Leviton 600, MC24/48, MC48/96, MC72/144, 24/48 User Manual

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___________________________
LIGHTING CONTROL DIVISION
User Guide
Lighting Control Console
Innovator
Innovator
InnovatorInnovator
LIT-31494-00
Document Release 1.30.03.07.r1
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Warranty
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:
Leviton Lighting Controls Division Technical Services PO Box 2210 Tualatin, Oregon 97062
Voice: (800)959-6004 Fax: (503)404-5601 Internet: www.colortran.com
Copyright © 2003 Leviton Manufacturing Company Incorporated. All Rights Reserved.
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Us er Gui de Table of Chapters
Table of Chapters
Chapter 1 Introduction.............................................. 1
Chapter 2 Displays................................................... 15
Chapter 3 Setting Channel Levels............................ 27
Chapter 4 Submasters ............................................. 41
Chapter 5 Cues ........................................................ 55
Chapter 6 Groups..................................................... 97
Chapter 7 Effects ................................................... 113
Chapter 8 Macros................................................... 123
Chapter 9 Patching ................................................ 135
Chapter 10 Automated Devices ............................. 147
Chapter 11 Memory Functions............................... 175
Chapter 12 System Settings .................................. 183
Chapter 13 Printing ............................................... 199
Chapter 14 Alternate Control Interfaces ............... 205
Appendix A Installation ......................................... 217
Appendix B Specifications ..................................... 229
Appendix C Maintenance ....................................... 233
Appendix D Resident Devices ................................ 237
Index ..................................................................... 239
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Table of Chapters
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User Guide Table of Contents
Table of Contents
Chapter 1 Introduction .............................................. 1
About the Console ........................................................ 2
Setting up the Console.................................................. 3
Using this Guide ........................................................... 3
Text Conventions ............................................... 3
Terminology Definitions ................................................ 4
Console Controls ........................................................... 6
Hard-keys .......................................................... 7
Soft-keys ........................................................... 7
Macro Keys......................................................... 7
Display Keys ....................................................... 7
Data Keypad....................................................... 8
Trackball ........................................................... 10
Trackball Select / Change Keys ........................... 10
Grand-Master Fader ........................................... 10
Blackout Key ..................................................... 10
Playback Faders................................................. 11
Device Encoder Wheels ...................................... 11
Arrow Keys........................................................ 11
Leviton Logo Key / Shift Key (a.k.a. "Meatball") ... 11
Command Line ............................................................ 12
Command Line History ....................................... 13
Console Memory.......................................................... 13
Record Disk / Load Disk ..................................... 13
Contacting Technical Support ....................................... 14
Chapter 2 Displays................................................... 15
Common Display Features............................................ 16
Selecting Displays .............................................. 17
Navigating Displays ............................................ 17
Live Displays ............................................................... 18
Stage Display .................................................... 18
Dimmer Output Sub-Display (Stage).................... 18
Effect Sub-Display (Stage) .................................. 19
Playback Display ................................................ 19
Device Display ................................................... 19
Preview Displays ......................................................... 20
Preview Displays: Cue, Submaster, Group............ 20
Effect Sub-Display (Preview) ............................... 20
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Table of Contents
Chapter 3 Setting Channel Levels............................ 27
Cuesheet Display ............................................... 21
Tracksheet Display ............................................. 21
Configuration Displays........................................ 22
Patch Display..................................................... 22
Setup Display .................................................... 22
Sub-Displays of Setup: Print, Disk,
Macro, Device Assignment, Profile,
Real Time Event, Network .................................. 23
The LCD Display .......................................................... 25
Switching Active Monitors ............................................ 26
How to Set Levels with Channel Faders......................... 28
Channel Bump Buttons ....................................... 28
How to Set Levels with the Keypad ............................... 29
How to set levels with the Trackball .............................. 30
Proportional Control with the Trackball ................ 31
Using Submasters to set Channel Levels ....................... 31
Channel lists ............................................................... 32
Command Line Syntax........................................ 32
Display of Channel Levels............................................. 33
Channel Level Colors .......................................... 33
Captured Channels............................................. 34
Active Channels ................................................. 35
Console Operating Modes ............................................ 36
Two Scene Mode (All models except 600)............ 36
Single Scene Mode............................................. 37
"Match and Take Control" difference
between Single Scene and Two Scene ................. 38
Restoring channel levels (“Undo”)................................. 39
Channel Check Mode ................................................... 39
+/- Mode.................................................................... 40
Parked Dimmers.......................................................... 40
Chapter 4 Submasters ............................................. 41
Recording Submasters ................................................. 42
Changing Submaster Pages ................................ 42
Submaster Playback .....................................................43
Submaster Fader Playback.................................. 43
Submaster Bump Button Playback ....................... 43
Timed Submasters ............................................. 44
Submaster Page Changes in Playback Display ...... 45
Submaster Types ........................................................ 46
Pile-On Submaster ............................................. 46
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User Guide Table of Contents
Inhibitive Submaster .......................................... 46
Assigning Effects to Submasters ................................... 48
Assigning Groups to Submasters................................... 48
Assigning Macros to Submasters................................... 48
Preview Mode and Submasters ..................................... 49
Navigating the Submaster Preview Display........... 49
Recording Submasters in Preview........................ 50
Editing Submasters in Preview ............................ 50
Naming Submasters ........................................... 51
Copying Submasters .......................................... 52
Renumbering Submasters................................... 52
Clearing Submasters .......................................... 53
Chapter 5 Cues ........................................................ 55
Recording Cues ........................................................... 56
Cue Record Modes ............................................. 56
Cue Numbering.................................................. 56
Creating a Basic Cue .......................................... 57
Recording Cues in the Stage Display ............................. 59
Recording Cue Fade Time(s)............................... 59
Recording a Cue Delay Time ............................... 61
Recording Cues with Follow ................................ 62
Recording Cues with Link ................................... 63
Recording Cues in the Preview Display .......................... 64
Editing Cues................................................................ 65
Editing Cues in the Stage Display ........................ 65
Editing Cues in the Preview Display ..................... 66
The Cuesheet Display......................................... 67
Editing Cue Attributes ........................................ 68
Naming Cues .............................................................. 69
Copying Cues .............................................................. 70
Clearing Cues.............................................................. 71
Inserting and Renumbering Cues.................................. 72
Inserting Cues ................................................... 72
Renumbering Cues............................................. 72
Using Groups when Recording Cues.............................. 73
Assigning Effects to Cues ............................................. 74
Assigning Macros to Cues............................................. 75
Multipart Cues............................................................. 76
Playing Back Cues ....................................................... 78
Playback Faders................................................. 78
Playback Keys.................................................... 79
The Playback Display ......................................... 81
Playing Back Manual Cues ............................................ 83
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Table of Contents
Chapter 6 Groups ..................................................... 97
Playing Back Timed Cues ............................................. 84
Taking Manual Control of Timed Cues ................. 84
Rate Override .................................................... 85
Using the Real Time Event Clock to Playback Cues......... 86
Navigating the Real Time Event sub-display ......... 87
Real Time Event Example Procedure ................... 88
Using Macros to Execute Cues ...................................... 88
Cue Record Modes....................................................... 89
Selecting the Cue Record Mode........................... 90
Tracking Level Conventions ................................ 90
The Tracksheet Display ...................................... 91
Clean Up Mode .................................................. 92
Tracking Mode................................................... 93
Cue Only Mode .................................................. 94
Using the Clean Up hard-key .............................. 95
Converting Hard and Soft Levels ........................ 95
Groups and Automated Devices .................................... 98
Recording Groups Live ................................................. 99
Recording a channel group live ........................... 99
Recording a device trait group live .................... 100
Editing Groups Live................................................... 101
Recalling Groups .............................................. 101
Editing a channel group live .............................. 101
Editing a device trait group live ......................... 102
Group Preview Sub-Display ........................................ 103
Navigating the Group Sub-Display ..................... 103
Recording Groups in the Group Preview Sub-Display .... 104
Recording a channel group blind ....................... 104
Recording a device trait group blind .................. 104
Editing Groups in the Group Preview Sub-Display......... 105
Editing a channel group blind............................ 105
Editing a device trait group blind....................... 105
Naming Groups ......................................................... 106
Copying Groups......................................................... 107
Renumbering Groups ................................................. 107
Clearing Groups ........................................................ 108
Using the Only Key with Groups ................................. 109
Using Groups in Cues................................................. 110
Using Groups in Submasters....................................... 111
Using Groups in Effects .............................................. 112
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Chapter 7 Effects ................................................... 113
Effect Sub-Display ..................................................... 114
Navigating the Effect Sub-Display ..................... 114
Effect Sub-Display Soft-Keys............................. 115
Effect Attributes ........................................................ 116
Setting Amount of Effect Steps ......................... 116
Effect Fade and Dwell Times............................. 116
Effect Patterns................................................. 117
Creating and Editing Effects ....................................... 118
Creating a Step................................................ 118
Element Hierarchy ........................................... 119
Adding Steps............................................................. 120
Inserting Steps.......................................................... 120
Deleting Steps........................................................... 120
Testing an Effect ....................................................... 120
Clearing Effects ......................................................... 121
Assigning Effects to Cues ........................................... 122
Assigning Effects to Submasters ................................. 122
Chapter 8 Macros................................................... 123
Macro Sub-Display..................................................... 124
Navigating the Macro Sub-Display ..................... 124
Macro Paging ............................................................ 125
Recording Macros ...................................................... 126
Recording Real-Time Macros............................. 127
Nesting Macros ................................................ 128
Playing Macros .......................................................... 129
Assigning Macros to Cues ................................. 129
Assigning Macros to Submasters ....................... 129
Editing Macros .......................................................... 130
Clearing Macros......................................................... 131
Example Macros ........................................................ 132
Load and Execute a Cue ................................... 132
Record Show to Disk ........................................ 132
Start Channel Check Automatically .................... 133
Chapter 9 Patching ................................................ 135
Patch Display ............................................................ 136
Patch Parameters............................................. 136
Navigating the Patch Display ............................ 137
Patching 1 To 1......................................................... 138
Custom Patching Channels to Dimmers ....................... 139
Proportional Levels .................................................... 140
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Table of Contents
Chapter 10 Automated Devices ............................. 147
Patching Automated Devices ...................................... 141
Dimmer Check .......................................................... 142
Profiles ..................................................................... 143
Navigating the Profile Sub-Display ..................... 145
Creating and Assigning Custom Profiles ............. 146
Understanding Your Automated Devices...................... 148
Device Traits and DMX 512 ............................... 148
Assigning Devices...................................................... 149
Initial Device Assignment ................................. 150
Custom Device Address Assignment .................. 152
Clearing a Device Assignment ........................... 152
Assigning a Device Dimmer Trait to a
Channel Fader or Submaster............................. 153
Using Automated Devices........................................... 154
LCD and Encoder Wheels ................................. 155
The Device Display .......................................... 156
Recording Cues................................................ 159
Using Submasters ............................................ 162
Using Groups................................................... 163
Using Effects ................................................... 164
Blind Recording and Editing of Devices .............. 165
Some Programming Hints ................................. 166
Device Definition Language ........................................ 167
Loading a new DDL into the console.................. 167
Creating and Editing DDLs ................................ 168
Chapter 11 Memory Functions............................... 175
Console Memory (RAM) ............................................. 176
Clear Functions ......................................................... 177
Hard Clear (Console Reset)............................... 177
Soft Clear ........................................................ 178
Diskette Functions ..................................................... 179
Loading Show Files from a Floppy Disk .............. 181
Formatting a Floppy Disk .................................. 181
Upgrading Console System Software........................... 182
Chapter 12 System Settings .................................. 183
Navigating the Setup Display...................................... 184
Naming the Show ...................................................... 185
Naming the File ......................................................... 185
Setting number of Dimmers ....................................... 186
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User Guide Table of Contents
Channel Bump/Toggle Buttons ................................... 187
Allocating Memory ..................................................... 188
Setting number of Channels.............................. 188
Setting number of Submasters .......................... 189
Setting number of Macro Pages ........................ 189
Setting number of Effect Steps ......................... 190
Setting number of Groups ................................ 190
Setting Worklight level ............................................... 191
Selecting Dimmer Protocol ......................................... 191
Selecting Printer type................................................. 192
Setting MIDI Configuration Information ...................... 193
Setting MIDI device number ............................. 193
Selecting MIDI transmit mode........................... 193
ColorNet Configuration (Innovator Only) ..................... 194
Network Remote (Innovator Only) .............................. 194
Setting Two Scene / Single Scene Mode ...................... 195
Selecting Secondary Video ......................................... 196
Setting the Time and Day .......................................... 196
Soft-key Functions in Setup Display ............................ 197
Chapter 13 Printing ............................................... 199
Print Sub-Display....................................................... 200
Navigating the Print Menu ................................ 200
Example Printing Procedure .............................. 201
Printouts Available..................................................... 202
Print Menu Page 1 ........................................... 202
Print Menu Page 2 ........................................... 203
Print Menu Page 3 ........................................... 203
Print Screen Option ................................................... 204
Chapter 14 Alternate Control Interfaces ............... 205
Using the Hand Held Remote ..................................... 206
Protocol .......................................................... 206
Pin Out Information ......................................... 206
HHR Functions................................................. 207
Using MIDI ............................................................... 209
Standard MIDI................................................. 210
MIDI Show Control .......................................... 212
ColorNet (Innovator Only) ...........................................213
IP Address Assignemnt..................................... 213
Hand Held Remote Activation ........................... 214
DMX IN .................................................................... 215
Remote Macro Activation ........................................... 215
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Table of Contents
Appendix A Installation ......................................... 217
Appendix B Specifications ..................................... 229
Appendix C Maintenance ....................................... 233
Setting up your Console ............................................. 218
Unpacking the console ..................................... 218
Physical Setup ................................................. 218
Power Connections .......................................... 219
Control Connections ......................................... 221
Installing Console Worklights ............................ 222
Power On ........................................................ 223
Installing a Keyboard ................................................. 224
Installing a Printer ..................................................... 224
Secondary Video Option ............................................. 225
Installation ...................................................... 225
Configuration................................................... 228
Console Specifications ...................................... 229
How to Clean Console ...................................... 233
Upgrading Software ......................................... 233
Replacing AC Power Fuses ................................ 233
Replacing the RAM Backup Battery .................... 234
Appendix D Resident Devices ................................ 237
Resident Device Types ..................................... 237
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.r1 Page 1
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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.
512 dedicated moving light channels patched across (3) DMX universes.
Optional Hand Held Remote
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.
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24/48 48/96 72/144 600
(Innovator only)
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User Guide Chapter 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.r1 Page 3
Console Controls
section further in this chapter for
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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
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Chapter 1 Introduction
Console Controls
1 2 3 4 5 6 7 8 9 10 11 12 13 14
Figure 1.0 Console
1. Channel Faders and Bump Buttons 8. Trackball Select / Change
Chapter 3
Keys
Page 10
2. Submaster Faders
3. Submaster Bump Buttons 10. Device Encoder Wheels
Chapter 4 Chapter 10
4. Cue Playback Controls 11. Device Arrow / Shift Keys
Chapter 5 Chapter 10
5. Soft-keys / Macro Keys / Display Keys 12. Grand Master Fader
Chapter 4
9. Trackball
Page 10
Page 7 Page 10
6. Data Keypad
7. Arrow Keys
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Pages 8 - 9
Page 11
13. Blackout Key
14. Device LCD
Page 10
Chapter 10
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User Guide Chapter 1 Introduction
Hard-keys
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
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Chapter 2 Displays
.
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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.
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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 Guide Chapter 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.r1 Page 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 Mode Command Line Soft-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
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User Guide Chapter 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.
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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.
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Chapter 3 Setting Channel Levels
for more
Page 31
User Guide Chapter 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
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Chapter 10
.
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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.
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Chapter 7
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User Guide Chapter 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
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.
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User Guide Chapter 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.r1 Page 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 Guide Chapter 2 Displays
The LCD Display
Device Traits Leviton 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
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.
Chapter 10
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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 trackball Place the cursor directly
beneath
3. Press and hold the [CHANGE] key Release [CHANGE] key when
while adjusting levels with trackball done
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 range line to select channels on the
4. Release [SELECT] key after desired
range has been selected
5. Press and hold the [CHANGE] key Release [CHANGE] key when
while adjusting levels with trackball done
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.
Rev. 1.30.03.07.r1 Page 31
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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
For example, if you enter key strokes as follows:
[12] [THRU] [24] [AND] [36] [MINUS] [23] [AT] [FULL]
"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
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Chapters 6 Groups
and
-”
Chapter 10 Automated Devices
.
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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 level in current cue than last executed cue. Blue: Lower level in current cue than last executed cue. White: Same level as 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:
Procedure: Notes:
1. Press [STAGE] Opens Stage display
2. Press [1] [THRU] [20] Chs 1 thru 20 are captured
3. Press [AT] [75] Chs 1 thru 20 are captured
4. Press [CLEAR] Captured levels are released
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
.
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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 0 up and blackout key is off
3. Raise Faders 1 thru 12 to 75 Scene A channel levels are
in Scene A visible 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 100 now 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.
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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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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 keys Level will show in boxed red
to scroll through channels video
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 key Releases 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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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 displays will 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
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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 levels appears.
4. Press (Toggle) to activate or "Tog" appears below "Dwl" in
deactivate Toggle mode attributes 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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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 times Changes 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 position sub 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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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:
Procedure: Notes:
1. Press [PREVIEW]
2. Press (SelSub) [13] Enter the number of the sub
to be inhibitive
3. Press (More) 2 times Changes soft-key level
4. Press (PileOn) "Pile" appears below "Type" in
fade attributes line
Effect Subs (yellow) Inhibitive Subs (red) Pile-On Subs (gray)
Figure 4.2 Submaster Colors in Playback Display
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Chapter 4 Submasters
Assigning Effects to Submasters
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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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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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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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 confirm All 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 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:
Recording Cues
Cue Record Modes
Cue Numbering
Creating a Basic Cue
Cue Attributes
Recording Cues in the Stage Display
Recording Cues in the Preview Display
Editing Cues
The Cuesheet Display
Naming / Copying / Clearing / Inserting / Re-numbering Cues
Using Groups when Recording Cues
Assigning Effects and Macros to Cues
Multipart Cues
Playing Back Cues
Playback Faders
Playback Keys
The Playback Display
Playing Back Manual Cues
Playing Back Timed Cues
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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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 Time The fade time is the time that the cue takes to fade to
its final levels after the [GO] button has been pressed.
Delay Time The delay time is the amount of time after you press
[GO] and when the fade actually begins.
Follow Time A 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 Link Cues 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 Name Cues 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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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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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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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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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:
Procedure: Notes:
1. Create three cues Cue #’s 1, 2, 3.
2. Press [CUESHEET]
3. Press [CUE] [1] [TIME] [2] [FOLLOW] [5] [ENTER]
4. Press down arrow key to highlight cue 2
5. Press [TIME] [2] [FOLLOW] [5] [ENTER]
6. Press down arrow key to highlight cue 3
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.
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for more
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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:
Procedure: Notes:
1. Press [PREVIEW]
2. Press (SelCue) [2] [ENTER] Or press [CUE] [2] [ENTER]
3. Press [25] [THRU] [48] Selects channels to be
recorded
4. Press [AT] [50] Cue is automatically recorded
as you enter levels
Follow the example below to record a blind cue with a single up/down fade time in Preview:
Procedure: Notes:
1. Press [PREVIEW]
2. Press (SelCue) [4] [ENTER] Or press [CUE] [4] [ENTER]
3. Press [68] [THRU] [72] Selects channels to be
recorded
4. Press [AT] [66] Cue is automatically recorded
as you enter levels
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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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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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:
Procedure: Notes:
1. Press [PREVIEW]
2. Press (SelCue) [2] [ENTER] Or press [CUE] [2] [ENTER]
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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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 Times Cue 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 Effect Assigned 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 time Eff: assigned Effect
Dwn: assigned Down fade time Mac: assigned Macro
Dly: assigned Delay time Grp: 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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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
6 f 14 n 22 v (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:
1. Press [PREVIEW] [CUE] [5] [ENTER]Or [Preview](SelCue)[5]
2. Press (More) (Name) Enter a name
3. Press [ENTER]
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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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 cue Command 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 cue Command line reads:
5. Press [ENTER]
Copy Cue # to Cue #
Copy Cue # to Cue #
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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 delete Delete 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 delete Delete 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 confirm All cue memory erased
6. Press any display key to exit
See memory from the console.
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all
cues from the control console:
Chapter 11 Memory Functions
for more information on clearing all
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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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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
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will not
be updated in the cue.
the group at a different level than full.
Chapter 6 Groups
.
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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
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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.
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Chapter 8 Macros
for information on programming and using
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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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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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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.
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Playing Back Manual Cues
and
Playing Back Timed Cues
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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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[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 running Cue 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 running Fades to previous cue in
Rate Override
timed cue
2 seconds
2 seconds
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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 Section Submaster 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.
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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:
Cue The number of the current cue.
Next The number of the next cue to be executed.
Up Indicates the up fade (in time or %) completion of the
Dn Indicates the down fade (in time or %) completion of
Delay If a delay time is set, it will appear in the position that is
Follow Indicates 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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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 faders Cue 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
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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
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Rate Override
section below.
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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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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 section Real 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 Event Press [1] to delete a real time event.
2. Sort Table Press [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 Day Press [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 Time Press [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. Scheduler This 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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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
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for more information on using macros.
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