A given display can be on only one monitor at a time. It is not possible
to have two Stage displays or two Patch displays for example.
Switch Using The Trackball:
between video monitors. The user may move the cursor with the ball off the
side of the screen and it will appear on the other monitor. Pressing
[SELECT] will cause the other monitor to become active.
If you are setting up and using the secondary video for the first time, you
may wish to test this function. The cursor will only roll off the right side of
video 1 and on to the left side of video 2. If your monitors are reversed,
save time, switch the video cables, don't reposition the monitors.
See also
Appendix A, Secondary Video Configuration
When in the autoswitch mode, the
The trackball may be used to move
.
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User Guide Chapter 3 Setting Channel Levels
Chapter 3
Setting Channel Levels
This chapter explains how to set channel levels for conventional channels,
setting device trait levels of automated devices is explained later in
10 Automated
Conventional channels, whether recalled from the keypad, channel
faders or submasters operate in a HTP (Highest takes precedence)
mode while device traits operate in a LTP (Latest takes precedence)
mode.
Setting channel levels is the first step in recording Submasters, Groups and
Cues. This chapter will show you how to set channel levels using all of the
console features and includes the following sections:
• How to set levels with Channel Faders (All models except Innovator 600)
• Channel Bump Buttons
• How to set levels with the Keypad
• How to set levels with the Trackball
• Proportional Control with the Trackball
• Using Submasters to set Channel Levels
• Channel Lists
• Display of Channel Levels
• Channel Level Colors
• Active vs. Captured Channels
• Console Operating Modes
• Two Scene Mode (All models except Innovator 600)
• Single Scene Mode
• "Match and Take Control" difference between Single Scene and
Two Scene modes
• Restoring Channel Levels (“Undo”)
• Channel Check Mode
• +/- Mode
• Parked Dimmers
Devices
.
Chapter
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Chapter 3 Setting Channel Levels
How to Set Levels with Channel Faders
(All models except Innovator 600)
Channel levels can be set directly with the channel faders, however, you are
limited to the actual number of physical channel faders on the console. For
example, in the case of the 48/96, this would be 96.
See the following example to use channel faders to set levels:
Procedure:Notes:
1. Press [STAGE]Opens Stage display
2. Raise channel faders 1 thru 5 to 80%Stage display will show
channel levels.
3. Lower the grand-master to 50%Channel levels are
proportionally lowered to
40%. (50% of 80 = 40)
Channel faders cannot be used to edit levels in a Preview display.
Channel Fader Section
Figure 3.0 Channel Faders
Channel Bump Buttons
Located below each channel fader is a channel bump button. The channel
bump buttons have two modes of operation; when pressed they will either
momentarily bring the channel level to full or toggle the level on/off. For
information on how to set the channel bump button mode, see
System Settings
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Chapter 12
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User Guide Chapter 3 Setting Channel Levels
How to Set Levels with the Keypad
Channel levels can be entered through the command line by just using the
keypad. When a number is entered into the command line, the console
automatically assumes by default that channels are being addressed (there
is no “channel” key). It is not necessary to push the [ENTER] key after the
level is entered for a channel.
For example, to set channel 2 to a level of 80%: Press [2] [AT] [80]
(“Channel 2 at 80%” appears in the command line)
You need to enter a zero when you specify a level that is a multiple of
one. For example, to set channel 2 to a level of 05% you would enter
[2] [AT] [05]. If you wanted to set channel 2 to 50%, you would
enter [2] [AT] [50] or [2] [AT] [5] [ENTER] (by entering just [5],
the console assumes you mean 50%).
Follow the example below to set channel 1 to a level of 75%:
Procedure:Notes:
1. Press [STAGE]Opens Stage display
2. Press [1]
3. Press [AT] [75]Channel 1 level set
to 75%
Data Keypad
Figure 3.1 Data Keypad
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Chapter 3 Setting Channel Levels
How to set levels with the Trackball
The keypad and trackball can be used together to select and set channel
levels. In this method, the channels are selected with the keypad (as
described in the preceding section) and the levels are set with the trackball.
Follow these example steps to set levels using the keypad and the trackball:
Procedure:Notes:
1. Press [STAGE]Opens Stage display
2. Press [1]
3. Press [ENTER]
4. Adjust trackball to set channel level
Channel levels can also be selected and set by only using the trackball. To
use just the trackball, first locate the cursor by moving the trackball. If you
have been selecting channels with the keypad or performing edits to levels,
you may find it necessary to push the [CLEAR] button a few times in order
to regain control of the cursor with the trackball.
Procedure:Notes:
1. Press [STAGE]Opens Stage display
2. Select a channel with trackballPlace the cursor directly
beneath
3. Press and hold the [CHANGE] keyRelease [CHANGE] key when
while adjusting levels with trackballdone
the channel number
Trackball
Figure 3.2 Trackball
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User Guide Chapter 3 Setting Channel Levels
range
It is also possible to select a
Procedure:Notes:
1. Press [STAGE]Opens Stage display
2. Select first channel in range Place the cursor directly
with trackball
3. Press and hold the [SELECT] key Move the cursor in a straight
while moving trackball to select rangeline to select channels on the
4. Release [SELECT] key after desired
range has been selected
5. Press and hold the [CHANGE] keyRelease [CHANGE] key when
while adjusting levels with trackballdone
When channels are under command of the trackball they appear in
boxed amber, this means that the channels are "captured". See
Captured Channels
section further in this chapter.
of channels with the trackball:
beneath
same line, or move up or
down to select channels in
lines above or below.
the channel number
Proportional Control with the Trackball
All captured channels are affected proportionally when you use the
trackball. Proportional control operates such that a given rotation of the
trackball may cause a greater change to a higher level than to a lower level.
For example: Channels 1 and 2 are captured at 25% and 50% respectively.
If the trackball is used to move channel 1 to 50%, channel 2 will be brought
to 100% (FL). If the trackball is moved further, channel 1 will increase until
it reaches full also. This is known as "overranging". As the Trackball is used
to lower the levels, channel 1 will start to come down from full first. When it
reaches 50%, channel 2 will begin to come down. Eventually you can return
all channels under control of the trackball to their original levels, provided
that you maintain trackball control over them.
Using Submasters to set Channel Levels
Pre-recorded submasters can be used to quickly set channel levels. By
bringing up desired looks with submasters that already have channel levels
recorded, you can use these levels to record other submasters, cues and
groups.
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Chapter 3 Setting Channel Levels
Channel lists
The [AND], [THRU], [MINUS] and [ONLY] keys are used to make lists
of channels and other items. You are not required to enter the list in any
particular order. You can generally just enter channel lists in the order in
which you might be thinking of them. For example:
Procedure:Notes:
1. Press [STAGE] Opens Stage display
2. Press [1] [AND] [6] [THRU] [12]
3. Press [AT] [75] Command Line reads:
Remember, there is no “channel” key; when you enter a number in the
command line, the console automatically assumes that the number is a
channel number.
"1 + 6 > 12 at 75"
(Channels 1, 6, 7, 8, 9, 10,
11, 12 at 75%)
Command Line Syntax
[AND] appears in the Command Line as “+”
[THRU] appears in the Command Line as “>”
[MINUS] appears in the Command Line as “
[ONLY] appears in the Command Line as “only”
"Channel 12 > 24 + 36 - 23 at Full" appears in the Command Line.
Listed below are common examples of channel / level command variations:
[#] [AT] [#] (Sets single channel to a level.)
[#] [AND] [#] [AT] [#] (Sets 2 different channels to a level.)
[#] [THRU] [#] [AT] [#] (Sets a list of consecutive channels to a level.)
Items using the [THRU] key may be listed from lowest to highest or
highest to lowest.
The [ONLY] key is particularly useful when working with Groups and
Devices. See
Page 32 Rev. 1.30.03.07.r1
Chapters 6 Groups
and
-”
Chapter 10 Automated Devices
.
Page 45
User Guide Chapter 3 Setting Channel Levels
Display of Channel Levels
Channel Level Colors
Channel Levels are displayed in various colors depending on their mode and
the display (see definitions below and color examples in Figure 3.3):
Boxed Amber: Captured channel.
Gray: Active channel; Channel fader controls the level directly.
- or- Channel control was released from keypad or trackball control.
- or- Tracking same level as last executed cue.
Red: Higher levelin current cue than last executed cue.
Blue: Lower levelin current cue than last executed cue.
White: Same levelas last executed cue and not tracking (Preview and
Tracking displays only).
Green: Submaster controls the channel.
Yellow: Effect controls the channel.
Teal: Group channels (Preview and Tracking displays only).
Boxed Red: Channel check. See
chapter.
Channel Check
section further in this
Figure 3.3 Sample channel level colors
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Chapter 3 Setting Channel Levels
Captured Channels
Captured channels are channels with levels that are currently being set with
either the keypad or trackball and are shown in boxed amber in the display.
Captured channels are not the same as active channels, which can also be
visible in the display (see
You do not need to set channels to a level to capture them, they can be
captured by simply listing them and pressing [ENTER]. For example, to
capture channels 5 - 20, press [5] [THRU] [20] [ENTER].
Once levels are captured, any command that begins with [AT] will affect
the currently captured channels. For example, if channels 1 thru 5 have
already been captured, just pressing [AT] [50] will set the channels to
50%.
Active Channels
section below).
When the command line is empty, pressing the [ENTER] key captures
active channels.
The exception to this is that pressing [ENTER] does not capture any
automated device traits. Automated devices must be dealt with
specifically. See
The [CLEAR] key releases captured channels, but the command line must
be inactive or else the [CLEAR] key acts like a backspace key to clear
keystrokes from the command line.
The following example shows how to capture channels, set levels, release
channels and clear all channels:
5. Press [ENTER] [AT] [ENTER]All levels are re-captured
6. Press [CLEAR]All levels are cleared
Chapter 10 Automated Devices
and set to 75%
from display
.
all
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User Guide Chapter 3 Setting Channel Levels
All captured channels are unaffected by executed cues; pressing the
[GO] button does not affect them, even if the channels have new level
assignments in the new cue. Captured channels remain under active
control of the trackball until control is released by pressing the
[CLEAR] key. A "CH" icon at the top right of the display shows when
channels are captured and disappears when channels are released.
Active Channels
Active channels include all captured channels plus any channel level which
may be originating from any other sources on the console. Note that any
record function will include these levels.
To completely clear the Stage display of both active and captured channels
follow the steps below:
Procedure:Notes:
1. Press [ENTER] [AT] [ENTER]
2. Press [CLEAR] All channels completely
cleared
.
Rev. 1.30.03.07.r1Page 35
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Chapter 3 Setting Channel Levels
Console Operating Modes
Two Scene Mode (All models except Innovator 600)
Scene A
Scene B
Figure 3.4 Two Scene Mode
Two Scene mode is the simplest way to operate the console. It is also a
good way to become comfortable with some of the features if you are a
new user.
When in Two Scene mode, Scene A and Scene B control the
numbers. For example, when using the 24/48 console, Scene A controls
channels 1 - 24 and Scene B also controls channels 1 - 24 (when the A/B
crossfader is at its top position, scene A is active; when it is at its bottom
position, scene B is active). Scenes A and B can then be crossfaded by
using the A/B crossfader. See example procedure on next page.
To set the operating mode to Two-Scene, follow below:
Procedure:Notes:
1. Press [SETUP] [21] [ENTER]
2. Use the up/down arrow keys Note that the system default is
to select "Two Scene""Single Scene".
A/B Crossfader
same
channel
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User Guide Chapter 3 Setting Channel Levels
Follow the example below to set channel levels in Scenes A and B and then
crossfade between them:
Procedure:Notes:
1. Press [STAGE]System must be already set to
Two-Scene operation
2. Raise the A/B Crossfaders to their Make sure grand-master is full
top positions; A at 100, B at 0up and blackout key is off
3. Raise Faders 1 thru 12 to 75Scene A channel levels are
in Scene Avisible in the Stage display
4. Raise Faders 13 thru 24 to 50
in Scene B
5. Lower the A/B Crossfaders to their Scene B channel levels are
bottom positions; A at 0, B at 100now visible in the Stage
display while Scene A channel
levels fade to 0.
While in Two Scene mode, you can also record memory cues and then
playback memory cues with the C/D crossfaders. See
for more information.
Chapter 5 Cues
Single Scene Mode
When operating in Single Scene mode you cannot crossfade between
scenes A and B as described in Two Scene mode above. As all channel
faders are considered to be in one scene, the concept of fading between
scenes A and B does not exist. For example, on the 24/48 console, channel
faders 1 - 48 are all active at the same time.
Single Scene mode can be used when you need access to all channel faders
while recording submasters, cues and groups. Also with Single Scene mode,
both the A/B and the C/D crossfaders are available for memory cue
playback allowing you to have separate memory cue fades running at the
same time. See
back cues.
Rev. 1.30.03.07.r1Page 37
Chapter 5 Cues
for information on recording and playing
Page 50
Chapter 3 Setting Channel Levels
"Match and Take Control" difference between
Single Scene and Two Scene
The "Match and Take Control" functionality of a channel fader allows you to
use a channel fader to take control of an individual channel’s level that has
already been set by the keypad or a cue. This can be very useful if you
want to quickly adjust a channel’s level while a cue is running.
To match and take control of a channel you must first move the channel
fader to match the current level of the channel in the display. As soon as
the level is matched, the channel level changes color to indicate that the
channel fader now has control.
In single scene mode you will have full control of the channel’s level. For
example, if a cue has set channel 1’s level at 50%, you will be able to take
control of the channel’s level between 0 - FL once you have raised
(matched) the channel fader to 50%.
However in two scene mode, you will only have control of the channel’s
level
above
what it was initially set at by the keypad or cue. For example, if
a cue has set channel 1’s level at 50%, you will only be able to take control
of the channel’s level between 50 - FL once you have raised (matched) the
channel fader to 50%.
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User Guide Chapter 3 Setting Channel Levels
Restoring channel levels (“Undo”)
You can use the (Restor) soft-key to return channel levels to their level
prior to the last level setting command. The (Restor) soft-key is available
in the Stage, Preview, and Tracksheet displays. Although the previous level
command may not be present in the command line history, it remains
available to the restore command. For example:
Procedure:Notes:
1. Press [STAGE]
2. Press [1] [THRU] [20] [AT] [50]Levels set to 50%
3. Press [1] [THRU] [20] [AT] [90]Levels set to 90%
4. Press (Restor) [ENTER]Levels restored to 50%
Channels may also be selectively restored by entering a list of channels
which are to return to their previous level.
Channel Check Mode
Channel Check mode can be used to see which channel controls which light.
It is a quick method to sequentially verify individual channels. You may
start a channel check with any channel. The channel check soft-key is
accessed from the Stage display.
Follow these example steps to run a channel check:
Procedure:Notes:
1. Press [STAGE]
2. Press the (More) soft-key
3. Press the (ChnChk) soft-key
4. Press [1] [AT] [FULL] Captures the starting channel.
Specify any desired check
level.
5. Use the left/right arrow keysLevel will show in boxed red
to scroll through channelsvideo
6. Press [CLEAR] to stop check
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Chapter 3 Setting Channel Levels
+/- Mode
+/- mode can be used to modify individual channel levels within a scene so
that after modification, the changes are retained. It works similar to
channel check but when you move to the next channel, the change is
retained instead of reverting to the previous level. This allows you to
quickly customize the current lighting look.
When soft-key 4 displays "ChnChk", the console is in +/- mode. When
soft-key 4 displays "+/-", the console is in channel check mode.
Follow these steps to modify a lighting look that is currently live:
Procedure:Notes:
1. Press [STAGE]
2. Press [1] [AT] [25]Captures the starting channel
4. Press right arrow keyReleases starting channel and
5. Set channel level with trackball
6. Repeat steps 3 and 4 to finish
editing or establishing desired look
7. Press [CLEAR]Releases captured channel
captures next channel
Parked Dimmers
A dimmer can be "parked" from the Dimmer sub-display of the Stage
display. The parked dimmers will not become part of any console recording
and will override any other output from any other process on the console.
Parked dimmer levels are displayed in amber and a "DM" icon is displayed
at the top of the Stage, Device and Playback displays.
To park a dimmer press [STAGE] (Levels) then select and set the dimmer
level with the keypad or trackball.
To release all parked dimmers, place the cursor over the "DM" icon and
press [CHANGE]. To release selective parked dimmers, press [DIMMER] [#] [AT][ENTER] where [#] is any individual dimmer or list of dimmers.
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User Guide Chapter 4 Submasters
Chapter 4 Submasters
Submasters are pre-recorded groups of channels at levels. Submasters can
traditionally be used as building blocks when creating cues, shortcuts to
groups of channels when running live, or somewhat non-traditionally be
used to recall effects and as a tool when programming moving lights. There
are 24 submaster faders on the control console and 8 virtual pages of
submaster memory for a total of 192 possible submasters. Below each
submaster fader is a submaster bump button which allows you to bump the
submaster to its full recorded level or to begin its programmed fade. This
chapter contains the following sections:
• Recording Submasters
• Changing Submaster Pages
• Submaster Playback
• Submaster Fader Playback
• Submaster Bump Button Playback
• Timed Submasters
• Submaster Types
• Pile-On Submasters
• Inhibitive Submasters
• Changing Submaster Types
• Assigning Effects to Submasters
• Assigning Groups to Submasters
• Assigning Macros to Submasters
• Preview Mode and Submasters
• Recording / Editing
• Naming / Copying / Renumbering / Clearing
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Chapter 4 Submasters
Recording Submasters
The [RECORD SUB] hard-key records the instantaneous "look" of the
current Stage display by recording all channels, groups, effects, macros and
devices at their current levels. This includes all levels that may be
originating from level setting commands, cues, running effects or other
subs. The Record Sub command can be executed from any display except
Setup.
Follow these example steps to record a simple pile-on submaster from the
Stage display:
Procedure:Notes:
1. Press [STAGE]
2. Select channels and set Creates look
channel levels
3. Press [RECORD SUB] [10]
4. Press [ENTER]If submaster 10 has already
been recorded, a warning
message will appear on the
screen. Press [ENTER] again
to overwrite.
Changing Submaster Pages
The default setting for the number of submaster pages is (1). See
Chapter 12 System Settings
submaster pages.
To change submaster pages, follow below:
Procedure:Notes:
1. Press (SubP #) while in the Repetitively pressing this key
Stage, Preview or Playback displayswill advance through the
You can also enter a specific page directly: Press (SubP #), enter page
number, then press [ENTER].
See also
this chapter.
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Submaster Page Changes in Playback Display
for procedures on how to add more
pages one by one
section further in
Page 55
User Guide Chapter 4 Submasters
Submaster Playback
Submasters can be played back by either raising the submaster fader or
pressing the submaster’s bump button. It is important to note that there
are certain conditions which apply to both methods and these are explained
below.
Submaster Fader Playback
As a submaster is a number of channels recorded at certain levels, playing
back the sub at 100% (FL) will bring these channel levels to their full
recorded state. The channels are recorded proportionally, so if the sub is
played back at 50% for example, then the channels will be at 50% of their
recorded levels.
Submaster Bump Button Playback
The bump button’s function depends on its mode and if the sub is recorded
as a Timed Submaster (please see following
Bump Button Modes: There are two types of submaster bump button
modes; Normal and Toggle.
Timed Submasters
section).
In Normal mode the bump buttons act as momentary switches; pressing a
bump button will bring its recorded level to full, releasing it will return to
the current level of the sub fader (zero or otherwise).
In Toggle mode the bump buttons act as on/off switches; each press will
turn the submaster on or off.
Changes to the bump button mode are done in the Submaster sub-display
of Preview. To change a bump button’s mode follow below:
Procedure:Notes:
1. Press [PREVIEW]Opens the Preview display
2. Press (SelSub) [#]
3. Press (More) to change Press 2 times until (Toggle)
soft-key levelsappears.
4. Press (Toggle) to activate or "Tog" appears below "Dwl" in
deactivate Toggle modeattributes line
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Chapter 4 Submasters
Timed Submasters
You can assign fade times to bump buttons which control the fade up and
fade down time of the submaster. Then, when you press and hold the
submaster bump button, it will fade to 100% over the time period you
entered, and once the button is released, it will fade to 0% over the time
period you entered.
Additionally, you can enter a dwell time for a submaster. The dwell time
specifies the time from when you either release the bump button or the up
fade is complete until the time when the down fade starts. When a dwell
time is entered for a submaster, you can simply tap the bump button to
initiate a fade up, dwell, then fade down sequence. For example, if you had
submaster 8 programmed with a fade up time of 3 seconds, a dwell of 5
seconds, and a fade down time of 1 second, when you tapped the bump
button the submaster would fade to 100% over a time of 3 seconds, it
would pause for 5 seconds and then fade to 0% over 1 second.
Fade and Dwell times are assigned from the Submaster sub-display of
Preview and are shown in the "Time" and "Dwl information field.
F
ollow this example to assign a 4 second up time and a 5 second down time:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#]
3. Press [TIME] [4] [AND] [5] [ENTER] The [AND] key is used to
specify individual up and down
fade times.
You can also record a fade time as you record a submaster live:
Press [RECORD SUB] [#] [TIME] [#] [ENTER]
F
ollow below to assign a 3 second fade time and a 6 second dwell time:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#]
3. Press [TIME] [3]
4. Press [DELAY] [6] [ENTER]The [DELAY] hard-key is used
to set the Dwell time for a sub
You can also record a dwell time as you record a submaster live:
Press [RECORD SUB] [#] [DELAY] [#] [ENTER]
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User Guide Chapter 4 Submasters
no
If you record a sub with
and hold the bump button (Normal mode). It runs until channels reach full
recorded levels, then holds at full as long as you hold the bump button; the
downfade begins when you release it. If you don’t hold the bump button for
the duration of the upfade time, channels do not reach their full recorded
levels.
When a bump button is set to Toggle mode, you cannot enter a dwell
time. The upfade starts when you press the bump button. The channels
will hold at their full recorded levels until the bump button is pressed
again, which will cause the downfade to begin.
Raising the submaster fader of a timed sub while it is fading will allow you
to assume manual control over the fade. To override a timed sub, push the
sub fader to a higher level than the fade. Control of the fade transfers to
the sub fader once the sub fader passes the timed fade in progress.
dwell time, the upfade starts when you press
Submaster Page Changes in Playback Display
To change submaster pages, please see
earlier in this chapter.
When you change submaster pages while in the Playback display, any
submasters on stage will remain on stage until you move their sliders to
zero. The sub number will be displayed in Reverse Amber if it is from a
previous page. See figure 4.1 below.
Subs still active from other sub pages (reverse amber).
Changing Submaster Pages
section
Figure 4.1 Submaster Playback
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Chapter 4 Submasters
Submaster Types
Pile-On Submaster
A pile-on submaster consists of channels recorded at proportional levels. If
a pile-on submaster’s channel levels are higher than established channel
levels, the submaster’s levels take precedence. If they are lower, the
established levels take precedence (Highest Takes Precedence, HTP).
Submaster numbers are displayed in gray in the Playback display if they are
programmed as pile-on, see Figure 4.2 on next page.
Inhibitive Submaster
With inhibitive submasters you can limit the output of a selection of
channels. An inhibitive submaster controls the levels of assigned channels
much like the way that the grandmaster controls the levels of all channels.
Submaster numbers are displayed in red in the Playback display if they are
programmed as inhibitive, see Figure 4.2 on next page.
Follow this example to create and add channels to an inhibitive submaster:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [13]Enter the number of the sub
to be inhibitive
3. Press (More) 2 timesChanges soft-key level
4. Press (Inhib) "Inh" appears below "Type" in
fade attributes line
5. [1] [THRU] [24] [FULL]Channels 1 > 24 set to 100%
(other ch levels may be set)
6. To check, Press [STAGE]
7. Raise channel 10 with sub 13 Channel is inhibited because
at zero positionsub is at zero
8. Now raise sub 13 and try channel 10
The same channel can be included in more than one inhibitive
submaster.
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User Guide Chapter 4 Submasters
Changing Submaster Types
The preceding example showed you how to create an inhibitive submaster,
to change the submaster back to a pile-on type follow below:
An effect submaster has a specific effect assigned to it. Pressing an effect
submaster’s bump button or moving its slider will start the effect running.
If a submaster contains a recorded effect, the submaster number appears
in yellow in the submaster fader window of the Playback display, see Figure
4.2 on previous page.
Refer to
effect submasters.
Chapter 7 Effects
for information on how to create and record
Assigning Groups to Submasters
A group submaster is a submaster with a specific group assigned to it. In a
group submaster, the group is called up with its assigned levels
proportionately to the setting of the submaster fader. When a group is
edited, the submaster to which it was assigned to will also be updated. If a
submaster contains an group, the groups levels will appear in teal while in
the Submaster Preview display.
Please see
groups to submasters.
Chapter 6 Groups
for information on recording and assigning
Assigning Macros to Submasters
A macro is a series of keystrokes you record to perform a complex
command. A macro submaster is submaster with a macro number assigned
to it. In a submaster with a macro assigned, the macro begins to run when
you press the bump button or move the submaster fader. The fader handle
has no impact on any levels created within the macro, it simply executes
when the handle moves from zero.
See
Chapter 8 Macros
submaster.
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for information on how to create and record a macro
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User Guide Chapter 4 Submasters
Preview Mode and Submasters
Sub Levels (green color)
Figure 4.3 Submaster Preview Display
Attributes Line
Navigating the Submaster Preview Display
To select a specific sub for viewing and editing press the (SelSub) soft-key
while in the Preview display. Follow these steps to select a submaster from
the Preview display:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#]Selects sub
3. Press [ENTER]
You can also use the left/right arrow keys to view and page through all the
different subs.
Submaster Colors in Display: Submaster levels are displayed in green
while in the Preview and Stage displays.
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Chapter 4 Submasters
Recording Submasters in Preview
Submasters can be also be created "in the blind" from the Submaster subdisplay of Preview. Follow the steps below as an example:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#]Creates new sub
3. Press [ENTER]If Sub has already been
4. Select channels and set Sub recorded
channel levels
All levels are recorded automatically in the Preview display, it is not
necessary to press the [RECORD SUB] hard-key. If you do use the
[RECORD SUB] key, the active stage levels will be recorded, not the
blind levels.
Editing Submasters in Preview
recorded, its levels will show.
Follow these steps to edit a previously recorded submaster:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#]Selects sub
3. Press [ENTER]
4. Select channels and set Sub recorded
new channel levels
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User Guide Chapter 4 Submasters
Naming Submasters
You can assign names up to 16 characters in length to submasters. These
names can be exclusively numbers, exclusively letters or a combination of
letters and numbers. Names are entered using the submaster bump
buttons for letters and the keypad for numbers. You can also use a
standard PC keyboard to enter names. Please see
information on installing a keyboard.
Appendix A
for
Bump
Button
1a9i 17q
2b10j 18r
3c11j 19s
4d12l 20t
5e13m21u
6f 14n22v (space)
7g15o23wx
8h16p24yz
Alpha
Character
Bump
Button
Alpha
Character
Bump
Button
Alpha
Character
Table 4.0 Character to Bump Button Assignments
In the above chart, the letters x and z are selected by pressing and holding
the w and y keys respectively. A space is added by pressing and holding the
v key. For uppercase letters, press and hold the Leviton Logo key while
selecting letters.
Follow the steps below to name a submaster:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#] [ENTER]Enter the number of the sub
to be named
3. Press (Name)
4. Enter a name Use Sub Bump Buttons or
PC keyboard
5. Press [ENTER]
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Chapter 4 Submasters
Copying Submasters
Follow the procedure below to copy the contents of one submaster to
another submaster
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#]Enter the number of the sub
3. Press [ENTER]
4. Press (Copy)
5. Enter destination sub number
to copy to
6. Press [ENTER]
within
a sub page:
to be copied
To c op y
pages with the (SubP #) soft-key before step 3.
between
sub pages, follow the above example except change
Renumbering Submasters
Follow the procedure below to renumber a submaster:
Procedure:Notes:
1. Press [PREVIEW]
2. Press (SelSub) [#]Enter the number of the sub
to be renumbered
3. Press [ENTER]
4. Press (Renum)
5. Enter new sub number
6. Press [ENTER]
If a destination sub number already exists, the contents will be overwritten.
A warning will appear asking for confirmation.
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User Guide Chapter 4 Submasters
Clearing Submasters
To d e l e te an
Submaster Preview display.
All
submasters can be quickly cleared from the (Clear) menu of the Setup
display. Please follow the steps below:
Procedure:Notes:
1. Press [SETUP]
2. Press (More) Changes soft-key level
3. Press (Clear) Clear menu appears
4. Enter [3] “Clear Submasters”Warning appears
5. Enter [1] to confirmAll submaster memory erased
6. Press any display key to exit
See
Chapter 11 Memory Functions
memory.
individual
submaster press the (Delete) soft-key while in the
for more information on clearing console
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Chapter 4 Submasters
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User Guide Chapter 5 Cues
Chapter 5 Cues
Cues are recorded lighting changes or "looks" that can be reproduced with
specific timing. A cue is recorded as a set of channels or device traits with
specified levels along with certain other attributes. These attributes can
include Fade, Delay and Follow times, Cue Links, Cue Names and assigned
Groups, Effects and Macros. You can save up to 600 cues per show in the
control console. There are two playback fader pairs, A/B and C/D, which
allow you to playback recorded cues automatically or manually. Cues may
also be played back by pressing a Macro key or by using the Real Time
Event Clock. This chapter includes the following sections:
• Using the Real Time Event Clock to Playback Cues
• Using Macros to Playback Cues
• Cue Record Modes
• The Tracksheet Display
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Chapter 5 Cues
Recording Cues
Cues are created "Live" from the Stage or Device displays or "Blind" from
the Preview, Tracksheet or Cuesheet displays. When a cue is recorded live,
you see the immediate results on stage. When a cue is recorded blind, the
results will not be seen until the cue is played back. For more information
on Cue Playback, refer to the
chapter.
Cue Record Modes
There are three types of Cue Record Modes available when recording cues
in the console: Clean up Mode, Tracking Mode and Cue Only Mode. Clean
Up Mode is the simplest way of recording cues; channels are recorded
directly as you see on screen. The other two cue record modes have
complex channel tracking relationships which are created from cue to cue.
To get you started in learning how to record cues, we will use the simpler
Clean Up Mode for the procedural examples in this chapter. Once you
understand the basics how to record cues using the Clean Up Mode, you
can then apply the two other types of modes. Further explanations of these
modes are given later in this chapter, see
Playing Back Cues
Cue Record Modes.
section further in this
To change the Cue Record Mode, press the (Q Mode) soft-key until the
desired mode name appears at the beginning of the command line.
Cue Numbering
The decision on how to number your cues requires a bit of thought. Many
individuals have different preferences on how cue numbering should work,
however, there are a few points you should consider. Most people create
cues following the formation 1, 2, 3, 4, etc. Then, if you need to insert a
cue between 3 & 4 for example, you could call the cues 3.1, 3.2, 3.3, etc. If
you are recording a show which will require the addition of a lot of cues in
between existing cues, you may find it helpful to number your cues in even
numbers only, or increase in increments of 5, or 10, or any other format
which you deem appropriate. See also
section further in this chapter
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.
Inserting and Renumbering Cues
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User Guide Chapter 5 Cues
Creating a Basic Cue
To create a cue live from the Stage display, you first create the look by
setting channel levels. Then, using the record cue functionality of the
console, you enter the cue number and all required cue attributes. From
this point, pressing the [ENTER] key completes the recording of the cue.
The cue then can be recalled from the playback faders. In-depth examples
are given further in this chapter but here is the general procedure:
Procedure:Notes:
1. Set channel levels using channel faders,
keypad, submasters, groups, etc.
2. Press [RECORD CUE]Initiates recording of a cue
3. Enter cue number
4. Enter cue attributes
5. Press [ENTER]Cue recorded
The [RECORD CUE] hard-key records all levels that may be
originating from level setting commands, other cues, running effects,
active submasters, groups and selected automated device traits.
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Chapter 5 Cues
Cue Attributes
The attributes which can be recorded with a cue are as follows (procedural
examples of using these attributes are given further in this chapter):
For graphic examples of attribute keys see
Fade TimeThe fade time is the time that the cue takes to fade to
its final levels after the [GO] button has been pressed.
Delay TimeThe delay time is the amount of time after you press
[GO] and when the fade actually begins.
Follow TimeA follow time assigned to a cue causes the next cue in
the cue list to start automatically without pressing the
[GO] button and specifies how long the console waits
after the current cue starts before the next cue runs.
Cue LinkCues can be executed out of their normal numeric
sequence by assigning a Link to a cue. When you press
[GO], instead of executing the next higher numbered
cue, the cue execution sequence will "jump" to the
destination cue that you specify in the Link assignment.
Cue NameCues names of up to 16 characters in length can be
assigned to cues.
Assigned
Group
Assigned
Effect
A group may be assigned to a cue so when the cue
executes, the group will execute also. See also
6 Groups
An effect may be assigned to a cue so when the cue
executes, the effect will execute also. Refer to
Effects
for more information on working with groups.
for more information on working with effects.
Figure 1.2, Page 8
.
Chapter
Chapter 7
Assigned
Macro
A macro may be assigned to a cue so when the cue
executes, the macro will execute also. See
Macros
for more information on working with macros.
Chapter 8
Table 5.0 Cue Attributes
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User Guide Chapter 5 Cues
Recording Cues in the Stage Display
When recording a cue from the Stage display, the levels being set are seen
live on stage. In this example you will be setting only channel levels for a
cue, recording a cue with attributes such as fade, delay and follow times
are shown further below.
Follow these steps to record a simple live cue:
Procedure:Notes:
1. Press [STAGE]Opens Stage display
2. Press [ENTER] [AT] [ENTER] [CLEAR]
to clear screen (if necessary)
3. Press [1] [THRU] [24] Selects channels to be
recorded
4. Press [AT] [75]Sets channel levels
5. Press [RECORD CUE] [1]
6. Press [ENTER]Records cue 1
A warning will appear if the cue already exists in memory. Press
[ENTER] to record over the existing cue or press [CLEAR] to cancel.
Recording Cue Fade Time(s)
The cue fade time is the time that the cue takes to fade to its final levels
after the [GO] button has been pressed. A cue may also be assigned split
fade times, which allows the cue fading out to happen at a different time
then the cue fading in.
You can record fade times in either seconds or minutes for a maximum of
99:59 minutes.
For example, to add a fade time of 6.5 seconds to a previously recorded
cue: Press [CUE] [1] [TIME] [6.5] [ENTER].
To enter a fade time in minutes, press the (Minute) soft-key after you
enter the value: Press [CUE] [1] [TIME] [8] (Minute)[ENTER].
The assigned fade time(s) can be viewed in the "Time" field of the
attributes line of the Preview display or from the Cuesheet display.
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Chapter 5 Cues
Recording a Cue with a Single Fade Time
Follow the example steps below to record a cue with a single fade time:
Procedure:Notes:
1. Press [STAGE]
2. Press [ENTER] [AT] [ENTER] [CLEAR]
3. Press [50] [AND] [61] Selects channels to be
4. Press [FULL]Not necessary to press the
5. Press [RECORD CUE] [3]
6. Press [TIME] [5]Adds single up/down fade
7. Press [ENTER]Records cue 3
Recording a Cue with Split Fade Times
The [AND] hard-key is used to assign separate up and down times. In the
command line, the up time and down times are shown separated by a "+".
to clear screen (if necessary)
recorded
[AT] key when recording Full
time of 5 seconds
Follow the steps below to record a cue in Stage with split fade times:
Procedure:Notes:
1. Press [STAGE]
2. Press [ENTER] [AT] [ENTER] [CLEAR]
to clear screen (if necessary)
3. Press [50] [AND] [61] Selects channels to be
recorded
4. Press [FULL]Not necessary to press the
[AT] key when recording Full
5. Press [RECORD CUE] [5]
6. Press [TIME] [5] [AND] [7]Adds split up/down fade times
of 5 and 7 seconds
7. Press [ENTER]Records cue 5
The up time specifies how long it takes for the next cue to fade in. The
down time specifies how long it takes for the previous cue to fade out.
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User Guide Chapter 5 Cues
Recording a Cue Delay Time
As explained earlier, a cue delay time is the amount of time after you press
[GO] and when the fade actually begins. You can record delay times in
either seconds or minutes for a maximum of 99:59 minutes.
For example, to add a delay time of 2.5 seconds to a previously recorded
cue: Press [CUE] [1] [DELAY] [2.5][ENTER].
To enter a delay time in minutes, press the (Minute) soft-key after you
enter the value: Press [CUE] [1] [DELAY] [5] (Minute) [ENTER].
The assigned delay time(s) can be viewed in the "Dly" field of the attributes
line of the Preview display or from the Cuesheet display.
Follow these example steps to record a cue with a fade and a delay time:
Procedure:Notes:
1. Press [STAGE]
2. Press [10] [THRU] [21] Selects channels to be
recorded
3. Press [AT] [95]
4. Press [RECORD CUE] [6]
5. Press [TIME] [2.5] Fade time
6. Press [DELAY] [4][ENTER]Fade will start after a Delay
of 4 seconds
You can also enter separate delay times for a cue with split up/down fade
times. Follow the example below:
Procedure:Notes:
1. Press [STAGE]
2. Press [24] [THRU] [36] Selects channels to be
recorded
3. Press [FULL]
4. Press [RECORD CUE] [7]
5. Press [TIME] [2.5] [AND] [5]Split Fade times
6. Press [DELAY] [3][AND] [4]Separate Delay times
7.Pres s [ENTER]
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Chapter 5 Cues
Recording Cues with Follow
As mentioned earlier in this chapter, a follow time specifies how long the
console waits after the current cue starts before the next cue automatically
executes.
Follow times can be recorded up to 99:59 minutes. For example, to add a
follow time of 2.5 seconds to a previously recorded cue:
Press [CUE] [10] [FOLLOW] [2.5] [ENTER].
To enter a follow time in minutes, press the (Minute) soft-key after you
enter the value: Press [CUE] [1] [FOLLOW] [5] (Minute) [ENTER].
The assigned follow time can be viewed in the "Flw" field of the attributes
line of the Preview display or from the Cuesheet display.
Follow these steps to record cue 2 with a fade and follow time in Stage:
Procedure:Notes:
1. Press [STAGE]
2. Press [1] [and] [21] Selects channels to be
3. Press [AT] [95]
4. Press [RECORD CUE] [2]
5. Press [TIME] [5] Adds Fade time
6. Press [FOLLOW] [10] [ENTER]The cue following cue 2 will
recorded
start 10 seconds after cue 2
starts
You cannot run a follow cue if the fade time is manual; enter a time of
0 seconds if you want the next cue to immediately execute.
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User Guide Chapter 5 Cues
Recording Cues with Link
Cues can be played back out of their numeric sequence by assigning a Link
to a cue. When a cue is linked to another cue, the execution sequence
continues onward in the list from that destination cue until the end of the
cue list until another link is encountered in a later cue. The assigned link
can be viewed from the Cuesheet or Preview displays.
For example, to link cue 5 to cue 12:
Press [CUE] [5] [LINK] [12] [ENTER].
To assign a link to the
Press [LINK] [#] [ENTER].
current
cue being viewed in a display:
Creating Automatic Playback Loops
Follow and Link can be combined to create loops in which cues play back
automatically and repeat.
Follow the example steps below to record an automatic cue playback loop:
7. Press [TIME] [2] [FOLLOW] [5] [LINK] [1] [ENTER]
In the above example, cue 1 will start after you load a playback fader with
cue 1 and press [GO]. Cue 2 will follow cue 1, cue 3 will follow cue 2. Cue
1 will start over again because cue 3 is linked to cue 1. For more
information on cue playback see the
chapter.
Playing Back Cues
section later in this
You can also create loops using effects. These effect loops can then be
played back in a cue or submaster. See
information.
Rev. 1.30.03.07.r1Page 63
Chapter 7 Effects
for more
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Chapter 5 Cues
Recording Cues in the Preview Display
Recording a cue in the Preview display allows you to create a cue without
affecting the current look on stage. It is sometimes referred to as recording
"in the blind".
It is important to realize that the [RECORD CUE] key is not used for cues
that are recorded blind; blind cues are automatically recorded as they are
made. If you do use the [RECORD CUE] key, the active stage levels will
be recorded, not the blind levels.
Cues can be created using the same attributes as when recording live.
Follow the example steps below to record a simple blind cue in Preview:
5. Press [TIME] [61] [ENTER]Adds up/down fade time of 61
sec. (displayed as 1:01 min.)
Cues can also be created blind from the Tracksheet and Cuesheet
displays. (however, only cue attributes and not channel levels can be
recorded in the Cuesheet display.)
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User Guide Chapter 5 Cues
Editing Cues
If you would like to edit channels in a cue that has already been recorded,
you can either play back the cue live from the Stage display or work blind in
the Preview or Tracksheet displays.
Editing, as in recording, while in different Cue Record Modes produces
different results. See the
chapter for more information.
Editing Cues in the Stage Display
To edit a cue live, either play back the cue with the playback faders or press
[CUE] [#][FULL]. Then make the changes you want and re-record the
cue. For more information on Cue Playback, please see the
Cues
section later in this chapter.
For example: Assume Cue 1 is already recorded with channels 1 thru 24 at
75. To just adjust channels 10 thru 20 to 80 follow below:
Cue Record Modes
section further in this
Playing Back
Procedure:Notes:
1. Press [STAGE]
2. Press [ENTER] [AT] [ENTER] [CLEAR]
to clear screen (if necessary)
3. Press [CUE] [1] [FULL]Or play back the cue with the
Playback faders
3. Press [10] [THRU] [20] Selects channels to be
recorded
4. Press [AT] [80]Sets channel levels
5. Press [RECORD CUE] [1]
6. Press [ENTER]Warning will appear, Press
[ENTER] to overwrite
previous cue
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Chapter 5 Cues
Editing Cues in the Preview Display
To edit cues in Preview, just make the changes you want, all changes are
recorded as you make them.
For example: Assume Cue 2 is already recorded with channels 1 thru 10 at
full. To just set channels 5 and 6 to a new level follow below:
3. Press [5] [AND] [6] Selects channels to be edited
4. Press [AT] [75]Cue is automatically recorded
as you enter levels
Cues can also be edited blind from the Tracksheet display. For more
information on using the Tracksheet, please see the
section later in this chapter.
Cue Record Modes
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User Guide Chapter 5 Cues
The Cuesheet Display
The Cuesheet display can be accessed by pressing the [CUESHEET] hardkey on the console. This display is used to view the order of cues and each
cue’s attributes. The features of this display include the ability to edit the
cue attributes, delete, copy or renumber cues and create blank cues.
Cue Number Fade, Delay and Follow TimesCue Name
Figure 5.0 Cuesheet
Cues are listed by cue number, sorted from lowest numbered cue to highest
numbered cue. If a cue is playing in one of the playback faders, the
playback fader will be listed adjacent to the cue number. Each cue shows
columns of information showing each available attribute for every cue,
please see Table 5.1 on the next page.
Using the up/down arrow cues will scroll through the display. To quickly go
to a specific cue, press [CUE] [#] [ENTER].
When you press [CUE] [#] [ENTER], a new blank cue is created if the cue
does not already exist. If you are in tracking mode and there is a lower
numbered cue, the levels of that cue will be tracked into the new cue.
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Assigned EffectAssigned Group
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Chapter 5 Cues
Table 5.1 Cuesheet Attributes
To change the attributes of the currently selected cue, press the key on the
console corresponding to the specific attribute you want to change, then
enter the attribute information followed by the [ENTER] key. Multiple cue
attributes may be entered before the [ENTER] key is pressed. See
Editing Cue Attributes
Editing Cue Attributes
Follow the example below to modify a follow time attribute from the
Cuesheet display:
Up: assigned Up fade timeEff: assigned Effect
Dwn: assigned Down fade timeMac: assigned Macro
Dly: assigned Delay timeGrp: assigned Group
Flw: assigned Follow time
Lnk: assigned Link
below for an example procedure.
Procedure:Notes:
1. Press [CUESHEET]
2. Press [CUE] [5]Or use the up/down arrow
keys
3. Press [FOLLOW] [7]
4. Press [ENTER]New Follow time recorded
You can quickly edit cue attributes from the Stage, Preview, Cuesheet
or Tracksheet displays. For example, to edit a fade time, just press
[CUE] [#] [TIME] [#] [ENTER].
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User Guide Chapter 5 Cues
Naming Cues
You can assign names up to 16 characters in length to cues. These names
can be exclusively numbers, exclusively letters or a combination of letters
and numbers. Names are entered using the submaster bump buttons for
letters and the keypad for numbers. You can also use a standard PC
keyboard to enter names.
Bump
Button
1a9i 17q
2b10j 18r
3c11j 19s
4d12l 20t
5e13m21u
6f14n22v (space)
7g15o23wx
8h16p24yz
Alpha
Character
Bump
Button
Alpha
Character
Bump
Button
Alpha
Character
In the above chart, the letters x and z are selected by pressing and holding
the w and y keys respectively. A space is added by pressing and holding the
v key. For uppercase letters, press and hold the Leviton Logo hard-key
while selecting letters.
To enter a cue name while in the Preview display:
Procedure:Notes:
To enter a cue name while in the Cuesheet display:
Procedure:Notes:
1. Press [CUESHEET]
2. Press [CUE] [5] [ENTER]Or use the up/down arrow
keys to select cue number
3. Press (Name) Enter a name.
4. Press [ENTER]
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Chapter 5 Cues
Copying Cues
Cues can be copied to another location in the cue list. Please follow the
example procedures below to learn how to copy cues.
To copy cues in the Cuesheet and Tracksheet displays:
Procedure:Notes:
1. Select the cue number
you wish to copy
2. Press (Copy)
3. Enter the destination cueCommand line reads:
4. Press [ENTER]
To copy cues in the Preview display:
Procedure:Notes:
1. Select the cue number
you wish to copy
2. Press (More)Changes soft-key level
3. Press (Copy)
4. Enter the destination cueCommand line reads:
5. Press [ENTER]
Copy Cue # to Cue #
Copy Cue # to Cue #
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User Guide Chapter 5 Cues
Clearing Cues
Cues can be individually deleted from the cue list or all cues can be entirely
cleared from the console. Please see the following example procedures.
To delete cues while in the Cuesheet and Tracksheet displays:
Procedure:Notes:
1. Press (Delete)
2. Enter cue you would Command line reads:
like to deleteDelete Cue #
3. Press [ENTER]
To delete cues while in the Preview display:
Procedure:Notes:
1. Press (More)Changes soft-key level
2. Press (Delete)
3. Enter cue you would Command line reads:
like to deleteDelete Cue #
4. Press [ENTER]
To c le a r
Procedure:Notes:
1. Press [SETUP]
2. Press (More) Changes soft-key level
3. Press (Clear) Clear menu appears
4. Enter [1] “Clear Cues”Warning appears
5. Enter [1] to confirmAll cue memory erased
6. Press any display key to exit
See
memory from the console.
Rev. 1.30.03.07.r1Page 71
all
cues from the control console:
Chapter 11 Memory Functions
for more information on clearing all
Page 84
Chapter 5 Cues
Inserting and Renumbering Cues
Inserting Cues
A new cue can be inserted between two existing cues. For example, to
insert a new cue between cues 1 and 2, just record the new cue as cue 1.5.
Please see the
information on numbering cues.
Cue Numbering
section earlier in this chapter for more
Renumbering Cues
To renumber a cue use the (Renum) softkey. Please see the following
examples:
To renumber cue 1 to cue 5 while in the Cuesheet display:
Procedure:Notes:
1. Select Cue 1
2. Press (Renum) [5]
3. Press [ENTER]
To renumber a cue while in the Preview display:
Procedure:Notes:
1. (More) (Renum) [#]
2. Press [ENTER]
If a cue already exists with the same number as the desired
renumbered cue, a warning will appear. Pressing [ENTER] will
overwrite the existing cue.
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User Guide Chapter 5 Cues
Using Groups when Recording Cues
Groups are frequently used combinations of channels or device traits which
can be used as building blocks when recording. There are two different
ways of working with groups:
assign
1. The first way is to
group to a cue, any changes that you make later in the group will be
updated in the cue also. This can be useful, for instance, when a group is
recorded with pan and tilt device trait levels (focus points) and the same
group is assigned to a number of cues. If the focus points need to be refocused later, you only have to update the group, all cues that have the
group assigned will be updated also. To assign a group to a cue:
Procedure:Notes:
1. Press [CUE] [#] [GROUP] [#]
2. Press [ENTER]
The assigned group number can be viewed in the "Grp" field of the
attributes line of the Preview display or from the Cuesheet display.
a single group to a cue. When you assign a
2. The second way groups may be used is to just use a group to set levels
while recording a cue. Be aware that if you use groups in this way any
future updates to the group
For example, to just use a group’s levels to record a cue from the Stage
display:
Procedure:Notes:
1. Press [GROUP] [#] [FULL]
2. Press [RECORD CUE] [#] [ENTER]
To just use a group’s levels to record a cue from the Preview or Tracksheet
displays:
Procedure:Notes:
1. Select the cue
2. Press [GROUP] [#] [FULL] You may, of course, bring up
For more information on groups, please see
Rev. 1.30.03.07.r1Page 73
will not
be updated in the cue.
the group at a different level
than full.
Chapter 6 Groups
.
Page 86
Chapter 5 Cues
Assigning Effects to Cues
When an effect is assigned to a cue, the effect fades in during the up time
of the cue. The effect remains running until the next [GO] command is
executed, at which time the effect fades out during the down time of that
cue.
To assign an effect as a cue is being recorded:
Procedure:Notes:
1. Press [RECORD CUE] [#] [EFFECT] [#]
2. Press [ENTER]
To assign an effect to an existing cue:
Procedure:Notes:
1. Press [CUE] [#] [EFFECT] [#]
2. Press [ENTER]
When recording a cue while an effect is running, take out the effect on
stage with the playback fader or submaster before executing the
Record Cue command. The live Record Cue command records an
instantaneous stage picture and therefore will record channel levels
from the effect if the effect is left running.
You can also place cues into effects so when the effect is run it will start a
cue. Only the levels of the channels in the cue are used, not the cue
attributes. See
Page 74 Rev. 1.30.03.07.r1
Chapter 7 Effects
for more information.
Page 87
User Guide Chapter 5 Cues
Assigning Macros to Cues
You can assign a recorded macro to a cue to automatically execute the
macro. The specified macro will execute when the cue fade begins.
This feature can be very useful for triggering timed submasters or for
capturing specific channels on the trackball for overriding cue control.
Another useful application is to assign rate control in a cue macro for a cue
or effect that requires it in every performance, this way the rate will always
be ready on the trackball when the cue is initiated.
To assign a macro to a cue using the Cuesheet display:
Procedure:Notes:
1. Press [CUE] [#] (More)
2. Press (Macro) [#]
3. Press [ENTER]
To assign a macro to a cue using the Preview display:
Procedure:Notes:
1. Press [CUE] [#] (More) (More)
2. Press (Macro) [#]
3. Press [ENTER]
To delete a macro from a cue:
Procedure:Notes:
1. Press [CUE] [#] (Macro) Specify NO macro number
2. Press [ENTER]
Please refer to
macros.
Rev. 1.30.03.07.r1Page 75
Chapter 8 Macros
for information on programming and using
Page 88
Chapter 5 Cues
Multipart Cues
Multipart cues allow you to have up to eight simultaneously executing
separate cue parts in one main cue. Each part contain it’s own channel
levels along with fade times and delay times. By using individual delay
times for each part you can program fades that start at different times
within the main cue. Split fades and split delay times are also possible in
each cue part, see Figure 5.1 below.
You can also assign a group to a cue part, see the
Recording Cues
A channel can be included in only one part of a multipart cue. If a
channel has been recorded in one part and then you record the same
channel in a new part, the channel will be automatically removed from
the previous part.
Cue Parts Split Fade and Delay Times
section earlier in this chapter.
Using Groups when
Figure 5.1 Cue Parts
Please follow the step by step example on the following page to re-create
the above multipart cue in Figure 5.1.
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Page 89
User Guide Chapter 5 Cues
To record an example multipart cue as in Figure 5.1:
Procedure:Notes:
1. Press [CUESHEET]
2. Press [CUE] [1]
3. Press [PART] [1] [TIME] [5]Adds part 1 with five second
fade time
4. Press [ENTER]Records part 1
5. Press [PART] [2] [TIME] [5] Adds part 2 with two
[DELAY] [3]second fade time and three
second delay
6. Press [GROUP] [55]Assigns group 55 to part 2
7.Pres s [ENTER]Records part 2
8. Press [PART] [3] [TIME] [5] Adds part 3 with five
[DELAY] [6]second fade time and six
second delay
9. Press [ENTER]Records part 3
10. Press [PART] [4] [TIME] Adds part 4 with split up/
[4] [AND] [6]down fade
times of four and six seconds
11. Press [DELAY] [14] [AND] [25]Adds delay times of 14 and
25 seconds to part 4
12. Press [ENTER]Records part 4
Editing Multipart Cues
Multipart cues are edited using the same procedures as are used for normal
cues.
For example, to edit a multipart cue from Preview:
Procedure:Notes:
1. Press [PREVIEW]
2. Press [CUE] [1]Or press (SELCUE) [1]
3. Press [PART] [3] [ENTER]Or use right/left arrow keys
4. Press [15] [AND] [26] Selects channels to be edited
5. Press [AT] [75]Cue is automatically recorded
as you enter levels in the
Preview display
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Page 90
Chapter 5 Cues
Playing Back Cues
Playback Faders
Playback Faders
Figure 5.2 Playback Faders section
The two playback fader pairs, A/B and C/D, allow you to play back recorded
cues. The left fader, A and C, of each fader pair controls upfades, the right
fader, B and D, of each fader pair controls downfades. A playback fader pair
is referred to simply as a playback fader in this user guide unless otherwise
noted.
A cue is loaded by pressing the [LOAD] key above the playback fader and
then selecting the cue number. If [GO] is pressed with no cue number
selected, the first cue in the cue list will execute.
Different cues may be played back on either playback fader simultaneously.
For example, you may play a 20 minute daylight window cue in one
playback fader and play a number of cues in the other playback fader. Or
playback conventional lighting cues in one fader and playback automated
device cues in the other.
A manual cue is played back by physically moving the faders, a timed cue is
played back from the timing attributes programmed into it. Please see the
sections titled
further in this chapter for more information and procedural examples.
Page 78 Rev. 1.30.03.07.r1
Playing Back Manual Cues
and
Playing Back Timed Cues
Page 91
User Guide Chapter 5 Cues
Playback Keys
See example procedure of using these keys on next page.
[LOAD]
A [LOAD] key is located above each pair of playback faders. The [LOAD]
key is used to load cues into each playback fader before pressing the [GO]
button. If you do not enter a cue number after pressing [LOAD], the first
cue in the cue list will automatically be loaded.
You can also load a cue with a fade time which will override any
programmed fade times. This is especially useful for quickly bringing up
cues on stage that you wish to edit or re-record. For example, pressing
[LOAD] [4] [TIME] [2] [GO] will bring up cue 4 in 2 seconds even if it
was already programmed with a fade time of 60 seconds.
[GO]
A [GO] button is located below each pair of playback faders and is used to
play back cues sequentially with their recorded fade times. If you press
[GO] before a cue finishes, the cue stops and the new cue begins from the
levels at which the previous cue was interrupted.
[CLEAR]
A [CLEAR] cue key is located above each pair of playback faders. When a
cue is currently loaded to a playback fader, you can clear the fade from the
fader and the Stage display by pressing [CLEAR] [ENTER]. A red LED
above the [CLEAR] cue key will light when this key is pressed.
[HOLD]
A [HOLD] key is located below each pair of playback faders. If any cues
are currently running in assigned fade times, pressing the [HOLD] key will
stop all the fades immediately. A red LED above the [HOLD] key will light
and the Up and Down % indicators in the Playback Fader Box will cease to
move. Pressing [HOLD] again will resume a fade that has been
interrupted.
[BACK]
A [BACK] key is located below each pair of playback faders. Pressing the
[BACK] key causes a reverse fade to the previous cue in two seconds. The red LED on the [BACK] key will also light. By repetitively pressing the
[BACK] key you will move backward through the cue list.
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Chapter 5 Cues
[RATE]
A [RATE] key is located above each pair of playback faders. Pressing the
[RATE] key assigns control of the cue fade rate to the trackball and to the
wheels below the LCD display. Pressing the [RATE] key again releases rate
control and the adjusted fade times remain for the fade. See
section further in this chapter.
Follow the steps below for examples of using the [LOAD], [GO], [HOLD]
and [BACK] keys:
Procedure:Notes:
1. Press [LOAD] [4] In this example Cue 4 is a
2. Press [GO]Cue executes
3. Press [HOLD] while cue 4 is runningCue 4 stops
4. Press [HOLD] Cue 4 resumes
5. After cue finishes, press [BACK]Fades back to Cue 3 in
6. Press [BACK] while cue 3 is runningFades to previous cue in
Rate Override
timed cue
2 seconds
2 seconds
Page 80 Rev. 1.30.03.07.r1
Page 93
User Guide Chapter 5 Cues
The Playback Display
The Playback display consist of three sections; the Cuesheet section, the
Submaster section and the Playback Faders section.
Cuesheet Section
The top area of the Playback display shows a section of the Cuesheet. If a
cue is playing in one of the playback faders, the playback fader will be listed
adjacent to the cue number.
Cuesheet SectionSubmaster Section
Playback Faders section
Figure 5.3 Playback Display
Submaster Section
The Playback display also shows the levels of any submasters which are
active. When a submaster contains an assigned effect, the submaster
number is displayed in yellow. If a sub is inhibitive, its number is displayed
in red. If a sub is active from another submaster page, it’s number is
displayed in reverse amber. See
information on working with submasters.
Rev. 1.30.03.07.r1Page 81
Chapter 4 Submasters
for more
Page 94
Chapter 5 Cues
Playback Faders Section
The two Playback Fader boxes, labeled A/B and C/D, show you the current
status of the playback faders.
The Playback Fader Boxes contain the following information:
CueThe number of the current cue.
NextThe number of the next cue to be executed.
UpIndicates the up fade (in time or %) completion of the
DnIndicates the down fade (in time or %) completion of
DelayIf a delay time is set, it will appear in the position that is
FollowIndicates the completion of time (in time or %) before
cue or multipart cue.
the cue or multipart cue.
normally occupied by the up/down fade times (the delay
time will appear in yellow as the fade is in the process of
counting down its delay time). When the delay is
complete, the up/down fade times will appear and
progress.
the next cue will automatically follow the current cue.
Table 5.2 Playback Fader Box attributes
To view the cue’s fade, delay and follow times in actual time remaining
or in percent completed, press the (Time/%) soft-key while in the
Playback display. From the Stage display, press (More) (Time/%).
Grand-Master Fader Indicator
In the upper right area of the Playback display is the grand-master fader
indicator which shows you the current level of the grand-master if the level
is less than full.
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Page 95
User Guide Chapter 5 Cues
Playing Back Manual Cues
Cues that are assigned a manual fade time wait to be executed by the
movement of the A/B or C/D playback faders. The fade takes place as you
move the faders along to the completion of their travel. When the faders
reach the top, the fade is complete and is cleared from the fader
automatically. You may reverse the direction of the fade anytime before
you reach the top of the fader travel, but once you get to the top the fade
is complete and cleared from the playback fader. See the previous sections
in this chapter for information on how to record cues.
Follow these example steps to playback a manual cue:
Procedure:Notes:
1. Press [LOAD] [5] Loads manual cue
2. Press [GO]
3. Lower and raise playback fadersCue completes when faders
reach top
4. Repeat steps 2 and 3 for
next manual cue
5. Press [CLEAR] [ENTER] Use the [CLEAR] key above
the cue playback faders
Rev. 1.30.03.07.r1Page 83
Page 96
Chapter 5 Cues
Playing Back Timed Cues
Timed Cues are automatically executed after pressing the [GO] button
located at the bottom of each playback fader and the fade takes place
according to the timing information programmed with the cue.
It is necessary for the playback faders (A/B or C/D) to be in the
full UP position for timed fades to progress when the [GO] button
is pressed.
Follow this example to playback a timed cue:
Procedure:Notes:
1. Press [LOAD]
2. Press [2]Loads cue 2
3. Press [GO]Timed cue starts
If a cue has a follow time assigned, the next cue will start after the
follow time completes. Pressing [GO] again while a cue is running will
instantly advance to the next cue in the list.
Taking Manual Control of Timed Cues
As a timed cue is running, you can take manual control of the fade and
complete it by using the playback fader. To change the fade to a manual
fade, use the playback fader to “match and grab” the fade level. When the
playback fader has successfully grabbed a cue, a “Man” indication will
appear in the playback fader box. You can complete the remainder of the
fade as though it were a manual fade (the fade is complete when the fader
reaches the top position).
You can reverse the direction of a fade beyond the point where you took
manual control of it. For example, if you took control of a ten second fade
after five seconds, the entire fade is available to control with the playback
fader.
If you want to simply speed up or slow down the rate of a running timed
fade without stopping it to take manual control, you can use the [RATE]
key which will place control of the rate on the trackball or encoder wheels.
See the
Page 84 Rev. 1.30.03.07.r1
Rate Override
section below.
Page 97
User Guide Chapter 5 Cues
Rate Override
When you are playing back cues on playback faders, you can use the
[RATE] key of a playback fader pair to assign control of the cue fade rate
to the trackball and to the wheels below the LCD display. Pressing the
[RATE] key again releases rate control and the adjusted fade times remain
for the fade.
Using the Trackball
The trackball adjusts both the up and the down fade times simultaneously.
Moving the trackball down
trackball up
progress is shown in the LCD display.
decreases
Using the Encoder Wheels
Using the encoder wheels will allow for individual adjustment of the up and
down fade times. Moving the up wheel increases or decreases the fade time
of the up fade. Moving the down wheel increases or decreases the fade
time of the down fade. The follow time can be adjusted in a similar manner.
increases
the fade times. The remaining times of the fade in
the fade times while moving the
Figure 5.4 LCD Display Of Rate Override
Follow the example below to change the fade rate of a cue being played
back:
Procedure:Notes:
1. Press [RATE]
2. Adjust rate with the trackball or wheels
3. Press [RATE] Releases rate control.
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Page 98
Chapter 5 Cues
Using the Real Time Event Clock to
Playback Cues
A cue, or series of cues, can be run automatically by assigning them to be
played back by the console’s Real Time Event Clock. Up to 500 real time
events can be programmed in the control console. Some examples of using
this feature would be to automatically turn the work lights on for a regular
rehearsal, or bring up curtain warmers a half hour before show time. The
cues will run in real time according to the times and days of the week that
you assign in the Real Time Events sub-display. This display is accessed
from the Setup display; press [SETUP] (More) (RT Clk).
Real Time Events sectionReal Time Menu section
Figure 5.5 Real Time Event sub-display
Before real time events can be used, memory first must be initialized.
Press [9] Activate Memory, from the Real Time Events sub display.
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User Guide Chapter 5 Cues
Navigating the Real Time Event sub-display
Use the arrow keys to move the cursor within the desired area of the Real
Time Events section of the display then press [ENTER]. This will open up a
pop-up display allowing you to add or edit the relevant information. Press
[ENTER] again to complete the assignment.
To select a menu item from the Real Time Menu section of the display use
the keypad to enter the menu item number. The cursor must first be placed
over an Event number (E #) for the Real Time Menu to be active; use the
arrow keys to move the cursor.
Descriptions of the Real Time Menu items follow:
1. Clear EventPress [1] to delete a real time event.
2. Sort TablePress [2] to sort the real time events by time,
starting from lowest to highest. This is useful if
you have added or edited times and would like
to view the table chronologically.
3. Set System DayPress [3] to select the current day. A pop-up
menu of the days of the week will appear with
the menu item numbers 1 - 7 representing the
days of the week. For example, to set the
current day to Monday: Press [3] [2].
4. Set System TimePress [4] then enter the current time in 24 hour
clock format, (hhmmss: h = hour, m = minute,
s = sec.). For example, to set clock to 02:00pm
(14:00): Press [4][140000] [ENTER].
5. SchedulerThis option must be selected to "ON" for the
real time event to execute. Press [5] to toggle
between "ON" or "OFF".
Please see the following page for an example procedure where a cue is
assigned to be run automatically by using the Real Time Event Clock.
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Page 100
Chapter 5 Cues
Real Time Event Example Procedure
Follow below to assign cue 101 to be automatically run at 7:00pm (19:00),
Monday through Friday evenings, as Event #1:
Procedure:Notes:
1. Press [SETUP] (More) (RT Clk)Enters Setup display and
2. Use the arrow keys to move the cursor
3. Press [5] to set Scheduler to "ON"
4. Use the arrow keys to move the cursor
5. Press [ENTER]
6. Press [190000] [ENTER]Use 24 hour clock format
7.Use the arrow keys to move the cursor
8. Press [ENTER] then press [1] to All days of week are selected
9. Use the arrow keys to move the cursor
10. Press [101]Cue 101 assigned to Event # 1
opens Real Time Event
Sub-display
to the "E# 1" field.
to the "Time" field of Event 1 (E# 1)
(hhmmss)
to the "Day of Week" field of Event 1
deselect Sunday and press [7] by default
to deselect Saturday. Press [ENTER]
to the "Cue" field of Event # 1 (E# 1)
Using Macros to Execute Cues
A cue can be automatically executed by pressing a macro key which has a
recorded cue load and go sequence programmed into it. This is a quick way
to playback recorded cues with a single key press. The cue macro can also
then be assigned to a submaster allowing cue playback from a sub.
See
Chapter 8 Macros
Page 88 Rev. 1.30.03.07.r1
for more information on using macros.
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