THE 3DVISUALIZER ........................................................................................................................................ 48
OMMAND LINE ............................................................................................................................................. 58
CONFIGURING YOUR SHOW....................................................................................................................... 59
ISPLAYS WHEN CUELIST TYPEIS “NONE” .............................................................................................. 95
LCD K
EY DEFINITIONS.................................................................................................................. 95
D
ISPLAYS WHEN CUELIST TYPEIS “CUELIST” .......................................................................................... 95
LCD K
EY DEFINITIONS.................................................................................................................. 96
D
ISPLAYS WHEN CUELIST TYPEIS “CHASE”............................................................................................. 96
LCD K
EY DEFINITIONS.................................................................................................................. 96
D
ISPLAYS WHEN CUELIST TYPEIS “OVERRIDE,” “SUB/GROUP DIM,” OR “TIMECODE” ................................ 97
T
HE “MAIN GO” BUTTONS .............................................................................................................................. 97
S
NAP KEY .............................................................................................................................................. 97
SING MACROS........................................................................................................................................... 119
ACKING UP YOUR SHOWFILE DATA ..................................................................................................... 147
B
ACKING UP YOUR VISUALIZATION FILE................................................................................................. 147
S
AVEA SHOW ............................................................................................................................................. 148
L
OADINGA SHOW ........................................................................................................................................ 148
SERVICE ...................................................................................................................................................... 149
ECHNICAL SUPPORT .................................................................................................................................. 149
INDEX ........................................................................................................................................................... 157
7
Page 8
8Maxxyz
Page 9
I
NTRODUCTION
Thank you for selecting the Martin Maxxyz controller.
The Maxxyz controller is a stable hardware platform combined with leading edge software that is
constantly being developed and refined. This manual matches the functionality provided in
Version 1.3.78 of the Maxxyz software. For the latest firmware and software updates,
documentation, and other information about this console, please visit www.maxxyz.com.
MAXXYZ SAFETY INFORMATION
This product presents risks of lethal or severe injury due to electric shock. Read this manual
before powering or installing the console, follow the safety precautions listed below and observe
all warnings in this manual and printed on the console. If you have questions about how to
operate the console safely, please contact your Martin dealer or call the Martin 24-hour service
hot line at +45 70 200 201 or +1 954 858 1800.
• Always ground (earth) the console electrically.
• Use only a source of AC power that complies with local building and electrical codes and has
both overload and ground-fault protection.
• Do not expose the console to rain or moisture.
• Refer any service operation not described in this manual to a qualified technician.
• Do not modify the console or install other than genuine Martin parts.
• Do not lift or carry the console alone.
INCLUDED ITEMS
The Maxxyz is shipped in a flight case that contains the following items:
• Maxxyz console
• Power cable
• 3 desk lamps
• 1 dust cover
• 2 sets removable roadcase wheels
• 2 monitor stands
• 1 set spare fuses (found under console)
• 4 3-pin to 5-pin XLR adaptors
• 1 set CDs in CD case
Introduction 9
Page 10
U
NPACKING
/P
ACKING THE
UNPACKINGTHECONSOLE
1 Remove the top of the flight case.
C
ONSOLE
2 With one person on each side, lift the console out of the bottom of the flight case or the Maxxyz
can be operated directly from the base of the flightcase (recommended).
PACKINGTHECONSOLE
1 Disconnect the console from power.
2 Disconnect any external video monitors
3 Remove monitor stands from back of console
4 Disconnect desk lamps
5 Place the console in the bottom of the flight case.
6 Place cables and desk lamps in cavity at back of console
7 Place monitor stands in space provided at back of console
8 Fold dust cover and place in the rear of the flight case between the monitor stands and the
console. (Note: The Maxxyz flight case is constructed to very tight tolerances. The top of the
roadcase will not fit over the console if the dust cover is left on the console.)
9 Place the top section of the flight case over the console without forcing
10Maxxyz
Page 11
S
ETTING
1 Remove 3 desk lamps, AC power cord and detachable monitor stands.
2 Connect AC power cord to inlet found at the lower right corner of the console (as viewed from
3 If using external monitors, install the left and right monitor brackets as shown below:
UP
behind).
Be certain that the bracket is fitted snugly and pressed into the slots provided before tightening
wing bolts. Note: The maximum allowed weight is 5kg (11 lbs) per monitor.
THE
C
ONSOLE
4 Connect external monitors to SVGA ports found one on the left and one on the right of the back
of the console.
5 Connect desk lamps to connections on the console.
6 Connect DMX devices following the procedure and notes below (Connecting DMX Devices).
7 Connect console to mains power. Please see “AC power” on page 12 for warnings and details on
AC connections.
CONNECTING DMX DEVICES
The Maxxyz has 5-pin XLR sockets for DMX input and output. The pin-out on all sockets is pin 1
to shield, pin 2 to data compliment (-), and pin 3 to data true (+).
• Use shielded twisted-pair cable designed specifically for DMX devices: standard microphone
cable cannot transmit control data reliably. 24 AWG cable is suitable for runs up to 300 meters
(1000 ft). Heavier gauge cable and/or an amplifier is recommended for longer runs.
• To split the DMX link into multiple branches use a splitter such as the Martin 4-Channel
Opto-Isolated RS-485 Splitter/Amplifier. Never use a “Y” cable.
• Do not overload the link. Up to 31 additional devices may be connected on any given DMX link.
• Terminate the link by installing a termination plug in the output socket of the last fixture. The
termination plug, which is a male XLR plug with a 120 ohm, 0.25 watt resistor soldered between
pins 2 and 3, “soaks up” the control signal so it does not reflect and cause interference. If a
splitter is used, terminate each branch of the link. Please note that some fixtures and dimmers
provide on board termination and do not require an external terminator. Consult the user manual
of the DMX device for details.
Setting Up the Console 11
Page 12
• Martin fixtures introduced before 1997 have reversed polarity data sockets (pin 2 + and pin 3 -).
The socket polarity is labelled. Use a phase-reversing cable between the Maxxyz and any device
with reversed polarity.
C ONNECTINGTHE DMX LINK
1 Using the proper cable, connect the DMX device to the Maxxyz’s 5-pin output (female)
connector.
2 Insert a male 120 Ω XLR termination plug in the 3-pin or 5-pin output of the last device on the link
if required.
AC POWER
WARNING! For protection from electric shock, the console must be grounded (earthed). The
AC mains supply shall be fitted with a fuse or circuit breaker and ground-fault
protection.
P OWERSUPPLY
The Maxxyz comes with an auto-sensing, auto-ranging switch-mode power supply. Manual
adjustments to the mains voltage and frequency are not necessary as the Maxxyz automatically
adapts.
P OWERCONNECTION
Important! Connect the Maxxyz directly to AC power. Do not connect it to a dimmer system;
doing so may damage the console.
You may need to install a cord cap that fits your supply on the power cable. A 3-prong
grounding-type plug must be installed following the manufacturer’s instructions. The table below
shows some possible pin identification schemes; if the pins are not clearly identified, or if you
have any doubts about proper installation, consult a qualified electrician.
To apply power, set the power switch on the rear of the console to the “I” position.
Wire ColorPinSymbolScrew (US)
brownlive Lyellow or brass
blueneutralNsilver
yellow/greenground green
12Maxxyz
Page 13
M
AXXYZ
L
AYOUT AND
The Maxxyz console can be divided into a number of sub-controls. Those sub-controls are
A
D
ESCRIPTION
B
G
D
C
E
F
I
O
P
Q
A Playback View Buttons
BPlayback Screen Control
CPlayback Touch Screen
DMain Go
EPlayback Control
FPlayback Command
H
M
L
J
N
K
GScreen Swap
HMaster Control
IKeypad Entry
JProgrammer View Buttons
KProgrammer Screen Control
LProgrammer Touch Screen
MProgrammer Control
NTrackball Control
OAlphanumeric Keyboard
PRemovable Media Data Drives
QOperator Audio
Please note that the Maxxyz console is a very flexible console and therefore the labels
“Playback” and “Programmer” are not absolute. That is to say that there may be times when you
are using the playback side for programming and vice versa depending on the functions you are
performing.
Maxxyz Layout and Description 13
Page 14
TYPESOF CONTROLS
The Maxxyz console uses several different types of controllers to manipulate the data for your
show. Among them are:
Hard Keys (buttons)These are the traditional buttons found on the console.
Soft KeysThese are keys that appear on the video displays are
LCD Keys These are hard keys with the ability to change their color and
Slider Potentiometer
(fader)
Track Belt There are 11 track belts on the Maxxyz. The two located next
Jog Dial There are four silver jog dials (three horizontal and one
activated by touching them on the touch screens, clicking on
them using the trackball controls on the external monitors, or,
in the case of selecting displays for the touch screens (as an
example), by pressing the associated view key directly above
or below the softkey.
legend.
There are 14 faders on the Maxxyz; all located in the Playback
Controls and Master Controls sections. These are used for
controlling the intensities of any fixtures associated with them.
The 10 directly below the Playback Touch Screen are
motorized and will vary in position dependent upon the
playback page selected and the level assigned to the fader.
to the touch screens (Screen Controls) are used to scroll
through the touch screen displays. The 8 in the Programmer
Controls are used to change the values of selected fixtures.
The remaining track belt, in Playback Control, is used to
change cue timings.
vertical). The three horizontal jog dials are used to change the
displays on their associated LCD Keys. The vertical jog dial is
used to change playback pages/banks in the playback touch
screen.
TrackballThe blue track ball is located on the right side of the console
and is used to move the cursor across the touch screens and
external monitors. By pressing the associated “P/T” key, the
trackball can be used to control the pan and tilt of selected
fixtures.
14Maxxyz
Page 15
T HE PLAYBACK CONTROLS
SNAP
II
GO >>
REL
/ BACK
12345678910
>
>
<>
PREVIEW
MACRO
GMFMA
>
MENU
B
>
The left hand side of the desk is designed primarily for playback use. However, the 5 LCD keys
and track belt on the right side of the Playback Controls are used for setting and recording
timings into cues, changing the playback banks and other functions.
Maxxyz Layout and Description 15
Page 16
T HE PROGRAMMER CONTROLS
XYZ
EDIT
COPY
/
789
456
123
UNDO
MOVE
-+
.
THRU
FULL
@
CLEAR
DELETE
RECORD
UPDATE
LOAD
GROUP
CUEENTER0
The right-hand side of the desk is designed primarily for selecting and manipulating fixtures and
cues. When a fixture is selected, its attributes will be loaded into the programmer controls.
16Maxxyz
Page 17
T RACKBALL CONTROL
The Trackball Controls, found on the right side of the console, are used for moving the cursor
between the touch screens and external monitors and manipulating the menus on those screens.
It can also be used to control the pan/tilt attributes of selected fixtures. There are five hard keys
associated with the trackball; four across the top and one on the left. The mode of the Trackball
Controls determines the function of the keys and the trackball.
By pressing and holding the “P/T” key and any other trackball key you will toggle the functionality
of the trackball controls between:
Normal Mode (default)When in this mode, the trackball is continuously lit and it controls
Mouse ModeThe trackball will be dark in this mode and will control the cursor.
Pressing the “P/T” key alone (regardless of whether you are in Normal or Mouse mode) will
toggle you into:
P/T ModeIn this mode, the “P/T” key will be lit and the trackball will pulse
Note that by default in all modes, the “Highlight” button, when engaged, will cause any selected
fixtures to go to full intensity, force their shutter/strobe and gobo to “open”, open the iris, change
the focus of the fixtures to their default value and change their color to “Open White” or “No
Color” for rapid identification. However, the precise attributes that are affected by the “Highlight”
button can be changed to suit your needs. To do so, simply record a preset with the desired
attribute settings and label it “HighLightPreset” (all one word with capitalization as shown). For
information on recording presets, please see “Recording Presets” on page 66.
the cursor. The bottom left key is associated with the left mouse
button while the top left and right keys are assigned “next” and
“previous” fixture selection functions.
The bottom left button is assigned “left mouse click” while the top
right button is designated as “right mouse click.” The other
buttons are disabled.
slowly and control the pan/tilt attributes of any selected fixtures.
The “previous” and “next” keys remain unchanged.
To escape P/T mode and return to the previous mode, press the
“P/T” key.
The function of the “next/previous” keys is dependant on whether or not there are fixtures
selected in the programmer. If no fixtures are selected, the “next/previous” buttons will cycle
through all fixtures, beginning with the lowest fixture number and working up. If there are fixtures
Maxxyz Layout and Description 17
Page 18
selected in the programmer, the “next/previous” buttons will cycle through those fixtures based
on the order in which they were entered into the programmer.
S LIDER POTENTIOMETER (FADER)
The Maxxyz uses 14 faders, 10 of which are motorized and the function of which is covered later
in this manual. Here we will concern ourselves only with the four non-motorized faders and their
associated bump buttons.
Grand MasterThe Grand Master is located at the top center of the console. It is
consistent with the function of the Grand Master found on most other
boards in that it masters the intensity output channels of all other control
devices on the console including the programmer. However, please note
that while the programmer output is limited by the GM, the values in the
programmer remain unaffected. Therefore, if you were to record a cue
with the GM down, the intensity values in the programmer would still be
recorded into the cue, although their output would not be visible on
stage. The GM fader can be overridden by the GM hard key directly
above the fader. The GM hard key acts as a “flash” and pressing and
holding the key has the same effect as if the GM fader were at full.
Flash MasterThe Flash Master is not currently implemented.
A/B Group MasterThe A & B Group Masters are similar in function to the Grand Master
GROUP MASTERS
Maxxyz utilizes two Group Masters, labeled “A” and “B.” These can be programmed to master
the intensity of any individual or group of fixtures. Please note that just as with the Grand Master,
the A and B submasters can not be used to raise the levels of fixtures, but can only be used to
limit their intensity. To program the Group Masters:
1 Select the fixtures that you wish to have controlled by the submaster (see“Selecting Fixtures” on
page 39 for information on selecting fixtures).
2 Press Record and either the A or B hard key above the desired Group Master fader.
As with the Grand Master, the hard keys directly above the Group Master sliders will function as
a “flash” button for the contents of that group.
O PERATOR AUDIO
Located on the front of the console on the right hand side you will find the controls for operator
audio. These include>
except they can be programmed to master only those fixtures you
specify. See below for information on programming the Group Masters
• Speaker Volume
• (Head)Phones Volume
• Intercom
•Mic Volume
• Mic In
• Speech On/Off.
With the current release of Maxxyz, only “Speaker Volume” and “Phones Volume” are used.
“Speaker Volume” controls the level of the built-in speaker system when playing CDs or DVDs
while “Phones Volume” controls the output to the headset jacks.
18Maxxyz
Page 19
DISPLAY SCREENS
The Maxxyz console uses a variety of different displays to convey information to the user. These
displays can be selected using the 8 view keys (two sets of four) found above each of the touch
screens. These view keys will change the displays on both the built-in touch screens and the
external monitors. The Programmer and the Playback have a discrete set of default displays.
Details for each of these screens can be found later in the manual.
D EFAULT PLAYBACK SCREENS
The Maxxyz has the following default playback screens:
Prog/OutputThis view key will display programmer values in the touch screen and the
live output values on the external monitor.
PresetsThis view key will display presets used for playback in the touch screen
and the programmer on the external monitor.
Groups/FixtureThis view key will display group selection and fixture selection in the touch
screen and the 2D stage layout on the external monitor.
2D StageThis view key will display the 2D stage layout in the touch screen and the
fixture list on the external monitor.
CuelistThis view key will display the cuelist view in the touch screen and the
programmer and cuelist values on the external monitor.
PatchThis view key will display the patch screen in the touch screen and the 2D
stage layout on the external monitor.
PlaybButtonsThis view key will display cue playback button page in the touch screen
and the selected cuelist view and cuelist values touch screen on the
external monitor.
Virtual CuelistThis view key will display the virtual cue playback button page in the touch
screen and the programmer screen on the external monitor.
D EFAULT PROGRAMMER SCREENS
The Maxxyz has the following default programmer screens:
Groups/3DviewThis view key will display the channels view (used in manipulating
fixtures) and group selection on the touch screen and the Martin Show
Designer view on the external monitor.
Groups/SelectThis view key will display the channels view and group selection on the
touch screen and the fixture selection view on the external monitor
ChannelsThis view key will display the channels view only on the touch screen
and the fixture selection view on the external monitor
GroupsThis view key will display a greatly expanded group selection and
reduced channels view on the touch screen and the Martin Show
Designer view on the external monitor
Fixture filterThis view key will primarily display the fixture selection view with a small
fixtures list on the touch screen and the group selection view on the
external monitor
Maxxyz Layout and Description 19
Page 20
Groups/3DviewThis view key will display the channels view (used in manipulating
fixtures) and group selection on the touch screen and the Martin Show
Designer view on the external monitor.
PresetsThis view key will primarily display the preset selection view with a small
channels view on the touch screen and Martin Show Designer on the
external monitor
Groups/fixtureThis view key splits the touch screen between the group and fixture list
and places Martin Show Designer on the external monitor
Groups/presetsThis view key displays the preset selection and group selection views
on the touch screen and Martin Show Designer on the external monitor
E DITING DISPLAY SCREENS
It is possible to customize the views shown on the Playback screens of the Maxxyz console to
suit your needs. Once a view is recorded, be aware that the view is recorded to the console, not
the specific show. This means that any changes made to the views on one console will not be
transferred to a new console by loading a show. To record a new view:
1 Using the trackball, close all open windows in the target screen by clicking on the small “x” found
in the upper right hand corner of each of the windows.
2 Press the “Menu” hard key found near the top and center of the console.
1
3 From the pop up screen that appears, select the desired screen.
4 Using the trackball, position and resize the screen as desired.
5 Add any additional screens required
6 Press “Record” and the desired view screen hard key.
7 In the pop up window, enter the name of the new view and then press “ok.”
Note that temporary changes can be made to the screens by adding and/or resizing views
without recording them. When the appropriate view key is pressed again, the view will return to
the earlier saved view. Also please note that with the current software, windows selected from
the Menu list can only be added to the right hand touch screen and external monitors. While it is
possible to close and resize windows on the left hand touch screen and external monitors, it is
not currently possible to add windows from the Menu list.
1. Note: the one exception to this is the “channels” window. The channels window can not be closed.
20Maxxyz
Page 21
S
TARTING THE
Once your console is set up and the cables are connected, start the Maxxyz by turning on the
power. The switch is located at the back on the left hand side as your facing the front of the
console. The processors will then boot and load the operating software. The first screen you see
that requires your input is the “Welcome Screen” located on the Playback Touch Screen.
M
AXXYZ
At this point, you are presented with three options. They are
Create new showThis option allows you to start a new show from the beginning
with no existing show information.
Load a show...This option will take you to a traditional Windows interface
where you can select any show stored on the console.
Continue with current
show
In the lower left hand corner of the “Welcome Screen” you’ll notice a check box labeled “Start
automatically.” By default, this box is unchecked and you will be required to make one of the
selections above. However, if you check this box, the console will automatically select “Continue
with current show” after displaying the “Welcome Screen” for ~10 seconds. This setting is stored
in the console and will take effect the next time the console if started.
Note: The Maxxyz console automatically and continually saves the current show as you
are working on it. Therefore, if you select “Load a show...” please be aware that
you will be recording over your existing show. Further, if you have not previously
saved your showfile (see “Save a Show” on page 148), that data will be
permanently lost.
For now, press “Create new show.”
The third option loads the last show that you were working on.
Please note that no cues will be active if you select this
option.
Starting the Maxxyz 21
Page 22
P
ATCHING
F
IXTURES
ADDING FIXTURESTOTHE PATCH
When starting a new show, the default screen will appear in the Playback Touch Screen and the
operator touch screen. To patch, we’ll only be using the Programmer Touch Screen. To access
the patch, you will need to press the View key located directly above the “Patch” label on the
Programmer Touch Screen.
22Maxxyz
Page 23
This will bring you to the main patch screen. From here, select the “Fixtures” softkey using either
the trackball or pressing the touch screen.
Patching Fixtures 23
Page 24
This will bring you to the patch spreadsheet screen. At this point, select the “Add” softkey, again
using either the trackball or pressing the touch screen.
24Maxxyz
Page 25
This will bring up the fixture library. The fixture library is sorted by manufacturer. Select the
“Martin” library and you will be presented with the following screen:
Patching Fixtures 25
Page 26
Start by patching MAC 500 (E) fixtures. Selecting this softkey will generate the following screen:
From this screen, you can select the Mode, Lens, and other Options for your fixtures. Use the
selections highlighted above. Press “OK” and you will be sent to a new screen where you will be
26Maxxyz
Page 27
prompted to set the number of fixtures to be added to the show. Set the number of fixtures to 12
and press “OK” to return to the patch spreadsheet.
As you can see, 12 MAC 500s have been added to the show, but they have not yet been
patched. Before patching the MAC 500s, add 12 MAC 600 (E) NT Mode 2. To do that, press the
“Add” softkey and repeat the process used in adding the MAC 500s.
Patching Fixtures 27
Page 28
Now that the fixtures have been added to the patch spreadsheet, they need to be patched to their
appropriate DMX addresses.
28Maxxyz
Page 29
Highlight the “Universe” field next to Fixture #1 and then press the “Edit” softkey. This will bring
up the DMX Universe pop-up screen:
Here you can choose which DMX universe (1-64) to patch the specified fixture. You can enter the
DMX universe number with the numeric keypad in the Keypad Entry section or you can scroll up
and down using the scroll arrows to the right of the universe number. Set the universe number to
“1” and then press “OK.”
Patching Fixtures 29
Page 30
You can also “range select” a number of fixtures by either dragging your finger down the
appropriate column of the desired fixtures or by using the trackball and “click-dragging” as
pictured below:
Select the remaining MAC 500s and set their universe to “1.” You will note that the individual
fixture DMX addresses all default to “1.” Range select the addresses of all
press the “Edit” key. The Maxxyz console will automatically address the selected fixtures based
on the required number of DMX channels. You may set the address of the first unit to any number
between 1 and 512. (Note: an error will occur and you will be asked to enter a new value if the
number of DMX channels required by the selected fixtures exceeds 512.) Set the address to “1”
and press “OK.” All the MAC 500s are now addressed with the proper offsets.
Using the range selection technique described above, now select the universe for all the MAC
600s and set them to universe 2. Then select the addresses for the MAC 600s and range edit
those fixtures with the first unit set to address 1.
You can also range edit a number of other fixture attributes including fixture number (PatchNr),
pan invert (panInv), tilt invert (tiltInv), and pan/tilt swap (PTswap). At this point, range select the
fixture numbers for the MAC 600s and set them to start at 21.
PATCH SHORTCUT
The Maxxyz console also allows you a very rapid means of patching called “Auto-Addressing.
When using “Auto-Addressing,” the Maxxyz console will automatically assign individual DMX
addresses to the selected fixtures within the DMX universe selected. To access
“Auto-Addressing,” select a fixture or fixtures to be patched. When you arrive at the screen where
the MAC 500s and
30Maxxyz
Page 31
you enter the quantity of fixtures to be added, press the “Auto-Addressing” softkey and you will
be presented with the following screen:
In the example above, the 12 fixtures that are to be added will be placed in DMX universe 2 with
a start address of 1. Each fixture will be automatically offset to the next available address. In the
event that the specified DMX address is already used by another fixture, the Maxxyz console will
select the next available address in the next available universe. Similarly, if the number of fixtures
being added exceeds 512 DMX addresses, the Maxxyz console will continue on into the next
available universe.
Once this is done, your patch spreadsheet should look as follows:
Important Note! Changes to the patch do not
Press the “Apply” softkey to save your changes.
Patching Fixtures 31
take affect until the “Apply” softkey is selected!
Page 32
Note:You must close the patch spreadsheet to insure proper operation of the console.
To do so, press the “Fixture” softkey (see page 23). Failure to do this can result
in erratic behavior!
DELETING FIXTURES FROM PATCH
Important Notice! When you delete a fixture from the patch, you are removing all references to
that fixture from the console. All preset, group and cue information will be updated and any
references to the deleted fixture will be removed. Patching a new fixture to the same address will
not restore the information. The only way to retrieve the fixture information is from a previously
stored showfile. For this reason, if you need to temporarily disable a fixture, it is recommended
that you patch the fixture to a “phantom” DMX universe. That is to say that you patch the fixture
to a DMX universe that you are not using.
D ELETINGA FIXTUREFROM PATCH
1 Open the Patch window.
2 Press the “Fixtures” button to open the spreadsheet.
3 Select the fixtures) you wish to delete.
4 Press “Delete.”
5 Press “Apply.”
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T
HE
M
AXXYZ
The Maxxyz console uses files created with Martin Show Designer (MSD) to provide a visual
representation of the console output. The current version of the Maxxyz console software
supports limited editing of MSD files on the console as discussed below. The visualization is
always displayed on the programmer external monitor. While the visualization component of the
Maxxyz console is not required for creating and running shows, it is a very valuable tool when
pre-programming or learning the console, particularly if you are not connected to “physical”
fixtures.
V
ISUALIZER
LOADINGTHE MAXXYZ VISUALIZER
When you first start the Maxxyz console, the visualizer will display its default MSD scene file
which will look similar to the screen below:
The Maxxyz Visualizer 33
Page 34
Maxxyz software includes a MSD file titled “Maxxyz Demo.scn” that incorporates the patch
entered earlier. (If this file is missing, you can get a copy by contacting Martin Technical Support.)
To access this file click on the “Open File” icon.
You can then select the “Maxxyz Demo.scn” file from the menu and the visualizer will display the
following:
If you wish to create your own scene file using MSD, it is recommended that the file be loaded to
the following path: My Computer\Shared Documents\MSD4\Scenes
2
. In order for the
visualization to be accurate, the fixture type (including mode), the fixture number, DMX universe
number and DMX address must be exactly
the same in both the Maxxyz patch and the MSD
scene file. For more information please see “Show File Management” on page 147.
Note:Maxxyz does not provide for an association between the scene file and the
console showfile. By default, the Maxxyz console will open the “Maxxyz.scn” file.
If you are working with another file, you will be required to open the appropriate
scene file whenever you start the console. However, you may use the “Save as...”
2. For a complete manual on Martin Show Designer, please visit www.Martinpro.com.
34Maxxyz
Page 35
function under the file menu to set the current scene as the default. To do this,
save the file to the following location: My Documents\MSD4\MAXXYZ.scn.
MAXXYZ VISUALIZER TOOLBARS
At the top of the visualization display are five different groups of toolbars. These can be selected
using the trackball cursor and allow you to manipulate fixtures, fixture data, and displays.
Misc BarThis toolbar contains the standard Windows(tm) functions for new
file, open, save, etc. as well as two very application specific options.
Operations BarThis toolbar allows you to manipulate fixture information
Camera Operations
Bar
Camera BarSimilar to “Camera Operations,” the Camera mode changes your
Display Mode BarThere are 3 different Display modes for both object and fixtures in the
Here you can change the position from which you are viewing your
scene.
viewpoint, but instead of moving your point of view, the Camera
mode changes the plane (top, bottom, left, right, etc.) from which you
are viewing your scene.
scene. Each Display mode shows you a different type of
representation.
T HE MISCELLANEOUS BAR
Aside from the standard Window operations of New, Open, Save, Print and Help3, the
Miscellaneous Bar also contains two very closely related functions on the right side of the
toolbar: Edit Fixture Layers and Edit Object Layers. As with many CAD-type programs, the
visualization file is built in “layers.” An object layer would contain such items as draperies,
performers, platforms, stage, etc. A fixture layer contains.....fixtures! Objects and fixtures are
assigned to specific layers when the visualization file is created in Martin Show Designer. The
Edit Fixture and Edit Object Layers in the visualizer determine how these layers will be depicted
3. Note that the “Help” function is not currently available, nor can you print from the Maxxyz console.
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in the visualizer. Pressing the Edit Fixture Layers button (the one with the “F”) will present the
following screen:
The leftmost column displays the different fixture layers that were created in Martin Show
Designer. To the right of that is “Visible.” When checked, fixtures on that layer will be visible in the
visualizer. When not checked, neither the fixture nor its beam will be visualized. Similarly, the
“Beam” Column determines whether or not the beam(s) of the fixtures in that layer will be seen
on the visualizer. This can be particularly useful when working on a show with a large number of
fixtures and you wish to focus on a specific group.
To the right of the “Fixtures” tab at the top of the window is the “Objects” tab. Selecting it will
change the window to show the Object layers.
As with the Fixtures window, you can select whether or not specific object layers are visible.
There is also an option for “Intersect.” When selected, light beams will interact with the surface of
the object. Deselecting this option will cause the beam to pass through the object as if it weren’t
there. (The Default Object layer will always be treated as though Intersect is set to on.)
4
4. Note that in this example, all objects were created on one layer, the default layer.
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T HE OPERATIONS BAR
The Operations toolbar is possibly the most powerful of the toolbars found in the Maxxyz
visualizer. It consists of two separate elements: the Focus Beam selection and the Fast Patch
selection. The Focus Beam selection will be covered in detail later in this manual. Please see
“Fast Focus” on page 49 for details. To use the Fast Patch, simply open the window and then
click on the desired fixtures. Based on the options that you have selected in the Fast Patch
window, fixtures that you click on will then have their fixture number(s) and patch information
changed.
Note! Any changes made in the visualizer of the Maxxyz console will not
transferred to the actual fixture patch of the console. Changes made in the
visualizer will need to be manually updated in the patch screen. Please see
“Patching Fixtures” on page 22 for more information.
The Fast Patch option is broken up into 3 separate sections:
Automated LightsHere you can select whether you wish the Base Channel (the first
DMX channel of the specified fixture) to be affected or not. You can
also set the Base Channel DMX address using the x:yyy format
where “x” represents the DMX universe number and “yyy” represents
the DMX address. You can also determine if you wish the DMX
address to automatically increment as you go along (recommended).
Note that should you go past the 512 channel limit of a specific DMX
universe, the universe number will automatically increment to the
next available address.
Conventional LightsThis section allows you to determine the address of conventional
lighting dimmers and other associated devices. You specify your
starting address in the same manner as with the Automated Lights
section and you can determine the number of DMX addresses you
wish to increment with each “click.” By default, only the “Dimmer”
option is selected. To include other devices, select the appropriate
checkbox and click on it.
Fixture IDThis box corresponds to the “Fixture Number” column found in the
console patch.
be automatically
T HE CAMERA OPERATIONS BAR
You can use the camera operations bar to change your viewpoint within the plane of the scene.
In the current Maxxyz Visualization software, you are strongly recommended not to use the first
five icons. These icons will move the camera’s view within the scene by using the trackball, but
precise movement is quite difficult. To the right of the camera position icons are the icons for
“camera view undo” and “camera view redo.” These will undo or redo several of the last camera
move commands issued to the console. Directly to the right of these buttons is the “Full View”
button. Pressing this will cause the camera to move to a position where the entire scene is
visible. At the far right of the Camera Operations bar is the “Select Camera” pull-down menu.
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Pressing this will open a pull-down menu that lists all camera views that were set in Martin Show
Designer.
T HE CAMERA BAR
From this toolbar you can determine (from left to right) whether you are looking at your scene
from the front, back, left side, right side, top, bottom or in three-dimensions. Note that selecting a
specific camera view as described above, will change to that view regardless of the Camera Bar
selection.
T HE DISPLAY MODE BAR
The Display Mode is used to determine whether objects and beams are displayed as wireframes
or solid objects. By default, all objects and beams are set to their highest (and more realistic)
settings. However, in very large shows, it may be desirable to reduce the resolution by choosing
a wireframe mode as this will allow for faster refreshing of the visualization display.
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S
ELECTING
There are several methods of selecting fixtures on the Maxxyz console: using the main keypad,
using the “Fixture Selection” screen, using the “Fixture” screen, clicking on the fixtures in the
visualizer, or clicking on fixture icons in the 2D Stage View. In this section, we will look at using
the main keypad. For information on the using the 2D Stage View, please see “The 2D Stage
Layout” on page 131.
F
IXTURES
SELECTING FIXTURES USING THE MAIN KEYPAD
If you know the number of the fixture(s) you wish to select, you can use the 0-9 keys to specify
the fixture numbers and the “+” (and), “-” (except) and “Thru” (through) keys to modify your
selection. Maxxyz allows simple as well as complex fixture selection. Some possible examples
are:
1 EnterThis will select fixture 1.
1 + 2 EnterThis will select fixture 1 and 2.
1 Thru 5 EnterThis will select fixture 1 through 5.
1 Thru 5 + 21 Thru 25 EnterThis will select fixtures 1 through 5 and 21 through 25.
Using the above keys in conjunction with the “@” (at) or Full keys allows you to set specified
fixtures to specified intensity values.
1 FullThis will bring the intensity of fixture one to 100%
1 + 2 FullThis will bring the intensity of fixtures 1 and 2 to 100%.
1 Thru 5 @ 50 EnterThis will bring the intensity of fixtures 1 through 5 to
Note that when bringing fixtures to Full you are not required to use the “@” or “Enter” keys. When
entering any other value, these keys are required.
1 Thru 5 + 21 Thru 25 @ 75 EnterThis will bring the intensity of fixtures 1 through 5
50%.
and 21 through 25 to 75 percent.
1 Thru 5 - 4 @ 95 EnterThis will bring the intensity of fixtures 1, 2, 3 and
5 to 95%
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Intensity Fanning - The Maxxyz console allows you to rapidly assign a range of intensities to a
range of fixtures. Use the following procedure to implement Intensity Fanning:
1 Thru 5 @ 10 Thru 50 EnterThis will bring the intensity of fixture 1 to 10%, fixture 2 to
20%, fixture 3 to 30%, etc. Conversely, you could enter 1 Thru 5 @ 50 Thru 10 Enter. This would put fixture 1 at
50% and each of the following fixtures 10% lower.
S ELECTING/DESELECTING ALL FIXTURESINTHE PROGRAMMER
Maxxyz provides three different ways to very rapidly determine which fixtures will be manipulated
in the programmer:
1 “.” (decimal) Enter - Pressing “decimal enter” will select every fixture in the programmer and
allow you to make changes to all of them using the programmer controls.
2 “0” (zero) Enter - Pressing “zero enter” will deselect every fixture that is currently in the
programmer.
3 “.” (decimal) “0” (zero) Enter - “Decimal zero enter” will select every fixture that is patched in
your show and place it in the programmer in a selected state.
USINGTHE SELECTED FIXTURES SCREEN
The Maxxyz console also make use of a “Selected Fixtures Screen.” You can find this screen by
selecting the “Groups/Select” view key over the Playback Controls touch screen or the “Fixture
Filter” view key over the Programmer Controls touch screen.
This screen is automatically populated with fixtures as you select them; either by the means
described above, or by selecting Groups (see “Groups” on page 59). In this screen you are
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provided with the fixture number and model. Using the checkboxes at the left side of the screen,
you can select or deselect additional fixtures. Checked fixtures are selected and unchecked
fixtures are deselected. You can reselect all the fixtures in the programmer by pressing the
“Revert to selection” softkey at the bottom of this screen. For information on selected and
deselected fixtures, please see “Selected/Deselected and Active/Inactive” on page 46.
F IXTURE SELECTION ORDER
The Maxxyz console goes beyond recalling simply what fixtures have been selected, it also
recalls the order in which they were selected. This is particularly useful in the creation of
“fanning” effects (see “Setting a Staggered Delay Time (Delay Fanning)” on page 105) or when
stepping through the fixtures using the “Next/Previous” buttons in the Trackball Controls. In other
words, the Maxxyz console goes beyond listing the fixtures from highest to lowest based only on
their fixture number.
Once fixtures have been selected, they can also be reordered rather than re-entering the
selection.
MOVINGA SPECIFIED FIXTURE
1 Select the fixture to be moved by clicking in the “Model” field. It will be highlighted in red.
2 Use the up or down arrows on the right of the screen to move the fixture through the list.
Note the in the current version of software, if you wish to move a fixture up or down more than
one location, you will need to reselect the fixture.
RANDOM FIXTURE ORDER
The order of the fixtures in the programmer can be randomized by pressing the “Random”
softkey on the Fixture Selection list. Note that all fixtures that are loaded into the programmer will
be randomized, not just those that are selected. You can restore to a numeric order by pressing
the “Sort” softkey.
REVERSING FIXTURE ORDER
Similar to randomizing the order of the fixture selection, you can reverse the order by pressing
the “Reverse” softkey. This will flip the current selection order regardless of whether fixtures are
selected or deselected. “Reverse” can be used in conjunction with “Random.” As with “Random,”
you can restore to a numeric order by pressing the “Sort” softkey.
USING THE FIXTURE FILTER
Located next to the “Selected Fixture” in the Fixture Selection screen and next to “Groups” in the
Group/3D View screen is the Fixture Filter. This powerful tool easily allows for the division of
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groups into subsets of those groups. When combined with the “Next/Previous” trackball buttons,
rapid manipulation of selected fixtures becomes possible.
In the current release of software, only one fixture filter is active and the “Invert” key has no
function.
At the top of the screen is a button labeled “All.” By repeatedly pressing this button, you can
toggle between “All,” “Every,” “Block” and “Divide.” To the right of this button is the number
counter (by default, this number is 2.) This number can be incremented or decremented by
pressing the “+” and “-” keys to the right of the number.
• All - By pressing this button and then the “Apply mask” button, all fixtures currently in the
programmer will be selected.
• Every - By pressing this button and then the “Apply mask” button, the filter will select every “xth”
fixture (where “x” is a number between 2 and the total number of fixtures in the programmer) as
determined by the number in the counter. For example, if the number counter is set at 3 and then
“Apply mask” is pressed, every third fixture will be selected as illustrated below:
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Pressing the “Next” key near the trackball will advance to the next set of 3:
• Block - By pressing this button and then the “Apply mask” button, the filter will select the first “x”
fixtures (where “x” is a number between 2 and the total number of fixtures in the programmer) as
determined by the number in the counter. For example, if the number counter is set at 3 and then
“Apply mask” is pressed, the first 3 fixtures will be selected as illustrated below:
Pressing “Next” will advance to the next 3 fixtures and pressing “Previous” will move to the
previous 3 fixtures.
• Divide - By pressing this button and then the “Apply mask” button, the filter will divide the total
number of fixtures in the programmer by “x” (where “x” is a number between 2 and the total
number of fixtures in the programmer) as determined by the number in the counter. For example,
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if the number counter is set at 3 and then “Apply mask” is pressed, the first 4 fixtures (12 divided
by 3) will be selected as illustrated below
Pressing “Next” will advance to the next 4 fixtures and pressing “Previous” will move to the
previous 4 fixtures.
F IXTURE SELECTION ORDER, FILTERING AND RECORDING
G
ROUPS
It is useful to note that when recording a group, the order in which the fixtures are entered (and
subsequently sorted) will be stored with the group. In other words, you can have one group with
your Mac 600s stored as 1-24 and a second group that has them stored as 24-1. Further, any
filters that were applied when the group was recorded will also be stored with that group. This
allows for the rapid selection of, for example, all Mac 600s every 3rd, all Mac 500 in blocks of 4,
etc.
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USINGTHE FIXTURES SCREEN
The “Fixtures” screen can be found on the “Groups/Fixtures” display. You can access this display
by pressing the appropriate view key found above the Programmer Controls.
This screen is automatically populated with the fixtures used in your show. The fixtures are
sorted by the fixture number as assigned in the patch. Numbers that are skipped are not
displayed. (Note that fixture 24, a Mac 600 is followed on the next row by fixture 31, a Mac 500.)
The label of the fixture defaults to the fixture type. Future releases of Maxxyz software will
support changing these labels as desired.
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To select an individual fixture, simply tap on the desired fixture. You can select a range of fixtures
by “double tapping” on the first fixture of the range and then “single tapping” the last fixture of the
range as shown below.
SELECTED/DESELECTEDAND ACTIVE/INACTIVE
The Maxxyz console allows you to control fixtures and their individual channel attributes based
on whether they are selected or deselected for fixtures and active or inactive for channel
attributes. The following definitions will be helpful to remember while working with the console.:
Selected FixtureA selected fixture is one that is currently editable using the
Deselected FixtureA deselected fixture is a fixture that, while in the programmer, will not
Active ChannelAn active channel is a channel in the programmer that, by default,
Inactive ChannelAn inactive channel is a channel in the programmer that will not
programmer’s trackbelts, touch screen, etc.
be affected by changes made in the programmer. That is to say that
changes made using the trackbelts, touch screens, etc. will have no
effect on deselected fixtures. For more information, please see
“Loading the Programmer Using Fixture Selection” on page 71.
will be recorded into a group, cue or preset. These channel values
are displayed in white.
normally be recorded into the specified group, cue or preset unless
specifically commanded to do so. A channel automatically becomes
inactive once recorded into a cue (but not a preset or group). A
channel can also be forced into an inactive state by using the Clear
functions. Please see “Clear and the Programmer” on page 81.
These channel values are displayed in black.
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Selected FixtureA selected fixture is one that is currently editable using the
programmer’s trackbelts, touch screen, etc.
Null ChannelA null channel is one that is not in the programmer. It may still have a
value, but, as it is not in the programmer, it is not considered either
active or inactive and is therefore “null.”
DESELECTING FIXTURES
Once you have finished adjusting the desired attributes of the selected fixtures, you can deselect
those fixtures in a number of different ways. Note that deselected fixtures and their attribute
values (whether active or inactive) remain in the programmer until otherwise cleared.
• To deselect a specific fixture or fixtures, press the - (minus) key and enter the desired fixture or
group number(s).
• To deselect all fixtures, press the “Deselect All” softkey found in the “Fixtures” window or press 0
(zero) Enter.
• Entering a new fixture selection will deselect all previously selected fixtures.
• Selecting fixtures using the Selected Fixtures screen will deselect all previously selected fixtures.
CLEARING SELECTED FIXTURES
To completely clear the programmer of all fixtures, press the Clear button twice.
• The first time you press Clear, the “Clear Options” window will appear.
• The second time you press Clear, all fixtures will be cleared.
At that point, the programmer screen
state.
It is also possible to clear only selected attributes of specified fixtures. For more information,
please see “Clear and the Programmer” on page 81.
5
will be emptied and the visualizer will return to its previous
5. For more details, please see “The Programmer Window” on page 69.
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M
ANIPULATING
When you select a fixture or a number of fixtures you will notice several changes on the console.
These changes are primarily found on the programmer touch screen and programmer controls,
but a number of the screens that are displayed on the playback touch screen and external
monitors are also effected. We’ll start by selecting fixtures 51 through 62 and viewing some of the
affected screens.
F
THE 3DVISUALIZER
When you select fixtures, those fixtures that are under active control of the programmer will be
highlighted in green or red in the visualizer. While both the red and green fixtures are selected, it
is important to note that only the attributes of the red fixture (the last fixture number of the
selected range) are displayed in the Programmer Control, although any fixtures that are
highlighted will be under the control of the keys and track belts on the Programmer Control. Once
you have adjusted one or more of the attributes of the selected fixture(s) and then select another
fixture or fixture(s), the first fixture will return to its deselected (grey) color and the new selection
will be highlighted in green. Changes made to the first selected fixture will remain visible on the
screen until the programmer screen is cleared.
IXTURES
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F AST FOCUS
The Maxxyz console allows you to very rapidly adjust the pan and tilt attributes of your selected
fixtures using a feature called “Fast Focus.” Using the visualizer, you can simply click on the
desired focus position of your fixtures and they will move to that point.
press on the “Focus Beam” button in the visualizer toolbar.
Clicking on this button will bring up the following pop-up window:
6
To access this feature,
In order to use the Fast Focus feature, the “Focus” button at the top of this window must be
selected. Any fixtures selected in the programmer can now be moved to any position in the
visualizer by moving the cursor to the desired position and clicking there. You may find it useful to
be in the “Top” view when using this feature.
POSITION FANNING
As with the Fast Focus feature, you can also use the visualizer to “fan” a group of fixtures and
have their focus evenly distributed over a line or around a circle. As with Fast Focus, you may
find it useful to be in the “Top” view when using this feature.
T
o Create a Position Fan
For the first examples, we will use the Mac 500’s in the Maxxyz Demo.scn file.
1 Select the Mac 500’s and bring them to full.
2 Open the “Focus/Fan window.
3 Click on the “Fan (Sel)” button. This will cause the fixtures to be fanned by their selection order
(in this case, fixtures 31 through 42).
4 Confirm that “Side to Side” is selected.
5 Double click and hold the left trackball button at the desired starting point of your fan. For this
example, select the downstage right corner of the stage. The Mac 500’s will all jump to your start
point.
6. Note that the accuracy of this feature is entirely dependent upon the accuracy of the visualization
file created with Martin Show Designer.
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6 While continuing to hold the left trackball button, drag the cursor across the screen to your
desired stopping point (in this case, downstage left) and then release the button. When
complete, your visualizer will look something like this from the “Top” perspective:
We can see in this top view that the first fixture selected, number 31 which is the furthest upstage
right fixture is focused on the start position and the last unit selected, number 42 is focused
downstage left. All other fixtures have been evenly distributed, based on their selection order
evenly between them.
Changing to the 3D FOH (Front of House) view from the “Select Camera” pull-down menu will
generate the following:
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You can see that while the fixtures are evenly distributed, it may not be quite as smooth of a fan
as you desire. This is because the fixtures are distributed by selection order. Clicking on the “Fan
(Pos)” button in the Focus/Fan window will result in the following:
Here you can see that the Maxxyz console has calculated the shortest distance for each of the
points along the selected fan line resulting in a smoother fan.
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Checking the “Inv” checkbox will cause the distribution order to become inverted:
OTHER FAN OPTIONS
Also found in the Fan/Focus pop-up box are two selections named “Center to side.” The first of
these is for linear functions and the second is for use in a circular pattern. The linear “Center to
side” is similar to the “Side to side” option used in the examples above except that when you
select your start point by double clicking and holding the left trackball button, you are not
selecting an end but instead selecting the middle of your distribution line. Fixtures will be evenly
distributed on each side of your start point for a distance determined by your end point (where
you release the left trackball button).
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Lastly is the “Center to side” circular option. When this is selected, you are first determining the
center point of a circle and, upon releasing the left trackball button, its radius. Below is an
example of a “Circle to side” fan using the Mac 500’s (with a closed iris) and shown in a top view.
PROGRAMMER CONTROL
The programmer controls, located directly below the programmer touch screen, determine what
attributes are displayed in the touch screen and provide a way to control those attributes.
The left four track belts, jog dial and LCD keys are used to control fixture attributes while those
on the right are primarily used to program effects (for information regarding effects, please
see“Effects” on page 140). Using fixture 51, a MAC 2000 Profile, we can see that attribute
groups have loaded into the left LCD keys
7
. From top to bottom, the attribute groups are:
Dim/FocusThis contains the dimmer, shutter and focus attributes.
Pan/TiltThis contains the pan, tilt, and pan/tilt speed attributes.
ColorThis contains the color 1 and color 2 attributes.
GoboThis contains the gobo, gobo 1R, and fixed gobos attributes.
Zoom/PrismThis contains the iris and prism attributes.
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Turning the jog wheel directly below the LCD keys will load the next page of attribute groups, if
any exist. For the MAC 2000 Profile, turning the job wheel will load the Speed/Effects attribute
group.
Turning to the first page of attributes and pressing the “Dim Focus” LCD key and you will notice
that it turns red. This indicates that the Dim/Focus attributes have been loaded on the
corresponding track belts. The color coding for the LCD keys is as follows:
RedThe currently selected attribute group. Attributes belonging to this group will be
OrangeAn attribute group that has previously been selected and where changes, visible
GreenAn attribute group that is available but is not selected and no changes have been
active on the corresponding track belts.
in the programmer screen, have been made.
made.
THE PROGRAMMER TOUCH SCREEN
When a fixture or fixtures are selected, the programmer touch screen is loaded with information
concerning the selected fixture. The information that is loaded into the programmer touch screen
is dependant on the attributes of the selected fixtures. When multiple fixture types are selected,
7. Different fixture types will result in different attribute groups being loaded into the LCD keys. Only
those attribute groups appropriate to the fixture will be loaded. If differing fixture types are selected
in the programmer simultaneously, the attributes of the last fixture selected (highlighted in red) will
be displayed.
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all the various attributes will be displayed in the programmer. In the view below we have selected
fixture 51, a MAC 2000 Profile and are displaying the Dim/Focus information.
There’s a lot of information on this screen so we’ll look at it in smaller sections.
D ISPLAY SELECTION
There is a row of labels across the top of the Programmer Touch Screen that correspond to the
Programmer View Buttons found directly about the touch screen. These labels are used to
change the layout of the Programmer Touch Screen.
Pressing the view keys (two sets of four keys found directly above the Programmer Touch
Screen) will change the display of both the touch screen and the associated external monitor.
You can also press the label on the touch screen itself to change the display. For more
information, please refer to “Display Screens” on page 19.
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A TTRIBUTE CONTROL
The left side of the programmer touch screen contains information regarding the specified
attributes of the selected fixture(s) and a means to control them.
Four columns are displayed for any attribute group selected (such as “Dim/Focus” displayed
above). Each column pertains to a specific attribute from the selected group and displays the
current settings of that attribute.
blue label near the bottom of the screen; in this case “Dimmer,” “Shutter,” and “Focus.” The
values of these attributes can be changed in two different ways: you can touch or click on the
touch screen to select the desired setting or you can use the track belt below each column to
scroll through the values. There is also a light blue label at the bottom of each column that
identifies whether the values will fade smoothly or snap to specific values as well as the specific
numeric (dmx) value for the attribute.
8
The attribute assigned to each column is identified by a dark
8. Note that if multiple fixtures of different types with varying settings for the same attribute are selected, the value of the last fixture selected is displayed.
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ATTRIBUTE POP-UP (DIRECT ACCESS) WINDOW
Below each attribute column is an associated hard key (directly above the track belt). By double
clicking on this hard key, or pressing the blue box with the attribute name found on the touch
screen, you can bring up a pop-up window that contains all the preset values for that attribute.
Below is the pop up screen for “Gobo 1” selected from the Gobo attribute group of a Martin MAC
500.
With the pop-up window open, you can rapidly select the desired value by touching it and then
closing the window.
E FFECTS CONTROL
The right side of the programmer touch screen contains information regarding the creation of
effects on the Maxxyz console. Effects creation will be covered later in the manual (see“Effects”
on page 140).
M ISCELLANEOUS CONTROLS
Located at the bottom center of the programmer touch screen are four miscellaneous controls.
Control resolutionLocated in the lower left-hand corner of the menu is the control
resolution box. Pressing or clinking on this box will cycle the
setting between 16 and 8 bits in one step increments with 16
bit providing the highest degree of resolution and 8 bit
providing coarser, but faster control of selected attributes.
Relative/Absolute toggleThis toggle determines how fixtures with different values for
the same attribute will react with each other. If, for example,
we select fixtures 1 thru 5 and 1,2,4, and 5 are set at an
intensity of 10% and fixture 3 is set at an intensity of 50%,
when “relative” is selected, rolling up the intensity trackbelt will
increase the intensity of the selected fixtures relative to one
another. If the toggle is set to “absolute” then all fixtures will
jump to the level of the highest numbered fixture when the
trackbelt is moved. This feature is particularly useful with the
pan/tilt attributes however, please note that while it works well
with the trackbelts, it does not function with the trackball.
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PT CombThis is an abbreviation for “Pan/Tilt Combine” and will be
COMMAND LINE
The Maxxyz console uses a command line display that displays the keys pressed to construct a
command. At any point during the construction of the command, you may press the back arrow
key found on the Keypad Entry to “backspace” over commands and edit them. Once the
command has been constructed and executed, it can no longer be edited but it remains on the
command line in a “grayed out” state until the next command is started.
The command line (highlighted in red below) appears at the bottom of several of the playback
screens including Cuelist, Playback, Presets, Programmer, and Groups. The command line is a
useful tool in keeping track of the commands you have been entering. It is recommended that if
the console is not behaving in the manner you anticipate that you first check the command line
before pursuing other alternatives.
discussed later in the Effects section of the manual
(page 140).
At the far right hand side of the command line are two buttons labeled “Assist” and “Esc”
(escape). Pressing the escape key will clear the entire command line. Pressing assist creates
two pull-down menus on the left hand side of the command line. These pull-down menus will
automatically fill with the appropriate text as keys are pressed or you can use them to select the
desired commands. While this is not the fastest way to program, it can be very helpful as the
pull-downs are context sensitive. In other words, you would not be able to select “Move” and then
“Programmer” as that is not a supported command. Below are the complete contents of both
pull-down menus.
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C
ONFIGURING
Before you begin recording cues, you may wish to take advantage of some of the fixture
management functions the Maxxyz console provides. These functions can save immense
amounts of time when it comes to cueing your show.
Y
GROUPS
The Groups function and displays allow you to select ranges of fixtures with a single button or
mouse click. The fixtures needn’t be of the same type or within any specific numeric range.
R ECORDING GROUPS
To record a group, bring up the “Fixture/Groups” screen on the Playback Touch Screen by
pressing the view button directly above the “Fixture/Groups” label.
OUR
S
HOW
You can then select fixtures as described earlier. Once the fixtures are selected, press Record
and then press or click on the desired group button and the group will be recorded. Should you
wish to label the group, select the desired fixtures, press record and the desired group button
and then use the keyboard to enter the desired text and press Enter.
Configuring Your Show 59
9
You can also label a group
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after it has been created by simply pressing the desired group and then entering the text with the
keyboard.
Record the following groups using the fixtures from the tutorial
10
:
Group #KeystrokesInstructions
11 Thru 24 Enter Record Group1 (then type on the keyboard) All
600 (then press) Enter
21 Thru 24 Enter then set
Fixture Filter to “Every
Record Group11 (then type) 600-2 (then press)
Enter
Record Group13 (then type) 2k Profile-2 (then press) Enter
“Every 2” and apply
71 Thru 62 EnterRecord Group4 (then type) All (then press) Enter
When you have finished, your Fixture/Group screen will look like this:
9. Note that you needn’t be in a group screen to record a group. Instead of using the touch screens,
you can enter the group number directly using the main keypad.
10. Note that the examples given assume the use of the touch screen to select the group number. If
you prefer to use the keypad for group number selection, you will need to press Enter after entering
the desired group number.
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Note that when you create groups in the playback touch screen, they were also created in the
programmer touch screen.
In fact, you can create, edit and move groups from either screen and the changes will be
reflected in the other.
M OVINGAND COPYING GROUPS
Should you wish to move or copy a group from one location to the another, you can use one of
the following methods:
TO MOVEOR COPYAN INDIVIDUAL GROUP
To move an individual group, you can use the “Move” key found in the keypad entry area (directly
above the numeric entry keys) using the following syntax:
• Move Group xx @ yy
Alternatively, you can press the Move key, then press the desired group on the touch screen and
then press its new location. This allows you to arrange the groups in a manner that is logical.
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Similarly, if you wish to copy a group, use the “Copy” key and the following command line syntax:
• Copy Groupxx @ yy
Or you can press the Copy key, then press the desired group on the touch screen and then press
the location for the copy. By default, the copy will have the same name as the original but will be
appended with a number in parenthesis (ex: Mac 600 (1)). The number in parenthesis will
increment if additional copies are made.
TO MOVEOR COPYA RANGEOF GROUPS
It is also possible to move or copy a number of different groups simultaneously. You can not use
the touch screens for this operation; you must use the keypads. The following is an example of
the syntax utilized in this command:
• Move Group 1 Thru 3 + 12 @ 5 Enter
The following is the result of that screen:
Note that the Mac 600 group, formerly group 1 is now at Group 5 and the other selected groups
have moved in relation to the Mac 600 group.
In the event that one or more of the groups to be moved lands on an already recorded group, a
pop up window will appear offering four options. For this example, we will use the following
command: Move Group 11 + 13 @ 14 Enter. When we complete this command, we will see the
following window open on the left touch screen:
We are presented with four options:
• Skip - Selecting this option will leave group 13 in its original location and not change group 16,
but group 11 will be moved to group 14.
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• Replace - Choosing “Replace” will move groups 11 and 13 in relationship to each other (that is to
say the space between them will be maintained) and group 13 will overwrite group 16.
• Abort - In order to understand the Abort function, we will need to create 3 new groups. Create
groups 1 through 3 (with any content you desire).
Now, select Move Group 5 Thru 7 @ 1 Enter. You will see the pop up window on the right hand
touch screen asking how to proceed with Group 5. Select “Replace.” The pop up will reappear
asking how to proceed with Group 6. At this point, press “Abort.” You will note that Group 5 did
move to Group 1, but Group 6 and 7 remained in their original position.
• Cancel - Cancel is similar to abort, except that the entire command would be ignored. The entire
action, whether or not there is an empty group in the target group range, is cancelled. Please
note that if all of the target groups are empty, you will not have this option.
When using the “Copy” command with a range of groups, the syntax is exactly the same as when
using the “Move” command. The only difference is that, as with copying an individual group, the
copy will have the same name as the original but will be appended with a number in parenthesis.
Below is an example using the syntax Copy Group 1 Thru 3 @ 11 Enter.
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E DITING GROUPS
Once a group has been recorded, it can be easily edited. Maxxyz provides two different ways of
editing an existing group. The first is to add or merge fixtures into an existing group and the
second is to replace the fixtures in the existing group with the currently selected fixtures.
TO ADD FIXTURESTOAN EXISTING GROUP
1 Select the desired fixture(s)
2 Press “Record” and the button of the group to which you wish to add the fixture(s).
The following pop-up window will appear:
3 Select “MERGE with current selection.”
The selected fixtures will be added to the fixtures that were previously in the group.
TO REPLACETHE FIXTURESINAN EXISTING GROUP
1 Select the desired fixture(s)
2 Press “Record” and the button of the group you wish to replace.
The following pop-up window will appear:
3 Select “REPLACE with current selection.”
The fixtures that were previously in the group will be replaced by the selected fixtures.
The “CANCEL current command” button will abort the command and clear the command line.
The “EDIT current command” button will abort the command but will leave the command line
active so that you can edit it and then record.
TO REMOVEA FIXTUREFROMA GROUP
1 Select the desired group to load its contents into the programmer.
2 Press “-” (minus) xx where “xx” is the fixture number(s) you wish removed from the group.
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3 Press “Record” and the group number of the original group.
4 Press “REPLACE with current selection.”
DELETINGA GROUP
To delete a group, press the “Delete” hard key, the desired group, and then “Enter.” Alternatively,
you can press and hold
S ELECTINGGROUPS
When a group is selected, it is highlighted in red in the group screen(s). Further, any group that is
a subset of that group is also highlighted in red. For example, if you were to select the group
“Mac 600” the group “600-2” would also be highlighted.
The selection of groups is a toggle based process. That is to say that if a group is not selected,
pressing its button will select it but if it is already selected, pressing the button will deselect it.
Again, if you were to press “All,” all of the group buttons would highlight. If you were to then press
“Mac 2k Profile,” the “Mac 600” and “Mac 500” buttons (and their subsets) would still be
highlighted, but the Mac 2k Profiles would no longer be selected.
G ROUP PAGES
the “Delete” key and then select a group using the touch screen.
The Maxxyz console is capable of managing thousands of groups. Naturally, these can not all be
displayed on a single screen. However, you can arrange your groups on various pages. The
number of groups per page is dependant on the size of the group window with the default view
set at 60. Therefore, the first group of the second page is 61. If you were to resize the window to
display 100 groups, the first group of the second page will be 101. To change the Group page,
use the “Page Up” and “Page Down” buttons found to the right of the group screen.
PRESETS
Where the Groups function allows you to rapidly select fixtures, The Presets function and display
provide a method for rapidly recalling fixture channel attribute settings. Presets are also building
blocks for cues. If a preset is recorded into a cue or several cues and the preset is later edited, all
cues using that preset will be updated with the new preset information.
It is important to note that if a fixture is not recorded into a preset, it will not be affected by
that preset. If, for example, you create color preset 1 using fixtures 1-11, only fixtures 1-11
would be modified by that preset. The color of any other fixtures would remain
unchanged.
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T HE PRESET SCREEN
Activate the preset screen by pressing the view button directly over the “Preset” label on the
playback touch screen. Within the preset screen are several buttons labeled with different
attribute groups. These attribute groups will record specific information from the programmer
screen. The information recorded depends upon which attribute group is selected.The groups
and their specific attributes are:
Dim FocusThis group contains attributes such as Intensity, Shutter, Focus, etc.
Pan TiltThis group contains attributes such as pan, tilt, pan/tilt speed, etc.
ColorThis group contains attributes such ascolor wheels, CMY and color
correction.
GoboThis group contains attributes such as Gobo wheels, rotation and
indexing.
Zoom PrismThis group contains attributes such as iris and prism.
Speed EffectThis group contains attributes such as speed attributes.
FramingThis group contains attributes such as framing shutter information.
a. Please note that certain fixtures, for example the Mac 2k Profile, have a combination color
and gobo wheel. In such cases, that particular attribute will be found under “Color.”
To the right of the attribute groups is the “Auto select” button. When highlighted (red), the
auto-select will automatically set the preset attribute page to match the active attribute group in
the programmer LCD keys. If you wish to record a different attribute group, press the attribute
group button on the playback touch screen and the appropriate display will appear.
R ECORDING PRESETS
Recording presets is done in much the same way as recording groups. For example, select
fixture 51, a MAC 2k Profile from the tutorial, and focus it on the keyboard player. Repeat this
process with the other MAC 2ks, fixtures 52 through 62. With fixtures 51 through 62 on the
cylinder, selected in the programmer and “Pan Tilt” as the selected attribute group in the preset
window press “Record” and the desired preset number. As with groups, if you wish to label the
preset, press record, the desired preset button and then enter text using the keyboard and press
“Enter”. You can also label a preset after it has been created by simply pressing the desired
preset and then entering the text with the keyboard.
a
If you now select the “Color” attribute group on the Programmer Touch Screen, you will note that
the preset page changes and your previously recorded “Pan Tilt” preset is no longer visible. By
default, recording a preset on this page will only capture the color attributes that are in the
programmer. (Again, if you didn’t change the color when you were focusing the MAC 2ks, the
color attribute will not be loaded into the programmer and nothing will be recorded into the
preset.)
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Note: Only those attributes appropriate to the preset that are currently displayed in the
programmer screen can be recorded.
It should be noted that while by default only those attributes specific to the selected attribute
group will be recorded in a preset, it is possible to override those defaults using the “Record Cue
Options” pop-up window. That is to say that you could, as an example, have a preset on the
Color page that contains only pan/tilt values. For more information, please see “Recording Cues”
on page 86.
Select the “Pan Tilt” attribute group again and record presets for the guitar and the drummer.
When you’re done, the “Pan Tilt” page should look something like this:
Note: If “Auto select” was highlighted while you were focusing your fixtures, the preset
page would automatically change to the “Pan Tilt” page.
MOVINGAND COPYING PRESETS
Should you wish to move a preset from one location to the another, you can use the “Move” key
found in the keypad entry and the following command line syntax:
• Move Presetxx @ Presetyy
Or you can press the Move key, then press the desired preset on the touch screen and then
press its new location. You can move presets between pages if you wish.
Similarly, if you wish to copy a preset, use the “Copy” key and the following command line syntax:
• Copy Presetxx @ Presetyy
Or you can press the Copy key, then press the desired preset on the touch screen and then
press the location for the copy. By default, the copy will be named “Copy of (original preset
name).” You can copy presets from on page to a different page should you desire.
E DITING PRESETS
As with editing groups, Maxxyz provides two ways to edit a group: merging and replacing.
TO ADD FIXTURESTOA PRESET
11
1 Select and focus the desired fixtures.
2 Press “Record” and the button of the preset to which you wish to add fixtures.
11. Note that Maxxyz does not currently allow for “range selection” of Presets as it does in Groups.
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The following pop-up menu will appear:
3 Select “Merge current data” and the appropriate fixture attributes will be added to the preset.
TO REPLACETHE FIXTURESINAN EXISTING PRESET
1 Select and focus the desired fixtures.
2 Press “Record” and the button of the preset you wish to replace.
The following pop-up menu will appear:
3 Select “REPLACE with current data” and the appropriate fixture attributes will be recorded in the
preset.
The “CANCEL current command” button will abort the command and clear the command line.
The “EDIT current command” button will abort the command but will leave the command line
active so that you can edit it and then record.
DELETINGA PRESET
To delete a preset, press the “Delete” hard key, the desired preset, and then Enter. Alternatively,
you can press and hold
the “Delete” key and then select a group using the touch screen.
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T
HE
P
ROGRAMMER
The programmer window displays information on the fixtures that are currently under your direct
control. That is to say, it displays those fixtures that have been selected and manipulated, but not
yet recorded into a group, preset or cue and then cleared. When a fixture is selected, it is
automatically loaded into the programmer. It is also possible to load portions of or entire cues,
groups, and presets into the programmer for editing. It is important to note that any attribute ofany fixture loaded into the programmer will have the highest priority. Nothing, with the
exception of the Grand Master, will override the output of any fixture loaded into the programmer
when it is in “Live” mode. Also, when you record or update a cue, group or preset, only that
information contained in the programmer will be recorded or updated.
PROGRAMMER MODES
There are two programmer modes available on the Maxxyz; the first is Live and the second is
Blind. When in Live mode, all attribute information in the programmer will be output to the stage.
When in Blind mode, information in the programmer is not output, however it can still be recorded
into cues, groups, presets, etc. It simply won’t be seen on stage. When in Blind mode, the legend
“BLIND” appears in the header of the programmer window.
W
INDOW
To change between Live and Blind modes:
Press the “Preview” hard key found at the top center of the console. This key will toggle the
programmer between Live and Blind modes. (The visualizer will always show the Live mode.)
THE PROGRAMMER DISPLAY
Activate the programmer display by pressing the view button directly over the “Prog/Output” label
on the playback touch screen.
Across the top of the programmer display there are 5 soft keys. The two left-most soft keys are
toggles while the 3 right-most soft keys are either active (red) or inactive (blue).
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The first two buttons determine how data is displayed:
Percentage ToggleThis button will toggle the values displayed between a decimal
percentage (0-100%) and digital (DMX) values (0-255 for 8-bit
attributes and 0-32767 for 16-bit attributes). The default is
Percentage.
Preset Name ToggleThis button will toggle between “Preset Name,” where the label taken
from a preset is displayed; “Preset Number,” where the page and
number of the preset are displayed; and “Preset Value” where the
numeric value of the preset is displayed. The numeric value will be
either percentage or decimal as determined by the Percentage
Toggle. If the selected fixtures are at a value that is not determined by
a preset, the Preset Name Toggle will have no effect.
The next 3 buttons determine what data is displayed:
Show BaseThis key is permanently on and can not be deselected. This key
displays the base attribute information in the programmer.
Show FXWhen active, this key allows for the display of effects channel
information such as “Swing Value,” “Mode,” and “Figure.” Deselecting
this key will hide those values resulting in a less “busy” screen.
Show TimingWhen active, this key allows for the display of Fade and Delay values
entered for any of the attributes using the “Timing” Programmer LCD
key.
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The screen shot below shows all of these features in use.
You can see at a glance that fixture 56, a MAC 2k Profile in 16-bit mode, is selected and changes
have been made to its position and gobo attributes. You can also see that the pan/tilt of all the
odd 2k’s are set to the Preset “2k Guitar” while the evens are set to “2k Drummer.” The intensity
of all the 2k’s is varying. An intensity fade time of 5 seconds is also indicated and we can see that
the even fixtures are in open white while the odd fixtures are running a pan/tilt effect.
LOADING FIXTURESINTOTHE PROGRAMMER
There are three ways to load information into the programmer:
1 Selecting a fixture or fixtures as described above
2 Using the “Edit” key from the keypad to edit cues
3 Using the “Load” key from the keypad to load groups, attribute groups or individual attributes.
L OADINGTHE PROGRAMMER USING FIXTURE SELECTION
As noted earlier, this is an automatic function of the Maxxyz console. Whenever you select a
fixture and adjust one or more of its attributes, it is loaded into the programmer. Please note that
only those attributes that are adjusted are loaded.
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For example, using the Maxxyz Demo.scn file and the patch we created earlier, if you were to
select fixtures 51-62, bring them to full and then focus them on the drummer, the programmer
would look similar to this:
You’ll note that while the fixture’s intensity and pan/tilt information is in the programmer, other
information such as color, gobo, zoom, etc. is not included. This means that when you record this
information into a cue, the other attributes will not be affected. If they were at a level before this
cue, they will remain there; if they weren’t at a level, they won’t be given one.
You’ll also note that the number field for fixtures 51-61 are green while it is red for fixture 62. The
number field is color coded as follows:
BlueFixture is in programmer, but is not currently selected and will be
unaffected by changes made by the programmer keys.
RedFixture is selected, will be affected by changes made using the
programmer keys, and is the specific fixture displayed in the programmer
controls.
GreenFixture is selected as part of a range of fixtures (i.e. “Fixture 1 Thru 12”)
and will be affected by changes made using the programmer keys, but is
not the specific fixture displayed in the programmer controls.
Dark GreenA fixture on a dark green field is one that has been selected, but has been
overridden through the use of the “next/previous” commands. Pressing
“revert to selected” in the Fixture Groups window or reselecting the fixtures
will return the selection to a green field.
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Below is a screen shot using several of the fixture selection color identifiers:
You can see that fixture 53 is the currently selected fixture, that fixtures 54 through 58 are dark
green and can therefore be selected by using the next/previous functions and that all other
fixtures are currently deselected. Please note that the Next/Previous keys will toggle though only
those fixtures that are dark green.
L OADINGTHE PROGRAMMER USING EDIT
Once a cue has been created, it can be loaded into the programmer for editing.
Editing a cue is similar, but has some differences. You must first make a cuelist “active” (please
see “Playback Controls” on page 93 for information on activating cuelists). You can then press
“Edit,” “Cue,” and a cue number from the active cuelist and then “Enter.” For example:
Edit Cue 1 Enter loads cue 1 of the selected cuelist into the programmer.
Note that directly to the right of the “Preset Name” toggle, we can see information telling us that
this is Cue 1 from Cuelist 2. By examining the information inside the window, we can see that
fixtures 51 through 62, MAC 2ks, are taken to a level of 100% by this cue.
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We can now select any or all of these fixtures and make the desired changes. We can also add
fixtures to the programmer using either conventional fixture selection methods or by using the
“Load” function described below.
Once you have made your changes, you can press Update Enter or Update Update to update
the cue the original information was taken from. For more information on the Update function,
please see “Update” on page 81.
L OADINGTHE PROGRAMMERUSING LOAD
The “Load” command is extremely powerful and can be used to load complete groups and cues
or attribute groups or individual attributes of selected fixtures. Further, “Load” allows you to clone
the attribute values from one fixture to another fixture of the same type. Understanding how the
“Load” function performs is necessary in order to get the most out of the Maxxyz console. “Load”
differs from “Edit” in that where “Edit” will read information on attributes that have been recorded
with values in them, by default “Load” reads all of the specified base value attributes, whether
they are at a value or not.
a level (for example the attribute is in an active cue), then that value will be loaded into the
programmer as well.
THE LOAD OPTIONS WINDOW
12
If one or more of the attributes that is read by a “Load” function is at
To use the Load Options window and filters, employ the following steps:
1 Press Load
2 Set your filters as desired
Press Enter
The Load Options window contains several buttons that are broken down into five categories:
Load OptionsNormally used in Record to determine how attributes in the
Clone OptionsThese options determine which attributes are uses in a cloning
Extra FilteringIn conjunction with the other filters, these filters determine what types
FilterThis group of filters acts to filter out specific attribute groups
DefaultThese two buttons allow you to change the “default” behavior of Load
programmer are saved to cues, the “Merge” and “Replace” buttons
have the same identical function in the Load Options window. That is
to say, attribute values will always be merged into the programmer.
operation
of attributes will be added
options window.
12. For an explanation of “base values,” please see“The Record Options Window” on page 86.
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CLONE OPTIONS CATEGORY
This category of options determines which attributes will be loaded when you clone one fixture to
another. For more information on cloning fixtures, please see “Using Load to Clone Fixtures” on
page 78.
Active Only (default)When “Active Only” is selected, only the active values of the source
fixture will be loaded to the target fixture(s). Inactive and null values
will be ignored.
Active and InactiveWith “Active and Inactive” selected, all non-null (i.e. 0 to 100)
attribute values will be cloned from the source fixture to the target
fixture.
Whole FixtureWith “Whole Fixture” highlighted, every attribute value (dependant on
the state of the other “Load Options” filters) will be cloned from the
source fixture to the target. Null values will be cloned as zeros.
XTRA FILTERING CATEGORY
E
This category of filter is used to determine what information is loaded based not on attribute type,
but on the value type.
Base Value (default
on)
Effect Value (default
off)
These values encompass the traditional attributes: pan, tilt, color,
gobo, etc.
These values are those that are associated specifically with effects:
pan swing, pan speed, pan mode, etc. For more information, please
refer to “Effects” on page 140.
Timing Value
(default off)
These values are those that are associated with the “Delay” and
“Fade” overrides used to control when and how long a particular
attribute will move. For more information, please see “Setting an
Individual Attribute Fade Time” on page 103 and “Setting an Attribute
Delay Time” on page 105.
ILTER CATEGORY
F
In many ways, this category is akin to the Preset page filters. Using these filters, you can
determine which attribute groups will be loaded into the programmer. By default, all of these
filters are “on.”.
Intensity FocusOnly those attributes which would be found in the Dim/Focus attribute
group will be recorded when this is selected.
P/TOnly those attributes which would be found in the Pan Tilt attribute group
will be recorded when this is selected.
ColorOnly those attributes which would be found in the Color attribute group
will be recorded when this is selected.
GoboOnly those attributes which would be found in the Gobo attribute group
will be recorded when this is selected.
Zoom/PrismOnly those attributes which would be found in the Zoom/Prism attribute
group will be recorded when this is selected.
Effects SpeedOnly those attributes which would be found in the Effects/Speed attribute
group will be recorded when this is selected.
FramingOnly those attributes which would be found in the Framing attribute group
will be recorded when this is selected.
DefilterPressing this button will clear all selected filters from the Filter Category
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DEFAULT CATEGORY
This is a rather unique category in that it doesn’t do any filtering per se, but it does allow you to
change the default filters used in the Load Options window.
SetPressing this button will cause the Maxxyz console to “remember”
any of the filters you have applied so that the next time you press
Load, those same filters will be selected. Note: there is no feedback
when you press this button (it doesn’t change color).
ResetPressing this button will cause the Load Options window to return to
its default filter setting.
It is of course possible to use several different filters simultaneously. For example:
In this case, we will be loading the pan/tilt and gobo effect values, whether they have a non-null
value or not (Whole Fixture) and we will be merging them into the programmer.
LOADING GROUPS
To load the attributes of a group into the programmer, press the “Load” hard key followed by the
desired softkey on the Group touch screen.
then touch the desired Group. When you release the Load button, the group will be loaded.
All attributes of the selected Group (based on the filters you have selected) will be loaded into the
programmer. If any of those attributes are driven to a level by a cue or submaster, that level
information will be loaded into the programmer. Note that it is quite possible that more than one
cue or submaster may be affecting different attributes of an individual fixture. If this is the case,
then the level information from all the different cues and submasters will be loaded into the
programmer
preset or merge them into an existing group, cue or preset.
14
. You can then make changes as desired and save them to a new group, cue or
13
You can also press and hold the Load button and
USING “LOAD LOAD”
The Load function also provides a very rapid means of capturing all information for any selected
fixtures in the programmer. After selecting the desired fixtures via main keypad or groups
pressing Load Load will load all attribute information for the selected fixtures into the
programmer.
CAPTURINGA SNAPSHOTOFTHE STAGE USING LOAD
It is possible to capture the entire output of the console very rapidly and create a “snapshot” of
the current look using the Load function. To do so use the following syntax:
“.” (decimal) 0 Enter Load Load
13. Alternatively, you can press the following keys on the keypad: Load Group xx Enter. Using the
keypad allows you to use modifiers such as “+,” “-,” and “Thru.”
14. This is sometimes known as “capturing the state” of the fixture(s).
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The “decimal zero enter” command will select all the fixtures in the show and “load load” will put
their current output into the programmer.
LOADINGAN INDIVIDUAL ATTRIBUTE
While the Load Options window is useful in loading the contents of a specific attribute group into
the programmer, it is possible to load in a single attribute as well. Follow the steps below to load
a single attribute:
1 With a cue running, select the group “Mac 2k Profile” from one of the Group touch screens.
2 Press the “Dim Focus” LCD key in the programmer key section (if not already selected). Note
that it is important to select the appropriate group before proceeding with the next step otherwise,
that attribute group will be loaded, not the individual attribute
3 Press and hold the Load key on the keypad
4 Press the hard key directly below the “Intensity” label on the touch screen
5 Release the Load key
The programmer screen will then look similar to this:
You’ll note that while shutter and focus attributes of the Dim/Focus attribute group are still blank,
the intensity attribute has been loaded. Also loaded are the intensity FX values. These can either
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be cleared (see “Clear and the Programmer” on page 81) or hidden. To hide these values, press
the “Show FX” soft key at the top of the programmer.
While this hides the FX values, they are still in the programmer and will still be recorded (unless
filtered out). Note the small turquoise rectangle next to the fixture number indicating that there
are hidden values in the programmer.
USING LOADTO CLONE FIXTURES
Aside from its usefulness in loading information into the programmer, the Load function can also
be used to copy information from one (or more) fixture(s) to one or more of the same type of
fixture. This process is known as “cloning.” When cloning, there are two types of fixtures: source
and target.
• Source Fixture - This is a fixture loaded in the programmer that contains the information you wish
to clone to another fixture.
• Target Fixture - This is a fixture of the same type as the source fixture that you wish to have
mimic the source fixture.
Please note that the source fixture(s) must be loaded into the programmer in order for it to be
cloned.
T
O CLONEA FIXTURE
When cloning a fixture the syntax is Load xx @ yy where “xx” is the target and “yy” is the source.
For our example, we will use the Mac 2k Profiles, fixtures 51 through 62.
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1 Select fixture 51 at full and set the pan, tilt, color, and gobo attributes to non-null values.
Using the filtering in the Load Options window, it is possible to select which specific attributes you
wish to have the target fixtures clone from the source fixture. If you wished to have the targets
clone only the position and the intensity of the source, you would set your filter accordingly.
You can also clone more than one fixture to a number of other fixtures.
1 Select fixture 51, bring it to full and set the pan, tilt, gobo and color attributes of that fixture to a
“non-null” value. Select fixture 52 and do the same.
It is also possible to extract information from a previously recorded cue in a selected cuelist. As
with the earlier examples, you may apply filters to determine the specific information that will be
brought into the programmer. To extract cue information first select a cuelist (see “Selecting a
Cuelist” on page 94 for more information), and then use the syntax (selected Fixtures orGroups) Load @ Cue xx Enter where “xx” is a previously recorded cue number from which you
wish to extract information.
R EMOVING ENTIRE FIXTURESFROMTHE PROGRAMMER
To remove unwanted fixtures from the programmer, use the following process:
• If the fixture has no attribute information - Press “-” (minus) (fixture number) Enter.
• If there is attribute information in the programmer - Press Clear (fixture number) Enter and then
“-” (minus) (same fixture number) Enter. The Clear command deletes the attribute information
and the Minus command removes the fixture from the programmer.
the Clear command, see “Clearing Individual Attributes” on page 84.
15
For more information on
SAVING CHANGES MADEINTHE PROGRAMMER
Once you have made your changes to the values in the programmer, you will need to save them.
Saving changes to presets or groups is covered in those specific sections in the manual so we
will discuss saving changes as cues here.
R ECORDINGA CUE
There are three primary ways of recording the changes in the programmer into a cue. The first is
to press “Record” and then the LCD key of the desired Cuelist below the playbacks. When you
do this, the cue will be added to the end of the list as the next “whole” number. If you select an
empty playback, the information in the programmer will be saved as cue 1.
15. You can not use the “minus” command to remove a fixture that has attributes at any level other
than “null.”
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The second way to save the information as a cue is to specify the cue number. The information
will then be saved as the specified cue number in the active programmer. For example:
• Record Cue 21 Enter
will save the information as cue 21 in the selected cuelist.
The third way to save information as a cue is to press Record Enter. This will save the
information as the next “whole” numbered cue in the selected cuelist.
Note:When you press Record, the Record Options window will pop-up. For basic
recording operations, simply press “Record” again and use the defaults in the
Cue Options Window. For more information on record filters, please see
“Recording Cues” on page 86.
U PDATE
When using the Edit function with a cue, the Update key’s LED will begin to flash. Once you have
made your changes in the programmer, you can simply press Update Enter or Update Update
and the cue that was being edited in the programmer will be updated with any new values.:
NOTE!If two or more cues are loaded into the programmer using the Edit function,
Update will only update the attributes of the last loaded cue (regardless of which
cuelist is selected).
For this reason, when working with multiple cues and or groups in the programmer, it is strongly
recommended to use the Record function and either record a new cue, group or preset or merge
into an existing cue, group or preset.
CLEARANDTHE PROGRAMMER
Fixture and attribute information entered into the programmer will remain there until it is cleared.
The “Clear” button on the keypad serves three different functions within the programmer: it can
be used to deselect active fixtures; it can be used to clear the programmer entirely; or it can be
used to clear specific attributes or attribute groups.
At this point, it is worth repeating a few definitions found earlier in the manual:
Selected FixtureA selected fixture is one that is currently editable using the
programmer’s trackbelts, touch screen, etc.
Deselected FixtureA deselected fixture is a fixture that, while in the programmer, will not
be affected by changes made in the programmer. That is to say that
changes made using the trackbelts, touch screens, etc. will have no
effect on deselected fixtures. For more information, please see
“Loading the Programmer Using Fixture Selection” on page 71.
Active ChannelAn active channel is a channel in the programmer that, by default,
will be recorded into a group, cue or preset. These channel values
are displayed in white.
Inactive ChannelAn inactive channel is a channel in the programmer that will not
normally be recorded into the specified group, cue or preset unless
specifically commanded to do so. A channel automatically becomes
inactive once recorded into a cue (but not a preset or group). A
channel can also be forced into an inactive state by using the Clear
functions. Please see “Clear and the Programmer” on page 81.
These channel values are displayed in black.
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Selected FixtureA selected fixture is one that is currently editable using the
programmer’s trackbelts, touch screen, etc.
Null ChannelA null channel is one that is not in the programmer. It may still have a
value, but, as it is not in the programmer, it is not considered either
active or inactive and is therefore “null.”
T HE CLEAR OPTIONS WINDOW
When you first press the Clear key, you will see the Clear Options window pop-up in the left hand
touch screen.
To use the Clear Options window and filters, employ the following steps:
1 Press Clear
2 Set your filters as desired
3 Press Enter
The Clear Options window is used not merely to clear fixtures, but also to make attributes
inactive. Quite similar to the Load options window, it contains several buttons that are broken
down into five categories:
Fast Clear
Command
Clear OptionsThese keys determine whether a clear or an inactive function will be
Extra FilteringThese filters determine which fixtures and what types of attributes will
FilterThis group of filters acts to filter specific attribute groups
DefaultThese two buttons allow you to change the “default” behavior of
These keys are used to make attributes inactive and do not require
an “Enter” command to execute. These commands also will ignore
any other filtering that may be in place.
performed
be cleared or made inactive
Clear options window.
FAST CLEAR COMMAND CATEGORY
These keys are not technically used for clearing fixture attributes, but are used in making
attributes inactive. It is worth noting that none of these keys require an “Enter” command to
execute. And, as mentioned above, none of the other filtering used in the Clear Options window
will be applied when using the Fast Clear Commands.
All InactiveEvery attribute of every fixture in the programmer will be made
inactive
Selected InactiveOnly the attributes of selected fixtures will be made inactive
Non-Selected
Inactive
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Attributes of fixtures that are not currently selected in the
programmer will be made inactive
Page 83
None of these options are set as default.
CLEAR OPTIONS CATEGORY
Make InactiveSelecting this will cause the current command to make the selected
attributes inactive based upon the filtering applied elsewhere
Full Clear (default)This key causes the current command to clear the selected attributes
based upon the filtering applied elsewhere
EXTRA FILTERING CATEGORY
This category of filter is used to determine what information is affected based not on attribute
type, but on the value type. It also allows you to determine whether you will affect selected or
non-selected fixtures.
Selected (default)When highlighted, only selected fixtures will be affected
Non-selectedWhen highlighted, only non-selected fixtures will be affected
Base Value (default
on)
Effect Value (default
on)
Timing Value
(default on)
F
ILTER CATEGORY
In many ways, this category is akin to the Preset page filters. Using these filters, you can
determine which attribute groups will be acted on in the programmer. By default, all of these
filters are “on.”.
Intensity FocusOnly those attributes which would be found in the Dim/Focus attribute
P/TOnly those attributes which would be found in the Pan Tilt attribute group
ColorOnly those attributes which would be found in the Color attribute group
These values encompass the traditional attributes: pan, tilt, color,
gobo, etc.
These values are those that are associated specifically with effects:
pan swing, pan speed, pan mode, etc. For more information, please
refer to “Effects” on page 140.
These values are those that are associated with the “Delay” and
“Fade” overrides used to control when and how long a particular
attribute will move. For more information, please see “Setting an
Individual Attribute Fade Time” on page 103 and “Setting an Attribute
Delay Time” on page 105.
group will be recorded when this is selected.
will be recorded when this is selected.
will be recorded when this is selected.
GoboOnly those attributes which would be found in the Gobo attribute group
will be recorded when this is selected.
Zoom/PrismOnly those attributes which would be found in the Zoom/Prism attribute
group will be recorded when this is selected.
Effects SpeedOnly those attributes which would be found in the Effects/Speed attribute
group will be recorded when this is selected.
FramingOnly those attributes which would be found in the Framing attribute group
will be recorded when this is selected.
DefilterPressing this button will clear all selected filters from the Filter Category
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DEFAULT CATEGORY
This is a rather unique category in that it doesn’t do any filtering per se, but it does allow you to
change the default filters used in the Clear Options window.
SetPressing this button will cause the Maxxyz console to “remember”
any of the filters you have applied so that the next time you press
Clear, those same filters will be selected. Note: there is no feedback
when you press this button (it doesn’t change color).
ResetPressing this button will cause the Clear Options window to return to
its default filter setting.
C LEARING INDIVIDUAL ATTRIBUTES
While the Clear Options window is quite useful and effective in clearing out attribute groups, it is
also possible to clear individual attributes using the Clear key. Please refer to the screen below:
To clear the “Cyan” attribute from only the odd numbered MAC 2K’s, we would use the following
keystrokes:
1 Select the group “2k Profile-2” from the Group touch screen.
2 Select the “Color” LED key on the programmer
3 Press and hold the “Clear” key on the keypad
4 Press the hard key in the programmer that is directly below the “Cyan” label in the Programmer
Touch Screen.
The programmer screen will then look like this:
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You can see that the cyan attribute on the odd Mac 2k’s is now set to null. This is sometimes
referred to as “knocking out.”
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R
ECORDING
Recording a simple cue is covered in “Recording a Cue” on page 80. In this section, we will look
at filtering and some of the more advanced recording functions.
The Record Cue Options window is a powerful tool in the creation of groups or presets, but is
especially well suited to manipulating cue data. The Record Cue Options window (or Options
window) can be used to filter exactly which attributes from the programmer are recorded into a
cue, group or preset and, in the case of cues, where it is recorded. This window pops up
whenever the “Record” key is pressed.
C
UES
THE RECORD OPTIONS WINDOW
The Record Cue Options window contains several buttons that are broken down into five
categories:
Record OptionsThese functions are used primarily with cues, but can be useful in
presets and groups as well.
Source OptionsUsed in determining exactly what attributes will be recorded, these
buttons are of interest whenever you are recording.
Extra FilteringThese buttons determine exactly which contents of the programmer are
to be recorded, broken down by attribute group
Extra OptionsConsisting of one button, “Cue Only” this is only of use when recording
cues.
FilterUsed to determine which attribute groups will be recorded, this is useful
in all recordings.
DefaultThese two buttons allow you to change the “default” behavior of
Record options window.
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R ECORD OPTIONS CATEGORY
There are four buttons in this group, many of which can be found in other pop-up windows, but
here they are collected in one place.
MergeWhen selected, the merge command will add all selected attributes to the
specified cue, group or preset. Attributes that were previously in the cue,
group or preset will not be affected unless they are carried in the
information to be added.
ReplaceWhere Merge adds information, the Replace function will overwrite all
Insert BeforeUsed exclusively with cues, this command will insert the specified
Insert AfterSame as “Insert Before” except information is added after the specified
RemoveThis function is similar to the Clear functions listed earlier and require
existing attributes. Any previously existing attribute values will be erased
and the specified contents of the programmer will be put in their place. This
can be used with cues, groups and presets.
programmer data as a “point cue” immediately before the specified cue.
cue.
additional discussion. Please see below.
RECORD REMOVE
The Record Remove function is similar to a clear function except that where the Clear function
will remove an attribute from the programer, the Record Remove function will remove the
attribute from a cue. To use Record Remove, follow these steps:
1 Using the Mac 2k’s from the Maxxyz Demo.scn file, record a cue 1 using intensity, pan, tilt, and
gobo.
2 Clear the programmer and playback the cue.
3 Select the odd numbered Mac 2k’s by pressing the “2k Profile-2” group.
4 Place a value in the programmer for the “Gobo 1” wheel. It can be any non-null value. (This will
work on any attribute as well).
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5 Press Record to bring up the Record Options window
6Select Remove
7 Press Cue 1 Enter
8 The Record Remove pop up window will open.
Here you have the option of either “Simple” or “Exact” removal. With the current version of
software, both of these options are the same so you can press either one.
9 Press Clear Clear to clear the programmer and the gobos for the odd Mac 2k’s will be cleared
from the cue.
Note that no other filters (other than those set up by placing attribute values in the programmer)
will work with Record Remove. Record Remove can also not be used with “range recording” of
cues.
S OURCE OPTIONS CATEGORY
This category contains two buttons that toggle between each other and deal with active vs.
inactive attributes. For a definition of active/inactive attributes, see “Selected/Deselected and
Active/Inactive” on page 46.
Active OnlyThis is the only default filter used in the Options window. When selected,
only those attributes that are active in the programmer will be recorded.
Active & InactiveWhen selected, both active and inactive attributes will be recorded.
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E XTRA FILTERING CATEGORY
These three filter buttons determine which attribute groups will be loaded.
Base ChannelsWhen selected the “Base Channels,” those defined in the Dim/Focus,
Pan/Tilt, Color, Gobo, Zoom/Prism, Speed/Effect, and Framing attribute
groups found on the programmer LCD keys will not
Effect ChannelsWhen selected, the “Effects Channels,” those defined in the Regular
Effect and Time Effect attribute groups found on the programmer LCD
keys will not
Timing ChannelsThese values are those that are associated with the “Delay” and “Fade”
overrides used to control when and how long a particular attribute will
move. For more information, please see “Setting an Individual Attribute
Fade Time” on page 103 and “Setting an Attribute Delay Time” on
page 105.
E XTRA OPTIONS CATEGORY
This button breaks the normal recording method of the Maxxyz console. The Maxxyz is a
tracking console. That is to say that when a change is made, it tracks that information forward
though the cuelist. However, there are occasions when you may wish to record information into
only one specific cue without it tracking. The “Cue Only” button will allow that. When selected,
information that is recorded into that cue will not
cue. The one exception to this is when “Cue Only” is selected and you record a new cue at the
end of a cuelist. In that eventuality, the information will be tracked forward.
be recorded.
be recorded.
track forward. It will be contained only within that
F ILTER CATEGORY
In many ways, this category is akin to the Preset page filters. Using these filters, you can
determine which attribute groups will be recorded into a cue, group or preset.
Intensity FocusOnly those attributes which would be found in the Dim/Focus attribute
P/TOnly those attributes which would be found in the Pan Tilt attribute group
ColorOnly those attributes which would be found in the Color attribute group
GoboOnly those attributes which would be found in the Gobo attribute group
Zoom/PrismOnly those attributes which would be found in the Zoom/Prism attribute
Effects SpeedOnly those attributes which would be found in the Effects/Speed attribute
FramingOnly those attributes which would be found in the Framing attribute group
DefilterPressing this button will clear all selected filters from the Filter Category
group will be recorded when this is selected.
will be recorded when this is selected.
will be recorded when this is selected.
will be recorded when this is selected.
group will be recorded when this is selected.
group will be recorded when this is selected.
will be recorded when this is selected.
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D EFAULT CATEGORY
This is a rather unique category in that it doesn’t do any filtering per se, but it does allow you to
change the default filters used in the Clear Options window.
SetPressing this button will cause the Maxxyz console to “remember”
any of the filters you have applied so that the next time you press
Record, those same filters will be selected. Note: there is no
feedback when you press this button (it doesn’t change color).
ResetPressing this button will cause the Record Options window to return
Filters can be combined so that, for example, you merge only active effects channels for gobo
and color into one cue without tracking as shown below.
to its default filter setting.
MODIFYING RECORDED CUES
Once a cue has been recorded, there are a number of different ways that it can be modified
including copying, deleting and re-recording.
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R E -RECORDINGA CUE
If a cue is selected to be recorded and it already exists, you can use the record options window
shown above to determine if it should merge, replace, etc. If none of the record options are
selected, a second pop-up window appears:
Here you are given a variety of choices which are detailed above in “The Record Options
Window” on page 86.
R ECORDINGA RANGEOF CUES
The Maxxyz console allows for the modification of more than one cue simultaneously. This is
referred to as “Range Recording.” Note that while you can modify an existing range of cues, you
can not create a range of cues. An example of Range Recording is Record Cue 1 Thru 4 + 25Enter. This example will record the contents of the programmer (based upon any filters set in the
Record Options window) into every cue in the specified range (in this case cues 1 through 4) and
cue 25.
D ELETINGA CUE
If, once a cue has been recorded, it is determined that it is no longer adding to the aesthetic
quality of your production, it can be deleted. You can only delete a cue from the selected cuelist.
To delete a cue, press Delete Cue xx Enter. The specified cue will be removed from the cuelist.
You can also delete a range of cues using the same syntax used to record a range of cues.
C OPYINGA CUE
A cue can be copied from one location in a cuelist to a new location or can be copied to a
different cuelist/playback fader. To copy a cue within the same cuelist press Copy Cue xx @ yy.
The copy will be created with all the information of the previous cue (including the cue label).
Note that you can not copy a cue into an already existing cue. To copy a cue to a new cuelist,
press Copy Cue xx @ (Playback Fader LCD key). The cue will be recorded into the new cuelist
and will maintain its original cue number. Again, if the cue already exists in the target cuelist, the
copy will not record into the target cuelist. To copy a cue to a specific cue number in a new
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playback fader, press Copy Cue xx @ yy (Playback Fader LCD key). This will copy the
selected cue to the target cuelist at the specified cue number. “Range Copying” is not supported
in the current version of software.
M OVINGA CUE
In the current release of software, it is not possible to move a cue or a range of cues. You can,
however, copy an existing cue to a new location and then delete the original cue.
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W
ORKING
The primary method of playing back looks on the Maxxyz console is by the use of cues. Cues are
recorded into cuelists which are then assigned to playback faders. The Maxxyz console uses a
Last Takes Precedence (LTP) methodology of determining the values for the various fixture
attributes. In an LTP console, a distinction is made between “zero” and “no value,” also know as
“null.” Stated simply, an LTP console will not change an attribute unless specifically instructed to.
If a cue specifically states that fixture 1 has an intensity of zero, then that value will be generated
by the console and sent to the fixture over the DMX cable. If however a cue is executed that
contains color information but no specific intensity information, then that fixtures color will
change, but the intensity will continue at whatever level it was at previously and will remain at
that level indefinitely until it receives a specific command to change. Maxxyz also makes no
differentiation as to where the information comes from
in any playback fader. Last Takes Precedence.
W
ITH
C
PLAYBACK CONTROLS
UES
16
. It can come from any cue on any cuelist
There are 10 sets of LED Keys, Hard keys and motorized faders in the Playback Controls. Each
of these controls pertains to an individual cuelist.
The LCD Key at the bottom is color coded and contains the cuelist text or label. The colors found
on the LCD Key are as follows:
• Not lit - No cuelist is loaded into the Playback Control
• Orange - Cuelist is loaded and available, but is not currently running or fading a cue.
• Green - Cuelist is loaded and a cue is currently fading in that cuelist.
• Red - Cuelist is loaded and is actively playing (not fading) a cue.
• Inverted Text - Inverted text (clear text on a shaded background) indicates that this is the
selected cuelist.
16. The exception to this is the programmer which always takes precedence over any other control with
the exception of the Grand Master, A & B Group masters and Sub/Group master cuelists depending upon their configuration.
Working With Cues 93
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Directly above the LCD Key is the fader. The fader controls the intensity values of the fixtures in
the assigned cuelist. The fader will automatically return to its last position when changing
between playback pages.
The top button on the Playback Control (with the blue LED) is the Go button for that specific
cuelist. The button directly below the Go button is referred to as the “Default Button” and can be
programmed to perform a number of different functions. This button is configured in the Cuelist
Options screen. For more information, please see “Changing the Cuelist Type and Options” on
page 108.
SELECTINGA CUELIST
Only a cuelist that is selected can be modified or viewed on in the Cuelist display and only one
cuelist may be selected at any given time. Note that a cuelist needn’t be selected in order to be
playing back the cuelist. To select a cuelist, press the LCD button at the bottom of the desired
Playback Control. The LCD will invert its display (clear lettering on a darkened background) to
indicate that it is currently selected.
17
PLAYBACK COMMAND
Located to the right of the playback faders and the left of the main keypad is the playback
command. The playback command consists of 5 LCD keys, one jog wheel, and one track belt.
The playback command is used for manipulating cuelist information. The information and type of
control exerted by the playback command is dependent upon the active cue type. The possible
cue types that determine the information displayed are: 1) None, 2) Cuelist, 3) Chase, 4)
Override, 5) Sub/Group Dim and 6) Timecode. (For information on cue types, please see
“Working With Cues” on page 93.)
17. When recording the first cue into a new cuelist, that cuelist is automatically selected.
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D ISPLAYS WHEN CUELIST TYPEIS “NONE”
When no cuelist is selected, the playback command LCD keys contain the following information:
LCD KeyLegend Page 1
LCD Key 1Next Bank
LCD Key 2Prev Bank
LCD Key 3Bank...
LCD Key 4Delay
LCD Key 5Fade
LCD KEY DEFINITIONS
Next BankPressing this key will advance the playback fader bank by one.
Previous BankPressing this key will decrement the playback fader bank by one.
Bank...By pressing this key and a number between 1 and 100, you will jump to
DelayThis button is used in the setting of delay offsets for “fanning” the timing
FadeThis button is used to set the “Fade In” time of a specified attribute.
that bank.
of selected attributes.
D ISPLAYS WHEN CUELIST TYPEIS “CUELIST”
When you have selected a cuelist of the type “Cuelist,” the playback command LCD keys
contains the following information
LCD Key
LCD Key
1Next BankRelease---
LCD Key
2Prev BankAs MainFade In
18
:
Legend
Page 1
(default)
Legend
Page 2
Legend
Page 3
LCD Key
3Bank...ModeTime
LCD Key
4Delay
LCD Key
5FadeGo ---
18. The jog dial found at the bottom of the LCD keys is used to change the pages of the LCD keys.
Working With Cues 95
Pause
Back---
Page 96
LCD KEY DEFINITIONS
Note that definitions given earlier are not repeated here.
ReleasePressing release will cause the selected playback fader to release control of
all associated fixtures.
As MainWhen a playback fader is selected and “As Main” is pressed, the selected
cuelist will become the “main” cuelist and that cuelist will be assigned to the
main “Go” and “Pause/Back” keys on the left side of the console.
ModePressing this button toggles the mode of a cue trigger between “Go,” “Wait,”
Pause BackWhen this key is pressed once, the selected cuelist will stop its fade.
GoPressing this button will cause the next cue in the selected cuelist to
Fade InThis button currently has no functionality.
TimeThis button currently has no functionality
and “Follow.”
Pressing it a second time will cause the previous cue to be activated.
execute.
D ISPLAYS WHEN CUELIST TYPEIS “CHASE”
When you have selected a cuelist of the type “Chase,” the playback command LCD keys contain
the following information:
Legend
Page
LCD Key
LCD Key
1Next BankRelease---
1(default)
Legend
Page 2
Legend
Page 3
LCD Key
2Prev BankRate BPMAs Main
LCD Key
3Bank...XFade%---
LCD Key
4Delay
LCD Key
5FadeGo ---
Pause
Back---
LCD KEY DEFINITIONS
Note that definitions given earlier are not repeated here.
Rate BPMPressing this key activates the track belt and allows you to dynamically
XFade %Pressing this key activates the track belt and allows you to dynamically
change the rate, measured in beats-per-minute, of the selected chase
cuelist.
change the proportion of the crossfade between cues that will be used when
moving from one cue in a chase to the next of the selected cuelist.
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D ISPLAYS WHEN CUELIST TYPEIS “OVERRIDE,” “SUB/GROUP
D
IM,” OR “TIMECODE”
When you have selected a cuelist of the type “Override,” the playback command LCD keys
contain the following information:
Legend
Page
LCD Key
LCD Key
1Next BankRelease---
LCD Key
2Prev BankAs Main---
LCD Key
3Bank... ------
LCD Key
4DelayBack---
LCD Key
5FadeGo ---
1(default)
Legend
Page 2
Legend
Page 3
THE “MAIN GO” BUTTONS
Aside from the individual playback faders, Maxxyz provides a location for controlling a “main”
cuelist.
When a cuelist is set “as Main” the Go and Pause/Back buttons in the Main Go area will execute
cues in that cuelist. Also in this area are the Release key and the Snap key. The Snap key can be
used to override the cue timings in a cuelist and force the cue to execute in a time of zero.
S NAP KEY
The Snap key can be used to override the timings of previously recorded cues. There are a
number of different functions assigned to the Snap key, all of which are dependent on what other
Working With Cues 97
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key it is used in conjunction with. In all cases, the Snap key must be pressed and held while the
other key is then pressed.
Key used with SnapResult
Any Go buttonCuelist will advance in time zero
Any Pause/Back
button
Cue xx EnterCuelist will advance to specified cue in time zero
Release (REL)Releases ALL active cuelists by first fading intensity to zero and then
a. Note that it is also possible by first pressing and holding Release and then Snap to release all
attributes, including intensity, simultaneously.
Cuelist will return to previous cue in time zero
returning all other attributes to their default
PLAYBACK PAGES (BANKS)
Maxxyz supports 100 Playback pages called “Banks”. Each bank contains 10 cuelists that
correspond to the 10 Playback Controls. The bank list is found at the bottom of the programmer
touch screen. To change banks, use the vertical jog wheel found to the left of the Playback
Control LCD keys, the Playback Command LCD, or touch the Bank label on the touch screen.
The active bank is highlighted in red and displayed at the bottom of the Playback Touch Screen.
a
In the screen shot above, we can see that the console is currently in Bank 5. The bank display
also provides color coded information about the playback faders associated with that particular
bank.
• Dark Red: A standard or timecode cuelist is loaded in this playback (note that if a timecode
cuelist is selected, other changes in the Playback Touch Screen will make that apparent).
• Light Blue: A chase is loaded in this playback
• Bright Red: An override is loaded in this playback.
• Green: This cuelist is acting as a submaster
• Yellow: this cuelist is acting as a group master
• Dark Blue: No cuelist is loaded in this playback.
For more information on cuelist types, please see “Changing the Cuelist Type and Options” on
page 108.
L ABELINGA BANK
It is possible to change the default label (Bank x) by using the following procedure:
1 Go to the bank whose label you wish to change.
2 Press Edit
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3 Press Bank... on the Playback Command LCD.
4 Enter the text you wish using the keyboard.
5 Press Enter.
CREATINGAND WORKINGWITH CUELISTS
The Cuelist window is the primary tool used by Maxxyz for manipulating cue data. You can
access the Cuelist window by pressing the associated view key over the playback touch screen.
In order to properly examine the Cuelist window, first create a cuelist in playback one with 5 cues
using the following directions:
1 Select a group or groups of fixtures and focus them.
2 Press the “Record” key on the keypad.
3 The “Record Cue Options” window will open.
4 Press the LCD key under playback fader 1 (the furthest left fader). Playback fader 1 will
automatically become the selected cuelist. The motorized fader will raise to full, the LCD key will
light in orange with reversed text, and cue 1 will be recorded into the playback.
5 Change the attributes on the selected fixtures and repeat steps 1-3 until you have a total of 5
cues.
When finished, the Cuelist window will look similar to this:
C UELIST TOUCH SCREEN BUTTONS
The Cuelist touch screen contains a number of buttons with varying levels of functionality in the
header of the cuelist
OptionsThis button will be discussed in detail later in the manual (see
“Changing the Cuelist Type and Options” on page 108)
Follow Values
(default on)
Follow Cue (default
on)
When this button is highlighted (red), the carat (the “>>” next to Cue
1 that indicates the current cue) will advance as each cue is
executed, but the cuelist will not automatically scroll down following
the carat. The highlight bar (the bright blue bar shown over Cue 1)
will remain on the last selected cue.
With only Follow Cue selected, the carat and the highlight bar
advance together as cues are executed, but the screen will not
automatically scroll if the cuelist is longer than the number of cues
that can be displayed on the screen (a maximum of 14 cues).
Working With Cues 99
Page 100
Follow Grid (default
on)
Add MacroThis button is discussed in detail in “Using Macros” on page 119.
Insert LinkThis button is discussed in detail in “Linking Cues” on page 121
Edit ModeFinally, to the far right is the “Edit Mode” button. This button locks
Following those buttons, you will find text that tells you the cue type (Cuelist, Chase, Override.
etc./) and the cuelist number (in this case Cuelist 24).
Directly below this is the Cuelist Label. By default, the Cuelist Label is the same as the cuelist
number. To edit this label:
Again, the carat will advance as cues are executed and the highlight
bar remains at the last selected cue, but when Follow Grid is
selected, the cuelist will automatically scroll down following the carat.
access the Name, Trigger, Delay, Fade, Fade Mode and Comment
cue modifiers thereby preventing accidental changes to the cue. By
default, the button is locked (light blue). To unlock the cue modifiers,
simply press the “Edit Mode” button (it will turn light brown to indicate
that access is allowed). Please note that “Edit Mode” does not
prevent the recording, deselecting or editing of cue contents. It
pertains only to the cue modifiers listed above. Also, the “Edit Mode”
button will maintain its state (locked or unlocked) regardless of the
cuelist or view displayed.
LABELINGACUELIST
1 Select the desired cuelist by pressing the appropriate LCD key
2 Select the default text (Cuelist xx) by touching or clicking on the text on the touch screen.
3 The text will highlight in red.
4 Using the keyboard, enter the desired text.
5 Press Enter and the cuelist will be relabeled.
Note that the new label is also displayed in the appropriate playback LCD key and that the cuelist
number, found above the label on the touch screen remains unchanged.
C UELIST COLUMN HEADERS
Just below the Cuelist Screen Buttons are seven columns, each of which provide specific
information about the cue.
NoThis is the cue number. The cue number can range from.0001 to
NameThe default cue name is the same as the cue number. The process to
100Maxxyz
99999.9999
change the cue name is similar to changing the Cuelist name and is
detailed below.
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