LSC Lighting maXim MP User Manual

Lighting Control Desks
Models MP, L(P), XL(P) & XXL(P)
Operator Manual
Version 3.00
LSC Lighting Systems (Aust) Pty. Ltd.
ABN 21 090 801 675 Building 3, 66-74 Micro Circuit
Dandenong South, Victoria 3175 Australia Tel: +61 3 9702 8000
Fax: +61 3 9702 8466 email: info@lsclighting.com.au
web: www.lsclighting.com.au
Designed and Manufactured
in
Australia
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maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
TABLE OF CONTENTS
1 maXim and PatPad QUICK REFERENCE 1 2 PRODUCT DESCRIPTION 5
2.1 INTRODUCTION _________________________ 5
2.2 FEATURES _____________________________ 5
2.3 SPECIFICATIONS________________________ 6
2.4 OPTIONS_______________________________ 6
2.5 CARING FOR YOUR maXim________________ 6
2.6 LABELING YOUR maXim __________________ 7
2.7 TERMINOLOGY _________________________ 7
2.8 SECONDARY FUNCTIONS ________________ 7
2.9 SOFTWARE_____________________________ 7
2.10 NEW FEATURES IN VERSION 2 SOFTWARE _ 7
2.11 NEW FEATURES IN VERSION 3 SOFTWARE _ 8
3 GETTING CONNECTED 10
3.1 POWER INPUT _________________________ 10
3.2 DIGITAL OUTPUTS (DMX 512) ____________ 10
3.3 VIDEO MONITOR _______________________ 10
3.4 SWITCHING ON ________________________ 10
3.5 SWITCHING OFF _______________________ 10
3.6 POWER SUPPLY RESET _________________ 10
3.7 FUSE _________________________________ 10
3.8 DESK LAMP ___________________________ 10
3.9 USB Connectors ________________________ 10
3.10 Capture (optional) _______________________ 10
4 FRONT PANEL TOUR 11
4.1 YELLOW BANK FADERS _________________ 11
4.2 YELLOW BANK MASTER _________________ 11
4.3 MODE RED BANK BUTTON_______________ 11
4.4 RED BANK FADERS_____________________ 11
4.5 RED MASTER __________________________ 11
4.6 BLUE PLAYBACKS (L,XL & XXL)___________ 12
4.7 BLUE MASTER (L,XL & XXL) ______________ 12
4.8 FLASH/ASSIGN [f/a] Buttons_______________ 12
4.9 MASTERS FLASH/ASSIGN BUTTONS ______ 12
4.10 IN & OUT TIME FADERS _________________ 12
4.11 FLASH LEVEL & ADD/SOLO BUTTON ______ 12
4.12 PAGE RED BANK BUTTON & DISPLAY _____ 13
4.13 PAGE BLUE BANK BUTTON & DISPLAY ____ 13
4.14 STACK MASTER________________________ 13
4.15 STACK FLASH _________________________ 13
4.16 > (STACK) _____________________________ 13
4.17 < (STACK) _____________________________ 13
4.18 STEP/STOP (STACK) ____________________ 13
4.19 PATPAD_______________________________ 13
4.20 DOT MATRIX DISPAY & LEDS_____________ 14
4.21 RECORD SCENE BUTTON _______________ 14
4.22 RECORD CHASE BUTTON _______________ 14
4.23 RECORD STACK BUTTON________________ 14
4.24 ASSIGN COPY BUTTON _________________ 14
4.25 SELECT BUTTON _______________________ 14
4.26 EDIT BUTTON__________________________ 14
4.27 REMOVE BUTTON ______________________ 14
4.28 ADD BUTTON __________________________ 15
4.29 FUNCTION BUTTON_____________________ 15
4.30 EDIT WHEEL___________________________ 15
4.31 EDIT WHEEL INDICATOR ________________ 15
4.32 > (YES) BUTTON________________________ 15
4.33 < (NO) BUTTON ________________________ 15
4.34 STEP STOP (OK) BUTTON _______________ 15
5 PATCHING 16
5.1 INTRODUCTION _________________________16
5.2 PATCHING DIMMERS ____________________16
5.3 PATCHING FIXTURES ____________________16
5.4 SAVING A PATCH________________________19
5.5 INVERT PAN OR TILT ____________________19
6 MODES OF OPERATION 20
6.1 OVERVIEW _____________________________20
6.2 PRESET MODE__________________________20
6.3 WIDE MODE ____________________________20
6.4 PLAYBACK MODE _______________________20
7 MEMORY STRUCTURE 21
7.1 OVERVIEW _____________________________21
7.2 “PLAYBACK” MEMORY ACCESS ___________21
7.3 MODE/PAGE FREEZE ____________________21
7.4 FREEZE INDICATOR _____________________21
7.5 “RECORD” MEMORY ACCESS _____________21
7.6 SELECT PLAYBACK______________________22
7.7 EDIT MEMORY __________________________22
7.8 EXTERNAL STAORAGE___________________22
8 SCENES 23
8.1 OVERVIEW _____________________________23
8.2 SCENE RECORDING _____________________23
8.3 SCENE PLAYBACK_______________________24
8.4 EDITING A SCENE _______________________24
8.5 COPYING A SCENE ______________________25
8.6 REMOVING (DELETING) A SCENE__________25
9 CHASES 26
9.1 OVERVIEW _____________________________26
9.2 CHASE TERMINOLOGY___________________26
9.3 CHASE RECORDING _____________________26
9.4 CHASE PLAYBACK_______________________27
9.5 FIXTURE PARAMETER CHASE TIMES_______28
9.6 EDITING A CHASE _______________________28
9.7 COPYING A CHASE ______________________29
9.8 REMOVING A CHASE ____________________29
10 GRAB MASTER (MP only) 30
10.1 OVERVIEW _____________________________30
10.2 GRAB AS A GRAB MASTER _______________30
10.3 GRAB AS A SCENE MASTER ______________30
10.4 GRAB AS A CHASE MASTER ______________30
10.5 GRAB AS A MEMORY ____________________30
11 STACKS 31
11.1 OVERVIEW _____________________________31
11.2 RECORDING A STACK ___________________31
11.3 STACK PLAYBACK_______________________32
11.4 STACK TIMES___________________________32
11.5 EDITING A STACK _______________________33
11.6 COPYING A STACK ______________________34
11.7 REMOVING (DELETING) A STACK __________34
11.8 CLEARING THE STACK MASTER___________34
LSC Lighting Systems (Aust) Pty. Ltd.
maXim MP L(P) XL(P) XXL(P) Contents Operator Manual V3
12
FLASH 35
12.1 OVERVIEW ____________________________ 35
12.2 ADD/SOLO MODE_______________________ 35
12.3 FLASH LEVEL __________________________ 35
13 FIXTURE PROGRAMMING CONCEPTS
36
13.1 OVERVIEW ____________________________ 36
13.2 REHEARSED / PRE PROGRAMMED. _______ 36
13.3 LIVE OR AD LIB_________________________ 36
13.4 LTP PLAYBACK_________________________ 36
13.5 COMBINING REHEARSED AND LIVE _______ 37
13.6 FIXTURE INTENSITY CONTROL ___________ 37
17 EFFECTS 55
17.1 OVERVIEW ____________________________ 55
17.2 BASIC EFFECT OPERATIONS_____________ 55
17.3 STOPPING EFFECTS____________________ 56
17.4 EFFECT MENUS________________________ 56
17.5 SUB MENUS ___________________________ 56
17.6 DETAILED MENU DESCRIPTIONS _________ 56
17.7 COPYING EFFECTS_____________________ 58
18 FANS 59
18.1 OVERVIEW ____________________________ 59
18.2 FAN FUNCTIONS _______________________ 59
18.3 FANNING ORDER_______________________ 59
14 BASIC FIXTURE PROGRAMMING 38
14.1 FADING UP FIXTURES___________________ 38
14.2 GETTING FIXTURES ONTO THE PATPAD ___ 38
14.3 ALL MODE_____________________________ 38
14.4 SELECTING A FIXTURE__________________ 39
14.5 CONTROLLING THE SELECTED FIXTURE___ 39
14.6 ADJUSTING PARAMETER VALUES ________ 39
14.7 TRACKBALL OR MOUSE PAN & TILT _______ 40
14.8 VARIABLE PARAMETERS ________________ 40
14.9 WHEEL STOPS _________________________ 40
14.10 VARIABLES WITHIN WHEEL STOPS ___ 40
14.11 PARAMETER TIMES ________________ 40
14.12 HOME ____________________________ 40
14.13 FILTERS __________________________ 40
14.14 HI-LIGHTS_________________________ 40
14.15 PAD VIEW_________________________ 41
14.16 SAVING SCENES ___________________ 41
14.17 SAVING CHASES ___________________ 41
15 FIXTURE PLAYBACK 42
15.1 OVERVIEW ____________________________ 42
15.2 SCENE PLAYBACK______________________ 42
15.3 PAD TRIGGER__________________________ 42
15.4 SCENE FLASH _________________________ 42
15.5 PADLOCK _____________________________ 42
15.6 PALETTE PLAYBACK (E-MOD) ____________ 43
15.7 PRESET PLAYBACK (P-MOD) _____________ 43
15.8 CHASE PLAYBACK______________________ 43
16 ADVANCED FIXTURE PROGRAMMING
44
16.1 LOADING FIXTURES ____________________ 44
16.2 ALL MODE_____________________________ 44
16.3 CLEARING FIXTURES ___________________ 44
16.4 HOME_________________________________ 44
16.5 P-TRIG________________________________ 44
16.6 PARAMETER TIMES_____________________ 45
16.7 GROUPS ______________________________ 47
16.8 FITERS________________________________ 48
16.9 HI-LIGHTS _____________________________ 49
16.10 PRESETS _________________________ 49
16.11 PALETTES ________________________ 51
16.12 EDITING PALETTES_________________ 52
16.13 PALETTE PLAYBACK (E-Mod)_________ 52
16.14 COMBINING PatPad FUNCTIONS______ 52
16.15 CLONE ___________________________ 53
16.16 SAVING SCENES ___________________ 53
16.17 NO STORE PARAMETERS ___________ 54
16.18 CLEARING PARAMETERS____________ 54
16.19 STORING INTENSITY ONLY SCENES __ 54
16.20 DIRECT ATTRIBUTE CONTROL _______ 54
19 STL (SOUND TO LIGHT) and SyncoBEAT
61
19.1 OVERVIEW ____________________________ 61
19.2 CONNECT STL TO CHASE _______________ 61
19.3 STL (SOUND TO LIGHT) MODE____________ 61
19.4 SYNCOBEAT MODE_____________________ 62
20 MIDI 63
20.1 OVERVIEW ____________________________ 63
20.2 MIDI ON/OFF___________________________ 63
20.3 MIDI TRANSMIT ON/OFF _________________ 63
20.4 maXim MIDI MAPPING ___________________ 63
20.5 CONTROLLING THE maXim FROM A MIDI DEVICE ___________________________________ 63
20.6 CONTROLLING A MIDI DEVICE FROM THE maXim_____________________________________ 64
21 CAPTURE 66
21.1 OVERVIEW ____________________________ 66
21.2 CONNECTING THE CAPTURE PORT _______ 66
21.3 CAPTURE DEMO SHOWS ________________ 66
21.4 CAPTURE DEMO MODE _________________ 66
21.5 CAPTURE FULL ________________________ 66
22 VIDEO 67
22.1 VIDEO OVERVIEW ______________________ 67
22.2 MAIN DISPLAY _________________________ 67
22.3 SELECTABLE AREAS ____________________ 67
22.4 VIDEO 1 TO 4 __________________________ 68
22.5 FIXTURE POP-UP WINDOW ______________ 70
22.6 GROUP POP-UP WINDOW _______________ 70
22.7 PALETTE POP-UP WINDOW ______________ 70
22.8 PRESET POP-UP WINDOW_______________ 70
22.9 FILTER POP-UP WINDOW________________ 70
22.10 PLAYBACK BANK MEMORIES ________ 70
23 UTILITIES 71
23.1 USB DISK OPERATIONS _________________ 71
23.2 RESET ________________________________ 71
23.3 SETUP MEMU__________________________ 71
23.4 LOCK _________________________________ 71
23.5 PREFERENCES ________________________ 72
23.6 SOFTWARE UPGRADE __________________ 73
23.7 DIAGNOSTICS _________________________ 73
24 TERMINOLOGY 75
24.1 FIXTURE.______________________________ 75
24.2 DMX SLOT. ____________________________ 75
24.3 TEMPLATE. ____________________________ 75
24.4 LIBRARY.______________________________ 75
LSC Lighting Systems (Aust) Pty. Ltd
Contents maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
24.5 ATTRIBUTE. ___________________________ 75
24.6 PARAMETER. __________________________ 75
24.7 WHEEL STOPS. ________________________ 75
24.8 GROUP._______________________________ 75
24.9 FILTER. _______________________________ 75
24.10 HI-LIGHT. _________________________ 75
24.11 PRESET.__________________________ 75
24.12 PALETTE. _________________________ 75
24.13 HTP. (Highest Takes Precedence).______ 76
24.14 LTP. (Latest Takes Precedence). _______ 76
24.15 LOOK_____________________________ 76
24.16 SCENE ___________________________ 76
24.17 CHASE ___________________________ 76
24.18 STACK____________________________ 76
24.19 DIPLESS CROSSFADE ______________ 76
24.20 PLAYBACK ________________________ 76
24.21 DMX512A _________________________ 76
24.22 DMX UNIVERSES___________________ 76
25 COMPLIANCE STATEMENTS 77
C TICK COMPLIANCE STATEMENT ____________ 77 CE COMPLIANCE STATEMENT________________ 77 DISCLAIMER _______________________________ 77
26 COMPANY PROFILE 78
LSC Lighting Systems (Aust) Pty. Ltd.
maXim MP L(P) XL(P) XXL(P) Operator Manual V3
1 maXim and PatPad QUICK REFERENCE
[PM] refers to the PaTPad 24 Parameter Matrix buttons. [f/a] refers to the flash/assign buttons below the faders.
PATCHING
Patching Dimmers
HOLD [function] TAP [patch]. Press [edit]. Select [PM] (DIMMER) (It flashes). Select the dimmers DMX slot using the EDIT wheel or [<] or [>] buttons.
Give the dimmer a channel number by pressing a
yellow or red [f/a] button. Press [edit] to save the patch.
Adding a Fixture Template to the Library
Insert the disk containing the Template(s).
Press [menu], [PM] (LIBRARY), [PM] (Add), [PM] (Template name), [menu].
Loading Fixture Templates from the Library into the Patch
HOLD [function] TAP [patch]. Press [edit]. Select [PM] (LIBRARY).
Select the Fixture Template by brand/model using
the [PM] buttons. Press [edit].
Patching Fixtures
The Fixture’s Template must already be loaded in the patch (above).
HOLD [function] TAP [patch]. Press [edit]. Select [PM] (Template name) (It flashes). Select the fixtures DMX slot using the EDIT w heel or [<] or [>] buttons.
Give the fixture a number by pressing a yellow or
red [f/a] (Fixture Number).
Patch further Fixtures by selecting their DMX slot and giving them a Fixture Number.
Press [edit] to save the patch.
Patching Multiple Same Type Fixtures
HOLD [function] TAP [patch]. Press [edit]. Press [PM] (Template name) (It flashes) Select the starting DMX slot using the EDIT w heel or [<] or [>] buttons. HOLD [f/a] (first Fixture Number), TAP [f/a] (last
Fixture Number).
Press [edit] to save the patch.
PROGRAMMING
Loading and Clearing Fixtures
To load the PatPad with all fixtures that have intensity on the output (and clear all other fixtures from the PatPad) press;
[get], [flash] (yellow master).
To add a Fixture to the PaTPaD, press;
[get], [f/a] (Fixture Number).
To add several Fixtures;
HOLD [get], TAP [f/a] (Fixture Number), [f/a]
(Fixture Number), etc.
Fixtures can also be loaded from groups, filters, presets and palettes.
To clear the PaTPad, press; [clear], [all].
ALL mode
When multiple fixtures are loaded in the one operation, “all mode” is automatically activated. All
fixtures of the same type as the selected fixture are controlled simultaneously.
To toggle “all mode” off or on, press [all].
Selecting Loaded Fixtures
To step through the fixtures loaded on the PaTPaD,
tap either end of the [fixture displayer].
To directly select a loaded fixture;
HOLD the centre of the [fixture displayer], TAP [f/a] (fixture number).
Controlling the selected Fixture
To select a parameter on a displayer, press its [PM].
To control the selected parameter, tap and/or mouse its displayer. When you touch a displayer, its
yellow LED flashes and the EDIT wheel can also be
used to vary the value. If a mouse or trackball is connected to the maXim’s USB connector, it can be used to control the pan and tilt of the selected fixture(s). For fine control, HOLD down the LEFT button whilst moving the device. Tapping the RIGHT button cycles through “Pan only”, “Tilt only” and “Pan and Tilt”.
Hi-Lights
Fixtures are automatically Hi-lighted when loaded onto the PaTPaD. Only Hi-lighted fixtures are included when you “store” scenes or apply presets or palettes.
To clear the Hi-light of a Fixture, press;
[clear], [f/a] (Fixture Number). To clear the Hi-lights from all loaded fixtures, press;
[clear], [fixture displayer].
To Hi-light a fixture, press;
[get], [f/a] (Fixture Number).
To Hi-light all loaded fixtures, press;
[group], [fixture displayer]. To ONLY Hi-light the fixtures in a group (and clear
all other Hi-lights), press;
[group], [f/a] (group number). To ONLY Hi-light the fixtures in several groups (and
clear all other Hi-lights);
HOLD [group], then TAP; [f/a] (group number), [f/a] (group number), [f/a] (group number), etc, release [group].
Filters
If any filters are applied, only filtered parameters are included when you “store” or when you apply presets or
palettes. Only FLASHING parameters will be included.
To apply a Filter, select the Fixture on the PaTPad
then press;
[filter], [PM] (parameter to Filter). To apply Filters to ONLY altered (a) parameters,
press; [colour/beam/focus]. Further presses of [colour/beam/focus], will cycle through the groups
of colour, beam and focus.
To clear all filters, press;
[clear], [filter].
To store your filter selections in a memory press;
[store], [filter], [f/a] (filter number).
LSC Lighting Systems (Aust) Pty. Ltd
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Quick Reference maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
To recall a filter memory press;
[filter], [f/a] (filter number). To load the PatPad with the fixtures in a filter
memory including the filter selections press;
[get], [filter], [f/a] (filter number).
Groups
See also “Hi-lights” for more group functions.
To store a Group, get the required Fixtures onto the
PaTPad then press; [store], [group], [f/a] (Group Number).
Only Hi-lighted fixtures will be stored in the Group. The order that fixtures were loaded onto the PatPad is also stored in the group. This order is used by the FANS function.
To get a Group onto the PatPad, press;
[get], [group], [f/a] (Group Number). To get several Groups, press [get], HOLD [group], TAP [f/a] (Group Number) [f/a] (Group Number), etc, release [group].
Home
Homing a fixture sets all of its parameters to their home values (from their template) and sets the parameter times to their default values.
To home the selected Fixture press;
[home], [fixture displayer] To momentarily home a Fixture press;
[home], [f/a] (Fixture Number). To home filtered (flashing) parameters press;
[home], [filter]. To home ALL Fixtures on the PaTPad press;
[home], [all]. To home ALL patched Fixtures clear the PaTPad by
pressing; [clear], [all], then press; [home], [all]. To home ALL Fixtures that have an intensity level
on the output press; [home], [flash] (yellow master).
Clone
Only flashing parameters will be cloned.
To clone the selected Fixture on the PaTPad to
another Fixture, press;
[clone] [f/a] (destination Fixture Number).
To clone the selected Fixture to a Group, press;
[clone] [group] [f/a] (Group Number).
Palette
A palette refers to specific Fixture types.
To store a Palette, get one of each type of fixture,
filter for the desired parameter(s) then adjust the parameter(s) to the desired value(s).
Press; [store], [palette], [Colour, Beam, Focus] (optional page), [f/a] (Palette Number).
To load a Palette, press;
[palette], [Colour, Beam, Focus] (optional page), [f/a] (Palette Number).
To load the PatPad with the fixtures in a palette
memory including the palette selections press;
[get], [palette], [Colour, Beam, Focus] (optional page), [f/a] (Palette Number).
To clear all palettes (E) from parameters press;
[clear], [palette].
Page 2
To include a link to a Palette in a scene; load the Palette, then without altering any “E” (palEtte) (as seen on video screen) parameters, store into the desired scene number.
To remove a link to a Palette from a scene, press;
[clear], [all] (to clear the PaTPad). Get the scene onto the PaTPad, press; [get], [store], [page], [f/a] (scene number).
Clear the link to the Palette, press;
[clear], [palette]. Use either [record] (all current output) or [store]
(only flashing parameters) to save the scene back into the same memory location.
Palette Playback (E-Mod) HOLD [palette], it will lock on. You can now use the
[f/a] (palette number) buttons for live palette playback. Press [palette] again to de-select.
Preset
A preset refers to specific Fixture numbers.
To store a Preset, get the fixtures to which the preset will apply, filter for the desired parameters then adjust the parameters to the desired values.
Press; [store], [preset], [Colour, Beam, Focus] (optional page), [f/a] (Preset Number).
To load a Preset, press;
[preset], [Colour, Beam, Focus] (optional page), [f/a] (Preset Number).
To load the PatPad with the fixtures in a preset
memory including the preset selections press;
[get], [preset], [Colour, Beam, Focus] (optional page), [f/a] (preset number).
To clear all presets (p) from parameters press;
[clear], [preset].
To include a link to a Preset in a scene; load the Preset, then without altering any “P” parameters (as seen on video screen), store the desired scene.
To remove a link to a Preset from a scene, press;
[clear], [all] (to clear the PaTPad). Get the scene onto the PaTPad, press; [get], [store], [page], [f/a] (scene number). Clear the link to the Preset, press; [clear], [preset]. Use either [record] (all current output) or [store]
(only flashing parameters) to save to the same memory.
Preset Playback (P-Mod) HOLD [preset], it will lock on. You can now use the
[f/a] (preset number) buttons for live presets playback. Press [preset] again to de-select P-Mod.
Parameter Times
To change the times of a parameter;
HOLD [PM] (parameter to change) until times
appear. Tap the ends of the displayer to select either.
Mov Move time. Dly Delay time that must expire before the Move
time starts.
Flags----Flags shows which flags (if any) have been
set to “yes”.
LSC Lighting Systems (Aust) Pty. Ltd.
maXim MP L(P) XL(P) XXL(P) Quick Reference Operator Manual V3
Tapping the centre of “Flags----” selects the FLAGS menu. When the FLAGS menu is selected, tapping either end steps through the available flags. Tapping the centre of a displayer selects that flag.
Flags: - - - = No Flags Flags: - P - = As Pan Flags: EP - = End Pan Flags: - T - = As Tilt Flags: ET - = End Tilt Flags: - - C = As Chase
When the “As Chase” flag is set to Yes, this parameter, when played back as part of a CHASE, will ignore the time setting and instead use the crossfade setting of the chase.
p-trig
The current PatPad settings automatically are stored in “p-trig” memory whenever….
Fixtures are loaded onto the PaTPaD, or
A scene is played back after parameters are altered.
If parameters have been altered, pressing [p-trig]
recalls the “p-trig” memory to restore the previous
PaTPad parameter values.
Record Scene
To record a scene of the entire output, press;
[record scene], [page] (optional red or blue page), [f/a] (scene number).
Store
To store a scene of only selected (flashing)
parameters, press; [store], [page] (optional red or blue page), [f/a] (scene number).
Store + Level
To store a scene consisting of flashing parameters PLUS all intensity levels on the output PLUS all parameters of any fixtures not loaded on the
PatPad but with an intensity above zero, press; [store + level], [page] (optional red or blue page), [f/a] (scene number).
Intensity Only Scenes
To store a scene containing only fixture intensities
and no parameters, fade up only the required fixtures and get them onto the PatPad by pressing;
[get], [flash], (yellow master).
Clear all Hi-lights;
[clear], [fixture displayer].
With no fixtures Hi-lighted, no parameters will be included. To store the scene with its intensity levels, press;
[store + level], [page] (optional red or blue page), [f/a] (scene number).
Store Altered Parameters
To store a scene of only altered (a) parameters,
press;
[colour/beam/focus], [store or blue page), [f/a] (scene number).
Record Chase
To record a Chase press;
[record chase], [page] (optional red or blue page), [f/a] (chase number).
To record a step consisting of a snapshot of the
current output press;
[record scene].
To select an existing scene as a step, press;
[page] (optional red or blue page), [f/a] (scene number).
], [page] (optional red
To store a step consisting only of selected (flashing) parameters press;
[store].
To store a step consisting only of selected (flashing) parameters PLUS all intensity levels on the output PLUS all parameters of any
fixtures not loaded on the PatPad but with an
intensity above zero on the output press;
[store + level].
When all steps have been recorded, complete the
chase by pressing; [record chase].
Record Stack
To record a stack, press;
[record stack], [page] (optional red or blue page), [f/a] (stack number).
To select a scene as a step, press;
[page] (optional red or blue page), [f/a] (scene number).
To select a chase as a step, press;
[page] (optional red or blue page), [f/a] (chase number).
To record a snapshot (of the current maXim output) as a step, press [record scene].
To store the flashing parameters on the
PaTPaD press; [store].
To store the flashing parameters on the PaTPaD and all intensity levels press;
[store+level].
Continue to record steps as above. You may mix snapshots, parameters, chases or scenes in any order.
When all steps have been recorded, complete the
stack by pressing; [record stack].
PLAYBACK
Scenes and Chases
To playback a scene or chase on the red bank press
[mode red bank] until “p'back” lights.
Select the page containing the scene or chase then fade up the red master an also the red fader containing the scene or chase. To playback a scene or chase on the blue bank select the page containing the scene or chase then fade up the blue master an also the blue fader containing the scene or chase.
Controlling Chases
Press [select], [f/a] (chase to control). To control the SPEED, rotate the EDIT wheel. To change the CROSSFADE, press [function] until “in” & “out” light, then rotate the EDIT wheel. To change the MODE or DIRECTION use the
buttons below the edit wheel as described below.
BUTTONS
[step/stop] STOPS a chase or STEPS a
[>](Forward) RUNS A CHASE FORWARD [<](Reverse) RUNS A CHASE REVERSE)
Hold [>] Tap [<] [>] or [<] Hold[step/stop] Tap [>]
[>] or [<] RUNS A SINGLE SHOT [f/a] RUNS A SINGLE SHOT
Hold[step/stop] Tap [>]
ACTION
stopped chase.
Selects BOUNCE mode.
De-selects BOUNCE mode. Selects SINGLE SHOT mode
De-selects single shot mode
LSC Lighting Systems (Aust) Pty. Ltd
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Quick Reference maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
When finished, press [select]. The changes that you
have made are retained in the PLAYBACK until a page is changed or the memory is reloaded.
To reload the original chase press;
[copy], [f/a], to same [f/a].
To manually step a chase, press [f/a] (chase number)
Chase Global Speed Control
HOLD [select] for 1 second. Rotate the WHEEL to control all running chases. Tapping [function]
resets all selected chases to the “default” chase
speed. When finished press [select].
Stack Playback
To playback a stack, it must be copied to the stack master. Press;
[copy], [page] (optional red or blue page), [f/a] (stack number), [stack flash].
Fade up the stack master.
To crossfade to the next step press [>]. To stop a crossfade, press [step stop]. To momentarily run a stopped crossfade, HOLD [step stop]. To crossfade back to the previous step, press [<].You may only crossfade back one step. To snap forward; HOLD [step stop], tap [>]. To snap backwards; HOLD [step stop], tap [<]. To randomly select a step; HOLD [stop step] and rotate the EDIT Wheel. When [stop/step] is released, the stack jumps to the selected step.
EDITING
To edit a scene, chase or stack, press;
[edit], [page] (optional red or blue page), [f/a] (memory number). Tap [function] to cycle through the parameters that you can edit. Press [edit] to end and save.
DEFAULT FADE TIMES
To set your own default fade times;
HOLD [function] tap [f/a] (set-up). Press;[yes] [yes]. Follow the prompts and set the times with the EDIT wheel. When a time is set lower than 0 seconds, it
will be controlled by the manual “time” fader. To
accept the setting press; [ok]
DEFAULT PARAMETER TIMES
To set your own default parameter times, press;
[menu], [TIMES]. The following choices are offered; [COLOUR], [BEAM], [FOCUS], [CLEAR?]
Selecting colour, beam or focus will reveal 3 pages of settings which are the same as described in
“Parameter Times” above. Pressing [clear] will
restore the factory default times.
When finished press; [menu]
STL and SyncoBEAT
To temporarily connect a STL to a Playback; HOLD [function], tap [f/a] (stl 1) or (stl 2). HOLD [function] until the display reads “Pick”.
Whilst still holding [function], tap [f/a] (chase). All Playbacks connected to the selected STL flash continuously. Tapping [f/a] again disconnects the STL. Press [edit] to finish.
The STL is automatically disconnected when a page or mode is changed. To permanently connect a STL to a chase, whilst
recording or editing a chase, tap [function] until the
STEP number is displayed then;
HOLD [function],
tap either [stl 1] or [stl 2] (which
are flashing). Press [yes].
To disconnect, repeat the procedure.
Page 4
STL (SOUND TO LIGHT) MODE
To select STL mode;
HOLD [function], tap [f/a] (stl 1) or (stl 2). Tapping [yes], toggles the STL between either Sound To Light mode or SyncoBEAT mode. To select STL mode, turn SyncoBEAT OFF. To adjust the Volume Level, press; [function] then rotate the EDIT wheel. Set the level so that the bargraph turns Yellow. To adjust the audio
frequency, press; [function] then rotate the EDIT wheel. When finished press; [edit].
SYNCOBEAT MODE
To create a SyncoBEAT; HOLD [function], tap [f/a] (stl 1) or (stl 2). Tapping [yes], toggles the STL between either Sound To Light mode or SyncoBEAT mode. Turn SyncoBEAT ON; To learn a beat pattern, HOLD [add] until the word “Learn” appears on the display. Whilst holding [add], enter your beat pattern by tapping [ok]. The beat pattern starts from the first tap of [ok] and ends when [add] is released. Press; [edit] to exit.
EFFECTS
To apply an effect to the highlighted fixtures on the
PaTPaD , press; [menu], [EFFECTs], [shape].
Use the PaTPaD to set the shape, size and rate etc.
To exit and remove the effect press [menu]. To exit and keep the effect running press [OK] To record the entire output including the effect press; [record scene], [page] (optional red or blue page), [f/a] (scene number). To store the effect with selected parameters press [store]. Two options are offered on the PatPad;
1. To store the effect and the current parameter
values (subject to filters and Hi-lights) press;
[Effect ++], [page] (optional red or blue page), [f/a]
(scene number).
2. To store ONLY the effect without parameter values press; [Effect], [page] (optional red or blue page), [f/a] (scene number). To stop a running effect;
Get the fixtures onto the PatPad then in the effects
menu, press [control], [stop?]. Or, press; [home], [all].
LOCK
HOLD [function], tap [f/a] (set-up). The display asks “Lock Console?” and the PaTPaD shows:
-LOCK- PATCH SAVE ALL
z 5 z
Lock PATCH. The patch is locked.
Lock SAVE. Memories cannot be saved or edited.
Lock All. The current maXim output continues but
all controls are locked except for [function].
Select an option by pressing its [PM] button. The selected option flashes. To accept press;[yes].
For low level security press [ok], [ok]. For high level security use the red bank [f/a] buttons
1 to 9 (use 10 as 0) to enter a 1 to 4 digit lock code
then press [ok]. Repeat the same digits then press [ok]. The console is now locked.
UNLOCK
HOLD [function], tap [f/a] (set-up). Press; [yes].
If the console was locked with low level security
simply press [ok].
If the console was locked with high level security
enter the same digits used to lock it then press [ok].
LSC Lighting Systems (Aust) Pty. Ltd.
maXim MP L(P) XL(P) XXL(P) Operator Manual V3
2 PRODUCT DESCRIPTION
2.1 INTRODUCTION
The maXim MP, L(P), XL(P) and XXL(P) models are the larger desks in the extensive maXim family of
fader based lighting controllers. The letter P in the model name indicates that the PaTPaD moving light controller has been fitted.
This manual describes the operation of the maXim including the PaTPaD. If your maXim is not fitted with
a PatPad, please disregard any references to it. As you will see, the PaTPaD provides a multitude of features that are essential when operating moving fixtures. If you want to add these features, a PaTPaD can be retrofitted to your maXim by your LSC dealer.
Red bank has 3 Modes.
Preset (duplicate channels).
Wide (additional channels/ fixtures). Playback (for Scenes or Chases)
with 9 pages of memory.
Add or Solo
Flash modes with level control.
Blue
Playbacks for
Scenes or
Chases with 9
pages of memory.
Separate In and Out
Time Masters .
Theatrical style Stack
with up to 500 steps
All models are very similar in operation and vary only in their size, layout, number of faders and memories. At any point in this manual where the model affects the specification, the text will describe the
maXim MP followed by the maXim L, XL and XXL in brackets.
For example; “The Yellow bank has faders for channels/fixtures 1 to 24 (36, 48, 60)”.
On Board keyboard for
naming of memories etc.
Masters
for overall control.
Yellow bank channel / fixture faders with associated Flash
buttons.
PaTPaD.
Extensive Editing and Control
functions.
Touch pad for
control of moving fixtures.
Simple
recording and copying
functions.
maXim L(P)
2.2 FEATURES The maXim incorporates the following features;
Manual faders for all channels/fixtures with associated Flash buttons.
“Preset”, “Wide” and “Playback” modes of operation.
9 pages of non volatile memory.
Separate In (up) and Out (down) fade times (0 to 999 seconds).
Scene Fade Times can be derived from the Time Faders or from Memory.
Electronic labelling of all fixtures, scenes, chases, filters, presets, palettes, stacks and stack steps.
Fully proportional Softpatch.
Flash level control, with associated Add or Solo mode button.
Page freeze retains active output when pages or modes are changed.
User prompts appear on the display and active buttons flash to make operations simple.
Different languages are available.
Multi display SVGA colour video output.
Fully Isolated DMX512/1990 output signal.
Power supply is auto selecting, 90260 volts, 47/63Hz.
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Product Description maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
2.3 SPECIFICATIONS
Model
Fader Channels
MP L XL XXL
24 36 48 60 (Preset Mode) Fader Channels
48 72 96 120 (Wide Mode) Fixtures 48 72 96 120 Red Playbacks
24 42 66 90 (Playback Mode) Pages of Red
9 Playback memory Dedicated Blue
N/A 6 18 30 Playbacks Pages of Blue
9 Playback memory Grab Master 1 N/A N/A N/A Maximum number
216 378 594 810 of Scenes Maximum Fade
>16 times (minutes) Maximum number
216 378 594 810 of Chases Steps per chase 250 Chase speed
0-999 (Beats Per Min) Sound To Light Yes SyncoBEAT
Yes “Learn the Beat” Maximum number
217 378 594 810 of Stacks Steps per Stack 500 DMX512 Output
512 1024 Channels Maximum number
48 72 96 120 of Fixtures Max number of
400 fixture attributes Max Templates in
64 Library Max Templates in
10 Patch Video output
Standard SVGA Colour USB type A 1 for memory flash disk
1 for trackball or mouse
USB type B 1 for “Capture”
simulation software. Desk Light Ports 1 2 2 2 MIDI In, Out and Thru Height (mm) 165 Width (mm)
656 797 1014 1230
2.4 OPTIONS
The following options are available for your
maXim.
PaTPaD, touch sensitive moving light
controller.
Wireless or ARTnet DMX output available on
L, XL or XXL models.
“Capture” lighting simulation software with
“activation dongle” built into the maXim.
MAXLITE
15” Gooseneck desk light.
Dustcover
Sizes available for all models.
Flight case
Custom flight cases for all models are
available to house the maXim, 12V
gooseneck lamps, manual, power lead and
floppy disks. Contact your LSC agent for details on the above options.
2.5 CARING FOR YOUR MAXIM
The maXim is manufactured from quality
components and will give many years of service if you take some basic precautions.
Do not allow any liquids or foreign objects to
enter the maXim. If any liquids are spilt onto the maXim, the inside should be cleaned and
dried as soon as possible. Only suitably qualified personnel should remove the covers and perform any such maintenance.
Do not apply excessive force to any of the
controls. Spare parts and service are available from your LSC agent, but prevention is better than cure.
When connecting any devices to the maXim,
make sure that all connections are correct before switching on the power. If any doubt exists, obtain the assistance of qualified personnel.
If your maXim is to be used "on the road", you
should use the optional flight case to protect it.
Transport the maXim with all faders in the fully
down position. This gives the faders maximum protection from probable damage.
When your maXim is not in use, cover the
upper surface with the optional dust cover.
If the surface of your maXim becomes soiled,
clean it with a damp cloth. Do not use any powerful solvents. An alcohol swab may be used to remove any gum from labelling tape.
Depth (mm) 515 Weight
18 22 29 33
packed (kgs)
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LSC Lighting Systems (Aust) Pty. Ltd
maXim MP L(P) XL(P) XXL(P) Product Description Operator Manual V3
2.6 LABELING YOUR MAXIM
Areas are provided below the faders for you to write identifying labels. To prevent permanent
marking of your maXim, LSC recommends that
you place strips of “write on” tape in these areas.
2.7 TERMINOLOGY
Certain button stroke terminology is used throughout this manual to describe the particular operations being undertaken.
Any text enclosed in these symbols [ ], refers to when that particular button needs to be pressed. For example; Press [record scene], means to
press the record scene button.
Flash/assign buttons are often abbreviated to [f/a].
If the button to be pressed is a Flash/Assign button (of which there are many) then it will be identified by naming it as follows;
[f/a] (Name).
Any information that appears on the LED display is printed in “quotes”.
See also the “TERMINOLOGY” section for definitions of the terms used in this manual.
2.8 SECONDARY FUNCTIONS
Some f/a buttons have secondary functions that are activated by holding down the [function] button and tapping an [f/a] button. These
secondary functions are printed on the front panel
below their f/a buttons. Some flash buttons have hidden secondary
functions that are activated by holding down the [function] button and tapping the [ok] button.
These secondary functions are not labelled but are described in “Diagnostics” in the “UTILITIES” section.
The buttons below the EDIT wheel have secondary functions in that they are used to
answer either “Yes”, “No” or “OK” to questions that appear on the display when you are performing certain actions. They are typically used to confirm or abort the action that you have selected.
2.9 SOFTWARE
LSC has a policy of continuous improvement of its
products. As the maXim is a computerised
lighting desk, its software is subject to this policy as new features are added and existing features improved.
The software version of your maXim is
momentarily displayed on the LED display when
the maXim is switched on.
The latest version can be downloaded from the
maXim forum.
http://forums.lsclighting.com.au
The operating software of the maXim and the
contents of this manual are copyright of LSC Lighting Systems Aust © 2001, 2008.
All Trademarks referred to in this manual are the registered names of their respective owners.
Whilst every care is taken in the preparation of this manual, LSC takes no responsibility for any errors or omissions.
2.10 NEW FEATURES IN VERSION 2 SOFTWARE
2.10.1 Fixtures on Red Faders
It is now possible to patch moving fixtures to the Red faders as well as the Yellow faders. This doubles the number of moving fixtures that can be controlled. There is a limit of 400 fixture parameters.
2.10.2 Global Chase Speed
It is now possible to take Global control of all running chases at one time. See “GLOBAL SPEED CONTROL” in the “CHASE” section for details.
2.10.3 Chase Control
The [f/a] button of the chase playback can be
used to manually step the chase. This works best if the chase speed is set to 0.
If a chase is in “one shot” mode, the [f/a] button of
a chase playback can be used to trigger a one shot.
2.10.4 Sound To Light
The STL operation has been enhanced and improved.
See the “STL MODE” section for details.
2.10.5 SYNCOBEAT
SyncoBEAT is a ‘Tap To The Beat’ feature to control chase stepping. See the “SYNCOBEAT MODE” section for details.
2.10.6 Stack Step Random Selection
You can now instantly jump to any step in a stack.
HOLD [step/stop] and rotate the EDIT wheel.
The display shows the step numbers and a + or – sign before the number shows if the selected step is after (+) or before (-) the current (no sign) step.
When the desired step number is shown, release [stop/step] and the stack instantly jumps to that
step.
2.10.7 Stack Step Display
When a STACK is stepped, the display momentarily shows the step number. You can now momentarily see the step number again by
holding down [stop/step] (stack master).
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Product Description maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
To continuously see the step number on the
display press [select], [stack flash]. To turn off the display press [select].
The video 3 (Stack) display now shows a percentage countdown of the link time (if the step has a link time) to show how much of the link time (to the next step) has expired.
2.10.8 Stack Recording
When recording a STACK, it is possible to enter a range of memories (scenes or chases). Any memory in the selected range that is empty or contains a stack will be ignored.
2.10.9 Fixtures with Dimmer/Strobe
Fixtures that use a single parameter to control both intensity (HTP) and strobe (LTP) now operate with the strobe controlled by HTP rules. Previously if a scene was recorded with a strobe, then turning that scene on triggered the strobe, but turning the scene off did not stop the strobe (as per normal LTP rules). In version 2 the strobe now stops when the scene is faded down. This only works with scenes. We will implement chases and stacks once we receive positive feedback on this method.
2.10.10 PaTPaD Operations
The [abs, fine, inc] button has been renamed [p-trig]. See the “ADVANCED FIXTURE
PROGRAMMING” section for details.
The operation of the pan and tilt parameters can be inverted. See the “PATCH” section.
A displayer can now be opened up by touching anywhere on the displayer. It was previously just the centre.
Wheel stops can now be moused, not just tapped.
The operation of the [filter] button has been
simplified. One tap enters filter mode. A second tap exits filter mode.
The [CBF] button has also been changed. It now
works independently of the Filter button.
Displayers that are open on the PatPad now do not close when changing fixtures.
Pressing [group], [pad] did not give the fixtures
an order (that can be used to create fans). It now does give them an order.
2.10.11 Scene Edit
When a scene is selected for editing;
[edit], [f/a] (scene number), simply pressing a channel/fixture [f/a] will
automatically select that channel/fixture for level editing. The [function] button does not need to be pressed.
When a playback is altered via [select], it is now
possible to reload its original memory by pressing
[copy], [f/a], (to same) [f/a]. The [select] function now automatically “pins” and
reveals a video display of the selected playback.
The default Move Time for Focus (Pan/Tilt) parameters is now 2.0 seconds.
Files on disk are sorted alphabetically
Lists of manufactures and models are now sorted alphabetically
Dimmers on the yellow faders can be named with the names appearing on video 1.
The Video 3 window is now persistent, so it remains on display even if no stack is loaded.
There is now a Link ‘percentage completed’ display in the Video 3 (Stack) window, to show how long before the Link is performed.
In diagnostic mode, you can select a video window to show error codes. In the event of any problems, these codes can be reported to LSC to assist in problem solving.
2.11 NEW FEATURES IN VERSION 3
The floppy disk drive has been replaced by two
USB “A” (Universal Serial Bus) connectors and one USB “B” connector.
The top USB “A” connector can be used for
connecting USB “flash disk” memory devices and thus replaces all of the functions previously performed by the Floppy Disk Drive.
The bottom USB connector can be used for connecting a mouse or trackball device which can then be used to control the pan and tilt of the selected fixture(s) on the PaTPaD. For fine control, HOLD down the LEFT button whilst moving the mouse or trackball. Tapping the RIGHT button cycles through “Pan only”, “Tilt only” and “Pan and Tilt”.
2.10.12 SELECT
2.10.13 Minor Changes
2.10.14 Diagnostics error code report.
SOFTWARE
2.11.1 USB Co nnectors
USB B
Top USB A
Bottom USB A
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LSC Lighting Systems (Aust) Pty. Ltd
maXim MP L(P) XL(P) XXL(P) Product Description Operator Manual V3
The USB “B” connector is labelled “Capture” and
is used to connect the maXim to a computer running “Capture” software. “Capture” is a lighting simulation program that allows you to see a virtual stage and lights on your computer with the lights controlled by your maXim. See the separate section on “Capture” for details.
2.11.2 MIDI
MIDI (Musical Instrument Digital Interface) is an
international standard for data communication between musical instruments, computers and other equipment such as lighting desks. The possibility exists to either control lighting channels from a MIDI keyboard or a computer with a MIDI output and suitable sequencing software or to control a MIDI device from the maXim.
Three MIDI connectors are provided on the rear of the maXim. See the separate section on “MIDI” for details.
LSC Lighting Systems (Aust) Pty. Ltd
Page 9
maXim MP L(P) XL(P) XXL(P)
p
Operator Manual V3
3 GETTING CONNECTED
3.1 POWER INPUT
An IEC mains input socket is located on the rear panel and a POWER switch is beside the power
input. The maXim has a universal power supply
that will operate on voltages between 90 volts and 260 volts with a frequency range from 47 to 63 Hz.
Power Switch
Fuse Holder
3.2 DIGITAL OUTPUTS (DMX 512)
The maXim MP has a single DMX512 connector and the L, XL and XXL have two DMX512
connectors, one for “Universe 1 DMX slots” and the second for “Universe 2 DMX slots”.
Power Supply Reset
DMX Universe 1 Desk Lam
Connect a DMX data cable from the Universe 1
DMX512 output of the maXim to the DMX512
input of your equipment (moving fixtures, dimmers, etc) and set the required DMX slots on your equipment.
DMX Universe 2 Desk Lamp 2
Universe 2 is used for complex setups involving more than 512 DMX slots or when equipment has been split into different groups. For example, all moving lights on universe 1 and conventional dimmers on universe 2.
3.3 VIDEO MONITOR
Connect a SVGA (or better) computer monitor to the 15 pin VIDEO connector on the rear of the
maXim.
3.4 SWITCHING ON
At this point, with the mains power and DMX
connected, the maXim is ready to be operated.
Switch on the “POWER” switch on the rear of the maXim. After briefly displaying the opening
message, the maXim will commence operating in
exactly the same state that it was in when it was last switched off. All the scenes, stacks, chases, patches etc will be as they were.
3.5 SWITCHING OFF
The maXim has an inbuilt back up power supply. When the power is switched off you will hear a click followed a few seconds later by another click. The maXim keeps operating on its own power supply until the second click is heard. During this time all memories are automatically saved to non volatile storage.
NOTE: In the event of a short loss of mains power (a “brown out”) the maXim will continue to operate for a few seconds due to the storage capacity of its internal power supply.
3.6 POWER SUPPLY RESET
In the unlikely event that your maXim does not shut down after the second click (above) you can force it to do so by momentarily pressing the
power supply reset switch. Remove the power
then insert a small insulated pointer into the hole to the left of the “DMX UNIVERSE 1” connector.
3.7 FUSE
A 0.5Amp slow blow fuse is located in a slide out tray beside the mains input socket. Should the fuse blow, remove the mains lead and slide out the fuse tray. Pop out the blown fuse and replace
it with a 0.5 Amp slow blow fuse. A spare fuse is
provided in the slide out fuse tray. Replace the spare fuse if you use it.
3.8 DESK LAMP
The maXim MP has a single desk lamp socket
and the other models have two sockets. The sockets provide both power and mounting for a goose-neck desk lamp. There is an internal self­resetting thermal fuse for the power to the lamp.
3.9 USB CONNECTORS
The top USB connector accepts a USB “flash disk” for the external storage of your maXim shows and also for software upgrades. The bottom USB connector accepts a trackball or mouse for Pan and Tilt control of fixtures
3.10 CAPTURE
Capture is a programme that lets you simulate your lighting shows on a computer. See the separate “Capture” section for details
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LSC Lighting Systems (Aust) Pty. Ltd
maXim MP L(P) XL(P) XXL(P) Operator Manual V3
4 FRONT PANEL TOUR
The maXim MP, L(P), X L(P), XX L(P) all vary in layout and in the quantity if faders. This front panel tour describes the maXim L(P). The location of some controls might be different on your model of maXim but the names and operation are the same as described here.
4.4
4.11
4.1
4.8
4.8
4.12
4.13
4.6
4.8 4.10 4.9
4.5
4.1 YELLOW BANK FADERS
Control the intensity of dimmers or fixtures patched to them.
4.2 YELLOW BANK MASTER
Controls the overall level of the Yellow bank faders.
In WIDE mode, it controls the overall level of the Yellow bank faders and the Red bank faders.
4.3 MODE RED BANK BUTTON
Selects the current function for the RED bank faders. The choices are;
preset.
wide.
playback.
4.4 RED BANK FADERS
The Red bank of faders has different functions depending upon the current “MODE” as selected by the mode red bank button.
Preset mode. The Red bank of faders provide
a duplicate of the Yellow bank.
4.24.7
4.3
maXim L (P)
Wide mode. The Red bank of faders control the intensity of dimmers or fixtures patched to channels 25 (37, 49, 61) to 48 (72, 96, 120).
PLAYBACK mode. The Red bank of faders become PLAYBACKS. Each Playback can
control the level of a recorded Scene or Chase or it may be empty (does nothing). There are 9
pages of memory for the red playbacks and the function of each playback depends upon the contents of the currently selected red page. You determine what each red page contains
when you record (or copy) scenes, chases or
stacks into them. Although stacks can be recorded on the red bank (stored in red bank memory), they can only be played back on the stack master.
4.5 RED MASTER
In PRESET mode, it controls the overall level of the Red bank.
In WIDE mode it has no function.
In PLAYBACK mode it controls the overall
level of the Red Playbacks (Scenes or Chases).
4.19
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Page 11
Front Panel Tour maXim MP L(P) XL(P) XXL(P)
4.6 BLUE PLAYBACKS (L,XL & XXL)
The blue bank of faders are dedicated PLAYBACKS. Each Playback can control the level
of a recorded Scene or Chase or it may be empty
(does nothing). There are 9 pages of memory for the blue playbacks and the function of each playback depends upon the contents of the currently selected blue page. You determine what
each blue page contains when you record (or
copy) scenes, chases or stacks into them. Although stacks can be recorded on the blue bank (stored in blue bank memory), they can only be played back on the stack master.
4.7 BLUE MASTER (L,XL & XXL)
It controls the overall level of the Blue Playbacks (Scenes or Chases).
4.8 FLASH/ASSIGN [f/a] BUTTONS
Below each fader in the fader section is a FLASH/ASSIGN button with an integral red indicator LED. As their name implies, these are multi purpose buttons. They may be used to:
FLASH (or bump) the contents of their particular fader, be it a channel, chase or a scene. (See also FLASH level and ADD/SOLO button below).
Provide a NUMERIC SELECTION function. When the “number” of a channel, fixture, scene, stack, chase, preset, etc needs to be entered, the appropriate Flash/Assign button “number” is pressed. To assist you in making a selection, valid buttons will flash when an entry is required.
In conjunction with the FUNCTION button, the
f/a buttons select various secondary functions
such as PATCH, SETUP, etc as indicated
below the f/a buttons.
Provide alphanumeric entry when typing names.
4.8.1 Button Numbering
Between each fader in the Yellow bank and its associated f/a button is a number that indicates the channel/fixture that the fader and f/a button
control. (Letters of the alphabet are also printed and are used when entering names).
Between each fader in the Red bank and its associated f/a button are two numbers;
The LARGER font indicates the channel number of the fader and f/a button when in
PRESET mode.
The
The LARGER font also indicates the number
The
SMALLER font indicates the channel
number of the fader and f/a button when in
WIDE mode.
of a particular SCENE, STACK or CHASE.
SMALLER font also indicates channel
numbers when editing scenes or chase or
stack steps, when viewing channel levels on
The LED indicators in each f/a button are also
multi purpose.
5
The brightness of each indicator is proportional to the level of its channel. The red bank indicates the level of the channel numbers printed in the
SMALLER font.
In normal operation, they indicate the level of
In edit mode they indicate the level of their
5
When you are required to make a numeric entry or Secondary Function selection, only valid buttons will be active and their LED indicators will light to indicate to you that an entry is required.
5
The indicator for each Playback flashes slowly whilst a timed fade is in progress.
4.9 MASTERS FLASH/ASSIGN BUTTONS
Used to FLASH (bump) the contents of their particular master. (See also FLASH level and ADD/SOLO button below). The brightness of their LED indicators shows the level of the master at
the output of the maXim. It also will flash slowly whilst a timed fade is in progress.
4.10 IN & OUT TIME FADERS
Control the IN and OUT fade times of the masters. They may also be individually assigned to control the IN or OUT fade times of any scene or step of a stack. The current time setting of each fader is shown on the display when its fader is moved or presses of the FUNCTION button will toggle through the two time settings.
4.11 FLASH LEVEL & ADD/SOLO BUTTON
The level control sets the level to which any Channels, Playbacks, or Masters will be flashed when their respective Flash/Assign button is pressed. The “add/solo” button toggles the Add/Solo mode between “Add” and “Solo” as shown by a red indicator in the Add/Solo button which flashes in SOLO mode.
In ADD mode, when a FLASH/ASSIGN button
In SOLO mode, when a FLASH/ASSIGN
Note: Multiple Flash/Assign buttons may be pressed at the one time.
the FLASH/ASSIGN button LED indicators (refer below) or when patching.
CHANNEL LEVEL INDICATORS
their particular channel at the output of the maXim.
particular channel in the Scene, Grab or Step of a Chase or Stack that is being edited.
VALID ENTRY BUTTON INDICATORS:
FADE IN PROGRESS INDICATORS:
is pressed, the channels that are being flashed will come on (at the level of the FLASH level master), and normal output is not affected.
button is pressed, the channels that are being flashed will come on (at the level of the FLASH level master), and the normal output of the
maXim will be blacked out, leaving only the
channels that are being flashed on stage.
Operator Manual V3
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LSC Lighting Systems (Aust) Pty. Ltd
maXim MP L(P) XL(P) XXL(P) Front Panel Tour Operator Manual V3
4.12 PAGE RED BANK BUTTON & DISPLAY
In “p'back (playback) mode” it is used to select
the current page (1 to 9) of red memory that is loaded into the red bank of playbacks.
When recording, editing or copying scenes,
stacks or chases, it is used to select the required red page (1 to 9) for the scene, stack
or chase. Repeated presses of the Page button will step through the pages.
To directly select a page; HOLD [page red bank] then quickly tap [f/a] (red
1 to 9). The displays beside the button shows the red page number.
4.13 PAGE BLUE BANK BUTTON & DISPLAY
(L,XL & XXL only)
Used to select the current page (1 to 9) of blue
memory that is loaded into the blue bank of
playbacks.
When recording, editing or copying scenes,
stacks or chases, it is used to select the
required blue page (1 to 9) for the scene, stack
or chase. Repeated presses of the Page button will step through the pages.
To directly select a page; HOLD [page blue bank] then quickly tap [f/a]
(blue 1 to 9). The displays beside the button shows the blue page number.
Hint: The maXim can show the types of object recorded in each page. If you HOLD either [page red bank] or [page blue bank], playback flash/assign buttons in that bank containing Scenes will light, playbacks containing Chases flash quickly, playbacks containing Stacks flash slowly and empty playbacks are not lit.
Select the Stack Master when assigning, editing or copying a stack.
FLASH (bump) the contents of the Stack Master. (See also FLASH level and ADD/SOLO button).
The brightness of its LED shows the level of the
master at the output of the maXim.
4.16 > (STACK)
It starts a crossfade from the current step to the next step. In conjunction with the step/stop button (below) it steps (snaps) a stack in the forward direction.
4.17 < (STACK)
It starts a crossfade from the current step to the previous step. Only one reverse crossfade is allowed. In conjunction with the step/stop button (below) it steps (snaps) a stack in the reverse direction.
4.18 STEP/STOP (STACK)
It stops a crossfade. It momentarily runs a stopped crossfade when held down. In conjunction with the > and < buttons it steps (snaps) a stack in the either direction.
4.19 PATPAD
The PatPad consists of a touch screen with an overlay that divides the touch screen into separate
areas. The small areas are virtual buttons and the long areas are displayer scroll bars.
The touch screen can be operated with either your finger or a stylus such as those available for hand held computing devices. The scrolling bar areas act like control wheels and can be either moused (scrolled) or they can be tapped.
The PaTPaD is used to control the
parameters of moving fixtures and to “store” their
parameter settings into the memory of the playbacks. The PaTPaD is also used to access “groups”, “palettes”, “presets”, “filters”, “effects”, “fans” and fixture patching. The PaTPaD is extensively described in the “BASIC FIXTURE
4.17 4.16
PROGRAMMING” and “ADVANCED FIXTRE PROGRAMMING” sections.
4.15
4.18
4.14
4.19
4.14 STACK MASTER
It controls the overall level of the Stack Playback.
4.15 STACK FLASH
It is a multi purpose button and can be used to;
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4.21 4.22 4.23 4.24
4.3
4.30
4.20
4.31
4.25
4.26
4.27 4.28 4.29
4.34
4.33
4.32
4.20 DOT MATRIX DISPAY & LEDS
The display is used to scroll messages and prompts and to show names and numbers. The small labelled LEDS beside the display are used
to define the numbers shown on it. For example;
If the CHAN LED is lit, then the number
displayed is a channel number.
If the LEVEL LED is lit, then the number
displayed is a channel level.
Comprehensive information (including these messages) are also shown on the video output.
4.21 RECORD SCENE BUTTON
Used to select RECORD SCENE mode or to
record a snapshot of the output of the maXim as
a step in a stack or a step in a chase (or into the Grab master on the MP model).
4.22 RECORD CHASE BUTTON
Used to select RECORD CHASE mode and to complete the recording of a chase when all the desired steps have been added.
4.23 RECORD STACK BUTTON
Used to select RECORD STACK mode and to complete the recording of a stack when all the desired steps have been added.
4.24 ASSIGN COPY BUTTON
Used to:
Assign a stack to the stack master.
Copy scenes, chases or stacks from one
memory location to another.
Copy scenes, chases or stacks to or from
the Grab master. (MP model).
Copy a Snapshot from the Grab master to
a memory. (MP model).
4.25 SELECT BUTTON
Used to take control of a playback. The recorded memory is not changed, only the way that it is currently being played back.
Press [select] [f/a] (playback to control). Repeatedly press [function] to cycle though the
parameters that you can control as indicated by the LEDs beside the display.
When finished, press [select] again to de-select it.
The changes that you have made are retained in the Playback until such time as the scene or chase is replaced on that Playback (by changing pages or mode). To restore the original memory to the playback
press [copy], [f/a] to the same [f/a].
“Select” is most useful for making one off changes during a performance or for experimenting with changes without affecting the memory.
4.26 EDIT BUTTON
When pressed, it selects Edit mode. You may then choose to Edit any Scene, Chase, Stack, the contents of the Grab master (MP model). To edit the patch;
HOLD [function] tap [f/a] (patch). Press [edit
].
4.27 REMOVE BUTTON
Used to:
Remove the contents of the Stack and Grab masters.
Delete memories, patches or steps of stacks or chases.
Remove characters from names.
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4.28 ADD BUTTON
Used to:
Insert steps in a stack or chase when editing.
Add a 1 to 1 patch
Insert spaces in names
4.29 FUNCTION BUTTON
4.34 STEP STOP (OK) BUTTON
Used to STOP a selected or edited chase or
STEP a stopped chase.
Answers “ok” to a request from the maXim.
When pressed during normal operations, it
causes the display to momentarily show the current time “IN” or “OUT” settings of the time faders, whilst it is held down. Subsequent presses will toggle between the two time settings as indicated by the “in” or “out” LEDs above it.
When editing, pressing [function] steps
through the various parameters that can be changed as indicated on the LEDs above the function button.
After pressing [select], [f/a], pressing [function] steps through the various
parameters that can be changed on the selected playback.
It accesses the secondary functions such as reset, (USB) disk or patch etc as indicated
below the yellow and red bank [f/a] buttons.
To perform secondary functions;
HOLD [function] tap [f/a] (secondary function
as printed below red and yellow bank “f/a” buttons).
4.30 EDIT WHEEL
Continuously rotatable in either direction and can be used to:
Set fade and link times plus chase rate and crossfade when recording or editing.
Adjust the level of channels when editing.
Adjust Sound To Light parameters.
Select DMX address numbers when patching.
Select characters for names.
Scroll the V1 or V2 video displays.
Adjust selected parameters on the PatPad.
4.31 EDIT WHEEL INDICATOR
Lights when the EDIT Wheel is active.
4.32 > (YES) BUTTON
Runs a selected or edited chase in the FORWARD direction.
Steps a stack forward when editing.
Increments through the DMX address numbers
when patching.
Answers “YES” to a request from the maXim.
Select the next parameter on the PatPad.
4.33 < (NO) BUTTON
Runs a selected or edited chase in the REVERSE direction.
Steps a stack backwards when editing.
Decrements through the DMX address
numbers when patching.
Answers “NO” to a request from the maXim.
Select the previous parameter on the PatPad.
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5 PATCHING
5.1 INTRODUCTION
When dimmers are connected, the maXim needs
to know the DMX slot of each dimmer and which
maXim channel is to be used to control each dimmer.
When lighting fixtures or other DMX controlled
devices are connected, the maXim needs to know
each fixture’s manufacturer, model and starting DMX slot. A fixture number is then assigned to the
fixture allowing it to be controlled by the maXim.
If no patches exist, either due to a “Total Reset” or if all patches have been removed (below) the patch will be automatically bypassed giving a
direct 1 to 1 connection between maXim channel
numbers and their matching DMX slot numbers. When any patch is made by the user, the bypass is automatically removed and only the users patches will exist.
5.2 PATCHING DIMMERS
5.2.1 PATCHING
Patching is performed by “editing the patch”. To edit the patch;
HOLD [function], tap [patch], press [edit].
If a PaTPaD is fitted, ensure that the [PM] button
beside “DIMMER” is flashing. If not, press [PM]
(DIMMER).
To select the dimmers DMX slot number, press [<] or [>] or rotate the EDIT Wheel.
To patch the selected DMX slot to a channel
number, press the [f/a] button of the channel number (any yellow or red f/a button). The channel f/a button will flash to show the
patch.
Select another DMX slot with the EDIT wheel, [<] or [>] and patch it to a channel by pressing the channels [f/a] button. Continue to select DMX slots and patch them to maXim channels. Patched channels f/a buttons remain lit. As each
patch is made, the “V2 Output & Patch” video shows the channel number and name, DMX slot and patch level. When scrolling through the DMX slots, as each slot number is selected, if a channel is patched to
that slot, its f/a button will flash. When finished patching, press [edit]. The patch is
automatically saved.
5.2.2 PATCHING MULTIPLE SLOTS
To automatically patch a sequential range of DMX slots to a sequential range of channels, edit the patch (above), then select the first DMX slot
number in the sequence. HOLD the [f/a] button of
the channel number to be patched to that slot then
tap the [f/a] button of the channel to be patched to
last DMX slot number in the sequence. All
channels in the selected range are automatically patched to their respective slots.
For example, to patch a rack of 12 dimmers with a
starting DMX slot of 100 to maXim channels 13 to 24 respectively, press [<] or [>] or rotate the EDIT Wheel to select DMX slot 100, then HOLD [f/a] (13) and tap [f/a] (24).
5.2.3 SET A PATCH LEVEL
All patches can have a proportional patch level. See “INTENSITY PATCH LEVEL” below.
5.2.4 UNPATCH A DMX SLOT FROM
A CHANNEL
To delete a single patch, edit the patch (above) and select the DMX slot (above) then press
[remove]. The display scrolls, “Delete patch to DMX#?” Press [yes].
Alternately, select the DMX slot and set the proportional patch level to zero.
5.2.5 REMOVE All PATCHES
To remove ALL patches; HOLD [function], tap [patch].
Press; [remove], [yes].
The patch is now automatically bypassed.
5.2.6 1 TO 1 PATCH
A 1 to 1 patch is available to speed the patching
process. It directly connects each maXim channel
number to its matching DMX slot number. To add a “1 to 1 patch”;
HOLD [function], tap [patch]. Press [add], [yes]. Note; Adding a 1 to 1 patch will replace any
existing patches.
5.3 PATCHING FIXTURES
5.3.1 TEMPLATE LIBRARY
In order for the maXim to control a fixture, it
needs to know all of the functions of that fixture. It gets this information from a computer file called a
Fixture Template. This file tells the maXim the
function of each control channel for that type of fixture and it also defines the unique parameter controls and labels that will appear on the
PaTPad and video screen. Every different type of Fixture that you control from the maXim requires a Template. Many popular templates are already loaded in the maXim
’s library plus additional
templates are available from the LSC website;
www.lsclighting.com.au
If the template for your fixture is not on the website you can contact LSC by posting a request on the LSC forum providing details of manufacturer, model and software version number. The forum URL is;
http://forums.lsclighting.com.au
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Detailed instructions on how to write your own Templates using a text editor program on a personal computer can also be obtained from the LSC forum.
Templates are loaded into the maXim library via the disk drive
The maXim stores its Templates in a library that
can hold up to 64 Fixture Templates. When you want to use a particular model of Fixture, you select its Template from the library and load it into
the patch. The maXim can have up to 10 different types of Fixture Templates (from the library) in
use in the patch at the same time.
5.3.2 VIEW LIBRARY CONTENTS
To see if the Templates for the Fixtures you are
using are in the maXim’s Fixture library, press [menu], [library], [view].
Templates are organised in the library by
manufacturer and model. The PaTPad shows a
list of Fixture manufacturers. If more than 6 manufacturers are loaded in the library, press the “>” or “<” symbol on the Fixture Displayer to change pages.
Press the [PM]
button beside the required
manufacturers name. The PaTPad shows a list of
Template names (models) from that manufacturer. If more than 6 templates for that manufacturer are loaded in the library, press the “>” or “<” symbol on the Fixture Displayer to change pages.
Press [menu] to finish.
5.3.3 ADDING TEMPLATES
To add a template to the library, insert the floppy
disk containing the template into the maXim disk
drive then press;
[menu], [library], [add].
The display shows the Templates on the disk. If
more than 6 are on the disk, press the “>” or “<” symbol on the Fixture Displayer to change pages. Press the [PM] button corresponding to the
required Template.
To remove the entire contents of the library; press
[menu], [library], [remove], [all], [yes].
If you are patching a new installation of fixtures it is advisable to clear the patch.
Hold [function], tap [patch]. Press [remove], [yes].
Warning. This will erase ALL existing patches. If you need to keep the patch, save your show to disk.
Hold [function], tap [patch], press; [edit]. The PaTPad shows;
The PM button beside “DIMMER” will be flashing,
indicating that the maXim is ready to patch a
dimmer. Before you can patch a Fixture, its Template must be loaded from the library into the patch.
THE PATCH
To load a Fixture Template into the patch, edit the
patch (above) then press the [PM] button beside “LIBRARY”. The PaTPad shows a list of Fixture
manufacturers in the library. If more than 6
manufacturers are loaded, press “>” or “<”on the Fixture Displayer to change pages. Press the [PM]
button beside the manufacturers name. The
PaTPad shows a list of Template names (models)
from that manufacturer that are in the library. If there are more than 6 Templates (models) for that
manufacturer, press “>” or “<”on the Fixture
Displayer to change pages.
5.3.7 REMOVE ALL TEMPLATES
5.3.8 CLEARING THE PATCH
5.3.9 PATCHING FIXTURES
DIMMER LIBRARY
5.3.10 LOADING TEMPLATES INTO
Press the [PM] button beside the required
5.3.4 ADDING ALL TEMPLATES
If the disc contains many Templates they can all
be added to the library in a single operation. Press;
[menu], [library], [add], [all], [yes].
5.3.5 COPY A TEMPLATE TO DISK
Templates can be copied from the library to disk so that they can be archived or edited. Press
;
[menu], [library], [CopyToDsk]. Use the [PM] buttons to select the manufacturer,
then the model.
template to load it into the patch.
The PaTPad shows;
DIMMER SCAN-X LIBRARY
In this example the selected Fixture is a fictitious “scan-x” but you will see the name of the actual
Template you selected. The [PM] button beside it
5.3.6 REMOVE A TEMPLATE
To remove a Fixture Template from the library; press;
[menu], [library], [remove]. Use the [PM] buttons to select the manufacturer,
then the model.
will be flashing, indicating that the maXim is ready
to patch that Template (type of Fixture). This Template is now loaded into the patch (from the library) and does not need to be loaded again. You can use it every time that you need to patch that type of Fixture. If you are using several
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different types of Fixtures you can load their Templates now or you can patch the currently loaded Fixture (see below) then return to the library later and load the other Templates. To load
more Templates now press the [PM] button
beside “LIBRARY” and make your selection as above.
5.3.11 DMX SLOT AND FIXTURE
NUMBER
Each Fixture that you patch will have its own DMX slot (that you set on that Fixture). This is the starting DMX slot for that Fixture and each Fixture will use a quantity of DMX slots, as defined in its Fixture Template. Select the template for the type of fixture you want
to patch by pressing the [PM] button beside its
name. The [PM] button will flash. All patches that you now make will use this (flashing) template.
Select the starting DMX slot of the fixture to be
patched by pressing [<] or [>] or rotating the EDIT wheel . The maXim has 2 DMX universes (2 DMX
outputs) and uses “U1” or “U2” to indicate DMX Universe 1 or Universe 2. When the DMX slot number is incremented above the highest number in Universe 1 (U1-512), it changes to the first slot in Universe 2 (U2-1).
To patch a fixture you must give it a “Fixture
Number” by pressing a yellow or red [f/a] button. When a fixture number is selected, the maXim
automatically patches all of the remaining DMX slots for that Fixture according to the information contained in the Fixture Template. The DMX slot number automatically advances to the slot after the last slot used by the patched Fixture, ready for the next fixture (or dimmer) to be patched.
To patch further Fixtures of the same type
(flashing [PM] button on the PaTPad), select the starting DMX slot of the Fixture by pressing [<] or [>] or rotating the EDIT wheel , then give it a Fixture number by pressing; [f/a] (Fixture
Number).
To patch a different type of Fixture, select its
template by pressing the [PM] button beside its
template name (it flashes) then select the starting
DMX slot of the Fixture by pressing [<] or [>] or rotating the edit wheel , then give it a Fixture number by pressing; [f/a] (Fixture Number).
Each patch that is made will use the Template indicated by the flashing [PM] button. If the Template you require is not shown, load it from the library as above.
When finished patching press; [edit]. The patch is
automatically saved.
FIXTURES
Whilst patching (above), you can automatically patch a sequential range of Fixtures of the same type with contiguous DMX slots, to a sequential range of Fixture Numbers. Select the DMX slot of the first Fixture by pressing
[<] Select the Fixture Template on the PaTPad. HOLD the [f/a] button of the first Fixture Number
then tap the [f/a] button of the last Fixture Number
in the sequence. All Fixtures in the selected range are automatically patched.
For example, to patch 10 Fixtures of the same type to Fixture Numbers 6 to 16 respectively and with the starting DMX slot of the first Fixture set to
100, press [<] or [>] or rotate the edit wheel to select DMX slot 100. HOLD [f/a] (6) and tap [f/a]
(16)). All patches for all 10 Fixtures are automatically made.
If finished patching press; [edit]. The patch is
automatically saved.
FIXTURES WITH EXTERNAL DIMMERS
Colour scrollers and some brands of fixture require a separate dimmer to control their intensity. The dimmer usually has a DMX slot number that is not related to the DMX slot numbers used by the scroller or fixture. Whilst patching (above), select the DMX slot of Fixture
by pressing [<] or [>] or rotating the EDIT wheel . Select the Fixture Template on the PaTPad.
Patch the fixture to a fixture number by pressing
[f/a] (fixture number). The maXim display scrolls
the message, “Fixture needs HTP channel”. The
maXim knows that this scroller or fixture needs an
external dimmer because it is defined in its
template. Press; [OK]. Use the EDIT wheel or [<] or [>] to select the DMX slot of the external dimmer then press; [OK]. The fader of the ”fixture
number“ button that was selected for the fixture number now controls the intensity of the dimmer
and the PaTPad controls the scroller colours or
fixture parameters. If finished patching press;
[edit]. The patch is automatically saved.
All fixture intensity attributes and dimmers can
have a proportional (adjustable) patch level. When patching (above), select the DMX slot of the
intensity channel (use EDIT wheel , [<] or [>]). The fixtures (or dimmers) [f/a] button will flash showing the existence of the patch. Hold down the FLASHING [f/a] button and the display shows
the patch level.
Whilst holding down the [f/a] button, rotate the edit wheel to set the patch level. The level of the
5.3.12 PATCHING MULTIPLE
or [>] or rotating the edit wheel .
5.3.13 PATCHING SCROLLERS OR
5.3.14 INTENSITY PATCH LEV E L
patch is shown on the display. If you inadvertently
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select the DMX slot of a fixtures LTP attribute
(instead of the HTP intensity attribute) the maXim
will automatically adjust the patch level of the HTP intensity attribute associated with that fixture.
5.3.15 PATCH INDICATORS
Whilst you are patching, the LEDs of any Fixture Number buttons that are patched are lit to show that they have been used. As each DMX slot is selected (with [<] or [>] or the
EDIT wheel), if the displayed DMX slot is used (patched), it’s Fixture Number LED will flash.
The “V2 Output & Patch” video screen shows the Fixture Number and name, parameter names, DMX slots and DMX levels for each Fixture. The “FIXTURES” pop up video window also shows each Fixture name beside its number.
5.3.16 REMOVING A FIXTURE FROM
THE PATCH
If a fixture is no longer required, it can be removed from the patch
HOLD [function], tap [patch]. Press [edit]. Select any DMX slot that is used by the Fixture to
be removed.
Press; [remove], [yes]. When finished patching press; [edit].
5.3.17 REMOVING A TEMPLATE
FROM THE PATCH
If a template is removed from the patch, all patches for that type of fixture are also removed. To remove a Template from the patch;
HOLD [function], tap [patch]. Press [edit]. The PaTPad shows the Templates in the patch,
for example,
DIMMER TRACKSPOT MAC250 LIBRARY
Press; the [PM] button beside the template to be
removed (it flashes).
Press; [clear], [yes], [edit].
5.3.18 LOADING SHOWS
CONTAINING TEMPLATES
When a show is loaded from disc onto the
maXim, the system checks to see if the templates
in the show are already in the library. It does this by comparing manufacturer and model names. If the templates are already in the library, it then
compares the version numbers. The highest version is always used.
If the library template is the newer
version, it will be used for the show and also saved to disk when the show is saved replacing the older show template.
If the show (disk) template is the newer
version, it will be used for the show and also copied into the library, replacing the older library template
5.3.19 EDITING FIXTURE NAMES
The default name of each Fixture as shown on the video screens is defined in its Template. Hence all Fixtures of the same type have the same name. You can individually edit the name of every Fixture to make it more descriptive for your application.
To edit a name, HOLD [function], tap [f/a]
(name).
Press; [f/a] (Fixture Number).
Either rotate the edit wheel or press the yellow
bank [f/a] buttons for the desired characters as labelled below the buttons. Press [<] or [>] to move the cursor and press [remove] or [add] to
remove or add characters or spaces.
When finished, press [ok].
5.4 SAVING A PATCH
Whenever you finish editing a patch it is automatically saved. When you save or load a show from disk, you copy the entire contents of
the maXim’s memory. This includes the Patch.
See the “UTILITIES” section for details.
5.5 INVERT PAN OR TILT
You can invert the operation of the PaTPaD pan and tilt displayers. This makes operation easier when a fixture is rigged such that mousing a displayer from left to right, pans the fixture from right to left or if it tilts in the wrong direction. To invert the operation of a fixtures pan or tilt parameters the fixture must be loaded on the PaTPaD.
Press [get], [f/a] (fixture number). Press [menu] [PM] (INVERT)
The PaTPaD shows the selected fixture number and the current state of its pan and tilt as either “normal” (green PM button) or “inverted” (red PM button).
PAN
TILT
inverted
Fx #
To reverse a parameter press its flashing [PM]
button.
Tapping either end of the [fixture displayer]
steps through the fixtures loaded on the PaTPaD.
When finished press [menu]. Video screens 1 and 2 indicate inverted pan or tilt
parameters as follows;
PAN -i
normal
TILT-i
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6 MODES OF OPERATION
6.1 OVERVIEW The maXim has several banks of faders.
The Yellow bank always controls the levels of channels/fixtures 1 to 24 (36, 48, 60)
The Red bank has different functions as selected by the “mode red bank” button;
PRESET mode. The Red bank controls the
levels of channels/fixtures 1 to 24 (36, 48,
60). (A duplicate of the Yellow bank).
WIDE mode. The Red bank controls the
levels of channels/fixtures 25 (37, 49, 61) to
48 (72, 96, 120). (An extension of the Yellow bank providing double the number
of channel/fixture faders)
PLAYBACK mode. The Red bank faders
become PLAYBACKS and control the
levels of recorded Scenes or Chases.
You may freely change red modes at any time
during your operation of the maXim and the current red mode is always shown by the “LED”
MODE indicators. Each mode has its particular advantage for different types of operations.
6.2 PRESET MODE
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
YELLOW BANK
CHANNELS 1-12
RED BANK
CHANNELS 1-12
RED
MASTERS
YELLOW
ADD/SOLO
OUTPUT
6.3 WIDE MODE
Wide mode utilises both the red and yellow banks as a single wide bank thus doubling the number of
channel/fixture faders. The yellow faders control the low numbered channels and the red faders control the high numbered channels. The yellow master controls the total output.
13 14 15 16 17 18 19 20 21 22 23 24
YELLOW BANK
CHA NN ELS 1-12
2 3 456
1
RED BANK
CHANNELS 13-24
7 8 9 10 11 12
RED
MASTERS YELLOW
GRAB
Simplified diagram of a maXim in Wide mode.
ADD/SOLO
OUTPUT
6.3.1 WIDE ADVANTAGE
You have individual access to all of the channels that are available on the maXim. This is most
useful when you are RECORDING scenes as you can utilise all channels to create your scenes. (See “Playback Mode” below).
6.3.2 WIDE DISADVANTAGE
You do not have a second “preset” bank on which to create the next look and you have less playbacks.
6.4 PLAYBACK MODE
Selecting Playback mode only changes the operation of the red bank. The faders of the red
fader bank become Playbacks containing scenes or chases that you have recorded.
YELLOW BANK
Simplified diagram of a maXim in PRESET mode.
You can create a lighting look by fading up your required channels on one of the colour coded banks and fading up the same colour master. By keeping the other master faded down, another
look can be preset on the duplicate set of channel
faders without the channels being revealed on stage. The new look is revealed by fading up its master whilst the first look is faded down with its
master. The next look may now be “preset” on the
bank that has just been faded down. The fade times of the masters are set by the IN and OUT time faders.
6.2.1 PRESET ADVANTAGE
This simple mode of operating is most useful in unrehearsed situations where the next “look” needs to be created “on the fly”. The channel faders provide instant “hands on”.
6.2.2 PRESET DISADVANTAGE
Only half of the possible maXim channels/fixtures
can be intensity controlled by dedicated faders.
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CHANNELS 1 - 12
1 2 3 4 5 6 7 8 9 10 11 12
1 2 3 4 5 6 7 8 9 10 11 12
RED BANK
PLAYBACKS 1 - 12
RED
MASTERS YELLOW
GRAB
ADD/SOLO
OUTPUT
Simplified diagram of a maXim S in Playback mode.
Scenes, stacks and chases can be recorded or edited whilst operating in any modes but scenes
and chases can only be played back on the Red bank when it is in Playback mode.
6.4.1 PLAYBACK ADVANTAGE
During rehearsal (in any mode), each lighting look can be created and “recorded” into a Scene. During the show (in Playback mode), the Playback containing each scene is faded up when
required. The maXim remembers all the channels
and their levels together with the fade times. You may also use the Red Playbacks to playback chases that you have recorded.
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maXim MP L(P) XL(P) XXL(P) Operator Manual V3
7 MEMORY STRUCTURE
7.1 OVERVIEW
Scenes, Chases and Stacks are stored in non volatile memory. The red bank has 9 pages of memory and the blue bank has 9 pages of memory. Memories are organised by Page number and f/a (flash/assign) number. Scenes, chases and stacks share the same memory within each bank. You determine what each memory
contains when you record (or copy) scenes,
chases or stacks into them. For example, if a “page and f/a number” location has been used for a scene, then it cannot be used for a chase or stack. A chase or stack recorded in the same location would overwrite the scene. The red and blue memories are totally separate.
Repeated presses of either;
[page red bank] or [page blue bank]
will step through their 9 respective pages of memory.
To switch directly to a red page; HOLD [page red bank] tap [f/a] (red 1 to 9). To switch directly to a blue page; HOLD [page blue bank] tap [f/a] (blue 1 to 9).
To see the type of object recorded in each
memory, HOLD either; [page red bank] or [page blue bank].
A window pops up on the video showing memory usage and the playback flash/assign buttons in that bank indicate their contents as follows;
Playback Contents Playback f/a LED
Scene On steady Chase Fast Flash
Stack Slow Flash
Empty Off
When you press [edit] or [assign copy] or any
[record] or [store] button, all Playback flash/assign buttons flash twice (to indicate that they are possible choices), then they show their contents as above. If you change pages whilst in “edit”, “assign copy” or “record” modes, the contents of the selected page is also shown.
Groups, Presets, Palettes and Filters each have dedicated memory which is accessed via the
yellow [f/a] buttons.
7.2 “PLAYBACK” MEMORY ACCESS
When the red bank is changed to “scene” mode or when a red bank page is changed whilst in
“p'back (playback) mode”, the contents (scenes and chases) of the indicated red page are COPIED (subject to any “Page Freeze” below) into the red playbacks.
When a blue bank page is changed, the contents
(scenes and chases) of the indicated blue page are COPIED (subject to any “Page Freeze” below) into the blue playbacks.
Stacks occupy memory locations on the red and blue pages but do not load onto playbacks. They must be individually COPIED from red or blue memory to the stack master for playback.
7.3 MODE/PAGE FREEZE
A “MODE/PAGE FREEZE” feature prevents the contents of a “live” fader from being changed if its level is above 5% when a mode or page is changed.
The current contents of any live fader is held until
such time as that fader is faded down below 5% when it will be automatically updated with its
pending assignment for the new mode or page.
This prevents scenes, chases or channels “crashing in” on stage if their fader is contributing to the output when a different mode or page is selected.
7.4 FREEZE INDICATOR
Whenever there is a pending scene, chase or channel change due to a 'Mode or Page freeze',
the “LED” indicator in the “mode red bank
button will flash.
Freeze indicator
This acts as a warning to you that the contents of a fader on the red or blue bank may change after it is faded down. The video screen also shows the current page number loaded on each playback.
7.5 “RECORD” MEMORY ACCESS
During recording, storing, editing or copying, you can directly access any of the memory locations
on any page by using that bank’s [page] and [f/a]
buttons. Changing pages when recording, editing or copying does not affect the current contents of a playback.
If you attempt to record, store or copy over an existing memory a warning will appear on the
maXim’s display. To overwrite the memory either press [yes] or press the locations [f/a] button a
second time. To pick a different memory location press;
[page] (optional), [f/a] (new location).
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7.6 SELECT PLAYBACK
When [select], [f/a] is pressed, the copy of a
scene or chase in a playback can be varied without affecting the original memory. You can vary a scenes fade times or you can change the rate, crossfade and mode of a chase.
When [select] is de-selected, the changes are
retained in the playback until a new memory is loaded onto the playback. To reload the original memory onto a playback press;
[copy], [f/a] (to same) [f/a].
7.7 EDIT MEMORY
When [edit], [page] (optional red or blue page), [f/a] is pressed, the original memory is edited. If
the selected memory is currently loaded on a
Red Playbacks
1 2 3 - - - - - - - 34 35 36
SELECT
BUTTON
1 2 3 - - - - - - -34 35 36
Red Page
BUTTON
playback, then the changes will also be seen on that playback. In addition to the changes that can be made by “select”, “edit” also allows you to change the
contents of a scene or a step in a chase or stack
and to insert or delete steps in a chase or stack.
7.8 EXTERNAL STAORAGE
The top USB connector allows you to plug in a USB “flash disk” memory device and then save or load a “show” using the USB disk. A “show”
contains the entire contents of the maXim's
memory. This includes all Scenes, Chases, Stacks, SyncoBEATs and the Patch.
Red PAGE 9
Red PAGE 8
1 2 3 - - - - - - -34 35 36
Red PAGE 7
1 2 3 - - - - - - -34 35 36
Red PAGE 6
1 2 3 - - - - - - -34 35 36
Red PAGE 5
1 2 3 - - - - - - -34 35 36
Red PAGE 4
1 2 3 - - - - - - -34 35 36
Red PAGE 3
1 2 3 - - - - - - -34 35 36
Red PAGE 2
1 2 3 - - - - - - -34 35 36
Red PAGE 1
1 2 3 - - - - - - -34 35 36
Scenes Stacks or
Chases
RECORD
EDIT
ASSIGN
COPY
Blue Playbacks
1 2 3 4 5 6
GRAB
MASTER
Blue PAGE 9
1 2 3 4 5 6
Blue PAGE 8
STACK
MASTER
Blue Page
BUTTON
1 2 3 4 5 6
Blue PAGE 7
1 2 3 4 5 6
Blue PAGE 6
1 2 3 4 5 6
Basic Memory structure of a maXim L
Blue PAGE 5
1 2 3 4 5 6
Blue PAGE 4
1 2 3 4 5 6
Blue PAGE 3
1 2 3 4 5 6
Blue PAGE 2
1 2 3 4 5 6
Blue PAGE 1
1 2 3 4 5 6
Scenes Stacks or
Chases
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8 SCENES
8.1 OVERVIEW
A “recorded” SCENE is a snapshot of the
maXims output, together with In and Out fade
time settings and a descriptive name, that is stored in non volatile memory. The PaTPaD allows you to “store” scenes that contain selected fixture parameters. See the “FIIXTURE PROGRAMMING CONCEPTS” section for details. Scenes are recorded by page/scene number.
Page numbers are selected with the [page red bank] or [page blue bank] buttons and scene numbers are selected with the red or blue [f/a]
buttons (no blue bank on MP model but a scene can be recorded onto the MP’s Grab Master).
See the “MEMORY STRUCTURE” section for more details on banks and pages.
Scene Playback fade times may come from the Time faders or may be recorded in memory as part of the scene. Individual IN, and OUT fade times may be recorded for every scene.
8.2 SCENE RECORDING
The maXim provides a variable method of
recording scenes. The fastest method takes just 2 button strokes and uses the default times and current page or you can choose to record in a different page or to set separate IN and OUT fade
times. You complete the recording by giving the scene a number (via the red or blue [f/a] buttons).
You can complete the recording at any time in the process regardless of whether you have set each parameter or not. If a parameter has not been set, it will be recorded with its default value.
The DEFAULT values are;
Page = The number on the red or blue page
Indicator.
IN time = Controlled by the IN time fader.
OUT time = Controlled by the OUT time fader.
8.2.1 Rapid Scene Recording
To record a scene with default settings (above), create the desired look on the output, then press;
[record scene], [f/a] (Scene number).
8.2.2 General Description
To record a scene, create the desired look on the
output, then press [record scene].
The Record Scene button flashes and the display scrolls “
Pick Scene Number”.
The page buttons and the function button flash to show that they are active. All Playbacks will flash twice to indicate possible memory location choices, then Playbacks already containing scenes in that page will light. (Playbacks containing chases flash quickly, stacks flash slowly and empty playbacks are not lit.) This acts as a warning to you of existing scene (and chase
or stack) numbers and unused numbers in each page.
8.2.3 Page Selection
Repeated presses of either [page red bank] or [page blue bank] will cycle through the 9 pages
of memory. To directly select a red page;
HOLD [page red bank] tap [f/a] (red 1 to 9). To directly select a page; HOLD [page blue bank] tap [f/a] (blue 1 to 9).
As you select each page, all Playbacks will flash twice then indicate their contents as above.
When a page is selected, if you HOLD either [page] button, a window pops up on the optional
video screen showing you the contents and name of every memory location. Choose a Page number for the scene.
8.2.4 Fade Times
Both the IN time and the OUT time may be individually recorded as being either controlled by their respective “time” fader (default setting) or they may have a time set in memory.
If a time fader is selected, then when the scene is replayed, the playback controlling the scene
will use the current setting of the appropriate
time fader. This allows you to use the IN and OUT time faders to adjust fade times “on the fly”.
If a set time is recorded, this is a fixed time exclusive to that scene. A scene may even have a set IN time and a Fader OUT time or vice versa.
See “FADE TIMES” in the “FADE TIMES” section
for more details on the operation of fade times.
Repeated presses of [function] will cycle the
display through the IN time setting, the OUT time setting and the prompt for you to enter a Scene number.
When either of the time settings are indicated, the EDIT wheel lights to show that it is active. Rotate
the EDIT wheel to set the desired time. The
maximum time is 16 minutes and 39 seconds and the minimum time is 0 seconds. When a time is
set lower than 0 seconds, it reverts to “Fader” (IN
or OUT time Fader) control. Set the desired times then ensure that the lighting “Look” on the output
of the maXim is as you require and complete the recording (take a snapshot of the maXims output), by pressing [f/a] (Scene number).
If the selected memory location has already been used, the display will read “WARNING memory exists – overwrite?” You now have two options.
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To erase the existing memory and replace
it with the current output either press [yes] or [f/a] (existing memory to overwrite).
To pick another memory location press
[f/a] (new memory location).
Note; The maXim will not record a scene if all channels are at zero level.
8.2.5 NAMING A SCENE
Each scene is by default given its bank, page and
f/a number as a name. For example, r1:01 (red
bank, page 1, scene 1).
To enter or change a name;
HOLD [function], tap [f/a] (name). The display says “Pick Object to Name”. Press [page] (optional), [f/a] (scene number). Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to 10 (0) as
labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar
fashion to a mobile telephone keypad. Press [<] or [>] to move the cursor and press [remove] or [add] to remove or add characters or spaces.
Names may be up to 15 characters long.
When finished, press [ok].
8.3 SCENE PLAYBACK
To control the fade times of the scene you can
either [select] the playback controlling the scene or [edit] the memory containing the scene. “Select” allows you to change the in and out fade
times in the selected PLAYBACK without affecting
the original scene memory. Press [Select], [f/a] (playback to control), [function]. The “in” indicator lights. The display prompts you
then shows the IN fade time. The fade time may
be changed by rotating the EDIT wheel. When a time is set lower than 0 seconds, it is controlled by
the “in time” manual fader.
Press [function] until the “out” indicator lights.
The display prompts you then shows the OUT fade time. The fade time may be changed by
rotating the EDIT wheel. When a time is set lower
than 0 seconds, it is controlled by the “out time” manual fader. When you have finished adjusting the times, press
[Select].
The changes that you have made are retained in the Playback until such time as the scene is replaced on that Playback (by changing pages or mode). To restore the original memory to the playback
press [copy], [f/a] to the same [f/a].
8.3.3 PLAYBACK FADE TIMES
Edit” allows you to directly change the memory
8.3.1 PLAYBACK Mode AND PAGES
When you set the red bank mode to “p'back”
(playback), the scenes (and chases) in the current page are copied, in order, to their respective red playbacks. If you change pages, the scenes (and chases) in the selected page are copied, in order, to their respective red or blue playbacks.
Note; Mode/Page freeze rules apply. See the “MEMORY STRUCTURE” section for more details.
settings of the scene. In addition to changing the fade times you can edit the channel levels of the scene. These changes are automatically saved to memory as you edit. If the scene is currently on a Playback, then these changes are also seen live on that Playback. Edit is described below.
8.4 EDITING A SCENE
You may edit a scene live or blind (faded down)
on its Playback or directly in its memory location. If the scene is faded up on stage you will see the changes. When you edit the scene its channel
8.3.2 CONTROLLING A SCENE
To reveal a scene recorded on the red bank on
the output, press [mode red bank] until its
“p'back” LED lights. If necessary, select the page
containing the scene using the [page red bank]
button. Fade up the red Playback containing the scene and also the red master. To reveal a scene recorded on the blue, if necessary, select the page containing the scene
using the [page blue bank] button. Fade up the
blue Playback containing the scene and also the blue master.
The scenes can be faded in or out as required or they may be “Flashed” (soloed or bumped) via
their [f/a] buttons. See the “FLASH” section for
more details.
levels are shown on the channel [f/a] LED indicators and on the optional VGA monitor. The
LEDs intensity reflects the levels of those
channels in the scene.
To edit a scene on a Playback, press;
[edit], [f/a] (scene number).
To edit a scene (in the Grab master), press;
[edit], [f/a] (Grab master) (MP model only).
To edit a scene in a different page, press;
[edit], [page] (red or blue page), [f/a] (Scene
number).
The FUNCTION button flashes to show that it is active. It allows you to read and edit actual channel levels and fade times for the scene (see
below). Repeated presses of [function] will cycle
the display through channel LEVEL(%), IN time
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setting, OUT time setting and the page/scene number. These editing processes are described below.
8.4.1 Channel Levels
To read and/or edit the level of any channel in a scene, edit the scene (above) then press a
channels [f/a] button. Whilst the f/a button is held
down, the display shows the channel number.
When the f/a button is released, the display
shows the level of that channel in the scene. To edit the level of the selected channel, rotate
the EDIT wheel. If the level is varied above its recorded value it is
prefixed by a + sign. When a parameter is varied
below its recorded value it is prefixed by a - sign.
If the level is restored to its original value no sign is shown.
To erase the existing memory and replace
it with the copy either press [yes] or [f/a]
(existing memory to overwrite).
To pick another memory location press
[f/a] (new memory location).
The copy process may be abandoned at any time prior to entering the destination scene number by
pressing [assign/copy] a second time.
Hint; In a show or performance, the transition from one scene to the next will sometimes only involve a change of a few channels. The majority of channels will remain the same. If this is the case, it is quickest to make a copy of the first scene and then edit the copy to create the next scene. This method ensures that any channels that are to be the same in both scenes will have identical levels.
Press and release further channel [f/a] buttons to
read and/or edit their levels.
When finished editing press [edit].
All changes are automatically saved.
8.4.2 Fade Times
To read and/or edit the IN or OUT fade times in a scene, edit the scene as described above then use the function button to select each time.
IN TIME.
8.6 REMOVING (DELETING) A SCENE
To remove (delete) a scene from memory, press
[remove]. [page] (optional) [f/a] (scene number).
The display asks you to confirm your action.
Press [yes].
Repeatedly press [function] until the “in”
indicator lights. The display prompts you then shows the IN fade time. The fade time may be
edited by rotating the EDIT wheel. When a time is set lower than 0 seconds, it is controlled by the “in
time” manual fader.
OUT TIME. Repeatedly press [function] until the “out”
indicator lights. The display prompts you then shows the OUT fade time. The fade time may be
edited by rotating the EDIT wheel. When a time is set lower than 0 seconds, it is controlled by the
“out time” manual fader.
8.4.3 Ending Edit
Edit may be ended at any time by pressing [edit]. Any changes that you have made will automatically be saved in memory.
8.4.4 EDITING A SCENE NAME
Names are edited in the same way as they are recorded. See “NAMING A SCENE” above for details.
8.5 COPYING A SCENE
To copy a scene, press;
[assign/copy]. [page] (optional red or blue source page) [f/a] (source scene number), [page] (optional red or blue destination page) [f/a
] (destination scene number).
If the selected memory location has already been used, the display will read “WARNING memory exists – overwrite?”. You now have two options.
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9 CHASES
9.1 OVERVIEW
A chase is a recorded list of steps that are to be replayed in order, stepping continuously from one step to the next and automatically repeating the list when it has reached the end. Each step in a chase can consist of a previously recorded scene or a snapshot of the output (which is taken when that step is added to the chase). Up to 250 steps may be recorded for each chase. The chase stepping can be controlled by an audio input or by a beat pattern that you teach the maXim. See the “STL and SyncoBEAT” section for details. Chases are recorded by page/chase number.
Page numbers are selected with the [page red bank] or [page blue bank] buttons and chase numbers are selected with the red or blue [f/a]
buttons. (no blue bank on MP model but a chase can be recorded onto the MP’s Grab Master). Chase mode, speed in BPM (Beats Per Minute) and crossfade times are recorded in memory as part of each chase.
9.2 CHASE TERMINOLOGY
9.2.1 BOUNCE
The chase automatically changes direction when it reaches the last or first step. In this manner, it continuously “bounces” from end to end.
9.2.2 SINGLE SHOT
The chase is normally stopped. When it is started,
it will run through its recorded steps once in the
direction in which it is started. It will then stop and wait until it is manually started again in either direction.
9.2.3 CHASE CROSSFADE
Traditionally chases will snap (instantly switch)
from step to step but in the maXim you may also
set a crossfade value so that it will fade from step to step. The Crossfade is set as a percentage of the chase speed. For example, if the chase speed is set at 60 BPM (which is one step per second), then with crossfade set at 0% (that is, no fade), the chase will wait for one second, then snap to the next step. None (0%) of the available speed time will be used for crossfading. If the crossfade is set to 50%, then the chase will perform a 0.5 second crossfade to the next step, wait for 0.5 seconds and then perform the next crossfade. That is, 50% of the time is used to perform a crossfade and 50% of the time is spent waiting before starting the next crossfade. If the crossfade is set to 100%, then the Chase will use all of the time performing a crossfade to the next step. When the crossfade is complete, the next crossfade will commence immediately.
9.3 CHASE RECORDING
To record a chase, press;
[record chase],
Select a memory number for the chase, press;
[page] (optional) (Select a red or blue page
number),
[f/a] (memory number) (any red or blue f/a
number). Each step of a Chase consists of either an existing scene, a snapshot of the output or selected parameters of moving fixtures.
To select a scene as a step, press;
[page] (optional red or blue page), [f/a] (scene number).
To record a snapshot (of the current maXim
output) as a step, press;
[record scene].
To store the flashing parameters on the
PaTPaD press [store].
To store the flashing parameters on the PaTPaD and all intensity levels press
[store+level].
Continue to record steps as above. You may mix snapshots, scenes or parameters in any order. When all steps have been recorded, complete the chase by pressing;
[record chase].
9.3.1 REMOVING STEPS
Whilst recording (above), if the step that you add is not correct, the last step may be deleted by
pressing [remove].
9.3.2 CHASE SPEED
At any point after giving the chase a memory
number (above), repeated presses of [function]
will toggle the display between the STEP number, the SPEED in BPM (Beats Per Minute) and the CROSSFADE percentage. When the SPEED is
displayed, the EDIT wheel may be used to set the
desired speed. The default setting is 100 BPM but you may change this in the “Setup Preferences”. See the “UTILITIES” section.
9.3.3 CHASE CROSSFADE
At any point after giving the chase a memory
number, repeated presses of the [function] button
will toggle the display between the STEP number, the SPEED setting in BPM (Beats Per Minute)
and the CROSSAFDE percentage. When the IN & OUT indicators are lit, the EDIT wheel may be
used to set the percentage of the chase speed time that is used for the crossfade. The default setting is 0% (no crossfade) but you may change this in the “Setup Preferences”.
9.3.4 COMPLETING THE CHASE
When all steps have been recorded complete the
chase by pressing [record chase].
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The chase will be a conventional forward running chase. To select other chase modes either
[select] or [edit] the chase as described below.
9.3.5 NAMING A CHASE
Each chase is by default given its bank, page and
f/a number as a name. For example, r1:02 (red
bank, page 1, chase 2).
To enter or change a name, HOLD [function], tap [f/a] (name) (a yellow bank f/a button). The display says “Pick Object to Name”. Press [page] (optional) [f/a] (memory number). Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to10 (0) as
labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar fashion to a mobile telephone keypad.
Press [<] or [>] to move the cursor and press [remove] or [add] to remove or add characters or spaces. When finished, press [ok].
9.4 CHASE PLAYBACK
Chases may me replayed on the:
Red Bank (in Playback mode).
Blue Bank (not on MP model).
Grab master (only on MP model).
As a step in a stack.
9.4.1 PLAYBACK MODE AND PAGES
When you set the red bank mode to “p'back”, the
chases (and scenes) in the current page are copied, in order, to their respective red playbacks. If you change pages, the chases (and scenes) in the selected page are copied, in order, to their respective red or blue playbacks.
Note; Mode/Page freeze rules apply. See the “MEMORY STRUCTURE” section for more details.
To control the SPEED, rotate the EDIT wheel.
The display shows the speed in Beat Per Minute.
To change the CROSSFADE between steps,
press [function] until both “in” & “out” LEDs light, then rotate the EDIT wheel. The display
indicates the percentage of time between steps to be used for the crossfade.
See CROSSFADE above for more details
To change the MODE or DIRECTION use the
3 buttons below the EDIT wheel as follows;
BUTTON ACTION [step/stop] STOPS a running chase or
STEPS a stopped case
[>] (Forward) [<] (Reverse)
Hold [>] Tap [<] Selects BOUNCE mode [>] or [<]
Hold [step/stop] Tap [>] [>] or [<] RUNS A SINGLE SHOT Hold [step/stop] Tap [>]
RUNS A CHASE FORWARD RUNS A CHASE REVERSE
De-selects BOUNCE mode Selects SINGLE SHOT mode
De-selects single shot mode
When finished controlling press [select].
The changes that you have made are retained in the Playback until such time as the chase is replaced on that Playback (by changing pages or mode). To restore the original memory to the playback
press [copy], [f/a] to the same [f/a].
9.4.4 STEPPING A CHASE
A chase may be manually stepped at any time by
pressing its [f/a] button. If the chase is already
running, this will immediately step it to the next step. To manually step a chase, stop the chase
9.4.2 CHASE INTENSITY
The OVERALL level of a chase is controlled by the Playback containing the chase. The chase can be faded in or out as required (its fade times are controlled manually) or the chase
may be “Flashed” (soloed or bumped) via its [f/a]
button. If the chase is faded down to zero, the chase automatically stops.
9.4.3 CONTROLLING A CHASE
Select” allows you to change the speed, crossfade, mode and direction of the copy of the
chase in the selected PLAYBACK without
affecting the original chase memory. To make
permanent changes to a chase see “Editing a Chase” below.
Press [select], [f/a] (chase to control), [function].
(above), then step it by pressing its [f/a] button.
9.4.5 RUNNING A SINGLE SHOT
If a chase has been set to “single shot” mode
(above), pressing its [f/a] button will run a single
shot.
9.4.6 GLOBAL SPEED CONTROL
Global speed control allows you to speed up or slow down all chases that are running on the
output of the maXim whilst still retaining any
different relationships in speed that might exist between each other.
Global speed does not affect chases running in “syncoBEAT” mode.
To activate “Global Speed Control”;
HOLD [select] for 1 second then release. Rotate the EDIT wheel to speed up or slow down
all running chases.
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The speed can be increased by up to 1999% of its original value. The maximum speed is limited to 999 BPM.
The speed can be decreased to 0% of its original speed. For example:
r1.01 has a recorded speed or 120BPM and its fader is at 100%.
r1.02 has a recorded speed or 200BPM and its fader is at 0%.
r1.03 has a recorded speed or 60BPM and its fader is at 10%.
HOLD [select] for 1 second to activate “Global
Speed Control”. This will assign r1.01 and r1.03 to Global Speed Control. Now fade up chase r1.02. As it was not active when global speed was selected, it will not be affected when the global speed is varied.
Rotate the EDIT wheel until the display reads
50%.
r1.01 is now running at 60 BPM.
r1.02 is still running at 200 BPM.
r1.03 is now running at 30 BPM
Rotate the EDIT wheel until the display reads
200%;
r1.01 is now running at 240 BPM.
r1.02 is still running at 200 BPM.
r1.03 is now running at 120 BPM
Colour and beam parameters have their “As
Chase” flag set to “No” by default. They therefore use the times that are in the scenes that make up the steps. They ignore the chase crossfade setting.
Focus parameter have their “As Chase” flag set to “Yes” by default. Their times are therefore under the control of the chase crossfade setting. This allows the speed of Fixture movement (focus) to be easily
controlled by the EDIT wheel without the need
to edit the times in every step. If the chase is snapping from step to step, the focus parameters also snap. If the chase has a crossfade setting, the focus parameters will fade from step to step as determined by the chase rate and percentage crossfade.
By default, only the focus parameters are affected by the chase crossfade. Therefore, when a chase crossfade is used, parameters such as gobo or colour wheels will not make slow movements from step to step. Typically they will be set to zero time so that they snap change.
Hint; If your fixtures have colour mixing features, set the colour parameter “As-Chase” flag to “yes” and the colour mixing will be under control of the chase crossfade.
Tapping [function] resets all selected chases to
the “default” chase speed as set in the “Setup”, “Preferences” menu. If the default is set to 100 BPM, then in this
example, tapping [function] results in;
r1.01 is now running at 100 BPM.
r1.02 is still running at 200 BPM.
r1.03 is now running at 100 BPM
Rotate the EDIT wheel until the display reads
150%;
r1.01 is now running at 150 BPM.
r1.02 is still running at 200 BPM.
r1.03 is now running at 150 BPM
To exit Global Speed press [select].
All chases remain at their modified speed. The original speed of a chase can be restored by copying the chase from its memory back to the
playback. Press; [copy], [f/a], to the same [f/a].
9.5 FIXTURE PARAMETER CHASE TIMES
The chase speed can be varied, which changes the time between steps however the times taken for Fixture parameters to move when their step is triggered, is dependent upon the “As Chase” flags. The default settings for these flags depends upon the type of parameter.
9.6 EDITING A CHASE
“Edit” allows you to permanently change the
speed, crossfade, mode and direction plus you can add or delete steps, connect or disconnect the STL (Sound To Light) processors and edit the contents of each step.
These changes are applied to the chase memory and if the chase is currently on a playback, they will also be applied to the playback. If the chase is faded up on stage you will see the changes. If the chase is not live on stage, its steps are displayed on the channel LED indicators and on the SVGA monitor.
To edit a chase on a Playback, press;
[edit], [f/a] (chase number).
To edit a chase in the Grab master, press;
[edit], [f/a] (Grab master) (MP model only)
To edit a chase in a different page, press;
[edit], [page] (red or blue page) [f/a] (chase
number).
The indicators in the channel f/a buttons show the channels of the running chase. Their intensity
reflects the levels of the channels in each step.
To control the SPEED, rotate the EDIT wheel.
To change the CROSSFADE between steps,
press [function] until both “in” & “out” LEDs light, then rotate the EDIT wheel.
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To change the MODE or DIRECTION, use the
3 buttons below the EDIT wheel as described above.
To connect or disconnect a STL (Sound To Light or SyncoBEAT) from the chase,
repeatedly HOLD [function] until the STEP
number(s) are shown on the display and the
STL button LEDs flash. Whilst holding [function] tap either [STL1] or [STL2]. Press [yes] to connect or disconnect the
selected STL. See the “STL and SyncoBEAT” section for more details.
If the level is varied above its recorded value it is prefixed by a + sign. If it is varied below its
recorded value it is prefixed by a - sign. If the level is restored to its original value no sign is shown.
Press and release further channel [f/a] buttons to
read and/or edit their levels.
NOTE: If the chase step that you modify is a scene, then that actual scene memory is edited, not just the chase step. If you directly edit a scene memory and that scene is a step in a chase, then the changes will be seen in the chase.
9.6.1 ADD A STEP
To add a step, first edit the chase (above), then
press [step/stop] to stop the chase and continue pressing to step the chase to the step prior to the
point where the new step is to be added.
Press [add] then either;
Create the look for the new step on the
output and press [record scene].
or
To add a scene as a step, press [page] (optional red or blue page), [f/a] (scene
number).
or
To record flashing PaTPaD parameters
press [store] or [store + level).
If necessary press [>] or [<] to start the chase
again in the desired direction.
When finished editing press [edit].
All changes are automatically saved.
9.6.2 REMOVE A STEP
To remove a step, first edit the chase (above),
then press [step/stop] to stop the chase and
continue pressing to select the step to be removed.
To remove the step, press [remove], [yes]. If necessary, press [>] or [<] to start the chase
again in the desired direction. When finished editing press [
edit].
All changes are automatically saved.
9.6.3 MODIFY A STEP
To modify the channel levels of a step, first edit
the chase (above), then press [step/stop] to stop
the chase and continue pressing to select the step
to be modified. Press [function] until the “chan”
LED indicator lights and the display reads; “Pick channel to edit”.
To see the level of any channel, press its [f/a]
(channel number) button.
Whilst the channels f/a button is held down, the
display shows the channel number.
When the f/a button is released, the display
shows the level of that channel in the step. To edit the level of the selected channel, rotate
the EDIT wheel.
To modify other steps, press [step/stop] to step
the chase then again select any channels to be
modified with their f/a buttons. If necessary press [>] or [<] to start the chase
again in the desired direction.
When finished editing press [edit].
All changes are automatically saved.
9.6.4 EDITING A CHASE NAME
Names are edited in the same way as they are recorded. See “NAMING A CHASE” above for details.
9.7 COPYING A CHASE
To copy a chase, press;
[assign/copy]. [page] (optional red or blue source page) [f/a] (source chase number), [page] (optional red or blue destination page) [f/a] (destination chase number).
If the selected memory location has already been used, the display will read “WARNING memory exists – overwrite?”. You now have two options.
To erase the existing memory and replace
it with the copy either press [yes] or [f/a]
(existing memory to overwrite).
To pick another memory location press
[f/a] (new memory location).
The copy process may be abandoned at any time prior to entering the destination scene number by
pressing [assign/copy] a second time
Hint: If you have recorded a chase and you want to experiment with some changes, make a copy of the chase and edit the copy. In the event that your changes are unsatisfactory, the original remains unaltered.
9.8 REMOVING A CHASE
To remove (delete) a chase from memory, press
[remove]. [page] (optional) [f/a] (chase number).
The display asks you to confirm your action.
Press [yes].
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10 GRAB MASTER (MP only)
10.1 OVERVIEW
The Grab master is a multi function master that is
only available on the maXim MP model. The MP
does not have any Blue playbacks. The Grab master can be used as either;
A Grab master.
A Scene master.
A Chase master.
A storage location for a stack.
You change its function by recording or copying
either a Grab, a Scene, a Chase or a Stack into it.
10.2 GRAB AS A GRAB MASTER
The Grab master allows you to “GRAB” and
maintain the current output of the maXim by
taking a “snapshot” of the output and holding it the
Grab master, thus freeing the rest of the maXim
for other operations.
To “Grab” the output of the maXim, press; [record scene], [f/a] (grab).
The contents of the Grab master (including its fade times), may be edited and named in exactly the same manner as a scene. See the “SCENES” section for details.
10.2.1 Typical Grab Operations
When you perform a “Grab” and then fade up the Grab master, it allows the Bank masters currently producing the output to be faded down whilst the Grab master maintains the output. This allows the
next look to be preset blind (not faded p) on either
of the preset banks. This is most useful in Wide and Playback modes as the Grab master effectively provides a second (or “Phantom”) bank.
In a typical operation, the current look is created on any of the channel faders or Playbacks. To enable the next look to be created, take a “Grab” of the output, fade up the Grab master and then fade down the Bank masters. The look is maintained by the Grab master. Preset the next look using any of the channel faders or Playbacks. To crossfade to the next look, simply fade up the Bank masters and fade down the Grab master. You may continue to “Grab” and “Preset” for every new look that you require.
10.3 GRAB AS A SCENE MASTER
To copy a scene to the Grab master, press;
[assign/copy]. [page] (optional) [f/a] (scene number). [f/a] (grab).
10.4 GRAB AS A CHASE MASTER
Any existing Chase from any Page may be copied to the Grab master, or a chase may be recorded directly into the Grab master. The Grab master then performs like any other Playback containing a chase. See the “CHASES” section for details on how to control the chase.
To copy a chase from any page of memory to the Grab master, press;
[assign/copy], [page] (optional) [f/a] (chase number).
The display will briefly scroll, “Pick location to copy to”.
Press; [f/a] (grab).
The Chase in the Grab master may be edited in exactly the same way as a Chase in a Playback. Refer to “EDITING A CHASE” in the “CHASE” section.
10.4.1 Recording A Chase On The
Grab Master
This is the same procedure as recording a chase on a Playback except that the Grab master is selected as the chase number.
10.5 GRAB AS A MEMORY
10.5.1 Copying A STACK To The Grab
Master
Any existing stack from any Page may be copied to the Grab master. The Grab master cannot replay the stack but does provide another storage location for a stack. To copy a stack to the Grab master, press;
[assign/copy]. [page] (optional), [f/a] (stack number). [f/a] (grab).
10.5.2 Copying FROM The Grab
Master
A grab (snapshot), a scene, a chase or a stack in the Grab master can be copied to any memory location. Press;
[assign/copy], [f/a] (grab) [page] (optional), [f/a] (destination)
A stack in the Grab master can be also copied to the stack master.
Press [assign/copy], [f/a] (grab), [stack flash].
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11 STACKS
11.1 OVERVIEW
A stack is a recorded list of steps that are to be replayed in order. Each step consists of either a scene, a chase or a snapshot of the output (which is taken when that step is added). Stepping from one step to the next is a Dipless Crossfade and is usually executed manually but can be automatic. Each stack and each step can be named. Up to 500 steps may be recorded in each stack and up to 217(MP) 378(L), 594(XL), 810(XXL) separate stacks may be recorded into memory. If all the lighting cues in a "show" have been recorded into a "stack", then the entire show may be performed on the stack master by simply
pressing the forward " > " button for each lighting
cue.
Stacks are recorded by page/stack number. Page
numbers are selected with the [page red bank] or [page blue bank] buttons and stack numbers are selected with the red or blue [f/a] buttons. Stacks may be randomly recorded into any page, f/a
number, however scenes, chases and stacks use the same memory locations. A stack recorded in a previously used number will overwrite the previous contents. Stacks may only be replayed on the Stack Master, which provides comprehensive facilities to control the replay of the Stack. Crossfade times for each step are recorded into memory or can be under control of the time faders. Each step can be given a “link“ time causing it to automatically step after an elapsed link time.
A stack may be edited. The contents of any step may be changed, the fade and link times varied and steps may be inserted or deleted. A stack
may be copied onto another page/ f/a number or
onto or from the Grab master (MP only).
11.2 RECORDING A STACK
To record a stack, press;
[record stack], [page] (optional) (Select a red or blue page
number),
[f/a] (stack number) (any red or blue f/a).
Adding steps:
To select a scene as a step press; [page] (optional red or blue page), [f/a] (scene number).
To select a chase as a step press; [page] (optional red or blue page), [f/a] (chase number).
To record a snapshot (of the current maXim
output) as a step press;
[record scene].
A blackout can be recorded as a step
To add a range of memories (scenes and or
chases) select the page (optional red or blue
page) then HOLD [f/a] (first memory in range), and tap [f/a] (last memory in range). Any
memory in the selected range that is empty or contains a stack will be ignored.
To record flashing PaTPaD parameters
press;
[store] or [store + level).
Continue to add steps. You may mix snapshots, chases, parameters or scenes in any order. When all steps have been added, complete the stack by pressing;
[record stack].
11.2.1 REMOVING STEPS
Whilst recording the stack (above), the last step
may be deleted by pressing; [remove].
11.2.2 FADE AND LINK TIMES
As each step is added (above) you may set the fade IN, OUT and LINK times (automatically links to next step after link time expires) for that step.
After each step has been added, repeatedly press
[function] to cycle through the fade IN time, fade
OUT time and LINK time. When any of the time
settings are indicated, rotate the EDIT wheel to
set the desired time. The maximum time is more than 16 minutes and the minimum time is 0
seconds. When a time is set lower than 0
seconds, it reverts to “Fader” control (IN or OUT time fader). If you do not enter a time then the default settings will be used. The default step times are;
SCENE = The fade times from that scene.
LINK = No link.
SNAPSHOT = In time and Out time faders.
(You can change the default times with the “Setup Preferences” function. See the “UTILITIES” section).
See REPLAYNG STACKS below for more details on fade and link times.
11.2.3 NAMING A STACK
Each stack is by default given its bank, page and
f/a number as a name. For example, r1:03 (red
bank, page 1, stack 3).
To enter or change a name, HOLD [function], tap [f/a] (name). The display says “Pick Object to Name”. Press [page] (optional) [f/a] (stack number) Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to10 (0) as
labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar fashion to a mobile telephone keypad.
Press [<] or [>] to move the cursor and press [remove] or [add] to remove or add characters or spaces. When finished, press [ok].
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11.2.4 NAMING EACH STEP IN A
STACK
See “EDITING A STACK” below.
You may only crossfade back one step. You may however STEP back to any step. See “STEPPING
A STACK” below.
11.3 STACK PLAYBACK
To playback a stack, it must be copied from its memory location to the stack master. Press;
[copy], [page] (optional red or blue page), [f/a] (source stack number), [stack flash]
Fade up the stack master to reveal the first step. When a stack is idle, its output comes from the
current step. The step that will follow this step is called the next step. When a crossfade is initiated,
the stack master performs a Dipless Crossfade from the current step to the next step. When the stack reaches the last step, it will wrap around to the first step.
11.3.1 STACK INTENSITY LEVEL
The OVERALL output level of a stack is controlled by the stack master. The stack can be manually faded in or out as required or the stack may be
flashed via its [stack flash] button.
11.3.2 STACK VIDEO
To see a comprehensive display of the status of the stack on the video screen,
HOLD [function], tap [f/a] (video 3).
You can also “Pin” a smaller stack status video display. See the “VIDEO” section for details.
11.3.3 STARTING A CROSSFADE
To crossfade from the current step to the next step, press; [ >] (forward). The crossfade will occur with the incoming step fading in, in its IN time and the outgoing step
fading out in its OUT time. The display momentarily shows the step number of the incoming step.
To momentarily see the current step number
again, HOLD [stop/step] (stack master).
To continuously see the step numbers on the
display press; [select], [stack flash]. To turn off the display press [select].
While the crossfade is in progress, the > (forward)
button flashes for the duration of the IN fade and
the < (reverse) button flashes for the duration of
the OUT fade.
Each press of the [ >] (forward) button will start
the crossfade to the next step.
Note: You do not have to wait for a step to complete before starting the next step.
11.3.4 CROSSFADING TO THE
PREVIOUS STEP
To crossfade from the current step to the previous
step, press;
[<] (reverse).
11.3.5 STOPPING A CROSSFADE
To stop a crossfade in progress press; [step/stop]. When a crossfade has been stopped, the > (forward) button, < (reverse) button and step/stop
buttons all flash.
11.3.6 STARTING A STOPPED
CROSSFADE
To start a stopped crossfade in the forward
direction, press;
[>] (forward). To start a stopped crossfade in the reverse
direction, press;
[<] (reverse). To momentarily run a stopped crossfade in the
current direction;
HOLD [step/stop]. The crossfade only progresses whilst [stop/step]
is held down.
11.3.7 REVERSING A CROSSFADE
To reverse a crossfade in progress and return to
the previous step, press;
[<] (reverse).
11.3.8 STEPPING A STACK
If a stack is stationary (idle between steps), you may step (instant change, no times executed) through the stack in either direction.
To instantly step a stack in the forward direction;
HOLD [step/stop], tap [>] (forward).
To instantly step a stack in the reverse direction;
HOLD [step/stop] ,tap [<] (reverse).
11.3.9 RANDOM STEP SELECTION
To randomly jump to any step in a stack;
HOLD [stop/step] and rotate the EDIT Wheel.
The display shows the selected step number. A + or – sign indicates that the selected step is higher or lower than the current step. The current step has no sign.
When the [stop/step] button is released, the stack jumps to the selected step.
11.4 STACK TIMES
11.4.1 FADE TIMES
The times of the crossfade from one step to the next are determined by the settings that have
been recorded for each step. This can be the
manual time faders as well as a set time. The transition from one step to the next is in the form of a DIPLESS CROSSFADE. The incoming step
will fade up in the IN time for that step and the outgoing step will fade down in the OUT time for
that step.
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11.4.2 LINK TIMES
If a step contains a LINK time, then when that step is played, its link time starts counting down. At the completion of the link time, the stack will automatically step to the next step. If every step has a link time, then the stack will play like a chase, but with the following differences.
The duration of every step may be
individually set by its link time.
The in and out fade times of every step may
be individually set.
A step may be a chase.
This allows you to create very complex and interesting chases.
Hint: If you need a link time in every step of a stack (to make it chase) it is much quicker to set the default link time using the preference function rather than setting every individual step. See the “UTILITIES” section for details.
11.5 EDITING A STACK
You may edit a stack live or blind (faded down) on the stack master or directly in its memory location. If the stack is faded up on stage you will see the changes. If the stack is not live on stage, its steps are displayed on the channel LED indicators and on the video monitor. You can add or delete steps, change fade and link times and edit the contents of each step (including channels not already on in the step).
To edit the stack on the stack master, press;
[edit], [stack flash].
To edit a stack in memory, press;
[edit], [page] (optional red or blue page), [f/a] (stack number)
The display momentarily shows the bank/page/stack number or name and then it shows step number and its contents. If you edit the stack on the stack master, the current step will be selected. If you edit a stack in memory, step 1 will be selected.
Step through the stack using the [<] or [>] buttons below the EDIT wheel. The indicators in the channel f/a buttons show the
channel levels in each step.
The [function], [remove] and [add] buttons also
flash to show that they are active. Their uses are described below.
When finished editing, press [edit].
Changes are automatically saved.
11.5.1 ADD A STEP
To add a step to a stack, first edit the stack
(above) then step through the stack using the [<] or [>] buttons below the EDIT wheel.
Select the step after which the new step is to be
inserted, then press [add].
To select a scene as the added step, press; [page] (optional red or blue page), [f/a] (scene number).
To record a snapshot (of the current maXim
output) as the added step press;
[record scene].
To select a chase as the added step, press;
[page] (optional red or blue page), [f/a] (chase number).
When finished editing, press [edit].
Changes are automatically saved.
11.5.2 REMOVE A STEP
To remove a step from a stack, first edit the stack
(above) then step through the stack using the [<] or [>] buttons below the EDIT wheel.
Select the step that is to be deleted, then press
[remove], [yes]. When finished editing, press [edit].
Changes are automatically saved.
11.5.3 EDIT THE TIMES OF A STEP
To edit the times of a step in a stack, first edit the stack (above) then step through the stack using
the [<] or [>] buttons below the EDIT wheel to
select the step to be edited.
To edit the IN time, press [function] until the in” LED lights. The display prompts you then
shows the IN fade time. The fade time may be
edited by rotating the EDIT wheel. When a time is set lower than 0 seconds, it is
controlled by the “in time” manual fader.
To edit the OUT time, press [function] until the “out” LED lights. The display prompts you
then shows the OUT fade time. The fade time
may be edited by rotating the EDIT wheel. When a time is set lower than 0 seconds, it is
controlled by the “out time” manual fader.
To edit the LINK time, press [function] until the “in” and “out” LED lights. Use the EDIT wheel to set the “link” time. A link time causes
the stack to automatically step to the next step after link time expires.
When finished editing, press [edit].
Changes are automatically saved.
11.5.4 EDIT THE CHANNELS LEVELS
OF A STEP
If the step is a snapshot or a scene you can edit the channel levels of the step.
NOTE: If the step that you are editing is a scene, the channel levels in the original scene are edited, not just the step. Likewise, if you edit the actual scene, the changes will also be seen in the step of the stack that contains that scene.
To edit the channel levels of a step in a stack, first edit the stack (above) then step through the stack
using the [<] or [>] buttons below the EDIT wheel to select the step to be edited. Repeatedly press [function] until the “level” LED
lights and the display reads “Pick Channel to edit”.
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To see the level of any channel, press its [f/a] button. Whilst the channels’ f/a button is held
down, the display shows the channel number.
When the f/a button is released, the display
shows the level of that channel in the step.
To edit the level of the selected channel, rotate
the EDIT wheel. If the level is varied above its
recorded value it is prefixed by a + sign. When a
parameter is varied below its recorded value it is
prefixed by a - sign. If the level is restored to its
exists – overwrite?”. You now have two options.
To erase the existing memory and replace
it with the copy either press [yes] or [f/a]
(existing memory to overwrite).
To pick another memory location press
[f/a] (new memory location).
The copy process may be abandoned at any time prior to entering the destination scene number by
pressing [assign/copy] a second time. That is,
de-selecting it.
original value no sign is shown.
Press and release further channel [f/a] buttons to
read and/or edit their levels.
When finished editing, press [edit].
Changes are automatically saved.
Hint: If you have recorded a stack and you want to experiment with some changes, make a copy of the stack and edit the copy. In the event that your changes are unsatisfactory, the original remains unaltered.
11.5.5 NAMING EACH STEP IN A
STACK
To name a step in a stack, first edit the stack
(above) then step through the stack using the [<] or [>] buttons below the EDIT wheel to select the
step to be named. The “step” LED is lit and the display scrolls the step number.
HOLD [function], tap [f/a] (name), a yellow bank
function button.
11.7 REMOVING (DELETING) A STACK
To remove (delete) a stack from memory, press;
[remove], [page], (optional red or blue page), [f/a] (stack number).
The display asks you to confirm your action. Press;
[yes].
The display says “Edit Step Name”. Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to10 (0) as labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar fashion to a mobile telephone keypad. Press [<] or [>] to move the cursor and press [remove] or [add] to remove or add characters or spaces. When finished, press [ok].
11.8 CLEARING THE STACK MASTER
To remove (clear) a stack from the stack master, press
[remove], [stack flash].
The display asks you to confirm your action. Press;
[yes].
11.5.6 ENDING EDIT
Edit may be ended at any time by pressing [edit]. Any changes that you have made will automatically be saved in memory.
11.5.7 EDITING A STACK NAME
Stack names are edited in the same way as they are recorded. See “NAMING A STACK” above for details.
11.6 COPYING A STACK
To copy a stack, press;
[assign/copy]. [page] (optional red or blue source page), [f/a] (source stack number) [page] (optional red or blue destination page) [f/a] (destination stack number).
Note; When you make a copy of a stack, any stack (or scene or chase) that is currently in the destination number will be overwritten by the copy.
If the selected memory location has already been used, the display will read “WARNING memory
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12 FLASH
12.1 OVERVIEW
The FLASH section of the maXim utilises the “f/a”
(Flash/Assign) buttons in the fader bank sections and the “flash” buttons of the Master’s to provide extensive flashing control. When a channel or master is “flashed” it can either “add” to the current output of the desk or it can be “solo”
where it becomes the ONLY output of the maXim.
You may Flash any channel, fixture or multiple channels or fixtures, any Playbacks, any master, or any multiple combination of the above at the one time. The only limit is your ability to hold down multiple buttons. The Flash function is a
momentary action. As soon as all Flash buttons
are released, normal output is restored.
There are no times associated with the FLASH function. All actions are instantaneous.
12.2 ADD/SOLO MODE
You may select what effect the Flash buttons
have on the output of the maXim, by selecting
either ADD mode or SOLO mode.
Pressing the [ADD/SOLO] button will toggle from
one mode to the other.
SOLO mode is indicated when LED in the ADD/SOLO button flashes.
In ADD mode, pressing any FLASH button will add the flashed channels to the output (at the FLASH control level) without having any effect
on the current output of the maXim.
In SOLO mode, pressing any FLASH button will add the flashed channels to the output (at the FLASH control level) and at the same time it will KILL (black out) all other output of the
maXim. The flashed object(s) is now the solo output from the maXim.
If the maXim is in ADD mode, and a channel is
already ON when it is flashed, the flash level acts together with any existing level for that channel on a Highest Takes Precedence (HTP) basis.
Warning: Setting the FLASH LEVEL control to minimum and the ADD/SOLO mode to SOLO will cause all of the FLASH buttons to act as DBO (Dead Black Out) buttons. Pressing a FLASH button will cause its channel(s) to come on at 0% and all normal output to be killed.
Hint: To safeguard against inadvertently “flashing” any lights on stage or killing the output, you can set the FLASH LEVEL control to minimum and the ADD/SOLO mode to ADD. Pressing any FLASH button will now have no affect.
12.3 FLASH LEVEL
The FLASH level control sets the percentage level
at the output of the FLASH section for all channels when they are flashed.
For individual channels and fixtures, the Flash
level sets the actual level of any flashed channels.
For the contents of any Playback it will be the
percentage of the channels recorded level.
For example, if the Flash level is set to its mid (50%) position;
Flashed channels/fixtures will come on at a
level of 50%.
If a scene is Flashed and it contains a channel at a level of 80% then that channel will come on at 40% (50% of 80%).
If the FLASH level is set to minimum, then no channels will come on when a FLASH button is pressed.
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13 FIXTURE PROGRAMMING CONCEPTS
13.1 OVERVIEW
There are two basic situations in which Fixtures (moving lights) are used in a show:
A rehearsed show where every lighting cue is pre programmed and executed “on cue”.
A live and unrehearsed show where the lighting looks are created “on the fly”. This is also known as “ad lib” or “busking”.
The maXim provides all the tools to control
fixtures in both situations.
13.2 REHEARSED / PRE PROGRAMMED.
In a rehearsed and pre programmed show, each
lighting cue provides a total lighting look that has been recorded into the maXim using the [record scene] button. This type of show has usually had
many rehearsals in which the lighting cues have been refined (edited). The lighting cues are the scenes and/or chases that you have recorded. The cues are often recorded in order into a stack for easy sequential playback on the stack master.
13.3 LIVE OR AD LIB
Many “one off” or live shows do not have rehearsals. The lighting looks are created “on the fly” using “building block” scenes that you record
into the maXim prior to the show using the [store] or [store + level] buttons on the PaTPad. During
the show, you combine different combinations of these “building block” scenes to create each total lighting “look”.
The difference between these “building block” (store button) scenes and the “complete” (record scene button) scenes of a fully programmed show
are that “building block” scenes contain Filtered
information (only specific parameters) for the Fixture(s) in that scene. Some scenes would only contain focus parameters. For example, one scene might only position the beams in a fan pattern, another positions them on some scenery and yet another might set the beams in a cross pattern. These scenes might also include intensity information but they will not contain any settings for any other parameters. Other scenes might only contain Fixture colour parameters, that is, one scene might set its Fixtures to yellow, another scene sets them to blue or another to red. Other scenes might only select different gobos on the Fixtures to say “stars” or “dots”.
Fading up the playback containing the fan pattern will not change the gobo or the colour because
the fan scene has been Filtered to only contain
pan and tilt parameters. Fading up the red scene changes the Fixtures to red but does not change any other parameters because colour was the
only Filtered parameter when the scene was
stored. Fading up the blue scene only changes all of its Fixtures to blue.
Filters are a powerful tool that you will often use on the PaTPad.
Thus by playing back various “filtered and stored” scenes, you can create different combinations of focus (position), colour and beam (gobo). If, for
example, you create 10 different focus (positional) scenes, 8 different colour scenes and 6 beam (gobo) scenes then you can instantly create 480
(10x8x6) different looks on stage by using
different combinations of these 24 “building block”
scenes.
13.4 LTP PLAYBACK
Fixture parameters are played back on a LTP (Latest Takes Precedence) basis. This is fully explained in the “TERMINOLOGY” section, but in practice this means that as soon as a scene fader is raised above zero, the parameters in that scene are “triggered” (played back). They will go to their level in that scene (in the time stored in that scene) regardless of any further fader movement. So in the example above, to change the colour of some Fixtures, grab the fader of the “red” building block scene and simply raise it (from zero). The scene is triggered and the Fixtures change to red. The fader can be returned to zero or it can be left in the up position to show you which scene you last triggered. Video 1 (channel view) also shows you the latest source for every parameter. To change to blue raise the “blue” scene fader from zero. To change to “star” gobos, raise the “star” scene fader from zero. To move the focus to the cross pattern, raise the cross pattern scene fader from zero. Each scene that you trigger only
changes the (Filtered) parameters that you stored
in that scene. You only have to fully fade up a scene if it contains intensity levels for the Fixtures because intensity is always under fader control.
The [f/a] button below each scene fader can also be pressed to momentarily trigger the parameters
in a scene. For example, if the look on stage is
currently blue, pressing the [f/a] button for the red
scene will change the look to red. Releasing the
[f/a] button will restore the blue look.
In another example, you might record a chase where each step contains a different focus (position) scene. When the chase is faded up, the Fixtures move from position to position with each step of the chase. To make the chase blue, raise the blue scene fader from zero. To make the chase red, raise the red scene fader from zero. To momentarily change the chase to yellow, press
the [f/a] button of the yellow scene. You could
make a chase of only colour scenes and run it at the same time as the focus chase or only keep it
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faded down and momentarily reveal its chasing
colours by pressing its [f/a] button. The
possibilities are endless.
By organizing your “building block” scenes you can have a group of adjacent faders that contain different focus (positional) scenes, another group of faders with colour scenes and then another group with beam (gobo) scenes. In other pages of memory you could have more focus scenes or chases. You organize your memories so that you can have instant hands on access to the scenes that you need. Using these techniques it is very easy to ad-lib or busk a show. See also “PRESET PLAYBACK P-mod” and “PALETTE PLAYBACK E-Mod” in the “ADVANCED FIXTURE PROGRAMMING” section.
13.5 COMBINING REHEARSED AND LIVE
If you intend to fully program a show, it is still useful to create your “building block” scenes prior to the first rehearsal. You can then use them to
quickly create looks on stage and then RECORD
each look as a complete scene to be played back on cue. When you are running a fully programmed show, you can still use your “building block” scenes for any “ad lib” moments that might arise.
To re-cap, the maXim with PaTPad provides two
methods of programming scenes into memory.
[record scene], (on the main maXim
control panel) saves the entire output of
the maXim into a scene. What you see is
what you get.
[store], (on the PaTPad) saves only
selected (flashing) parameters of the Fixtures into a scene. You can select any parameters by using Filters. You can select any fixtures by using Hi-lights. Filters and Hi-lights are described in detail later in this manual.
[store + level] also saves only selected
parameters of the Fixtures but includes all intensity levels on the output PLUS all parameters of any fixtures not loaded on
the PatPad but with an intensity above
zero on the output.
13.6 FIXTURE INTENSITY CONTROL
maXim is in “wide” mode. They are also under the total control of the yellow master.
13.6.2 SCENE PLAYBACK
During playback, you have several choices for the control of fixture intensity:
If the scene was saved with the [record scene] or [store + level] buttons, the
scene will contain the intensity levels. The intensity will be under control of its playback.
If the scene was saved with the [store]
button, it will not contain any intensity levels. You can either use the individual fixture faders to control fixture intensity or you can use “Fixture Intensity Scenes” as described below.
13.6.3 FIXTURE INTENSITY SCENES
Instead of using the individual faders to control the intensity of each fixture, it is often more convenient to control the intensity of groups of fixtures by using a single fader for each group.
This is achieved by programming scenes that only contain intensity levels of selected fixtures (and no other parameters).
To store a scene containing only fixture intensities;
Fade up only the fixtures to be in the scene then load them onto the PatPad by pressing;
[get], [f/a] (flash yellow master).
Clear all Hi-lights;
[clear], [fixture displayer].
With no fixtures Hi-lighted, none of their parameters will be included in the scene that you store. To store the scene with only its intensity levels, press
[store + level], [page], (optional red or blue page) [f/a] (scene number).
You can use this method to store several scenes with different groups of fixtures in each scene.
Hint; The blue masters (or the Grab on a MP model) are a convenient place to store intensity masters because they are always available.
13.6.1 INDIVIDIDUAL FIXTURES
Each fixture that has been patched has its own intensity fader. The fixtures patched to the faders on the yellow bank always have their intensity fader available under the total control of the yellow master. The fixtures patched to the faders on the red bank only have their intensity fader available when the
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14 BASIC FIXTURE PROGRAMMING
Programming fixtures with the maXim consists of the following basic steps;
Fading up some Fixtures.
Getting the Fixtures onto the PaTPad.
Adjusting parameters to get the desired look.
Then either;
Recording” the entire output in a scene, or
Storing” only Filtering parameters of the Fixtures in a scene, or.
Recording” chases or stacks.
Advanced programming techniques using Groups, Filters, Hi-lights, Presets, Palettes etc are described in the “Advanced Fixture Programming” section.
24 PM buttons . (Parameter Matrix).
6 Parameter Displayers
4 per Parameter Displayer
Fixture Displayer
14.1 FADING UP FIXTURES
To see a list of all patched Fixtures press [get].
The “f/a” buttons of all patched fixtures will flash and a “FIXTURES” list pops up on the video screen.
If fixtures are patched to any yellow faders, fade up the Yellow master and the individual yellow faders of the desired fixtures.
If fixtures are patched to the red faders, ensure that the maXim is in “wide” mode. If not in wide mode, fade all red faders
fully down and then tap [mode red bank]
until the “preset” and “wide” LEDs are both lit. Fade up the Yellow master and the individual red faders of the desired fixtures. (In “wide” mode the yellow master has control of both the yellow and red banks).
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15 Control Buttons
14.2 GETTING FIXTURES ONTO THE PATPAD
To load all fixtures that are currently faded up onto the PaTPaD, press;
[get], [flash] (yellow master).
Note: This method of loading fixtures clears any existing fixtures from the PatPad. Fixtures can also be loaded individually, in ranges, from groups, presets, palettes or filter memories as described in the “Advanced Programming” section.
14.3 ALL MODE
When multiple fixtures are loaded onto the
PaTPaD in the one operation, “ALL” mode is
automatically selected.
As soon as you touch a parameter displayer to alter is value, that same parameter on all other Hi­lighted Fixtures of the same type will immediately follow any changes on the selected Fixture.
If you want to only control the currently selected fixture, turn off “ALL” mode by pressing [all]
(toggle action).
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14.4 SELECTING A FIXTURE
To select any of the loaded fixtures, tap either end of the Fixture Displayer. Tap the left to select the next lower Fixture Number. Tap the right to select the next higher Fixture Number. To change directly to a specific Fixture Number,
HOLD the centre of the Fixture Displayer, then tap [f/a] (Fixture Number).
The Fixture Number of the currently selected
Fixture is shown on the Fixture Displayer and also
indicated on the video screen by a row of colons. : : : : : : : : : : : : : : : : : : : : :
The PaTPad can now control the parameters of this Fixture.
14.5 CONTROLLING THE SELECTED FIXTURE
When a fixture is selected on the PaTPad, its
Fixture Number is shown on the Fixture Displayer
and all of its available “PM” (Parameters Matrix)
buttons are active. Each of the 6 parameter displayers can be used to control up to 4
parameters as selected by the 4 [PM] buttons
beside it. This allows a maximum of 24 parameters to be controlled. The number of “PM” buttons that are available and the actual parameters that each of these PM buttons selects are defined each Fixture’s Template. The colour of the PM buttons indicates their status or function;
Red + White + Blue. This parameter is active on the parameter displayer to its
left.
Red. This is a colour parameter and it is not currently active. Pressing this PM
button will select it on the parameter displayer to its left.
Blue. This is a beam parameter and it is not currently active. Pressing this PM
button will select it on the parameter displayer to its left.
Green. This is a focus parameter and it is not currently active. Pressing this PM
button will select it on the parameter displayer to its left.
Red + Blue. This is a parameter that cannot be stored in a scene (No Store) and it is not currently active. Pressing this
PM button will select it on the parameter displayer to its left.
When a parameter is selected (by pressing its PM
button) its displayer will show the Name of the
parameter and the PM button will light red + white + blue to show that it is active.
There are three display levels of information available on the displayers for each parameter,
Name, Value and Time. Tapping an active [PM] button will toggle its parameter displayer between Name and Value.
Tapping a parameter displayer that is showing a Name will also change it to Value.
Name – Displays the name of the current
parameter. e.g. “PAN“ or “Colour”.
Value – Displays the current value of the
parameter. e.g. “Pan= 35D” or “Green” and allows you to alter the value by touching and scrolling the displayer.
Pressing and HOLDING a [PM] button will change
its displayer to:
Time – Displays the timing information
that will be recorded/stored for that parameter and allows you to alter the timing information (see the “Advanced Programming” section for details).
Tapping a [PM] button returns its displayer to Name.
There are three yellow LEDs located at the right end of each parameter displayer and they indicate which level of information is being displayed.
Top yellow LED = Name
Mid yellow LED = Value
Low yellow LED = Time.
To quickly restore all parameter displayers to the
Names of the parameters that they control press; [clear], [clear].
14.6 ADJUSTING PARAMETER VALUES
In Value and Time modes, each touch sensitive
displayer can be used to adjust its parameter value by “mousing” the display. Use the edge of your finger to get the best response from the displayer. For fine adjustment “roll” the edge of your finger. When you have touched a displayer, the Mid
(Name) or Low (Time) yellow LEDs will flash. Whilst they are flashing, the EDIT wheel can
also be used to vary the value. Use the edit wheel for very fine adjustments. If the edit wheel is
not moved for 30 seconds, the yellow LED will stop flashing and the edit wheel will revert to scrolling the V1 or V2 video page. To manually revert to scrolling the V1 or V2 video
page press [ok].
To re-connect the edit wheel to a parameter displayer or connect it to a different displayer, touch the required displayer. To connect the edit wheel to the next parameter,
press [>]. To connect the edit wheel to the previous parameter, press [<].
For example, whilst adjusting pan with the EDIT
wheel, if you press [>], the wheel will now adjust tilt. If you press [>] again, the edit wheel will
connect to the next parameter such as colour.
Pressing [<] connects it back to tilt.
The parameters that can be selected for the EDIT wheel with the < and > buttons can be restricted by the use of filters. For example, if no filters are selected, the < and > buttons can be used to step through all
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parameters of a fixture. If only pan and tilt have filters applied, then the < and > buttons are restricted to only selecting pan and tilt. See “Filters” below for details on how to apply filters. Different parameters can be adjusted in different ways. The way each parameter is adjusted is defined in its Fixture’s Template.
The value of each parameter might be continuously variable (e.g. Pan).
It might jump between pre-defined values
called wheel stops (e.g. Gobo 1, Gobo 2
etc).
There might be variable areas within wheel stops (e.g. gobo spin speed).
14.7 TRACKBALL OR MOUSE PAN & TILT
The bottom USB connector can be used for
connecting a mouse or trackball device which
can then be used to control the pan and tilt of the selected fixture(s) on the PaTPaD.
14.11 PARAMETER TIMES
In Time mode (HOLD the [PM] button), there are
3 pages of settings available for every parameter. Tapping on the left or right ends of the displayer will step through the pages. When a page is displayed, you can alter its settings by mousing the central area of the displayer or if you touch the central area on a displayer, its yellow LED flashes and the EDIT wheel can also be used to vary the value. See the “Advanced Programming” section for details on times.
14.12 HOME
You can send a Fixture to its “home” position (parameter values as defined in its Template). Typically the home position will be an open white beam with pan and tilt in their mid positions. This can be useful if you cannot see a Fixtures beam and you want to check or alter its parameters. To send a Fixture to its home position, select the
14.7.1 Fine Control
For fine control, HOLD down the LEFT button
whilst moving the device.
Tapping the RIGHT button cycles through “Pan
only”, “Tilt only” and “Pan and Tilt”.
14.8 VARIABLE PARAMETERS
When a parameter is continuously variable, the displayer will show the name of the parameter and
an “equals” sign (=) followed by its value.
e.g. Pan = 25D. (25 Degrees) You can use your finger or a stylus to “mouse” the displayer and hence alter the value of the parameter. If you touch anywhere on a displayer, its yellow LED flashes and the EDIT wheel can also be used to vary the value.
14.9 WHEEL STOPS
If wheel stops are available, the displayer will show the name of the current wheel stop, e.g. Gobo 1. Tapping on the left or right ends of the displayer will STEP the parameter through the wheel stops. e.g. Gobo 1, Gobo 2, Gobo 3, etc. You can also “mouse” the displayer to quickly step through the stops. When the yellow LED flashes, the EDIT wheel can also be used to step through the wheel stops.
14.10 VARIABLES WITHIN WHEEL STOPS
If the current wheel stop allows a variable range to be controlled, the displayer will show the name of
the wheel stop followed by a “colon” (:) then its value. e.g. Strobe : 52.
You can use your finger to “mouse” within the
central area of the displayer and hence alter the
value of the parameter within the limits of that wheel stop. If you touch the central area on a displayer, its yellow LED flashes and the EDIT wheel can also be used to vary the value. Tapping either end of the displayer will step to the next wheel stop.
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Fixture on the Fixture Displayer then press;
[home], [fixture displayer]. To send ALL Fixtures on the PaTPad to their
home positions, press;
[home], [all].
14.13 FILTERS
You decide which parameters you want to “store”
by selecting the appropriate Filters.
When a Fixture is loaded onto the PaTPad it will
not have any Filters so all of its parameters will be flashing on the PaTPaD and the “V4 PADVIEW” video screen. When one or more parameters are filtered, only the filtered parameters will flash.
Only flashing parameters will be “stored”.
To filter a parameter(s); press;
[filter], [PM], [PM] etc (parameters to Filter), [filter].
To deselect a filter, repeat the process (Toggle action). See the “Advanced Programming” section for more details on filters.
14.14 HI-LIGHTS
You decide which fixtures you want to exclude
when you “store” by clearing their hi-lights.
When a Fixture is loaded onto the PaTPad it will
automatically be Hi-lighted so all of its parameters will be flashing on the PaTPaD and the “V4 PADVIEW” video screen. If a fixture is not hi-lighted, none of its parameters will be flashing.
Only flashing parameters will be “stored”.
To clear the hi-light of a fixture, press;
[clear], [f/a] (fixture number).
To hi-light a fixture, press;
[get], [f/a] (fixture number).
Note: Hi-lights can also be controlled by Groups as described in the “Advanced Fixture Programming” section.
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14.15 PAD VIEW
Video 4 (Pad View) shows a list of all Fixtures
loaded on the PaTPad and shows exactly which
(flashing) parameters are included when you use
the [store] or [store + level] buttons as well as in
other PaTPaD operations.
The Fixture numbers (Fx) are listed on the left of
the screen. The 24 parameter matrix buttons
(Param Number) are numbered across the top of
the screen. The Fixture that is currently selected on the
PaTPad has a row of : : : : symbols.
In the example above it is fixture 4.
Fixtures that are faded up have a white name. If they have no intensity they have a cyan name.
Fixtures that are Hi-lighted have a grey
background. If they are NOT Hi-lighted have a black background.
Parameters can be represented by the following symbols;
- (colon) the parameter exists and can be selected by its [PM] button on the PaTPad. F indicates that a filter has been applied to the
parameter.
a indicates that the parameter has been altered by the PaTPaD E indicates that a palEtte has been applied to the
parameter.
P indicates that a Preset has been applied to the
parameter.
See the “Advanced Programming” section for details on Palettes and Presets.
Hint: The most important information conveyed by the PADVIEW screen (and also on the PaTPaD) is that any Parameters that are included when you use the [store] or [store + level] buttons will be flashing.
14.16 SAVING SCENES
When you have adjusted the parameters of your fixtures you can save the settings (including parameter times) in scene memory.
The maXim provides several ways of programming
scenes into memory.
RECORD SCENE. To record a scene of the
entire output press;
[record scene], [page] (optional red or blue page), [f/a] (red or blue playback number).
STORE. To store a scene of only flashing
parameters press;
[store], [page] (optional red or blue page), [f/a] (red or blue playback number).
STORE + LEVEL. To store a scene of only
flashing parameters AND all intensity levels on the output press;
[store + level], [page] (optional red or blue page), [f/a] (red or blue playback number).
14.17 SAVING CHASES
To record a chase, press;
[record chase],
Select a memory number for the chase, press;
[page] (optional red or blue page), [f/a] (red or blue playback number).
Each step of a chase consists of a either a previously recorded scene or a snapshot.
To select a scene as a step, press; [page] (optional red or blue page) [f/a] (scene number).
To record a snapshot (of the current
maXim output) as a step, press;
[record scene].
To store the flashing parameters on the
PaTPaD as a step press;
[store].
To store the flashing parameters on the
PaTPaD and all intensity levels as a step
press;
[store+level].
Continue to record steps as above. You may mix snapshots, parameters or scenes in any order. When all steps have been recorded, complete the chase by pressing;
[record chase].
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15 FIXTURE PLAYBACK
15.1 OVERVIEW
Scenes containing fixture information are played back differently to scenes that only contain dimmer intensity. Intensity information is played back on a HTP (Highest Takes Precedence) basis. Fixture parameter information is played back on a LTP (Latest Takes Precedence) basis.
15.2 SCENE PLAYBACK
In the previous section when you programmed your scenes, the fixture intensity was typically coming from the yellow fixture faders via the yellow master. During playback, you have several choices for the control of fixture intensity.
If a scene was saved with the [record scene] button, it will contain the intensity levels. You can fade down the yellow master and fade up the red or blue masters (depending upon where you recorded the scenes). Now fade up the playbacks containing the scenes. The intensity of each Fixture will be under direct control of its scene fader.
If a scene was saved with the [store + level] button, it will also contain the intensity levels. Once again you can fade down the yellow master and fade up the red or blue masters (depending upon where you recorded the scenes. The intensity of each Fixture also will be under direct control of its scene fader.
If a scene was saved with the [store] button, it will not contain any intensity levels. You can either use the fixture faders and yellow master to control fixture intensity or fade up a scene that contains only the fixture intensities. If you have stored several scenes with different groups of fixtures in each scene you can use the scenes as group intensity masters. See the “FIXTURE PROGRAMMING CONCEPTS” section for details on how to store “intensity only” scenes.
In all of the above cases, fixtures parameters are played back on a “Latest Takes Precedence” (LTP) basis. As soon as a scene fader is raised above zero, the levels of the parameters in that scene will be immediately played back (subject to their individual times). Any further movement of the scene fader will not affect the parameters. The scene fader only has control over any Fixture and
or dimmer intensity that might be in the scene. If
the scene was programmed with the store button it does not include intensity so any further movement will not have any effect.
When a scene is faded down, any intensity levels in the scene will fade down but the parameters do not change. To get your fixtures to change to the parameter setting in a scene the scene must be faded up from zero (triggered). This prevents unwanted and unexpected movement of Fixture parameters as faders are raised and lowered. See LTP in the “TERMINOLOGY” section for more details.
The PaTPad can be used during playback to
change Fixture parameters, but as soon a scene is triggered (fader raised above zero), that scene becomes the latest action and the scene takes control of its parameters. See “PAD TRIGGER” below for more details on how to restore the PaTPaD values. You can see exactly where the latest action came from for every parameter on video 1. Hold
[function], tap [f/a](video1). The source of the
latest value for each attribute is listed.
In this example all attributes were last controlled by the PaTPaD.
15.3 PAD TRIGGER
Whenever a scene is played back, the current
PaTPad parameter values and times are
automatically saved (in a special “p-trig” memory).
Pressing [p- trig] recalls the “p-trig” memory to restore the PaTPad parameter values to the
fixtures.
This effectively makes the PaTPaD an extra
playback. See also the “ADVANCED FIXTURE PROGRAMMING” section for details.
15.4 SCENE FLASH
To momentarily and instantly playback a scene,
press;
[f/a] (scene fader).
When you release the flash button the fixtures
instantly return to their previous settings.
15.5 PADLOCK
You can prevent a parameter from moving when a scene is played back (triggered) by using the padlock function.
If [padlock] is pressed (its LED lights blue), the flashing parameters of any Fixture on the PaTPad
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will not respond to any playback from scenes or chases. You determine which parameters are flashing by using Filters and/or Hi-lights.
15.6 PALETTE PLAYBACK (E-MOD)
If HOLD [palette], it will lock on.
“E-Mod” is shown on the maXim display
You can now use the yellow [f/a] buttons for live
playback your palettes. This effectively doubles the number of available playbacks.
Press [palette] again to de-select E-Mod mode.
See “ADVANCED FIXTURE PROGRAMMING” for more details on Palettes.
15.7 PRESET PLAYBACK (P-MOD)
If HOLD [preset], it will lock on.
“P-Mod” is shown on the maXim display
You can now use the yellow [f/a] buttons for live
playback your presets. This effectively doubles the number of available playbacks.
Press [preset] again to de-select P-Mod mode.
See “ADVANCED FIXTURE PROGRAMMING” for more details on Presets.
15.8 CHASE PLAYBACK
Chases are recorded and played back in the normal way as described in the “CHASES” section. As with scenes, if the chase steps were created using the [store] button, the chase will not contain any intensity information. To control the intensity use either the fixture faders and yellow master or fade up a scene that contains only the fixture intensities.
15.8.1 COMBINING AND VARYING
CHASES
When you playback a chase that consists of steps only containing “filtered” parameters it is easy to vary the look of the chase whilst it is being played. For example; Record a three step chase with different focus (pan and tilt) positions for each step using filters to store only focus parameters. Record three scenes with a different colour (red, blue, yellow) in each scene using filters to store only colour parameters.
The same techniques can be used to change other parameters in the chase such as gobo or shutter by storing scenes that are Filtered to only
contain those parameters. You can also use P-MOD or E-MOD (above) to
vary the chase
15.8.2 Chase Times
The chase rate can be varied, which changes the time between steps. The times taken for Fixture parameters to move when their step is triggered, is dependent upon the “As Chase” flags for each parameter. The default settings for these flags depends upon the type of parameter.
Colour and beam parameters have their
“As Chase” flag set to “No” by default. They therefore use the times that are in the scenes that make up the steps. They ignore the chase crossfade setting.
Focus parameter have their “As Chase” flag set to “Yes” by default. Their times are therefore under the control of the chase crossfade setting. This allows the speed of Fixture movement (focus) to be easily controlled without the need to edit the times in every step. If the chase is snapping from step to step, the focus parameters also snap. If the chase has a crossfade setting, the focus parameters will slowly move from step to step as determined by the chase rate and percentage crossfade.
By default, only the focus parameters are affected by the chase crossfade. Therefore, parameters such as gobo or colour wheels will not make slow movements from step to step. Typically they will be set to zero time so that they snap change. If your fixtures have colour mixing features, simply set the colour parameter “As-Chase” flag to “yes” and the colour mixing will be under control of the chase crossfade.
See the “CHASES” section for more details.
Playback the chase. The fixtures move. Raise the fader of the red scene and the chase turns red. Raise the fader of the yellow scene and the chase turns yellow. Raise the fader of the blue scene and the chase turns blue. The chase changes to the latest colour (LTP) to be faded up from zero.
Press the [f/a] buttons of the red, blue or yellow scenes and the chase momentarily changes to
the selected colour.
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16 ADVANCED FIXTURE PROGRAMMING
Some of the following functions have already been mentioned earlier in this manual. This section gives additional descriptions of these functions plus many additional methods of operation.
16.1 LOADING FIXTURES
There are several ways to get fixtures onto the
PaTPad.
To get a Fixture press;
[get], [f/a] (Fixture Number). To get several Fixtures, HOLD [get], then tap;
[f/a] (Fixture Number), [f/a] (Fixture Number), etc. Release [get].
To get a range of fixtures, press and release [get]. HOLD [f/a] (first fixture in range), then tap [f/a]
(last fixture in range). Both selected fixtures and
all fixtures in between them are loaded. To get all patched fixtures press;
[get], [all]. To get all fixtures in a scene including all filter
selections and values in the scene, press;
[get], [store], [page] (optional red or blue page), [f/a] (scene number).
All of the above operations add the selected
fixtures to the fixtures already on the PatPad.
To get only fixtures that have an intensity above
zero (and clear all other fixtures from the PatPad), fade up the required Fixtures then press; [get], [flash] (yellow master).
16.2 ALL MODE
When multiple fixtures are loaded on the PaTPaD in a single operation, ALL mode is automatically selected. The letter “A” appears on the fixture displayer beside the selected fixture number and the “all” button lights. The video screen V4 “Pad View” reads; “The ALL MODE is active on the Pad.”
To manually select “ALL MODE“, press [all].
When “All Mode” is active, all Fixtures that are both Hi-lighted AND of the same type as the selected Fixture can be controlled simultaneously. As soon as you touch a displayer, that same parameter on all other Hi-lighted Fixtures of the same type will immediately follow.
To control only
the currently selected fixture, turn
off ALL mode by pressing [all] (toggle action).
Hint: Use All mode to quickly select the same colour or gobo etc on all Fixtures of the same type. Use Hi-lights to select which fixtures are affected by ALL mode.
16.3 CLEARING FIXTURES
To clear all fixtures from the PatPad press;
[clear], [all].
16.4 HOME
A Fixtures “home” position is a set of parameter values defined in its Template. Typically the home position will be an open white beam with pan and tilt in their mid positions. Homeing a fixture also resets all of its parameter times on the PaTPaD to the default values.
To send a Fixture to its home position, select the Fixture on the Fixture Displayer then press;
[home], [fixture displayer]. To momentarily send a Fixture to its home
position, press;
[home], [f/a] (Fixture Number). When the [f/a] button is released, the Fixture
returns to its previous settings.
Multiple [f/a] buttons can be pressed at the same
time.
When finished, press [home] again to de-select it. To send filtered (flashing) parameters to their
home positions, press;
[home], [filter]. To send ALL Fixtures on the PaTPad to their
home positions, press;
[home], [all]. To send ALL patched Fixtures to their home
positions, clear the PaTPad [clear], [all], then press; [home], [all].
To send ALL Fixtures that have some intensity
level on the output to their home positions, press;
[home], [flash] (yellow master).
16.5 P-TRIG
The PaTPaD has its own special memory known as the “p-trig” memory. The current PatPad settings are automatically stored in “p-trig” memory whenever either;
Fixtures are loaded onto the PaTPaD.
or
A scene is played back.
If parameter values are altered via the PaTPaD or the
playback of a scene, then pressing [p-trig] recalls the “p-trig” memory to restore the previous PaTPad
parameter values.
Hint; If you inadvertently adjust the wrong fixture on the PatPad, you can quickly restore all loaded fixtures to their previous state by pressing; [p-trig].
See also “Previewing Times with P-trig” below.
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16.6 PARAMETER TIMES
In Time mode (HOLD the parameters PM button),
there are 3 pages of settings available for every parameter. Tapping on the left or right ends of the displayer will step through the three pages. When a page is displayed, you can alter its settings by mousing the central area of the displayer or if you touch the central area on a displayer, its yellow
LED flashes and the EDIT wheel can also be used
to vary the value. The 3 time pages are;
1. Mov = 2.0s.
This is the time taken for the parameter to “move” to the value that you store or record in a scene or chase step. When you playback (trigger) the scene or chase step, this parameter will take this time to move to its value in the scene or step. This is subject to the flag settings described below. The move time is adjustable from 0 seconds to more than 16 minutes. The default time is 2 seconds for pan and tilt and 0 seconds for all other parameters. You can either “mouse” the displayer, or if you touch the central area of the
displayer, its yellow LED flashes and the EDIT
wheel can also be used to vary the value. See “LTP” in the “Terminology” section for more details on when this time is triggered.
2. Dly = 0.0s.
This is the “delay” time that must expire after a scene or step is triggered before the Move time (above) starts. This is subject to the flag settings described below. The delay time is adjustable from 0 seconds to more than 16 minutes with a default time of 0 seconds. You can either “mouse” the displayer, or if you touch the central area of
the displayer, its yellow LED flashes and the EDIT
wheel can also be used to vary the value.
3. Flags:- - -
When Flags:--- is displayed, tapping the centre of the displayer selects the FLAGS menu. When the FLAGS menu is selected, tapping either end of the displayer steps through the available flags. Tapping the centre of a displayer selects that flag. The following flags are available;
As-Pan. Tapping the centre of the displayer toggles between N (No) or Y (Yes). When set to N, the parameter will use its own Move and Delay settings. When set to Y, the parameter will move when and in the same move time as set for the
PAN parameter of the fixture. This flag is not available for the Pan parameter.
PanEnd. Tapping the centre of the displayer toggles between N (No) or Y (Yes). When set to Y, the parameter will snap move (zero time) at the
end of the Pan movement. This flag is not available for the Pan parameter.
As-Tilt. Tapping the centre of the displayer toggles between N (No) or Y (Yes). When set to N, the parameter will use its own Move and Delay settings. When set to Y, the parameter will move
when and in the same
move time as set for the
TILT parameter of the fixture. This flag is not available for the Pan parameter.
Tilt-End. Tapping the centre of the displayer toggles between N (No) or Y (Yes). When set to Y, the parameter will snap move (zero time) at the
end of the Tilt movement. This flag is not available for the Pan parameter.
As-Chase. Tapping the centre of the displayer toggles between N (No) or Y (Yes). When set to Y, this parameter, when played back as part of a
CHASE, will use the crossfade setting of the chase. The default setting for the “As-Chase” flag for Pan
and Tilt parameters is Y.
This means that when you record a chase and then play it back, you can use the chase rate and crossfade controls to easily adjust the pan and tilt move times. If you want to create a complex chase where every step uses the individual
parameter times, set the “As-Chase” flag to N and
set each individual parameter time for every step. The default setting for the “As-Chase” flag for all
other parameters is N.
This means that parameters such as gobos and colours will not be influenced by the crossfade settings of the chase and use the individual parameter times. Typically you would set gobo and colour wheel parameter times to zero so that they snap change on each step and use slow
times for colour mixing parameters so that colours
blend from step to step. The Flags page shows exactly which flags (if any) have been set to yes
Flags: - - - No Flags Flags: - P - As Pan Flags: EP - End Pan Flags: - T - As Tilt Flags: - - C As Chase
Hint: See “Previewing Times” later in this section for more information.
16.6.1 DEFAULT PARAMETER TIMES
If you do not set any of the parameter times, the default values will be used. There are separate default times for Colour, Beam and Focus parameters. To set your own default times, press;
[menu], [TIMES].
The following choices are offered;
[COLOUR] [BEAM] [FOCUS] [CLEAR?]
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Selecting colour, beam or focus will reveal 3 pages of settings for “move”, “delay” and “flags” which are the same as described above.
Selecting [clear] will restore the factory default
times. The factory default times are;
Move Delay Flags Colour Beam Focus
0 0 0 0
- - -
- - -
2 0 - - C
When finished press; [menu]
P-Trig
The times that you set on the PaTPaD are saved in any scene that you record or store. When a scene is eventually played back, the parameters will use these times to move from their current settings (whatever they might be) to their settings in the played back scene. Therefore, the speed of the move is dependent on the parameter positions prior to this scene being played back. For example, if the previous position is very close to the new position, a 2 second move will be a very slow move. However, if the previous
16.6.3 PREVIEWING TIMES WITH
position was on the other side of the stage, the
Hint; When multiple fixtures are on the PatPad it is far quicker to set the default times that will be used by all fixtures rather than set the individual parameter times of every fixture.
Note: Homing a fixture sets all of its parameters to their home values and sets the parameter times to the default values.
The times and flags for every parameter of the
selected fixture are shown on the “PaTPad
MIMIC” video screen. If the default times are
being used, ** appears below the parameter. The
current values of the defaults are shown at the bottom of the MIMIC window.
same 2 second move would result in a fast movement. Therefore, the only way to know exactly what the playback of a new scene will look like is to “make the move” from the previous scene to the new scene.
p-trig button
If you have already programmed the previous
scene, “p-trig” (PaTPaD-trigger) allows you to
16.6.2 SAVING TIMES
All fixtures that are loaded on the PaTPaD have their parameter times saved when scenes are saved by the “record scene”, “store” and “store + level” methods.
“PaTPad MIMIC” shows the times for every parameter of the fixture selected by the fixture displayer.
preview the move to the new scene before you actually save it. This allows you to easily make adjustments to the PaTPaD parameter times before saving.
Whenever a scene is played back, the current
PaTPad parameter values and times are
automatically saved in the special “p-trig” memory, before the fixture parameters go to their settings in the played back scene (using the times in that scene).
Pressing [p-trig] recalls the PaTPaD settings
(including times) from the special “p-trig” memory. You see the parameters go to their PaTPaD settings using the PaTPaD times.
You can rehearse and adjust the move as many times as you like before committing it to memory…….
In this example, both PAN and TILT times are shown as <M=1.0 D=0.0 C> which means that the have a Move time of 1.0 second, a Delay time of 0 seconds and the C indicates that the “as Chase” flag is set. The GOBO parameter has the <End Pan> flag set and all other parameters are set to ** which indicates that the default times are being used. The current defaults times for Colour (red text), Beam (blue text) and Focus (green text) are shown at the bottom of the window.
Raise the (previous look) scene fader to playback the scene.
Press [p-trig] to recall the PaTPaD
settings.
If necessary, adjust the PaTPaD times, playback the scene again then preview your changes by
pressing [p-trig].
When the times are satisfactory, store the new scene.
The LED’s in the p-trig button show you which
parameters values are currently in use and
displayed on the PaTPad displayers.
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pad
p-trig
desk
Top LED on = Values from Pad
Bottom LED on = Values from desk (Playbacks or Stack)
pad
p-trig
desk
Therefore, if the bottom LED is on, pressing
[p-trig] will restore the previous PaTPad values.
For example, if you have an existing scene that focuses your fixtures “down stage” and you want to program a new scene with the fixtures focused “up stage”. When you eventually playback this new scene, you want the fixtures to move slowly
to their position. Use the PaTPad to focus the
fixtures in the new “up stage” position and also to
adjust the focus (pan and tilt) times.
Before recording this new scene, playback the existing “down stage” scene. This moves the fixtures “down stage” (and automatically saves the
PaTPad settings in p-trig memory). Press [p-trig] and the fixtures move to the new “up stage” settings using the PaTPad times. If the
times are not as you wish, adjust them on the PaTPaD then preview the move again by playing
back the “down stage” scene then pressing [p- trig]. You see the same move with the new times.
When the times are correct, save the new scene.
Hint: [p-trig] is very useful when setting “fanned” times and “fanned” delay settings.
16.7 GROUPS
Groups provide a rapid method of loading, Hi­lighting, or cloning many Fixtures in a single operation.
16.7.1 GROUP NUMBERING
Groups are stored by number. The yellow [f/a] buttons select the Group number. The maXim
MP, L, XL and XXL can store 24, 36, 48 or 60 group memories respectively.
The [group] buttons lights orange and the [f/a]
buttons of all yellow bank faders that have a group stored in them will flash. The “GROUP MEMORY” video window pops up displaying a list of all groups. To load press;
[f/a] (group number) To load several groups, press;
[
get],
HOLD [group], then tap; [f/a] (group number) [f/a]
(group number) [f/a] (group number), etc. To load a range of groups, press;
[get], [group]. HOLD [f/a] (first group in range), then tap [f/a]
(last group in range). Both selected groups and all groups in between them are loaded.
16.7.4 Changing Hi-Lights Using
Groups
Hi-lights are used to either include (Hi-light) or exclude (NO Hi-light) already loaded Fixtures from
certain operations on the PaTPad.
See “FILTERS and HI-LIGHTS” for more details
To ONLY Hi-light the fixtures in a group (and clear the Hi-lights of all other fixtures), press;
[group], [f/a] (group number). To ONLY Hi-light the fixtures in a range of groups
(and clear the Hi-lights of all other fixtures), press;
[group]. Press and HOLD [f/a] (first group in range), then tap [f/a] (last group in range). Both
selected groups and all groups in between them are Hi-lighted.
Hint: [group] affects only those fixtures currently loaded on the PatPad. Therefore, if you store a group of all odd fixture numbers and another group of all even fixture numbers you can use these groups to Hi-light any odd or any even fixtures that are currently loaded.
16.7.2 STORING GROUPS
To store a Group, load the required Fixtures onto
the PaTPad. When loaded they will automatically
be Hi-lighted. Only Hi-lighted fixtures will be stored in the Group. To store a group, press;
[store], [group], [f/a] (group number).
The order in which the fixtures were loaded onto the PatPad is stored and recalled as part of a group. The order is displayed on the right of the Video 4 “Pad View” screen. This order is used by the “Fans” menu when automatically fanning fixtures. See the “FANS” section for details.
16.7.3 LOADING GROUPS
To load a group of fixtures onto the PaTPad
press;
[get], [group].
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To clear the Hi-lights from a group press;
[clear], [group], [f/a] group number). To clear the Hi-lights from a range of groups,
press;
[clear], [group]. Press and HOLD [f/a] (first group in range), then tap [f/a] (last group in range). Both
selected groups and all groups in between them have their hi-lights cleared.
16.7.5 Naming Groups
Groups can be given a name to help identify them. For example, “Even Scans”. To name a group;
HOLD [function], tap [f/a] (name). Press: [group], [f/a] (group number). Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to 10 (0) as
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labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar
fashion to a mobile telephone keypad. Press [<] or [>] to move the cursor and press [remove] or [add] to remove or add characters or spaces. When finished, press [ok].
16.7.6 Copy Group
To copy a group, press;
[assign/copy], [group], [f/a] (source group number), [f/a] (destination group number).
16.8 FITERS
Filters are a powerful tool that you can use to select exactly which parameters of a Fixture are
involved in PaTPad operations. When a Fixture is loaded onto the PaTPad, it has no Filters applied
(and it is Hi-lighted, see below) so all of its
parameters will be included in any store, preset or palette operation. Filters allow you to select which parameters of a Fixture will be stored or
altered. Every parameter on every Fixture on the
PaTPad can have a filter applied to it.
If no Filters are applied to a Fixture (and it is hi­lighted), then every parameter of that Fixture will be flashing and hence it will be included in any store operations or preset or palette recall.
If a filter is applied to any parameter(s), then only
those Filtered parameters will be flashing and included in any store operations or preset or palette recall. The one rule to remember is;
Only FLASHING parameters will be
INCLUDED.
For example, if only the pan and the tilt parameters are Filtered (only their pan and tilt parameter buttons flash), then any “store” operation will only save the pan and tilt values. Filters can be individually selected or they can be quickly applied to parameters that you have “altered” or to all colour or beam or focus parameters. Filter selections can be stored and recalled in filter memories.
16.8.1 APPLY FILTERS
To apply a filter to a parameter (to all fixtures on the PaTPad of the same type as the selected
fixture) press;
[filter] (it lights orange) [PM] (parameter to filter).
Whilst the [filter] button is orange, other filters can
be applied by pressing their parameter [PM]
buttons.
To de-select a filter, press its [PM] button again
(toggle action).
When finished selecting filters you can manually end the operation by pressing;
[filter] (it lights blue) or automatically end the
operation by performing any other function.
When a filter has been applied to a parameter, the parameter’s PM button flashes and the letter “F” flashes for that parameter on the Pad View video.
When any filters have been applied, the [filter] button lights blue.
When the PaTPaD is used to alter a parameter,
the letter “a” (altered) is displayed on the
parameter on the “PAD VIEW” screen.
The [colour/beam/focus] button provides an
automatic method of applying filters. Repeated presses will cycle through the following filter selections.
Press; [colour/beam/focus]. Only “a” altered parameters (see above) are filtered or if no parameters have been altered, all
parameters are filtered.
Press; [colour/beam/focus]. Only focus parameters are filtered.
Press; [colour/beam/focus]. Only beam parameters are filtered.
Press; [colour/beam/focus]. Only colour parameters filtered.
Repeated presses of [colour/beam/focus] cycle
through the 4 filter selections.
The “a” (altered) can be removed by either
“homing” the fixture ([home], [fixture displayer] or [home], [all]) or playing back a scene that
contains that fixtures parameter.
PARAMETERS
To store a scene of only altered (a) parameters,
press;
[colour/beam/focus], [store], [page] (optional red or blue page), [f/a] (scene number).
To remove a filter from a single parameter on all fixtures of the same type as the selected fixture
press; [filter], [PM] (filter to clear) (toggle action).
To clear all the filters from all fixtures press;
[clear], [filter].
Filter settings that you select can be saved in filter memory for easy recall. Filters are stored by
number. The yellow [f/a] buttons select the number. The maXim MP, L, XL and XXL can
store 24, 36, 48 or 60 filter memories respectively
16.8.2 FILTER INDICATORS
16.8.3 AUTOMATIC FILTERS
16.8.4 STORING ALTERED
16.8.5 CLEARING FILTERS
16.8.6 CLEARING ALL FILTERS
16.8.7 FILTER MEMORY
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To store your current filter settings, press; [store], [filter], [f/a] (filter memory number). This also stores a list of the fixture numbers that
have filters applied. This can be recalled with the filters. See below.
To recall a filter memory, press;
[filter], [f/a] (filter memory number). To combine multiple filter memories, press;
[filter], [f/a], [f/a], [f/a] etc (filter memory
numbers).
To load the PaTPaD with all fixtures in a
selected filter memory including all of the filter selections in the filter memory, press;
[get], [filter], [f/a] (filter number).
16.8.8 NAMING FILTER MEMORIES
To name a filter memory, HOLD [function], tap [f/a] (name).
The display says “Pick Object to Name”.
Press: [filter], [f/a] (filter number). Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to 10 (0) as
labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar
fashion to a mobile telephone keypad. Press [<] or [>] to move the cursor and press [remove] or [add] to remove or add characters or spaces. When finished, press [ok].
and all fixtures in between them have their Hi­lights cleared.
To Hi-light a fixture again, press; [get], [f/a]
(fixture number).
16.9.1 CONTROLLING HI-LIGHTS
USING GROUPS
Groups provide a powerful method of controlling fixture Hi-lights. When you use the group button, all hi-lights are firstly cleared, then only the fixtures in the group or groups that you select are Hi-lighted.
To exclusively Hi-light a group press;
[group], [f/a] (group number).
To exclusively Hi-light several groups;
HOLD [group], then tap; [f/a], [f/a], [f/a], etc.
To exclusively Hi-light a range of groups, press
[group]. HOLD [f/a] (first group in range), then tap [f/a]
(last group in range). Both selected groups and all groups in between them are Hi-lighted.
Hint: When you have stored some groups, get ALL of your patched fixtures onto the PatPad, [get] [all], then use the groups to quickly change the hi-lights of the fixtures that you want to control, to store, or to which you want to apply a preset or palette. Only hi-lighted fixtures will be included in your operations.
16.8.9 COPY FILTER
To copy a Filter, press;
[assign/copy], [
filter], [f/a] (source filter number),
[f/a] (Destination filter number).
16.9 HI-LIGHTS
Hi-lights are a powerful tool that you can use to
select which Fixtures on the PaTPad will be involved in PaTPad operations. A Fixture must be
Hi-lighted to be included in any store operations or
preset or palette recall. Also, when [all] mode is
active on the pad, all hi-lighted fixtures of the same type as the currently selected fixture will be controlled simultaneously. When a fixture is loaded it is automatically Hi­lighted. To exclude a loaded Fixture, clear its Hi­light.
To CLEAR the Hi-light of a fixture press;
[clear], [f/a] (fixture number).
To clear the Hi-lights of all loaded Fixtures, press;
[clear], [Fixture Displayer] (Hilts).
To clear the Hi-lights from a range of fixtures, press;
[clear]. HOLD [f/a] (first fixture in range), then tap [f/a] (last fixture in range). Both selected fixtures
16.10 PRESETS
A preset is a special type of scene that can be
stored and recalled from the PaTPad. A preset contains specific Fixture Numbers and is usually
stored with only specifically Filtered parameters (for example, only focus parameters). When a
preset is applied to the PaTPad, all fixture numbers that are both stored in the preset and currently hi-lighted on the PaTPad, will move to
the parameter settings stored in the preset if their parameters are flashing as set by the filters.
The rule is, if a parameter is flashing, it can be
changed by the loading of a preset.
When a preset is applied, a P is displayed for each affected parameter on the Pad View video screen. If a scene is now recorded or stored (without altering any “P” parameters), then a link to that preset is included in the scene. Many different scenes can include a link to the same preset. Editing a single preset will automatically change all scenes that are linked to that preset. For example. Some Fixtures are focused onto the centre
rostrum on stage and their focus (position) is Filtered and stored as the centre rostrum preset.
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You now program the scenes for your show by creating each look on stage and recording each look as a scene. If a scene is to include the Fixtures focused on the centre rostrum, you apply
the centre rostrum preset and then store or record
the look as a scene. You might program 20
different scenes that include the centre rostrum preset. The centre rostrum is now moved down
stage by 2 metres so it is no longer lit. You get the
centre rostrum preset, adjust the position of
Fixtures to the new position and re-store the
preset. All of the 20 scenes that include the centre rostrum preset will now automatically recall the
new position.
16.10.1 PRESET NUBERING
Presets are stored by page and number. When
the [preset] button is pressed, the [Colour, Beam, Focus] button cycles through the 4 pages (User, Colour, Beam or Focus) and the yellow [f/a]
buttons select the preset number. The page names are simply an organisational tool. You can actually store any type of preset (colour, beam etc) in any page.
16.10.2 STORING A PRESET
To store a preset, Hi-light all of the Fixtures to which the preset will apply then set the parameter(s) to the value(s) to be stored. Apply Filter(s) to the parameter(s) to be stored in the preset.
Only FLASHING parameters will be INCLUDED.
To store the preset, press;
[store], [preset], [Colour/Beam/Focus] (optional, repeated presses for the four pages), [[f/a] (preset
number). The letter “P” is displayed on the Pad View screen for each parameter in the Preset.
SCENE
To link a preset to a scene, apply the preset (above) then (without altering any “P” parameters), record or store a scene.
Note: If a new lighting “look” has been created by playing back several scenes that already contain links to presets and a new scene is now stored or recorded, then any links to presets in any of the scenes contributing to the look will be retained in the new scene.
TO A PRESET
If a parameter has a link to a Preset, the letter “P” will be displayed on video 4 “Pad View”. To clear a parameters link to a Preset so that it will not be included in any saved scenes, press;
[clear], [preset].
PRESET FROM A SCENE
To remove a link to a preset from a scene,
Clear the PaTPad, press, [clear], [all]. Get the scene onto the PaTPad, press; [get], [store], [page] (optional red or blue page), [f/a] (scene number).
This loads the scene and selects all filtering as originally stored in the scene. Clear the link to the preset, press;
[clear], [preset]. Use either [record] (all current output) or [store]
(only flashing parameters) to save the scene back into the same memory location.
16.10.4 LINKING A PRESET TO A
16.10.5 CLEARING PARAMETER LINKS
Only flashing parameters will have their links to
Presets cleared.
16.10.6 REMOVING A LINK TO A
16.10.3 APPLYING A PRESET
If a preset is applied to the PaTPad, all Fixtures on the PaTPad that are also stored in the preset
will move to those preset settings if there parameters are flashing (as determined by any Filters or Hi-lights that might be applied).
Only FLASHING parameters will be affected.
To apply a preset, press;
[preset], [Colour/Beam/Focus] (4 optional pages), [f/a] (preset number).
All fixtures on the PaTPad (with their required
parameters flashing) that also exist in the preset will change to their preset settings and a “P” will be shown on the Pad View screen for every parameter that was affected by the preset.
Hint: Include all of your fixtures in every preset that you store. Then, when loading a preset, use groups to hi-light only the fixtures to be affected by the preset. This allows you to combine groups with presets to create large numbers of combinations.
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16.10.7 NAMING PRESETS
To name a preset, HOLD [function], tap [f/a]
(name).
Press; [preset], [Colour, Beam, Focus] (4 optional pages), [f/a] (preset number). Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to 10 (0) as
labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar
fashion to a mobile telephone keypad. Press [<] or [>] to move the cursor and press [remove] or [add] to remove or add characters or spaces. When finished, press [ok].
16.10.8 COPY PRESET
To copy a preset, press;
[copy], [preset], [Colour/Beam/Focus] (4 optional pages), [f/a] (source preset number), [Colour/Beam/Focus] (4 optional pages), [f/a] (destination preset number).
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16.10.9 LOADING THE PaTPaD WITH
THE FIXTURES IN A PRESET
To load the PaTPaD with all fixtures in a preset including all filter selections and values in the preset, press;
[get], [preset], [Colour/Beam/Focus] (optional), [f/a] (preset number).
16.10.10 EDIT A PRESET
To edit a Preset, clear the PaTPaD, press;
[clear], [all],
then load the Preset to be edited. Press;
[get], [preset], [Colour/Beam/Focus] (optional), [f/a] (preset number).
The PaTPaD is loaded with the Preset’s fixtures, parameter values and filter selections. Use the PaTPaD to make the changes to the Preset then store the Preset back in the original location by pressing;
[store], [preset], [Colour/Beam/Focus] (optional, repeated presses for the 4 pages), [f/a] (preset
number).
16.10.11 PRESET PLAYBACK (P-Mod)
Presets can be randomly played back. This feature is extremely useful during an “ad-lib” show.
HOLD [preset] until “P-Mod” is shown on the maXim display. You can now use the yellow [f/a] buttons for live
random playback of stored presets.
Press [preset] again to de-select P-Mod mode.
16.11 PALETTES
A palette is a special type of scene that can be
stored or recalled from the PaTPad. A palette refers to specific Fixtures Types (Templates) and
is usually stored with only specifically Filtered parameters (for example, only colour). A palette
can include more than one type of Fixture. When a palette is applied to the PaTPad, all fixture types that are both stored in the palette and currently loaded on the PaTPad will move to the
parameter settings stored in the palette if their parameters are flashing as set by the filters.
The rule is, if a parameter is flashing, it can be
changed by the loading of a palette.
When a PalEtte is applied, an “E" is displayed for each affected parameter on the Pad View video screen.
Once a Palette is loaded, if a scene is then recorded or stored (without altering any “E” parameters), then a link to that palette is included in the scene. Many different scenes can include a link to the same palette. Editing a single palette will automatically change all scenes that include that palette. For example.
One Trackspot is loaded onto the PaTPad and its
colour parameter is set to yellow and the colour parameter is Filtered.
One MAC2000 is loaded onto the PaTPad and
has its Cyan, Magenta and Yellow parameters are adjusted to match the yellow of the Trackspot. All Colour parameters are Filtered. A palette is now stored and named “yellow”. Each time that you apply this palette on the
PaTPad, all highlighted Trackspots and MAC2000’s on the PaTPad go to this yellow (if
their colour parameters are flashing as set by the filters). If a scene is saved, a link to this palette is included. Editing a single palette will automatically change all scenes that are linked to that palette.
16.11.1 PALETTE NUMBERING
Palettes are stored by page and number. When
the [palette] button is pressed, the [Colour, Beam, Focus] button cycles through the 4 pages (User, Colour, Beam or Focus) and the yellow [f/a]
buttons select the palette numbers. The page names are simply an organisational tool. You can actually store any type of palette (colour, beam etc) in any page.
16.11.2 STORING A PALETTE
To store a palette, clear the PaTPad ([clear], [all])
then get any ONE of the type of Fixture to which the palette will apply. Adjust the parameter(s) to the value(s) to be stored then apply Filters to those parameters so that they flash. If the palette is to apply to more than one type of Fixture, get the next fixture type, adjust its parameters and set its Filters as above. You only need one of each type of fixture when you store a palette.
Only FLASHING parameters will be INCLUDED.
To store the palette, press;
[store], [palette], [Colour/Beam/Focus] (optional, repeated presses for the four pages), [f/a] (palette
number). The letter “E” is displayed on the Pad View screen for each parameter in the Palette.
16.11.3 APPLYING A PALETTE
If a palette is applied to the PaTPad, all Fixtures on the PaTPad that are of the same type as the Fixture(s) in the palette will move to those palette
settings if there parameters are flashing (as determined by any Filters or Hi-lights that might be applied).
Only FLASHING parameters will be affected.
To apply a palette, press;
[palette], [Colour/Beam/Focus] (4 optional pages), [f/a] (palette number). All Fixtures on the PaTPad of the same type as
the palette (with their required parameters flashing) will change to their palette settings and an “E” will be shown on the Pad View video for every parameter that was affected by the palette.
Hint: Include one of every type of your fixtures in every palette that you store. Then, when applying a palette, use groups to hi-light only the fixtures to be affected by the palette.
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16.11.4 LINKING A PALETTE TO A
SCENE
To link a palette to a scene, apply the palette (above) then (without altering any “E” parameters), record or store a scene.
Note: If a new lighting “look” has been established by fading up several scenes that already contain links to palettes and a new scene is now stored or recorded, then any links to palettes that exist in any of the scenes contributing to the look will be retained in the new scene.
THE FIXTURES IN A PALETTE
To load the PaTPaD with all fixture types in a selected palette including all filter selections and values in the palette, press;
[get], [palette], [Colour/Beam/Focus] (optional), [f/a] (palette number).
16.12 EDITING PALETTES
When a Palette is edited, all scenes that are linked to that Palette are automatically updated.
To edit a palette, clear the PaTPad, press;
16.11.9 LOADING THE PaTPaD WITH
[clear], [all],
16.11.5 CLEARING PARAMETER
LINKS TO PALETTES
If a parameter has a link to a Palette, the letter “P” will be displayed on video 4 “Pad View”. To clear a parameters link to a Palette so that it will not be included in any saved scenes, press;
[clear], [palette].
Only flashing parameters will have their links to
Palettes cleared.
16.11.6 REMOVING A LINK TO A
PALETTE FROM A SCENE
To remove a link to a palette from a scene;
Clear the PaTPad, press, [clear], [all]. Load the scene onto the PaTPad, press; [get], [store], [page] (optional), [f/a] (scene
number). This loads the scene and selects all filtering as originally stored in the scene. Clear the link to the palette, press;
[clear], [palette]. Use either [record] (all current output) or [store]
(only flashing parameters) to save the scene back into the same memory location.
16.11.7 NAMING PALETTES
To name a palette, HOLD [function], tap [f/a]
(name).
Press; [palette], [Colour, Beam, Focus] (4 optional pages), [f/a] (palette number). Either rotate the EDIT wheel or press the yellow bank [f/a] buttons for the desired characters or the red bank [f/a] buttons for numbers 1 to 10 (0) as
labelled below the buttons. Where several characters are printed below each button, multiple presses select the next character in a similar
fashion to a mobile telephone keypad. Press [<] or [>]
to move the cursor and press [remove] or [add] to remove or add characters or spaces. When finished, press [ok].
16.11.8 COPY PALETTE
To copy a palette, press;
[copy], [palette], [Colour/Beam/Focus] (4 optional pages), [f/a] (source palette number), [Colour/Beam/Focus] (4 optional pages), [f/a]
(destination palette number).
then load the palette onto the PaTPad, press; [get], [palette], [colour/beam/focus] (optional), [f/a] (palette number).
The PaTPaD is loaded with the Palette’s fixtures, parameter values and filter selections. Use the
PaTPad to make the changes, ensuring that the
desired Filters and Hi-lights are applied. Store the palette back to the same palette number, press;
[store], [palette], [colour/beam/focus] (optional), [f/a] (same palette number).
16.13 PALETTE PLAYBACK (E-MOD)
Palettes can be randomly played back. This feature is extremely useful during an “ad-lib” show.
HOLD [palette], until “E-Mod” is shown on the maXim display. You can now use the [f/a] buttons for live random
playback of stored palettes.
Press [palette] again to de-select E-Mod mode.
16.13.1 SAVING / LOADING PALETTES
To save ALL palettes to disk,
HOLD [function
], tap [f/a] (disk). Press [yes], [PM] (palettes) [yes]. When saved, press [ok].
To load ALL palettes from disk,
HOLD [function], tap [f/a] (disk). Press [no], [yes], [PM] (palettes), [yes]. Existing
palettes will be replaced. Continue?
Press [yes], [yes].
16.14 COMBINING PATPAD FUNCTIONS
Once you have stored some groups, presets and palettes you can quickly create different looks by
selectively applying presets or palettes to different groups. Here is an example using some generic fixtures. There are 10 “Scans” and 10 “Wash”
fixtures. Groups of odds and evens of each type of fixture have been stored. Several presets of different focus positions have been stored. Each preset includes all 20 fixtures. Several palettes of
different colours have also been stored. Each
palette includes both types of fixtures. We will load ALL fixtures then use groups to selectively
apply presets and palettes to create a look on stage.
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Get all patched fixtures onto the PatPad.
[get], [all]
All scans and washes are loaded and hi-lighted
Hi-light only “odd scans”.
[group], [f/a] (odd scans).
Apply “red” palette.
[palette] [f/a] (red)
Odd scans turn red.
Hi-light only “even scans”.
[group], [f/a] (even scans)
Apply “blue” palette.
[palette], [f/a] (blue)
Even scans turn blue.
Hi-light only “odd scans” and “even
scans” groups.
Hold [group], tap [f/a] (odd scans), [f/a]
(even scans).
Apply “drums” preset.
[preset], [f/a] (drums)
Odd and even scans move to drums, retaining their colours.
Hi-light only “even wash” group.
[group], [f/a] (even wash)
Apply “floor” preset.
[preset], [f/a] (floor)
Even wash move to floor.
Apply “blue” palette
[palette], [f/a] (blue)
Even wash turns blue.
Hi-light only “odd wash” group.
[group], [f/a] (odd wash)
Apply “stage” preset.
[preset
] [f/a] (stage)
Odd wash move to stage.
Apply “pink” palette.
[palette], [f/a] (pink)
Odd wash turn pink.
The complete look has been created.
Record the scene.
[record scene], [f/a] (scene number).
Using the above methods, it is easy to create
hundreds of combinations from just a few groups,
presets and palettes.
16.15 CLONE
Cloning copies selected parameters of the currently selected Fixture to another Fixture or group of Fixtures. This permits fast duplication of looks onto multiple Fixtures.
To clone a Fixture, select the source Fixture on
applied then only those parameters that are Filtered are cloned.
Only FLASHING parameters will be INCLUDED.
To clone the selected Fixture on the PaTPaD to a single Fixture press;
[clone], [f/a] (Fixture Number).
To clone the Fixture to a group press;
[clone], [group], [f/a] (destination group number).
16.16 SAVING SCENES
The maXim provides several ways of
programming scenes into memory.
RECORD SCENE, saves the entire output of the maXim. What you see is what you get! The method used by the maXim is as follows:
Each fixture is checked to see if it has any intensity on the output. If so, its intensity and all of its parameters are recorded including intensity fade times. In addition, if a fixture is
currently on the PaTPad, any parameter time
settings or effects are also recorded. To record a scene of the entire output press;
[record scene], [page] (optional red or blue page), [f/a] (scene number).
Note; The maXim will not “RECORD” a scene if all dimmers/fixtures are at zero intensity level.
STORE, saves only selected (flashing)
parameters including time settings or effects
of the Fixtures on the PaTPad. You can select
any parameters by using Filters. You can select any Fixtures by using Hi-lights. To store a scene of the flashing parameters press;
[store], [page] (optional red or blue page), [f/a] (scene number).
STORE + LEVEL saves fixture parameters, times and effects on the PaTPad as if the
STORE button was pressed but also includes all intensity levels on the output. In addition,
fixtures that are not loaded on the PaTPad but have an intensity above zero have all of their
parameters stored. To store a scene of the flashing parameters including levels press;
[store + level], [page] (optional red or blue page), [f/a] (scene number).
Record is best used for the fully programmed
show. What you see on stage when the scene is recorded will be reproduced when the scene is played back.
Store is best used to create building blocks for the
“Ad Lib” show.
the PaTPad and set its parameters. If a filter is
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When you use the store method, the parameter settings of all of the Fixtures on the PaTPad will
be saved subject to one simple rule.
Only FLASHING parameters will be Stored.
When a Fixture is loaded onto the PaTPad it will
automatically be Hi-lighted and it will not have any Filters so all of its parameters will be flashing. You decide which parameters on which Fixtures you want to store by selecting the appropriate Filters and/or Hi-lights.
Filters apply to parameters.
Hi-lights apply to entire fixtures.
If one or more Filters are applied, only the Filtered parameter will flash.
If a Fixture is not Hi-lighted, none of its parameters will flash.
Be sure to always check the “Pad View” screen before completing the store operation to see exactly which parameters will be included.
16.17 NO STORE PARAMETERS
Any parameters defined in a fixture’s template as “no store” will never be saved. This prevents parameters such as “reset” or “lamp off” from being recalled by a scene. These parameters can only be manually controlled directly from the PaTPaD. See the LSC document on “How to write fixture templates” for more details. It is available on the LSC forum at;
http://forums.lsclighting.com.au
Go to “maXim Control Desks”, “Templates”.
16.18 CLEARING PARAMETERS
Selected parameters can be cleared (removed) from a scene, leaving the other stored parameters unaltered. This action does not set the parameter to zero, but totally removes it from the scene.
To clear a parameter(s) from a scene, select the
Fixture(s) on the PaTPad and ensure that only
Fixtures to be included are Hi-lighted. Filter the parameter(s) to be cleared so that they are the only parameters flashing then press;
[store], [clear], [page] (optional), [f/a] (scene
number)
Only FLASHING parameters will be CLEARED.
only controls intensity and use it as an “intensity master”.
To store a scene containing only fixture intensities and no parameters;
Get the fixtures onto the PaTPaD. The quickest method is to fade up the fixtures, then press;
[get], [flash] (yellow master).
Clear all Hi-lights;
[clear], [fixture displayer].
With no fixtures Hi-lighted, none of their parameters will be included.
To store the scene with its intensity levels, press
[store + level], [page] (optional), [f/a] (scene
number).
16.19.1 STORING ONLY ALTERED
PARAMETERS
To store a scene of only altered (a) parameters,
press;
[colour/beam/focus], [store], [page] (optional red or blue page), [f/a] (scene number).
16.20 DIRECT ATTRIBUTE CONTROL The maXim also provides an alternative to the
PaTPad that allows you direct access to the
attribute values of a Fixture allowing you to adjust
them via the edit wheel with their values displayed on “video 1” (Channel View) screen.
Note: Direct edit wheel control sets the level of an attribute, not a parameter. See the “Terminology” section for more details.
To directly control an attribute of a fixture, press;
[select], [f/a
] (fixture number).
Video 1, (Channel View), is automatically
displayed with the selected Fixture highlighted by a dark red background.
The attribute to be controlled is selected with the
[<] and [>] buttons below the EDIT wheel and is
indicated by a dark grey background.
To alter the selected attribute, rotate the EDIT wheel . When finished press; [select].
16.19 STORING INTENSITY ONLY SCENES
When scenes are saved using the “store” button, they do not include intensity. When you playback these scenes you can fade up each fixture using its individual fader but it can be cumbersome to control a large number of fixtures and if fixtures are patched to the red faders the maXim must be in wide mode. It is easier to create a scene that
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17 EFFECTS
17.1 OVERVIEW
PatPad “effects” allow you to program complex pan and tilt movements of fixtures with just a few simple keystrokes. Shapes include circles, triangles, rectangles, flicks and bounces plus 4 user custom shapes. You can set the overall size, phase, spread, rate, direction, and number of cycles in an effect. You can also alter the shapes by independently altering pan and tilt sizes, start points and rates.
When a fixture is stationary, its pan and tilt have static values. Effects are achieved by adding continuously varying values to both (or either) pan and tilt. These varying values are created by waveforms. Different waveforms (such as a sine wave, a ramp or a square wave etc) cause different movements. When you select a shape from the menu (e.g. circle) the appropriate waveforms are automatically applied to the pan and tilt parameters. You can independently set the size and rate for pan and for tilt allowing you to create variations of the basic shapes. For example, with a circle, setting the tilt size to be larger than the pan size will make an oval or setting the pan rate to be twice the tilt rate will create a “figure 8” shape.
Effects can be saved for instant recall to the current look or they can be included as part of a scene.
When a conventional scene (one without an effect) is played back, the fixture parameters are recalled and the fixture moves to those scene settings subject to any delay and/or move times in the scene. The fixture then remains stationary in that position until another scene is played back or the fixture is controlled from the PatPad. When a scene containing an effect is played back, the fixture parameters are recalled and the fixture moves to those scene settings subject to any delay and/or move times in the scene. The fixture then moves in the shape that was programmed in the effect. It continues to move until either another scene is played back or if a set number of cycles have been programmed in the effect, it will stop when that number of cycles has been completed. Effects consume much less memory (and programming time) than using conventional programming techniques.
17.2 BASIC EFFECT OPERATIONS
To include a fixture when programming an effect, the fixture must be on the PatPad and Hi-lighted and it also must have some intensity on the output.
Position the beam (or beams) to the position on stage where the effect is to occur.
Press; [menu], [EFFECTs], [shape].
Press either end of the “shape” displayer to select the required shape. Press the centre of the “size” displayer then
mouse the displayer or use the EDIT wheel to set
the size. Press the centre of the “rate” displayer then
mouse the displayer or use the EDIT wheel to set
the rate.
More variations can be made (described below), but if you have finished adjusting the effect you now have several choices;
1. To remove the effect and exit from the
effects menu without saving press
[menu].
2. To exit from the effects menu but keep the
effect running press [OK] on the fixture
displayer. You can now use the PatPad to reposition the effect if necessary. If you store or record a scene, the effect will be included. The effect will stop (and be lost) if any scene containing the focus parameters of the fixture(s) is played back.
3. Whilst still in the EFFECTS menu, you
can either;
Press [record scene], [f/a] (scene
number) to record the entire output including the effect.
Press [store]. Two options are offered on
the PatPad;
Effect ++.
Stores the effect and the current parameter values (subject to filters and Hi-lights) in a scene number.
Effect.
Stores ONLY the effect in a scene number
To make your selection, press the [PM] button
beside either “Effect++” or “Effect”. The selected
button flashes, then press [page] (optional), [f/a]
(scene number).
Storing using “Effect++” saves the effect and the
absolute parameter positions. When the scene is played back, the effect will be reproduced with the fixtures focuses exactly where they were when the scene was stored.
Storing using “Effect” does not save the current
position. When the scene is played back, it is applied to the fixtures in their current position on stage.
Pressing the [f/a] button of an effect scene (flashing it) momentarily applies the effect.
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17.3 STOPPING EFFECTS
There are several methods of stopping an effect. To stop a running effect;
If in the effects menu, press [control], [stop?].
If not in the effects menu, either; Get the fixtures onto the PatPad then press;
[home], [all] or
Playback a static scene that contains the fixture parameters that are in the effect.
17.4 EFFECT MENUS
Effects are programmed from the “Effects” menu. The Effects menu is only available when one or more fixtures are loaded on the PatPad. Only Hi­lighted fixtures will be influenced by an effect.
Press; [menu], [EFFECTs].
The following menu choices are available……
SHAPE SIZE PHASEs RATE CYCLEs CONTRL
To select one of the menus press either the centre
of its displayer or the [PM] button beside it. When
a menu is selected, you can step through its sub­menus by pressing either end of that menu’s displayer. If a colon is displayed after a name, then you can mouse the displayer to vary the
PHASEs
Phase: (the point in the waveform where the
Pan and Tilt will start) PPhase: (the point in the waveform where the Pan will start) TPhase: (the point in the waveform where the Tilt will start) Spread: (the distance between each fixture in the effect)
RATE
Rate: (Pan and Tilt Rate) PRate: (Pan Rate) TRate: (Tilt Rate)
CYCLEs
Last: (how many cycles until the effect
stops) First: (how many cycles before the effect starts)
CONTRL
Start? (or Stop? if effect is running) Reverse?(or Forward? if effect is reversed) Edge? (or Centre?. The position around
which the effect occurs)
Reset (Resets al l effect settings to defaults)
EditShp1? (Edit User Shape 1) (or CloseShp1? when finished)
EditShp2? (Edit User Shape 2) (or CloseShp2? when finished) EditShp3? (Edit User Shape 3) (or CloseShp3? when finished) EditShp4? (Edit User Shape 4) (or CloseShp4? when finished)
17.6 DETAILED MENU DESCRIPTIONS
value. If you touch the centre of a displayer its yellow LED flashes and you can also use the
EDIT wheel to vary the value. If a question mark
is displayed after a word, pressing the centre of the displayer answers yes to the question. For example, the displayer reads “Start?” Pressing the displayer will start the effect.
None
Circle
17.6.1 SHAPE
No effect is applied.
The beam moves in a circle. Adjusting the PSize or TSize (below) will make an oval.
Triangle
17.5 SUB MENUS
The following sub-menus are available under each displayer menu;
SHAPE
None Circle Triangle Rectangle Flick P-Flick (Pan Flick) T-Flick (Tilt Flick) Bounce P-Bounce (Pan Bounce) T-Bounce (Tilt Bounce) Sh ap er 1 (User defined shape) Sh ap er 2 (User defined shape) Sh ap er 3 (User defined shape) Sh ap er 4 (User defined shape)
SIZE
Size: (overall Size) PSize: (Pan Size) TSize (Tilt Size)
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Rectangle
Flick
snaps back. This effects both pan and tilt. P-Flick
back. T-Flick
back. Bounce
P-Bounce
The beam moves in a triangle. You can change the angles of the triangle by independently adjusting PSize or TSize (below).
The beam moves in a rectangle. You can change the aspect ratio of the rectangle or make it a square by independently adjusting PSize or TSize (below).
The beam moves out at the set rate then
The beam pans at the set rate then snaps
The beam tilts at the set rate then snaps
The beam moves out and back at the set rate. This effects both pan and tilt.
The beam pans left then right at the set rate.
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T-Bounce
The beam tilts up then down at the set rate.
Shaper 1
The beam moves in a shape defined by you. See below for how to create a shape.
Shaper 2, 3 and 4
As per shaper 1.
17.6.2 SIZE
Size:#
Overall Size. This effects both pan and tilt equally. If pan or tilt is independently set to different values, no value is shown for overall size.
PSize: #
Pan Size. The range is from 0 to 100.
TSize:#
Tilt Size. The range is from 0 to 100. Use different PSize or TSize settings to
change the aspect ratio of a shape.
17.6.3 PHASE
Phase:#
The Phase point in the waveform where the Pan & Tilt will start.
PPhase:#
The Phase point in the waveform where the Pan will start.
TPhase:#
The Phase point in the waveform where the Tilt will start.
Effects are created by using waveforms to vary the pan and tilt values. The waveform continuously varies through 360 degrees. You can set the phase of the starting point of an effect to be at any point through the 360 degrees of the waveform. This is displayed as 0 to 99% on the displayer.
0%
50% 99%
360°
phase point
For example, a circle is chosen and set to “edge”.
50%
75%
25%
0%
Phase points around the shape are shown.
If “Phase” is set to 0%, the circle begins at the 0% point in the cycle and hence the circle moves upstage from the pan and tilt position.
If “Phase” is set to 25%, the circle begins at the 25% point in the cycle. Hence the circle is to the left.
If “Phase” is set to 50%, the circle begins at the 50% point in the cycle. Hence the circle is downstage.
If “Phase” is set to 75%, the circle begins at the 75% point in the cycle. Hence the circle is to the right.
You can skew these effects by independently starting pan and tilt at different phase angles of the waveform by using different PPhase and TPhase settings.
17.6.4 SPREAD
If multiple fixtures are in the effect, by default they all move together. Spread allows you to spread the fixtures around the effect. For example; there are four fixtures moving in a circle.
When spread is set to 0, the moving beams are all focused on the same point as they move around the circle.
With spread set to 25%, the moving beams are spread around one quarter of the circle.
With spread set to 99%, the moving beams are evenly spread around entire circle.
17.6.5 RATE
Rate:#
The overall Pan and Tilt Rate of an effect can be varied from 0.1 seconds per cycle down to 59 seconds per cycle.
PRate:#
Pan Rate
TRate:#
Tilt Rate
Use different PRate or TRate settings to change the shape of an effect. For example, selecting bounce and setting TRate to 0.5sec and PRate to 3sec will make the beam follow a sine wave pattern across the stage.
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17.6.6 CYCLES
Last:#
This sets how many cycles of the effect oscillator will run until the effect stops. The count starts when a scene containing an effect is played back. The default is FL (FULL) meaning that the effect is continuous.
First:#
This sets the delay count of how many cycles the effect oscillator will run before the effect starts. The count starts when a scene containing an effect is played back. The default is 1 meaning the effect starts immediately.
17.6.7 CONTRL
Start? (or Stop?)
Used to start or stop an effect. Tap the centre of the displayer to select. If the effect is running, the displayer will read “Stop?” If the effect is Stopped, the displayer will read “Start?”
Reverse? (or Forward?)
Used to change the direction of an effect. Tap the centre of the displayer to select. If the effect is running forward, the displayer will read “Reverse?” If the effect is running reverse, the displayer will read “Forward?”
Edge? (or centre?)
Tap the centre of the displayer to select. “Edge”. The effect passes through the current pan and tilt position. If “Edge” is active, the displayer will read “Centre?” “Centre”. The effect is centred around the current pan and tilt position. If “Centre” is
active, the displayer will read “Edge?” For example, if a circle shape is running; If “centre” is selected, the beam scribes a circle whose centre is the current pan and tilt position. If “edge” is selected, the beam leaves the current pan and tilt position, scribes a circle and returns to the same position. When “edge” is selected you can set the position of the effect (left, right, front, back) relative to the current beam position. See “Phase” above for details. Reset
Resets all effect settings to default home
values.
17.6.8 CUSTOM SHAPES
Effects use waveforms to create the shapes that you see on stage. You can create 4 different
Press [menu], [effects], [control] then tap the end of the displayer to show [reset?]. Press [reset?].
Select one of the 4 shaper waveforms as the current shape. Selecting a shape as the current effect lets you see the shape running live as you
edit it. Press; [shape], then tap the ends of the displayer to select [shaper1]. To edit this shape, press; [control], then tap the
ends of the displayer to show [editShp1?]. Press;
[editShp1?]. Yellow faders 1 through 24 are used to form the shape of the pan waveform. Red faders 1 through 24 are used to form the shape of the tilt waveform.
When a fader is in its mid position it has no effect. When it is set above or below its mid position it affects the parameter by a corresponding amount. Set Yellow faders 1 to 24 to mid position. The pan parameters will now be stationary. Set red faders 1 to 24 to mid position. The tilt parameters will now be stationary.
Adjust the faders into any shape of your choice. The fixtures respond in real time to the shapes that you create on the faders. You can make smooth changes by only having small variations between adjacent faders or you can make sudden movements by having large variations. To save the shape that you have created press;
[closeShp1
].
This shape is now available whenever you select
[shaper1] from the shape menu.
Create other shapes in shapers 2, 3 and 4 in a similar manner. As with any other shape, you can store many variations of a custom shape by using different settings of size, rate, phase etc. However, if you edit a custom shape, any stored effect that uses that shape will also be affected.
17.7 COPYING EFFECTS
You can copy an effect that is running on a fixture to other fixtures of the same type.
Hi-light the source fixture then select an
effect from the effects menu and press
[OK].
Hi-light the source and destination
fixtures.
Use the fixture displayer on the PatPad to
select the source fixture.
Press [menu], [effects].
The effect on the selected fixture is copied to all of the other hi-lighted fixtures of the same type.
custom shapes that can then be selected from the “Shape” menu.
To create a custom shape, firstly reset to defaults to ensure that the effect is running continuously.
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18 FANS
18.1 OVERVIEW
When you are controlling multiple fixtures on the PatPad you have the ability to manually make a fan (or spread) of settings across fixtures so that you get a symmetrical look. Typically you might individually adjust the pan parameters so that each fixture is focused on a common point or you might spread the fixtures out in a diverging pattern. Every fixture has to be individually adjusted which can be very time consuming.
PatPad FANS automate this process by evenly spreading the parameter values to give you symmetrical looks at a touch of the PatPad. You typically position all of you fixtures at a starting
point, usually via the [home], [all] command, but it
could be by playing back a scene that sends the fixtures to a known position.
Press [menu], [fans] and instantly start to create
stunning looks. You can individually fan the positions of pan and tilt. Fans can be symmetrical from the middle outwards or can start from either end. The order in which the fixtures are loaded onto the PatPad is used for the fanning order. You can save the fanning order as a group for later use. The fanning value can be adjusted in the positive or negative direction to give diverging or converging results. When you achieve the desired look, save the look as either a scene or a preset.
FANS can also be used to quickly spread the move and delay times of fixtures. Scenes recorded with fanned times can give you stunning movement effects when they are played back especially when fanned delay times are used.
Fans can be combined with effects to quickly create amazing visual effects that would take hours to program manually.
18.2 FAN FUNCTIONS
To create a fan, get the fixtures to be fanned onto the PatPad. If the fixtures exist in a group you can get the group.
Hint; To avoid confusion when fanning, clear the PatPad ([clear], [all]) before loading the fixtures to be fanned.
To select fans, press [menu], [FANs].
Fans can only be selected when there are 2 or more high-lighted fixtures of the same type on the PatPad. If you try to fan a single fixture then the message “ERR” (error) is shown on the fixture
displayer. Press [menu] to cancel the “ERR”
message.
The following functions are available; F-Pan Position (Fan Pan Position) F-Tilt Position (Fan Tilt Position) F-Pan Mov (Fan Pan Move Time) F-Tilt Mov (Fan Tilt Move Time) F-Pan Dly (Fan Pan Delay Time) F-Tilt Dly (Fan Tilt Delay Time)
To select a function press its displayer or the [PM]
button beside it.
There are three options for each of the above functions. Press either end of each displayer to step through the options; mid (fan from middle) lo2hi (fan from low number to high number) hi2lo (fan from high number to low number)
The low and high numbers refer to the order in which the fixtures are loaded as shown on the right side of the V4 “PAD VIEW” video screen. To create a fan, touch the centre of the required displayer and “mouse” the value. After you have touched a displayer, its yellow LED will flash and
you can also use the EDIT wheel to change the
value. A window pops up on top of Video 4, “PAD VIEW” showing you the parameter number that is being fanned and the parameter value, move time or delay time for every fixture that is being fanned.
The fan can be either positive or negative. Negative values reverse the effect.
For example, a positive pan fan spreads the beams like this;
1 2 3 4 5 6
A negative pan fan looks converges the beams like this;
1 2 3 4 5 6
18.3 FANNING ORDER
The actual order of the fixtures that is used when fanning via each of these three options is determined by the order in which the fixtures are loaded onto the PatPad. The fanning order is shown on the right hand side of the “PAD VIEW” video screen.
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Therefore if you have 6 fixtures and get them in the order 1, 2, 3, 4 ,5, 6 and then fan the pan from the middle you get a symmetrical look.
1 2 3 4 5 6
However, if you get them in order 6, 4, 5, 2, 3, 1 and again fan the pan from the middle you get a different look.
1 2 3 4 5 6
Or if you get them in order 3, 6, 2, 5, 1, 4 and fan the pan from the middle you get another look.
1 2 3 4 5 6
Hint: To rapidly get a range of fixtures onto the PaTPad, press and release [get]. HOLD [f/a] (first fixture in range), then tap [f/a] (last fixture in range). Both selected fixtures and all fixtures in between them are loaded. If you HOLD [f/a] (last fixture in range), then tap [f/a] (first fixture in range), the fixtures are loaded in reverse order.
For example, if you have an existing scene that focuses your fixtures “down stage” and you want to program a new scene with the fixtures focused “upstage” but with fanned Tilt delay times.
Use the PaTPad to focus the fixtures upstage and then use the fan menu to fan the tilt delay times.
Before recording this new “upstage scene”, playback the existing “down stage” scene. This
automatically saves the PaTPad settings including
the fanned tilt times.
Playback the PatPad settings by pressing [p-trig]
and the fixtures move upstage using the fanned tilt delay times. Make any time adjustments that you might need to the fanned times. Playback the “down stage” scene again (the adjusted times are saved).
Press [p-trig] to see the same move with the new
times. When the times are correct, save the new scene.
When fanning times, the number shown in the displayer is only an indication of the amount of fan that has been applied. You can see the actual time values on the video screen (Video 4 PAD VIEW) as you adjust the fan.
18.3.3 SAVING FANS
When you have made your fan, the fixture displayer reads “OK” and the [store] button flashes. You now have three choices;
To remove the fan and exit from the fan menu
press [menu].
To retain the fanned values and exit from the
18.3.1 STORING FAN ORDERS
The order in which you get the fixtures can be saved as group.
[store], [group], [f/a] (group number).
When the group is loaded on the PatPad, the stored order is recalled.
To load the order you can use either;
[get], [group], [f/a] (group number), (loads and hi-
lights the group) or
[group], [f/a] (group number) (highlights the
already loaded fixtures in the group). .
18.3.2 FANNING TIMES
When you fan pan and tilt you see the results on stage. When you fan move and delay times, you must move the fixtures from a different (starting) focus position to the current focus position to see the fanned times executed. To do this, playback a scene that sends the fixtures to their starting position (a scene that you
have already programmed) then press the [p-trig]
button. This moves the fixtures to their PatPad positions using the fanned PatPad times.
fan menu press [OK] on the fixture displayer.
The fanned values are entered into their fixtures parameters and you have created a look but it has not been saved as a scene. You can now use the PatPad to make other adjustments if necessary. If you select the fan menu again, you start to fan the current look (which is already fanned). Therefore all fan
values (on the PatPad) will be back to zero as
you are yet to begin fanning this look. The fan will be lost if any scene containing the parameters of the fixtures is played back.
To keep the fanned values, save it in a scene or a preset. The usual methods of saving are available.
To record the entire output press;
[record scene], [page] (optional), [f/a] (scene number).
To store only flashing parameters as a
scene, press;
[store], [page] (optional), [f/a] (scene number).
To store only flashing parameters as a
preset, press;
[store], [preset], [colour/beam/focus] (optional), [f/a] (preset number).
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19 STL (SOUND TO LIGHT) and SyncoBEAT
19.1 OVERVIEW
The maXim has two identical STL (Sound To
Light) processors called “stl 1” and “stl 2”.
Each STL produces output pulses that can be “connected” to any Playbacks containing a chase. When a STL is connected to a chase, it will trigger a chase step whenever there is a pulse on the STL output.
Each STL has two modes of operation;
Sound to Light mode. The STL pulses are
generated by the beat of the music connected
to the audio input of the maXim.
SyncoBEAT mode. The STL pulses are
generated from a beat pattern that you teach
the maXim.
Each STL may be connected to any number of chases.
Both STL’s may be connected to the same chase to give dual stepping control.
The “Beat” indicator on the video display always
shows the stepping of the STL output pulses.
19.2 CONNECT STL TO CHASE
An STL must be “connected” to a chase to enable it to control the chase stepping. There are 2 ways to connect the output of a STL to a chase:
19.2.1 Connect to Playback
This method temporarily connects the STL to the selected playback. The recorded memory is not
changed, only the way that it is currently being played back.
HOLD [function], tap [f/a] (stl 1) or (stl 2). HOLD [function] until the display reads “Pick”.
Whilst still holding [function], tap [f/a] of the
playback(s) to be connected.
Playbacks already connected to STL’s flash
continuously.
Playbacks NOT connected to STL’s flash, then pause, then flash again etc.
If a playback is already connected, tapping its [f/a]
disconnects it.
Press [edit] to finish.
The Playback remains connected to the STL until the chase is replaced on that Playback by either changing pages or changing the red mode.
19.2.2 Connect to Chase.
To permanently connect a STL to a chase memory, whilst recording or editing a chase,
repeated presses of the [function
] button will
toggle the display between the STEP number, the SPEED and the CROSSFADE. When the STEP number is displayed;
HOLD [function], tap either [stl 1] or [stl 2] (which are flashing).
To connect the STL press [yes]. If the STL is already connected, pressing [yes]
disconnects it. Finish recording or editing the chase as described in the “CHASES” section. The chase remains connected to the STL unless it is “edited” to remove the connection.
19.2.3 CONNECTED STL INDICATORS
To see all Playbacks that are connected to an
STL;
HOLD [function], tap [f/a] (stl 1) or (stl 2). HOLD [function].
Playback connected to the selected STL flash
continuously.
To see if an individual playback is connected to
any STL press;
[select], [f/a] (chase number).
The video screen shows a pinned display of the selected chase showing any connected STL’s.
Press [select] to exit.
19.3 STL (SOUND TO LIGHT) MODE
When a chase is connected to an STL that is in
STL mode, the chases own internal speed
generator continues to step the chase in addition to the STL stepping from the audio signal. To give the STL total control, set the chase speed to zero.
Hint; Set the chase speed to be slower than the beat of the music. If the music stops, the chase will continue to run.
Connect a music source to the RCA audio input
connector on the rear of the maXim. The best
source of audio from your device is the headphone socket as it provides a high level signal (1-2.5V).
Audio Input
To select STL mode;
HOLD [function], tap [f/a] (stl 1) or (stl 2).
The display scrolls a message showing the current mode of the STL.
Tapping [yes], toggles the STL between either Sound To Light mode or SyncoBEAT mode. To select STL mode, turn SyncoBEAT OFF.
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The current mode of each STL is also shown at the bottom of the main video screen. The ”Volume Control” bargraph indicates STL mode as shown for STL1 in the example below. The audio level and frequency can now be adjusted to make the chase step to the beat of the music.
To adjust the audio level press; [function].
The display shows “L: ##” where ## (0-100) is the
audio level. Rotate the EDIT wheel to adjust the level.
The volume control bargraph on the video also shows the current level. With the music connected, the Level Bargraph will pulse up and down in time with the music.
Set the level so that the bargraph turns Yellow. Green is too low and Red is too high.
To adjust the audio frequency press; [function].
The display shows “hz ##” where ## (10-600) is
the audio frequency. Rotate the EDIT wheel to select the required
frequency. The Frequency indicator on the video also shows the current setting (low to high frequency).
Level Bargraph
“Volume Control” bargraph indicates
STL mode and
shows current “level setting”.
When a chase is connected to an STL that is in
SyncoBEAT mode, the chases own internal
speed generator is disconnected and the STL’s SyncoBEAT has total control of stepping.
SyncoBEAT allows for a syncopated (non
regular) pattern to be learned. You tap out a beat pattern and the maXim learns the pattern then repeats it indefinitely. A syncopated pattern allows you to have, for example some rapid steps followed by maybe a long pause and then steps getting faster or possibly slowing down. Any quantity from 1 to 20 beats can be entered in the beat pattern.
To create a SyncoBEAT;
HOLD [function], tap [f/a] (stl 1) or (stl 2).
The display scrolls a message showing the current mode of the STL.
Tapping [yes], toggles the STL between either Sound To Light mode or SyncoBEAT mode. Turn SyncoBEAT ON.
The current mode of each STL is shown at the
bottom of the video screen. The letter “B” indicates SyncoBEAT mode.
To learn a beat pattern;
HOLD [add] until the word “Learn” appears on the
display.
Whilst holding [add], enter your beat pattern by tapping [ok].
B” indicates SyncoBEAT
mode
Frequency
indicator
“Stepping” Beat indicator
STL section of Video Screen Display
Select the audio frequency of the dominant beat in the music. Try a low frequency to pick up a bass guitar or set it higher to select a drum or cymbal.
Note: When you select a different frequency, the audio level of that frequency might be different from the previous frequency. You might need to repeat the “level” and “frequency” adjustments to get satisfactory stepping of your chase.
When finished press;
[edit].
To step a chase with the STL you have created, the chase must be connected to the STL as described above.
19.4 SYNCOBEAT MODE
SyncoBEAT allows you to teach the maXim a
beat pattern that it will then repeat indefinitely.
The beat pattern starts from the first tap of the
[ok] button and ends when the [add] button is
released.
Remember that when the maXim repeats your
beat pattern, the time between the last tap and the first tap is determined by the time between your
last tap and when your release the [
add] button.
The “stepping beat indicator” on the video screen now moves to the beat that you have created.
If the beat pattern is not correct, create a new
SyncoBEAT pattern by holding [add] and
repeating the procedure. The new pattern will
replace the old pattern as soon as the [add]
button is released.
When the beat pattern is correct press;
[edit] to exit.
To step a chase with the SyncoBEAT you have created, the chase must be connected to the STL as described above. If a chase has been set to “Single Shot Mode”, triggering the single shot will run the chase once
using the SyncoBEAT stepping.
See the “CHASES” section for more details on chases.
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20 MIDI
20.1 OVERVIEW
MIDI (Musical Instrument Digital Interface) is an
international standard for data communication between musical instruments, computers and other equipment such as lighting desks. The possibility exists to either control the lighting channels from a MIDI keyboard or a computer with a MIDI output and suitable sequencing software or to control a MIDI device from the maXim. Three MIDI connectors are provided on the rear of the maXim.
The MIDI IN connector receives signals from
other MIDI devices such as a keyboard or sequencer. These signals can be used to perform certain actions on the m as listed below.
The MIDI THRU connector transmits a
duplicate of the signal received at the MIDI in connector.
The MIDI OUT connector transmits the MIDI
signals that may be generated by certain buttons that you press on the maXim as listed below.
20.2 MIDI ON/OFF
To utilise the MIDI functions, you must not only connect the maXim to a MIDI device, but you must also turn ON the MIDI function.
HOLD [function], tap [f/a] (setup). The display asks “Lock Console? Press [no]. The display asks “Set MIDI on?” Press [yes].
The MIDI function should only be turned on when you want the maXim to respond to the MIDI signals.
20.3 MIDI TRANSMIT ON/OFF
When the MIDI function is turned ON, you can also elect to “Transmit” MIDI from the maXim.
HOLD [function], tap [f/a] (setup). The display asks “Lock Console?” Press [no]. The display asks “Set MIDI off?” Press [no]. The display asks “Set MIDI transmit?” Press [yes].
The current state of the MIDI receive and MIDI Tx (Transmit) is shown on the bottom of the video screen.
20.4 MAXIM MIDI MAPPING
The MIDI protocol uses many different types of messages. One type of message that MIDI sends is the note ON / OFF message. Each note on the MIDI keyboard has a number assigned to it. The range of MIDI note numbers is 0 to 127. For example, the 88 keys on a grand piano correspond to MIDI note numbers 21 to 108, Many maXim buttons are mapped to MIDI note numbers (see table below) so that pressing a particular maXim button is the same as pressing the MIDI keyboard note to which the button is mapped.
A MIDI note ON message is equivalent to pressing the maXim button to which it is mapped.
A MIDI note OFF message is equivalent to releasing the maXim button to which it is mapped
MIDI signals are sent and received on 16 separate channels on the one cable. The maXim only uses channels 1, 2, 3 and 4.
MIDI channel 1 is used for the various control buttons as listed below and for EDIT wheel movements.
MIDI channel 2 is used for the yellow f/a buttons as listed below.
MIDI channel 3 is used for the red f/a buttons as listed below.
MIDI channel 4 is used for the blue f/a buttons (not on maXim MP) as listed below.
20.5 CONTROLLING THE MAXIM FROM A MIDI DEVICE
MIDI can be used to control many functions on the maXim by emulating maXim button presses. The table below shows the maXim buttons that are controlled by relevant MIDI messages. Here are a few examples of controlling a maXim by MIDI …..
Flashing a channel or scene. For example, if the maXim receives the MIDI “note 48 On” command on MIDI channel 2, it will flash Yellow channel 1 to the level set on the flash master. A MIDI “note 48 Off” command on MIDI channel 2 will turn off Yellow channel 1.
Stepping a stack. If the maXim has a stack on the stack master and it receives the MIDI “note 53 On” message then the “note 53 Off” message
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on MIDI channel 1, it will step the stack to the next step.
Stepping a chase. If the maXim has a chase on a red 9 master and the chase is set to “single step” then if the maXim receives the MIDI “note 56 On” then “note 56 OFF” message on MIDI channel 3, it will step the chase to the next step.
Complex and intricate chases with varying rates
may easily be created by recording the sequence of notes together with the timing and duration of each note on a MIDI sequencer.
20.6 CONTROLLING A MIDI DEVICE FROM THE MAXIM
The maXim can send MIDI commands to a MIDI device allowing it to play sounds or trigger other MIDI controlled events when certain maXim buttons are pressed. When a maXim button is pressed, a MIDI note ON is transmitted for the MIDI note and channel to which the button is mapped (see table below).
When a maXim button is released, a MIDI note OFF is transmitted for the MIDI note and channel to which the button is mapped.
When the EDIT wheel is rotated, a “Pitch Bender” message is transmitted on MIDI channel 1.
Clockwise EDIT wheel movements = Pitch UP message
Anticlockwise EDIT wheel movements = Pitch DOWN message.
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The following table shows maXim buttons and their corresponding MIDI note numbers and MIDI channels for both MIDI transmit and receive.
The table shows the buttons of a maXim XXL.
The maXim XL only has 48 red f/a buttons, 48 yellow f/a buttons and 18 blue f/a buttons.
The maXim L only has 36 red f/a buttons, 36 yellow f/a buttons and 9 blue f/a buttons.
The maXim MP only has 24 red f/a buttons, 24 yellow f/a buttons and no blue f/a buttons.
MIDI Note MIDI Channel 1 MIDI Channel 2 MIDI Channel 3 MIDI Channel 4 48 (C below middle C) 49 “red master” flash yellow f/a 2 red f/a 2 blue f/a 2 50 “yellow master” flash yellow f/a 3 red f/a 3 blue f/a 3 51 stack flash yellow f/a 4 red f/a 4 blue f/a 4 52 “stack” stop/step yellow f/a 5 red f/a 5 blue f/a 5 53 “stack” > yellow f/a 6 red f/a 6 blue f/a 6 54 “stack“ < yellow f/a 7 red f/a 7 blue f/a 7 55 Add/solo yellow f/a 8 red f/a 8 blue f/a 8 56 Record scene yellow f/a 9 red f/a 9 blue f/a 9 57 Record chase yellow f/a 10 red f/a 10 blue f/a 10 58 Record stack yellow f/a 11 red f/a 11 blue f/a 11 59 Assign/copy yellow f/a 12 red f/a 12 blue f/a 12 60 (Middle C) mode red bank yellow f/a 13 red f/a 13 blue f/a 13 61 select yellow f/a 14 red f/a 14 blue f/a 14 62 edit yellow f/a 15 red f/a 15 blue f/a 15 63 remove yellow f/a 16 red f/a 16 blue f/a 16 64 add yellow f/a 17 red f/a 17 blue f/a 17 65 function yellow f/a 18 red f/a 18 blue f/a 18 66 no < Yellow f/a 19 red f/a 19 blue f/a 19 67 OK step/stop yellow f/a 20 red f/a 20 blue f/a 20 68 yes > yellow f/a 21 red f/a 21 blue f/a 21 69 page red bank yellow f/a 22 red f/a 22 blue f/a 22 70 page blue bank yellow f/a 23 red f/a 23 blue f/a 23 71 yellow f/a 24 red f/a 24 blue f/a 24 72 yellow f/a 25 red f/a 25 blue f/a 25 73 Yellow f/a 26 red f/a 26 blue f/a 26 74 yellow f/a 27 red f/a 27 blue f/a 27 75 yellow f/a 28 red f/a 28 blue f/a 28 76 yellow f/a 29 red f/a 29 blue f/a 29 77 yellow f/a 30 red f/a 30 blue f/a 30 78 yellow f/a 31 red f/a 31 79 yellow f/a 32 red f/a 32 80 Yellow f/a 33 red f/a 33 81 yellow f/a 34 red f/a 34 82 yellow f/a 35 red f/a 35 83 yellow f/a 36 red f/a 36 84 yellow f/a 37 red f/a 37 85 yellow f/a 38 red f/a 38 86 yellow f/a 39 red f/a 39 87 Yellow f/a 40 red f/a 40 88 yellow f/a 41 red f/a 41 89 yellow f/a 42 red f/a 42 90 yellow f/a 43 red f/a 43 91 yellow f/a 44 red f/a 44 92 yellow f/a 45 red f/a 45 93 yellow f/a 46 red f/a 46 94 yellow f/a 47 red f/a 47 95 yellow f/a 48 red f/a 48 96 yellow f/a 49 red f/a 49 97 yellow f/a 50 red f/a 50 98 yellow f/a 51 red f/a 51 99 Yellow f/a 52 red f/a 52 100 yellow f/a 53 red f/a 53 101 yellow f/a 54 red f/a 54 102 yellow f/a 55 red f/a 55 103 yellow f/a 56 red f/a 56 104 yellow f/a 57 red f/a 57 105 yellow f/a 58 red f/a 58 106 yellow f/a 59 red f/a 59 107 yellow f/a 60 red f/a 60 Pitch Bender Edit wheel movements
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“blue master” flash yellow f/a 1 red f/a 1 blue f/a 1
Raising pitch = Edit wheel UP
Lowering pitch = Edit wheel down
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21 CAPTURE
21.1 OVERVIEW
“Capture” is a lighting design and visualization computer program for Windows that allows you to see a virtual stage and lighting fixtures on your computer. When you connect your maXim to the computer (via the “Capture” connector on the maXim and the USB A connector on your computer) you can use the maXim to control the fixtures on your computer screen. There are three levels of functionality available for maXim Capture operation:
Capture maXim Training
Capture Demo.
Capture Full.
Capture Full also requires the (optional) “Capture Dongle” to be fitted inside your maXim.
21.2 CONNECTING THE CAPTURE PO RT
Your computers USB port has a “USB type A” connector. The maXim’s Capture port has a “USB type B” connector. To connect the maXim to your computer you require a “USB A to USB B” cable.
maXim CAPTURE USB B
USB B
When you connect your maXim to your computer you will be able to control all of the fixtures on your computer using the maXim panel. The advantage of the training shows is that you don’t have to learn how to create shows on the Capture software because the show has already been created for you. You can concentrate on improving your maXim operating skills.
21.4 CAPTURE DEMO MODE
Capture demo mode uses the full capture programme but with the save and print functions disabled. The Capture program can be downloaded from either;
www.lsclighting.com.au
or
www.capturesweden.com
. Install the program on your computer then use it to create a show with the fixtures that you want to control. On your maXim you will need to “patch” all of the fixtures that you have created on “Capture” and then when you connect your maXim to your computer you will be able to control all of the fixtures in your show using the maXim panel. You cannot save the “Capture” show but it is great for training and familiarisation on your maXim.
USB A
Most modern computers will automatically recognise the maXim’s Capture port when you connect the maXim, however if your computer does not recognise it you will need to download and install the driver for the maXim’s USB port. The driver is available from;
www.lsclighting.com.au
Look in the “Software downloads” section.
21.3 CAPTURE DEMO SHOWS
A “Capture Demo Show” is a computer file that you can download from the LSC website,
www.lsclighting.com.au
Each “Capture Demo Show” has been specially prepared for the maXim. You do not need to download the Capture program because when you run the capture demo show file on your
computer it contains the Capture program and
the special demo show. You also need to download the matching maXim “show” that you must load into your maXim. It contains the patch, presets, palettes, scenes etc for you maXim that match the capture demo show.
21.5 CAPTURE FULL
When you purchase Capture Full for your maXim, you receive the Capture software and the capture dongle which is fitted inside your maXim either in the factory at time of manufacturing or it can be retro-fitted by your LSC agent.
Internal Dongle
When your computer is connected to your maXim, it recognises the dongle and enables the “save” and “print” functions of Capture.
Capture Full lets you design and save your
shows then open them again to rehearse and enhance them at any time.
Hint: Capture Full is great for showing clients what their show will look like during the pre­production stage. You could even show them optional looks with additional fixtures that they could have in their production if they increased the lighting budget.
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22 VIDEO
22.1 VIDEO OVERVIEW
Your maXim is fitted with a VIDEO output to connect a SVGA computer monitor.
“Pinned” video 1
“Pinned” video 2
Bargraphs of fixture output levels.
Flash, Time fader and STL settings.
“Pinned” video 3
“Pinned” video 4
Playback & Masters status
USB status
MIDI status
Typical video screen.
The video screen is divided into the main display
(the white area on this simulation) and the
selectable areas (dark areas on the left).
22.2 MAIN DISPLAY
The main part of the screen shows the fixture intensities (cyan bargraphs) at the top, a message area in the middle and the status of the playbacks, flash settings, time masters, STL settings, USB devices, stack and masters at the bottom.
Intensity levels are shown in tens on the side axis of the display and in units inside each individual
bar. The “Fixture Intensity” levels are shown prior to the patch. The contents of each playback is shown in the
“TYP” (TYPE) row by a symbol and colour. The
colour is repeated in the bargraph.
Scene Stack Chase
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In this example;
Playbacks 2, 3, 4, 5, 8 & 9 contain
scenes (orange).
Playback 6 and 7 contain chases (green).
Playback 10 is a stack memory
(magenta). The page number that the memory is recorded in is shown in the “PGE” (PAGE) row. This may be different to the current page due to a “page freeze”. In this example, playbacks 6 and 7 contain chases from pages 8 and 5 respectively.
22.3 SELECTABLE AREAS
The left side of the screen is selected by the operator and shows either:
1 of 4 selectable video pages (not shown
above, see below) or
If none of the 4 pages are selected it further divides the left side into 4 areas and allows you to select any 4 Playbacks or the stack
master and “pin” a status display for that
Playback or stack into any of the 4 positions (as shown above).
22.3.1 PINNED VIDEO
When a playback or the stack is “selected’, a video display is automatically pinned. Press;
[select], [f/a] (playback or stack to pin).
To select a specific position for the pinned display;
HOLD [function], tap [f/a] (video 1 to 4).
(Video 1 is at the top left of the screen and video 4 is at the bottom).
Holding [function] and tapping [f/a] (video 1 to 4)
again, turns off (unpins) the display.
Press [select] (de-selects select) to finish.
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To remove all pinned displays press; [select], [remove].
During normal operation, when any of the 4 video
pages (below) are displayed they will cover any
displays that you “pin”. Up to 4 pinned displays may be viewed at the same time. The currently “selected” pinned display has a RED background.
22.4 VIDEO 1 TO 4
To turn on one of the 4 video pages on the left of
the screen;
HOLD [function], tap [f/a] (video 1 to 4).
Video 1 is “Channel View
Video 2 is “DMX Output
Video 3 is “Stack Cue List
Video 4 is “PaTPad
To turn off the current video page;
HOLD [function], tap [f/a] (video 1 to 4).
22.4.1 VIDEO PAGE 1 – CHANNEL
VIEW
Video 1 (CHANNEL VIEW) provides information about Fixtures.
To select video 1;
HOLD [function], tap [f/a]
(video 1).
CHANNEL VIEW shows the desk channel numbers, Fixture names, Fixture attributes and their level and where this level came from
(LTP) in the maXim.
This LTP information is useful during programming and playback. It tells you where the last command came from for each fixture attribute.
The last command could be
from:
Display
Source of last command.
pad the PaTPaD
To scroll the display to other channel numbers,
rotate the EDIT wheel. The display will
automatically follow the selected fixture on the PaTPaD.
To de-select video 1;
HOLD [function], tap [f/a] (video 1).
22.4.2 VIDEO 2 – OUTPUT & PATCH
Video 2 (OUTPUT & PATCH) provides patch and level information.
To select video 2;
HOLD [function], tap [f/a] (video 2).
Output & Patch shows the desk channel numbers, Fixture names, Fixture attributes, the DMX slot to which each parameter or dimmer is patched and their DMX level. DMX Universe 1 is shown in blue. DMX Universe 2 is shown in red. Intensity (HTP) channels also show their proportional patch level. To scroll the display to other channel numbers, rotate the EDIT wheel. To de-select video 2;
HOLD [function], tap [f/a]
(video 2).
22.4.3 VIDEO 3 – STACK
Video 3 is the Stack window.
To select video 3; HOLD [function], tap [f/a]
(video page 3).
The display shows the step number, names and times of the current step plus the done step and the 2 preceding steps. It also counts down the
fade time when the [>] button is pressed.
r xx:yy red Playback
xx = page number
yy = memory number
b xx:yy blue Playback
xx = page number yy = memory number
Px:yy Preset
x=page number
yy = preset number
Ex:yy PalEtte
x = page number
yy = palette number
P-Trig PaTPaD Trigger memory
whl Directly from the edit wheel
Video 4 is the main PaTPad window and consists of 2 sections, PaTPad View and PaTPad Mimic.
Whenever you get a fixture onto the PaTPad
Video 4 automatically appears.
To manually turn off or on Video 4;
HOLD [function], tap [f/a] (video 4).
Video 4 is not available if there are no Fixtures on
the PaTPad.
22.4.4 VIDEO 4 – PaTPad VIEW
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22.4.4.1 PAD VIEW
Video 4 (Pad View) shows a list of all Fixtures loaded on the PaTPad and shows exactly which parameters are included in your PaTPad operations because they flash.
The Fixture numbers (Fx) are listed on the left of the screen.
The 24 parameter matrix buttons are numbered across the top.
The Fixture that is currently selected on
the PaTPad is indicated by a row of : : : :
symbols. In the example above it is Fixture 4.
Fixtures that have intensity on the output have a white name. If they have no intensity they have a cyan name.
Fixtures that are Hi-lighted have a grey background.
Fixtures that are NOT Hi-lighted have a black background
The column of numbers on the right shows the order in which the fixtures were loaded onto the PaTPaD. This order will be used when applying Fans. In this example, it is 1,3,4,5, 6 but it could be any order that you select. (See the “FANS” section for details).
Parameters can be represented by the following symbols;
- The parameter exists. F A filter has been applied to the parameter. a The parameter has been altered by the
PaTPaD .
E The parameter is linked to a palEtte (not
shown above).
P The parameter is linked to a Preset (not
shown above).
The symbols are also colour coded.
RED = Colour parameter. BLUE = Beam parameter. GREEN= Focus parameter.
Any Parameters that are included in your
operations (as set by hi-lights and filters) will flash.
22.4.4.2 PATPAD MIMIC WINDOW
PaTPad Mimic shows the currently selected Fixture and gives an expanded view of the [PM] (Parameter) buttons on the PaTPad. Each displayer on the PaTPad can control up to 4 parameters as selected by the 4 [PM] buttons beside it.
To see the name of each available parameter on a PaTPad displayer you have to press the appropriate [PM] button. PaTPad Mimic is laid out in the same geographical format as the [PM] buttons so you can
always see the names of every available parameter for the selected fixture. It therefore makes parameter
selection quick and easy. The parameter(s) that are currently selected on the PaTPad are indicated by a
red background. Below each parameter, its times are shown. If the default times are being used, ** is
shown. The current default times for colour, beam and focus are displayed at the bottom of the PaTPad
Mimic window.
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22.5 FIXTURE POP-UP WINDOW
To see a list of all available (patched) Fixtures, press;
[get]. If you then select a Fixture by pressing its [f/a]
(Fixture Number), the pop-up window automatically closes.
To manually close the window; press; [get] again.
22.6 GROUP POP-UP WINDOW
To see a list of stored groups, press;
[group]. If you then select a group by pressing its [f/a]
(group number), the pop-up window automatically closes.
To manually close the window; press; [group]
again.
22.7 PALETTE POP-UP WINDOW
To see a list of stored palettes, press;
[palette].
To step through the 4 palette pages repeatedly
press; [colour/beam/focus]. If you select a palette by pressing its [f/a] (palette
number), the pop-up window automatically closes.
To manually close the window; press; [palette]
again.
22.8 PRESET POP-UP WINDOW
To see a list of stored presets, press;
[preset].
To step through the 4 preset pages repeatedly
press [colour/beam/focus]. If you select a preset by pressing its [f/a] (preset
number), the pop-up window automatically closes.
To manually close the window; press; [preset]
again.
22.9 FILTER POP-UP WINDOW
To see a list of all filter memories, press;
[filter]. If you select a filter by pressing its [f/a] (filter
number), the pop-up window automatically closes.
To manually close the window; press; [filter]
again.
22.10 PLAYBACK BANK MEMOR IES
To see a list of playback memories,
HOLD either [page] button.
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23 UTILITIES
23.1 USB DISK OPERATIONS
The maXim has a USB connector that accepts a
USB “flash disk” allowing you to save or load a “show”. A “show” contains the entire contents of
the maXim's memory. This includes all Scenes,
Chases, Stacks, SyncoBEATs and the Patch. If you are using a computer to manage the files on your USB flash disk, ensure that all files for the maXim reside in the root directory of the flash disk.
HINT: LSC recommends that you use a dedicated USB flash disk for the storage of your maXim “show” files and that you do not use the same device for general purpose use.
The status of the USB port is displayed on the video output in the lower right corner. The colour of “USB” changes to show the current status.
GREY= No USB device connected.
GREEN = Ready
RED = Busy
23.1.1 SAVE SHOW TO USB DISK
To save a show to USB disk place a flash disk in
the TOP USB connector then; HOLD [function], tap [f/a] (disk), [yes]. By default, the maXim offers a name of “SHOW1”. To accept the show number, press [ok]. To change the show number, rotate the EDIT wheel . Up to 99 show numbers may be used. To save the show number, press [ok], [yes]. When the save operation is complete press [ok].
NOTE: You can change the word “SHOW” to a name of your choice. See “Default File Name” below.
NOTE: Normal operation is not possible whilst a show is loading.
23.2 RESET
The maXim provides two types of reset function.
SYSTEM reset and TOTAL reset.
23.2.1 SYSTEM RESET
In the unlikely event that the maXim fails to
respond, the operating system may be reset so that the software may recommence normal operation. See also “POWER ON RESET” below. Performing a system reset selects “preset” mode
but will not affect any of the recorded memory.
To perform a SYSTEM RESET;
HOLD [function], tap [f/a] (reset), [yes], [yes].
23.2.2 TOTAL RESET
Total Reset will ERASE all the recorded memory from the maXim and reset the operating system.
See also “POWER ON RESET” below. To perform a TOTAL RESET;
HOLD [function], tap [f/a] (reset), [no], [yes], [yes].
23.2.3 POWER ON RESETS
If the maXim is not responding you will not be able
to perform a reset as described above. In this
case, switch off the maXim and wait for
approximately 10 seconds then;
To perform a “system reset” at switch on;
HOLD [function], switch on, release [function].
To perform a “TOTAL reset” at switch on (also known as a COLD START);
HOLD [no] + [yes], switch on the power and
when the scrolling message finishes, release
[no] + [yes].
NOTE: Saving a show takes a few moments. During this time normal operation is not possible.
23.3 SETUP MEMU
The “setup” menu allows you to set the following functions……
Lock/Unlock Console
23.1.2 LOAD SHOW FROM USB DISK
When you load a show from USB flash disk, you
replace the entire contents of the maXim's
memory with the show data from the USB flash disk.
WARNING: Once a load from USB flash disk is initiated, the current contents of the maXim’s memory will be erased and cannot be recovered.
To load a show from USB flash disk;
HOLD [function], tap [f/a] (disk), [no], [yes]. Rotate the EDIT wheel to select the show number. To load the show, press [ok], [yes]. When the load is complete press [ok].
MIDI on/off…….MIDI Transmit on/off
Preferences……
o Set times and speeds o Set language o Set File Name o Set Yellow master direction
To access the “setup” menu;
HOLD [function], tap [f/a] (set-up).
23.4 LOCK
The maXim can be locked to prevent
unauthorised changes. Three levels of lock are available.
Hint: Always save your show to disc before locking the maXim.
HOLD [function], tap [f/a] (set-up).
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The display asks “Lock Console?” and the PaTPaD shows three options:
-LOCK- PATCH SAVE ALL
z 5 z
Lock PATCH. The patch cannot be edited and
the fixture library is closed.
Lock SAVE. Memories cannot be saved or
edited.
Lock All. The current maXim output continues
but all controls are locked except for the [function] button which is used to unlock the
maXim.
You can select any of the three options by
pressing its [PM] button. The selected option
flashes. To accept the flashing option press;
[yes]. The display scrolls “Enter Code”. Two levels of
security are available:
For low level security without a code press
[ok], [ok].
For high level security use the red bank [f/a]
buttons 1 to 9 (use 10 as 0) to enter a 1 to 4
digit lock code then press [ok].
Repeat the same digits then press [ok].
The console is now locked.
23.4.1 UNLOCK
To unlock the maXim;
HOLD [function], tap [f/a] (set-up). The display asks “Unlock Console?”. Press [yes]. The display scrolls “Enter Code”.
If the console was locked with low level
security simply press [ok].
If the console was locked with high level
security use red bank [f/a] buttons 1 to 9 (use
10 as 0) to enter the same digits used to lock
the console then press [ok].
The console is now unlocked.
23.5 PREFERENCES
23.5.1 DEFAULT FADE AND SPEED
TIMES
HOLD [function], tap [f/a] (setup), Lock? [no], MIDI? [no], Set Preferences? [yes], Fade and Speed times? [yes].
Follow the prompts and set the times with the
EDIT wheel .
You can set default times for the following;
Scenes - In time, Out time
Chases – Speed, Crossfade
Stacks - In time, Out time, Link
time Stack default In and Out times are only used if the step is a snapshot or a chase. If the step is a scene it will use the times from the scene memory.
When a fade time is set lower than 0 seconds, it is
controlled by the “in time” or “out time” buttons.
To accept the setting, press [ok].
23.5.2 DEFAULT PARAMETER TIMES
Default parameter times are set from the PaTPaD
[menu]. See “ADVANCED FIXTURE
PROGRAMMING” for details.
23.5.3 LANGUAGE
To set the help language shown on the video display:
HOLD [function], tap [f/a] (setup), Lock? [no], MIDI? [no], Set Preferences? [yes], Fade and Speed times? [no], Language? [yes]. Press [yes
] or [no] to cycle through the available
“Help Screen” languages as shown on the display. Current choices are English, Spanish, German or Czech. When your selected language is displayed
press [yes].
23.5.4 DEFAULT FILE NAME
To set the default name for saving shows to disk;
HOLD [function], tap [f/a] (setup), Lock? [no], MIDI? [no], Set Preferences? [yes], Fade and Speed times? [no], Language? [no], File name? [yes]. Move the cursor with [<] or [>] and select characters the EDIT wheel . To save, press [ok].
23.4.2 LOST LOCK CODE
If you lock the maXim and forget the code you
have two choices:
1. email techsupport@lsc.com.au
or contact your
local LSC agent including the serial number of
your maXim (located on the rear panel). An
unlock code will be emailed to you (or your agent).
2. Perform a “Cold Start” which does a total reset and destroys ALL memories and show information. To perform a cold start, switch OFF the maXim and wait for 30 seconds. HOLD down the [yes] + [no] buttons and switch ON the maXim. Wait until the scrolling message finishes
then release the two buttons.
The operation of the Yellow Bank master may be inverted so that its output is at maximum when the fader is at the bottom of its travel. This allows crossfades between the Red and Yellow masters to be performed with the Red and Yellow fader knobs always side by side. To set the Yellow master inversion;
HOLD [function], tap [f/a] (setup), Lock? [no], MIDI? [no], Set Preferences? [yes], Fade and Speed times? [no], Language? [no], File name?], [no]. If the Yellow master is not inverted, the
display asks “Yellow Master is not inverted –
23.5.5 INVERT YELLOW MASTER
Invert?”
To invert it press [yes].
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If the Yellow master is inverted, the display asks “Yellow Master is inverted – Set Normal?”
To set normal press [yes].
23.6 SOFTWARE UPGRADE Before any software upgrade, save any shows that you want to keep to USB disk.
The maXim operating system can be upgraded
via the USB connector and also by a special program and cable called “Codelink”.
Notification of new versions of the maXim
software are posted on the LSC discussion forum at: http://forums.lsclighting.com.au Registered users can download from the forum or you can also obtain the software by emailing: techsupport@lsclighting.com.au.
To see the current software version of your maXim software;
HOLD [function], tap [f/a] (help).
If the version of software in your maXim is 0.89 or lower you cannot upgrade by disk. If this is the case, contact LSC or your LSC agent for information on the alternative “Codelink” upgrade procedure.
Each maXim model has its own version of the software. The model type of your maXim (MP, L, XL or XXL) is printed on the rear panel. Note
which model of console you are upgrading and select the correct file from the web site.
Files for upgrading by USB use the file extension “.prg”.
Files for upgrading by Codelink use the file extension “.s19”.
Un-zip the downloaded file and read the “read me” file for the latest instructions.
Place the USB flash disk containing only the correct software upgrade file for your model of
desk in the disk drive.
The files are named as follows;
Model File Name
maXim MP. mxMPv??? PRG maXim L. mx36v???. PRG maXim XL. mx48v???. PRG maXim XXL. mx60v???. PRG
(??? Will be the version number).
To upgrade; HOLD [function], tap [f/a] (disk). Press [no], [no], [yes], [yes].
The maXim will now test the file and displays the
message: "Checking Upgrade File..."
If the upgrade file passes the test press [yes] to continue the upgrade or [no] to abort.
If you start the upgrade process, the desk and the display on the video will go blank. This is normal.
DO NOT REMOVE THE FLASH DISK OR TURN THE POWER OFF DURING THE UPGRADE. If the power fails during an upgrade, the maXim will be disabled. Normal operation can then only be restored by performing a CODELINK upgrade. See below.
During the upgrade, progress of the upgrade can be seen on the yellow bank LEDs as they progressively light.
When the upgrade is complete you must perform a “power on total reset”.
Turn the desk off.
HOLD [yes] and [no] together.
Turn on the desk.
When the sign-on message has completed release [yes] and [no].
The desk is now ready to use.
23.6.1 UPGRADING BY CODELINK
CODELINK is a communication program that runs on a PC based computer. The CODELINK cable connects a personal computer (PC) comm port to
the maXim (DMX512 connector) to enable new software to be loaded into the maXim.
Codelink is free and can be downloaded from;
www.lsclighting.com.au
Install and run the codelink program on your computer. Open the Codelink HELP menu for instructions on how to make the special cable to connect your computer to the maXim and how to upgrade your maXim. The files for maXim upgrade by codelink are named as follows;
Model File Name
maXim MP. mxMPv??? s19 maXim L. mx36v???. s19 maXim XL. mx48v???. s19 maXim XXL. mx60v???. s19
(??? Will be the version number).
23.7 DIAGNOSTICS
The maXim provides diagnostics which allow you
to;
Test the operation of all buttons, LEDS, faders, USB ports and the EDIT wheel.
Check battery voltage and charge condition.
Check memory capacity and usage.
Report error messages.
23.7.1 DIAGNOSTICS MODE
To select diagnostics mode; HOLD [function] tap [ok], release [function].
Several unlabelled red bank [f/a] buttons flash to
show they are active.
23.7.2 LED AND BUTTON TEST
Enter diagnostics mode (above) then press red
bank [f/a] (1).
All LEDs should be lit. If a LED is not lit, then there is a possible problem with the LED. To test a button, press the button and its LED will go off. This indicates a command from that button
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has been received at the processor and it is operating correctly. To exit;
HOLD [function], tap [ok].
23.7.3 FADER TEST
Enter diagnostics mode (above) then press red
bank [f/a] (2).
The display will show the percentage of heap used. (Technical maintenance use only).
Press [ok].
The display will show the memory capacity fitted to
the maXim. To exit, press [ok]. To exit diagnostics mode press [no].
To test a fader, press the [f/a] button for that fader
then move the fader. The display reads from 0 to 255 as the fader is moved through its range. To
select the IN fader, or OUT fader, use the [<] and [<] buttons (respectively) above the Stack master. To exit; HOLD [function], tap [ok].
23.7.4 EDIT WHEEL TEST
Enter diagnostics mode (above) then press red
bank [f/a] (3). Rotate the EDIT wheel to test it. The display
should smoothly count up or down as the wheel is
rotated. To exit; HOLD [function], tap [ok].
23.7.5 USB TEST
Using a USB A to USB B cable, connect the cable from the Capture connector (USB B).to the top USB A connector. Enter diagnostics mode (above) then press red
bank [f/a] (6). The maXim will test both directions of
communication between the connectors and report the condition. Remove the plug from the top USB connector and place it in the bottom USB connector then press
red bank [f/a] (7). The maXim will test both directions of
communication between the connectors and report the condition.
To finish press; [ok]
23.7.6 BATTERY TEST
Enter diagnostics mode (above) then press red
bank [f/a] (5).
The display will show the battery voltage.
It should be between approximately 5.8 and 6.4 volts. Press [ok].
The display will show the state of the battery as either, charging or charged.
To exit, press [ok].
23.7.7 SYSTEM ERROR
INFORMATION
Enter diagnostics mode (above) then press red
bank [f/a] (10).
The window pops up on the video screen show showing any system error information. In the event of any problems, this information can be conveyed to LSC to assist in fixing problems.
To exit, press [ok].
23.7.8 MEMORY TEST
Enter diagnostics mode (above) then press red
bank [f/a] (12).
The display shows the percentage of memory
used. Press [ok].
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24 TERMINOLOGY
The following Terms are commonly used in this
maXim Operator Manual. These Terms have
been adopted by LSC as the best descriptions for functions and operations performed on the
maXim and may not be terms universally adopted
on similar equipment.
24.1 FIXTURE.
A moving light, colour scroller, dimmer or any other DMX controlled device is known as a fixture. As you patch each Fixture you give it a unique
Fixture Number. The fixture fader controls its
intensity and the PaTPaD controls its parameters.
24.2 DMX SLOT.
Every Fixture has a selectable DMX starting slot and this is patched to that same DMX SLOT
number on the maXim. The maXim will then
automatically patch all of the remaining DMX slots for that Fixture according to the information in that particular Fixtures Template.
24.3 TEMPLATE.
A Fixture Template is a file that tells the maXim
the function of each DMX slot for that fixture and it defines the PaTPaD controls and labels for that
Fixture. Every different type of Fixture that you
control requires a Template.
24.4 LIBRARY.
The maXim stores its Templates in a permanent
library. The templates are organised in the library by brand (manufacturer) and model. When you want to use a particular model of Fixture, you select its Template from the library and load it into
the patch. The maXim can have up to 10 different types of Fixture Templates (from the library) in
use in the patch at the same time.
24.5 ATTRIBUTE.
Each brand and model of Fixture has a specified number and order of control channels. An
ATTRIBUTE is one or two DMX control channels
(two channels used for higher resolution) that uniquely controls one of the physical motions of the Fixture. The manufacturer’s specification of a Fixture lists each attribute and its control channel number(s).
24.6 PARAMETER.
A parameter is one or more attributes that are
grouped together in the maXim to control a logical aspect of the Fixture. The PaTPad controls parameters and these in turn set the attributes of
the Fixture. In many cases a parameter directly controls the attribute of the same name. However, a single parameter can also be used to control multiple attributes of a Fixture. This allows a
single parameter on the PaTPad to very easily
perform a complex task on the Fixture.
24.7 WHEEL STOPS.
Parameters on the PaTPad can be continuously
variable or they can jump between pre-defined
values called wheel stops. Each wheel stop can be given a name that will appear on the PaTPad
when that wheel stop is selected. A wheel stop can also have a limited variable area within the stop.
24.8 GROUP.
A group is a list of 2 or more Fixture numbers. Groups provide a rapid method of loading, Hi­lighting, or cloning many Fixtures in a single operation.
24.9 FILTER.
Filters are a powerful tool that you can use to
select exactly which parameters of a fixture are involved in most PaTPad operations. If no filters are applied,
all parameters are
included (subject to Hi-lights) in any store, preset,
palette or padlock operation. If any parameter is filtered, then only filtered parameters are
included (subject to Hi-lights). One simple rule is applied;
Only FLASHING parameters are INCLUDED.
24.10 HI-LIGHT.
Hi-lights are a tool that you can use to select
exactly which fixtures on the PaTPad are involved in most PaTPad operations. When a fixture is loaded onto the PaTPad it is
automatically Hi-lighted.
If a fixture is Hi-lighted, it is included (subject to
the filters) in any store, preset, palette or padlock operation.
If a fixture is not Hi-lighted, it is not included in
any store, preset, palette or padlock operation. The same simple rule is applied;
Only FLASHING parameters are INCLUDED.
24.11 PRESET.
A preset is a special type of scene that can be
stored or recalled from the PaTPad. It is stored with specific Fixtures Numbers and usually with
only specifically filtered parameters (for example,
only focus). When a preset is recalled, the specific Fixtures in that preset will respond to
their parameter settings (if the parameter is flashing). A link to a preset can be included in any normal scene allowing that scene to automatically recall the preset. Multiple scenes can include a link to the same preset. Editing a single preset will automatically change the look of all scenes that include a link to that preset.
24.12 PALETTE.
A palette is a special type of scene that can be
stored or recalled from the PaTPad. A palette refers to specific Fixtures types (Templates) and
is usually stored with only specifically filtered
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Terminology maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
parameters (for example, colour). A palette can
include more than one type of Fixture. If a palette is recalled onto the PaTPad, all Fixtures on the PaTPad of the same type(s) recorded in the palette will move to those palette settings (if the
parameter is flashing). A link to a palette can be included in any normal scene allowing that scene to automatically recall the palette. Multiple scenes can include a link to the same palette. Palettes work in a similar way to presets in that that if you need to make changes, editing a single palette will automatically change the look of all scenes that include a link to that palette.
24.13 HTP. (HIGHEST TAKES PRECEDENCE).
All DMX slots that control intensity are treated by
the maXim as HTP (Highest Takes Precedence).
If the level for a HTP slot is emanating from
several places within the maXim at the same time then the highest of all those levels will be the
level at the output.
24.14 LTP. (LATEST TAKES PRECEDENCE).
All DMX slots that control fixture attributes except
intensity are treated by the maXim as LTP (Latest
Takes Precedence). The level for a LTP channel
on the output of the maXim will always be the level from the place where the latest action took
place (subject to any times).
A latest action is triggered when;
1. A parameter is altered on the PaTPad.
2. A PLAYBACK is faded up from zero.
3. A step of a stack or chase is EXECUTED (effectively the same as 2).
4. A [f/a] button is pressed. This will only momentarily override the current LTP level
whilst the button is held down.
5. The [p-trig] button is pressed.
LTP levels are not influenced by the level settings of the playbacks, masters or the flash level control. This means that when a scene is played back, the parameters (LTP) of any fixtures in that scene will go to their recorded/stored settings in their recorded/stored times as soon as they are triggered. If a scene is faded down, the parameters do not change. To move a parameter you must trigger it via another scene or alter it via
the PaTPad.
24.17 CHASE
A Chase is a list of steps that are replayed in order, stepping continuously from one step to the next and automatically repeating the list when it has reached the end.
24.18 STACK
A Stack is a list of steps consisting of scenes,
chases or snapshots (of the maXim output), that
are recorded in the order that they are to be replayed.
24.19 DIPLESS CROSSFADE
When a dipless crossfade is performed, the
intensity level of any fixture that is on in both the
OUT fading scene and the IN fading scene will fade directly from its outgoing level to its incoming
level and will not dip below a level equal to the
current sum of the two scenes
24.20 PLAYBACK
A Playback provides a means of playing back and controlling the overall level of a scene or a chase.
24.21 DMX512A
DMX512A is the industry standard for the transmission of digital control signals between lighting equipment. It utilises just a single pair of wires on which is transmitted the level information for the control of up to 512 DMX slots.
As the DMX512 signal contains the level information for all slots, each piece of equipment needs to be able to read the level(s) of the slots(s) that apply only to that piece of equipment. To enable this, each piece of DMX512 receiving equipment is fitted with an address switch. This switch is set to the slot number to which the equipment is to respond. The end of the DMX line is terminated (120 Ω) to prevent the signal reflecting back up the line and causing possible errors.
24.22 DMX UNIVERSES
If more than 512 DMX slots are required, then more DMX outputs are used. The numbers on each DMX output are always 1 to 512. To differentiate between each DMX output they are called Universe1, Universe 2 etc.
24.15 LOOK
A lighting “LOOK” is the collection of channels at their various levels (intensities) that are
contributing to the output of the maXim at any one
time. A “look” may be made up of a collection of fixtures or a single scene (see below) or a combination of several scenes. It may even be a single fixture.
24.16 SCENE
A Scene is a memorised look of fixtures (at their
respective levels) plus “IN” and “OUT” fade times and a name. It can be played back on playback or as a step in a stack or chase.
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maXim MP L(P) XL(P) XXL(P) Operator Manual V3
25 COMPLIANCE STATEMENTS
C TICK COMPLIANCE STATEMENT
All LSC products with CE Compliance automatically comply with C-Tick requirements as per Section 182 of the Radiocommunications Act 1992. LSC Company Registration number is N921.
CE COMPLIANCE STATEMENT
The maXim range of lighting control desks from LSC Lighting Systems (Aust) Pty. Ltd. have been
designed and tested to the European Committee for Electrotechnical Standardization (CENELEC) standard– EN55022 (Information Technology Equipment).
DISCLAIMER
LSC Lighting Systems (Aust) Pty. Ltd. has a corporate policy of continuous improvement, covering areas such as product design and documentation. In light of this policy, some detail contained in this manual may not match the exact operation of your product.
In any event, LSC Lighting Systems (Aust) Pty. Ltd. can not be held liable for any direct, indirect, special, incidental, or consequential damages or loss whatsoever (including, without limitation, damages for loss of profits, business interruption, or other pecuniary loss) arising out the use or the inability to use this product for its intended purpose as expressed by the manufacturer and in conjunction with this operating manual.
Servicing of this product is recommended to be carried out by LSC Lighting Systems (Aust) Pty. Ltd. or its authorised service agents. No liability will be accepted whatsoever for any loss or damage caused by service, maintenance or repair by unauthorised personnel. In addition servicing by unauthorised personnel may void your warranty.
LSC Lighting Systems (Aust) Pty. Ltd.
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maXim MP L(P) XL(P) XXL(P)
Operator Manual V3
26 COMPANY PROFILE
The LSC name is synonymous within the Entertainment Lighting Industry for producing leading edge lighting control products that are innovative, stylish and functional.
Furthermore, its dedication to developing products that are inherently reliable and easily serviceable, has enhanced LSC’s reputation with owners and operators alike. A great deal of pride is instilled in the people who design, manufacture and sell LSC products, whereas every sale is regarded as not just a purchase, but an important element in cementing a long term relationship with each customer.
The product range is diverse and covers control desks, digital dimmers and a comprehensive selection of DMX512 and power distribution equipment. LSC has forged a reputation for many years as a pioneer in DMX512 technology and this will be further enhanced with the release of new products in the future.
Our products are distributed through a worldwide sales network of over 52 Distributors in 36 Countries. Users of LSC equipment range from high profile corporate and professional clients to churches, museums, schools, amateur theatre groups, convention and exhibition industries, broadcast industry, production and rental companies; - basically anywhere good entertainment lighting is required.
e-Seriesfeaturing the
ePAK, ePRO and e1220
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channel digital dimmers
TEKO – Touring dimmer
featuring 3Kw per channel and
touch screen control.
i-Series featuring the iPAK and iPRO range of
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Redback –
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maXim
– advanced lighting
consoles in 6 models from 12
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MINIM
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monoPAK
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DNA – range of isolated
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DMX512.
EKO Installation dimmer in 6, 12 and 24 channel versions with DMX and LSCnet wallplate control.
Page 78
DELTA – DMX512 data
splitters and Power
Distribution Products.
e24 – 24 channel dimming
system with patch bay,
monitoring and mains
distribution.
TDS – 48 channel dimming
system with patch bay, digital monitoring and mains distribution.
LSC Lighting Systems (Aust) Pty. Ltd
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