Pearl DLC-C003 Operator's Manual

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Pearl 2010
DLC-C003
Instruction for use
Operator’s Manual
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TUTORIAL CONTENTS
1. WELCOME TO THE DLC-C003 3
2. PATCHING 7
3. CONTROLLING DIMMERS AND FIXTURES 15
4. PALETTES 19
5. SHAPES 23
6. MEMORIES 26
7. CHASES 33
8. THEATRE STACK 38
9. THE GRAPHICS TABLET 41
10. RUNNING YOUR SHOW 43
11. ADVANCED FEATURES 46
12. INTRODUCTION TO INTELLIGENT LIGHTING 47
13. INTRODUCTION TO DORTRON’S CONSOLES 49
14. CHANGES IN THE LATEST DLC-C003 SOFTWARE 51
REFERENCE MANUAL CONTENTS
1. SETTING UP THE CONSOLE 58
2. PATCHING 64
3. CONTROLLING DIMMERS AND FIXTURES 70
4. PALETTES 79
5. SHAPES 85
6. MEMORIES 90
7. CHASES 100
8. THEATRE STACK 110
9. THE GRAPHICS TABLET 117
10. RUNNING THE SHOW 121
11. AUTOMATED PLAYBACK (SCRIPT FILES) 124
12. SETUP 132
13. OTHER FEATURES 135
14. THE PERSONALITY FILE SYSTEM 142
15. GLOSSARY OF TERMS 153
16. INDEX 158
Pages in the Tutorial section have numbers below 100. Pages in the Reference manual have numbers above 100.
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CHAPTER ONE
INTRODUCTION
1. Welcome to the DLC-C003
This manual is designed to help you get the most out of your DLC-C003 console. We have divided it into two sections.
This first section is a tutorial which gives you a step by step guide of how to carry out the most common functions of the DLC-C003. If you are new to the console, working through this part will give you a good introduction.
The second section is a reference manual which tells you everything there is to know about the DLC-C003.
To help you move between the two sections, we have made the chapter numbering the same, so if you are using the tutorial and you want more information, just look for the same chapter number in the reference manual.
At the back of the reference manual there is a Glossary, explaining some of the technical terms used in the manual, and an Index which can be used to find what you need in either section of the manual.
This manual applies to both the DLC-C003 2048 and the DLC-C003
Tiger consoles.
1.1 Setting up the DLC-C003
Before you can use the DLC-C003, you need to connect various things to it. Ensure the power is off while making these connect ions.
Important: Firstly check if your console has a voltage selector switch
on the back of the console next to the power socket. If it has, make sure it matches your mains power. You can set it to 230V or 120V.
If you plug in the power with the switch set wrongly, you will probably blow up the power supply. This would be a Bad Thing To Do a few hours before a show.
Connect the mains inlet to an AC power supply. If you are using the optional external VDU screen, connect a VGA
monitor (640x480 text mode) to the VDU output on the back of the console. You don’t have to use the VDU screen but it does show some additional information that is not shown on the console display.
Connect the DMX output(s) to your lighting fixtures or dimmers. The DLC-C003 2048 has four DMX output sockets. The DLC-C003 2048 has only two DMX sockets, but four DMX lines may be connected to them using a splitter cable. Chapter 1 in the reference manual has more details on DMX connections.
Plug in the desk light to the socket on the top left of the console. If you have a QWERTY keyboard, plug it into its socket. You do not have to connect a keyboard if you don’t want.
Turn on the power. The console display and VDU screen (if you are using one) should come alive.
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1.2 Finding your way about on the DLC-C003
The DLC-C003 might initially appear to have an alarming number of sliders and buttons on it, but don’t be scared of it. The main controls are:
The Preset Faders are used to control individual dimmer channels and fixture intensities. The 2 buttons below the faders are used to select and flash fixtures. Each fader and buttons is called a “Handle”.
The Mode select keyswitch sets the operating mode of the console; Program for programming a show, Run for running the show and System for configuring the console.
The Page select roller lets you select different pages of playbacks, and you can write the playback names on the roller so you know what’s in them.
The Master faders control the overall output of the various parts of the console. You will normally have these set at Full.
The Playback faders and flash buttons are used to play back memories you have programmed, when you are running a show.
The Main display is the nerve centre of the console and shows you what is going on. The display can show various screens of information.
The Control wheels are used to set control values on the fixtures, and to set chase speeds and fades.
The Menu softkeys (labelled A – G) are used to select control options. The display next to the buttons shows what each on e will do. The options for each key change depending on what the console is doing. Softkey commands are shown in the manual with square brackets like
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this: A [Chase Parameters]
The Numeric keypad and other control buttons are used to enter values and change controls on the console.
The Fixture Page buttons are below the keypad, which select 4 pages for the Preset Faders.
The blue Command buttons are used to carry out functions such as storing memories, copying, saving to disk, etc. These buttons have lights on to indicate when they are active.
The Attribute select buttons are used to select which attributes of a fixture (e.g. colour, gobo, pan, focus) are going to be controlled using the Control wheels. The buttons have lights on to show you which attributes are active. The bottom (red) button allows you to reduce the intensity of a fixture if it loses position during a show.
The VDU screen shows more information than the on-board displays. It is useful when setting up the console and programming shows. When entering text or numbers, what you are typing is shown only on the VDU screen. If you are short of space you can often manage without it when you are running a show.
The main part of the display shows the output of the console for one of the types of fixture you are using (you can show different things using the View button, see page
61). Across the bottom of the display, the current page of memories is shown. The “A B” at the right side of the screen shows which functions are currently assigned to the control wheels.
Today’s date and time
Fixture output values
Function of left wheel
Function of right wheel
Memory contents
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1.3 The DLC-C003 simulator
You can download a free DLC-C003 simulator from the DORTRON’s website, which runs on a PC. This allows you to work on the DLC-C003 even when you haven’t got the real console with you. You can patch the desk, and program shows using the DORTRON’s Visualiser, then save the show to disk and load it into the real console. The simulator operates almost exactly like the real DLC-C003.
1.4 What you’ll need for the tutorial
The rest of the first part of this manual is a hands-on tutorial. If you have never used an DORTRON’s console before, by working through the rest of the tutorial section you should be able to get the DLC-C003 up and running, and be well on the way to programming and running a show with it.
The tutorial is organised in the order you’ll need to do things to get the console set up and working, so try to work through it in sequence. To make the most of it, you will need a few lights set up t o play with; a couple of moving lights and a few dimmers would be best. If you can’t lay your hands on any real lights, you can use DORTRON’s Visualiser to simulate some lights.
When you are preparing to start programming a new show, it’s handy to have the following things.
A lighting plan of your rig which you can scribble on
Some blank floppy disks to save your work
Some white or clear tape and a fine black marker pen to mark up
the console so you know what’s where
Paper & pen to make notes (or a laptop, depending on how
technological you are)
Manuals or DMX tables for the fixtures you’re using
A supply of beverages of your choice
If you are new to intelligent lighting, or even new to lighting altogether, read chapter
12, “Introduction to intelligent lighting”. This explains the concepts behind digital control of lighting and will h elp you to understand what we are going on about in the rest of the manual. There is also a Glossary at the end of the Reference Manual which explains some of the obscure lighting words we have used in the manual.
If you are used to older DLC-C003 software, read chapter
14, “Changes
in the latest DLC-C003 s
oftware”, which gives you a quick rundown on
the differences between the two consoles.
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CHAPTER TWO
2. Patching
In this chapter: how to set up the DLC-C003 to control dimmers and fixtures. patching dimmers patching moving light fixtures setting addresses on the fixtures So, you have your fixtures and dimmers all connected up with DMX cables and the DLC-C003 connected to the end of it. (If you have a big rig, you might find it easier to learn the basics using a few dimmers and a few moving lights, and leave the rest of it till you’re an expert).
First you need to allocate each fixture or dimmer to a preset fader on the DLC-C003, so that you can tell it which of the fixtures or dimmers you want to control at any time.
The bottom fader and the buttons below it (the picture shows some) are called the handle for the dimmer or fixture, because you use it to take control of the fixture. The fader will control the intensity of t he dimmer or fixture, the “Swop” button is used when programming to select the dimmer or fixture. In Run mode the Flash and Swop buttons function as flash buttons.
You also need to tell the DLC-C003 what type of fixture is allocated to each handle. When you have entered this information, the DLC-C003 can tell you what DMX addresses to set on your fixtures and dimmers to match the settings it is using. If you prefer, you can set your fixtures and dimmers beforehand and tell the DLC-C003 what DMX addresses it should be using.
This setup process is called Patching. You can patch up to 240 fixtures and dimmer channels on
the DLC-C003. There are 4 “pages” of 60 handles, selected using the “Pages of Fixtures” buttons below the numeric keypad.
The DLC-C003 controls dimmers and fixtures slightly differently, so we will look at each in turn.
PageFixtures button
2.1 Clearing the DLC-C003 – Wipeall s
It’s always a good idea to clear the DLC-C003’s memory before you start a new setup. This ensures that you won’t get confused by any peculiar settings left by the previous user.
Clearing the DLC-C003
Î Turn the mode keyswitch to “System” Î Select softkey A [Service] Î Select softkey F [Wipe]. Î Press F [“Wipeall], to confirm. The memory will be wiped.
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Î Turn the key to “Program” to prepare for programming.
The DLC-C003 is now pristine and new, with all options set to default, and all memories empty, ready for you to start your show.
2.2 Patching dimmers
Each dimmer channel you want to use has to be allocated to one of the handles. Then, when you want to control the dimmer channel, you just fade up the slider.
Patching dimmer channels
Î Make sure the key is set to “Program” Î Press Patch (one of the blue “command” buttons). Î Press A [Dimmer] Î The DLC-C003 will start at DMX address 001 (shown on
the top line of the display). If your dimmer rack is at a different address, you can change this by typing in the new address on the numeric keypad.
Î Press the blue preset “Swop” button below preset fader
number 1. The fader and flash/swop buttons will become the “handle” used to control that dimmer channel.
Î The DLC-C003 will update the DMX address to the next
free channel, so you can just press another button to patch the next dimmer.
Î Press Exit when you have finished patching.
You can now control the dimmer channel on handle 1 using the fader (the buttons do not operate as flash buttons in Program mode, only in Run mode).
If you have lots of dimmers to patch, there are some quicker ways. If you just want to patch 10 dimmers in sequence on to handles 21-30, you can do it this way:
Patching a range of dimmers to buttons
Î Enter Dimmer Patch mode Î Enter the DMX channel you want the range to start at, if it’s
different to the one the DLC-C003 is displaying
Î Hold down the Swop button of the first handle to be patched
(handle 21)
Î Press the last Swop button (handle 30) Î Release the first Swop button, then the last Swop button Î Each handle will be patched in order to a dimmer channel. Î Press Exit when you have finished patching.
You can also patch more than one dimmer channel on the same handle. This can be useful when you have several lights on different dimmer channels, but you always want to control them together. For example, if you have lit an area with several spots and you just want them all to come up on one fader, this is a good way to do that. Multiple patches
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like this are displayed at the bottom of the VDU screen.
Patching several dimmers to the same button
Î Enter Dimmer Patch mode Î Using the numeric keypad, enter the DMX address of the first
dimmer channel to be patched
Î Press the Swop button for the handle you want to use (this patches
the first dimmer)
Î Using the numeric keypad, enter the DMX address of the next
dimmer channel to be patched (the DLC-C003 will have automatically increased the address by 1)
Î Press the Swop button again Î Press Exit when you have finished patching 7
You can repeat this procedure to patch as many dimmers as you like on to one handle.
So far, you’ve patched onto the bottom bank of faders. You can also patch onto the top bank of faders. If you have 30 or less fixtures, it’s easiest to patch fixtures to the bottom faders, and your dimmers to the top faders, then you can have them all accessible without having to change the fixture page.
Patching to the top fader bank
Î Patch the dimmer as normal, but hold down the YPL (shift) button
while pressing the blue Swop button. The YPL button is next to the numeric keypad
Î The dimmer channel will be patched to the top fader Î Press YPL with another Swop button to patch to another top fader
You can patch multiple dimmer channels to the top faders by holding down the YPL button, then holding the first swop button, then pressing the last button of the range to be patched. You might need to grow a third hand, or borrow someone else’s, to accomplish this.
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While you are in Patch mode, the VDU screen shows a DMX channel grid to tell you which channels you have patched so far and which are free. Dimmers and fixtures are identified by different letters, dimmers are always “a”.
You can also display the patch on the LCD screen by pressing View (on the numeric keypad) then C [DMX patch] (shows which handle each DMX channel is allocated to) or D [Fixture patch], which shows a list in handle order.
2.3 Patching moving light fixtures
Moving light fixtures are controlled slightly different ly to dimmers; a dimmer only has one controllable attribute, intensit y. But a moving light fixture can have many attributes, such as pan, tilt, colour, gobo etc. When you patch a fixture, you will see on the VDU screen that it occupies a block of DMX channels rather than just one. However, the principle is still the same.
The DLC-C003 has personality files for most lighting fixtures in the known universe, and these are stored internally in the console. If you want to use a personality not available in the console, you can load it from a personality disk, a wide range of which can be downloaded from the DORTRON’s website. See section 12 in the reference manual for details of how to download personalities.
Note: To use the internal personality files, make sure there is no disk
in the disk drive.
Patching a fixture
Î Make sure there is no disk in the disk drive Î Press Patch Î Press B [Choose a fixture] Î The display will show “Please select an instrument” on the top line. Î A list of known fixtures will appear next to the softkeys after a
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pause.
Î Use Softkeys F and G to go up and down the list and find the
correct fixture, then press the Softkey next to the fixture to select it.
Î The DLC-C003 will load the fixture information (this may take a few
seconds). The display shows information about the fixture.
Î The DLC-C003 will ask “Use preset palettes?”. Î Press A [Yes]. (This is explained later) Î The DLC-C003 will offer you the first free DMX address (on the top
line of the display). You can change this using the numeric keypad if you want the fixture at a different address.
Î Press the Swop button on handle 11 to patch the fixture you have
selected to handle 11.
Î The display will show the block of channels occupied by the fixture. Î Patch more fixtures, or press Exit when you have finished.
You can continue to patch this type of fixture at the next free DMX address by pressing the next Swop button you want to use. You can also patch a range of fixtures by holding down the first button in the range and pressing the last button, as with dimmers.
You can patch fixtures to the top faders by holding down the YPL button, but if you do this you will need to hold down the YPL button to select them when programming as well, so it’s easiest to only patch dimmers to the top faders as you can control dimmers just with the fader.
If you want to patch a different type of fixture, you can change the type of fixture to be patched very easily.
To change the fixture type
Î Press A [Select another fixture] Î Choose the fixture type from the list on the softkeys Î Patch as before
Note: The “preset palettes” contain 9 position, 10 colour and 10 gobo
settings. You can call back these settings instantly from the palette buttons when you are programming. This allows you to select, for example, “Yellow” or “Blue” instead of setting up the value using the wheels. You can only load the preset palettes during patching.
The DLC-C003 has four physical DMX output lines, identified as A, B, C, D. You can patch onto any of the four lines using E [Select a DMX line]. However, to keep it simple, stick to line A while you are learning.
2.4 Labelling the console
It’s a good idea to stick a strip of tape above the handle Swop buttons, and write on it what is patched on each handle, such as “Mac SL”, “Mac Centre” etc. This will help you greatly when programming as you t r y and remember where you patched everything.
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2.5 Addressing lights to match the DLC-C003
When you are patching, it’s easiest to let the DLC-C003 allocate all the DMX addresses, then go round to the actual dimmers and fixtures and set the addresses to match the DLC-C003’s settings. This makes sure that there are no overlaps or gaps in the DMX addresses.
You can also work out the DMX map yourself and tell the DLC-C003 what DMX channels to use while you’re patching, but then you need to make sure yourself that nothing overlaps.
The DLC-C003 can tell you the DMX address it is using for each fixture, and in some cases can show you how to set the dip switches on the fixture. Write down the addresses for all the fixtures, then go and set them.
Displaying the DMX address for fixtures
Î Press the View button (next to the
numeric keys)
Î Press D [Fixture Patch] Î The display will show a list of the handles
to which you have patched fixtures or dimmers, with the DMX line and address (e.g. A24 is address 24 on DMX line A).
Î One handle on the list has an arrow next
to it. In the lower part of the screen, more information is shown for this fixture.
Î Use the Arrow keys to move the arrow
up and down the list, and show information for the other fixtures in the list.
Î You can also press View then C [DMX
Patch] to display a list of DMX channels and which fixture is patched at that address.
2.6 Changing what you have done
If you need to change the patching you have done, it’s possible to re­patch a fixture to a different DMX address using the Repatch Fixtures softkey. You can also move a fixture onto a different handle, and delete a fixture from a handle, but this loses any programming for the fixture. How to change the patching is described in detail in section 2 of the reference manual on page
68.
2.7 Patch Utilities
You can invert the operation of channels and set various other fixture­specific options using the Patch Utilities softkey. Inverting pan and tilt channels can be useful to mirror fixtures on opposite sides of the stage, or to correct for hanging a fixture the wrong way round. Section 2 of the reference manual on page
69 describes how to set these options.
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2.8 Completing the patch
When you have patched all your dimmers and fixtures, press the Exit button on the numeric keypad to go back to normal mode. You have now completed the setting up of the lighting system, and it’s time to get to work on programming a show. But there’s one important thing to do first…
2.9 Saving the contents of the DLC-C003 to disk
The DLC-C003 has a built in floppy disk drive which allows you to save everything you have done. You should get into the habit of saving your show regularly to guard against that unexpected moment when the worst happens.
The disk drive is in the front left hand corner of the console, beneath the master faders. If you’re using the console in its flightcase, you might need t o lift it slightly to access the disk drive.
It only takes a minute or so to save the contents of the DLC-C003 to disk. You can then reload it if you mess up the show by accidentally changing something, or if some helpful person steals the DLC­C003 you can load your programming into a replacement console and the show can go on. Diskbutton
Backing up the DLC-C003 to disk
Î Press the Disk button in the bottom right hand corner of the DLC-
C003
Î Insert a blank formatted 1.44MB disk into the disk drive (anything
on the disk will be wiped).
Î Select B [Save show to disk]. Î The DLC-C003 will ask for a filename for the show. Type this on the
QWERTY keyboard then press Enter. If you don’t have a keyboard connected you can just accept the default showname by pressing Enter.
Î The DLC-C003 will ask if you want to make the show compatible
with Sep 2048 software. Press B [No].
Î The DLC-C003 will save your current show onto the disk. The
display will tell you when the DLC-C003 has finished.
Î The DLC-C003 will not respond to any buttons or sliders while
saving or loading a show. The DMX output will be frozen in its last state.
Î If you need to reload the show, press Disk then A [Load show from
disk].
2.10 Examples
How do I patch a 6 channel DMX dimmer pack to faders 31-36?
Press Patch, then A [Dimmer]. Note the DMX address where the DLC­C003 is going to patch (on the top line of the display). Hold down the
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YPL button. Press the blue Swop buttons for channels 1, 2, 3, 4, 5 and
6. Let go of the YPL button. Because you were holding down YPL, the dimmers are patched to the top set of faders, 31-36. Press Exit twice to leave Patch mode. Finally set your dimmer pack’s DMX address to match the DLC-C003 (if you are not sure of the address, press View then D [Fixture patch], then use the Down Arrow button to scroll to show Handle 31; the display shows the DMX address where the handle is patched).
How do I patch a Mac600 to handle 10?
Press Patch, then B [Choose a fixture]. (Ensure there is no disk in the disk drive). Press F [More] until one of the softkey options is MMac600m4. Press the softkey for that option. Wait for the DLC-C003 to load the personality. When the DLC-C003 asks “Use preset palettes?” press A [Yes]. Note the DMX address where the DLC-C003 is going to patch (on the top line of the display). Press Swop button 10 to patch the fixture. Press Exit twice to leave Patch mode. Finally set the Mac 600’s DMX address to match the DLC-C003 (we have used the Mode 4 personality so it will also need to be in Mode 4).
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CHAPTER THREE
3. Controlling dimmers and fixtures
In this chapter: how to control dimmers and fixtures manually.
controlling fixtures and dimmers
changing attributes
using and creating groups
align and fan functions
viewing the console output
Having patched all the dimmers and fixtures you want to use, you are ready to start operating them. This chapter explains how you do this.
To manually control fixtures and dimmers, you need to be in Program mode, so ensure the key is set to Program. There’s also a special Run mode which lets you “take over” fixtures during a show, which is described later.
3.1 Controlling dimmer channels
Controlling dimmer channels is simple – you just push up the fader of the handle where the dimmer is patched. Dimmers work just like a normal “preset” lighting desk on the DLC-C003. If you want to turn on lots of dimmer channels at the same time, you can also “select” the dimmers and use the Dimmer attribute button and control wheels as described below.
3.2 Controlling fixtures
Controlling fixtures is nearly as simple, except there are a few more functions to control than just intensity.
The first thing you have to do is to “select” the fixtures that you want to control. The DLC-C003 then knows that any changes you make are only to be sent to these fixtures. You can select fixtures individually, or several at once.
Selecting fixtures or dimmers
Î Press the Swop buttons for the fixtures you want to control. (For
dimmers and fixtures on the top bank of faders, hold down the YPL button and press the Swop buttons below the faders you want)
Î The Swop button LEDs will light for the fixtures which are selected.
They are shown in dark blue on the VDU screen.
Î If you select a fixture you don't want, press its Swop button again
to deselect it.
Î You can select a range of fixtures by holding down the Swop button
for the first fixture in the range, then pressing the Swop button for the last fixture.
Î Press the ML Menu button then A [Locate Fixture] to position the
selected fixtures at a central position with the light on, so you can see where they are. Dimmer channels are set to 100%.
You can change the fixture page, if you need to, by pressing one of the other Fixture Page buttons.
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You can select dimmers or fixtures patched to the top faders by holding down the YPL button and pressing the Swop button for the fader below.
3.3 Changing attributes of fixtures
Having selected the fixtures you want to control, you then need to select the attributes (pan, tilt, colour etc.) of that fixture that you want to change.
The attributes are selected using the buttons on the lower right corner of the DLC-C003 and controlled using the wheels. The attributes you can control will vary depending on the type of fixture you are using. For dimmer channels, you can only change the “Dimmer” attribute (intensity). For scans, you can control the pan, tilt, colour, gobo and other functions.
Controlling pan and tilt of a fixture
Î Select some fixtures using the Swop buttons Î Use the Locate Fixture function (press ML Menu then Softkey
A) to position the fixtures at a central position with the lamp on (you don’t have to do this, but it helps you see what’s happening)
Î Press the Pan/Tilt attribute button Î Control the tilt using the left hand wheel and the pan using the
right hand wheel. You should see the selected fixtures move.
Î The display area just above the wheels shows you
which attribute is being controlled by each wheel.
Any other attribute of the fixtures you selected can be controlled by pressing the appropriate button and turning the wheels. The display will show which funct ion s the left and right wheels are going to control. Very few fixture types have the full range of attributes; if the display doesn’t show a function when you select an attribute button, that function is not available on the fixtures you selected.
You can view the attribute settings on the LCD screen by pressing the View button then B [Fixture Attributes]. You can change which attribute you are viewing by pressing a different Attribute button.
If the fixture personality supports range tables and Intelligent Attribute Display is turned on (Hold YPL and press 1) then for some attributes, rather than showing a percentage value above the wheels, the current colour or gobo name will be displayed. This only happens on some fixtures.
You can use the Dimmer attribute to control the intensity channel of the fixture, or you can use the fader of the handle. The effect is the same.
Note: Once you have changed any attributes, all th e fixtures will be
automatically deselected the next time you press a fixture select button.
3.4 Using groups
If you’ve got several units of one fixture type, you often want to select them all at the same time. To yplid lots of swop-button-pressing, the DLC-C003 allows you to put fixtures or dimmer channels into groups, which you can then use to select all the fixtures just by typing the
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group number. If you are using the graphics tablet you just press one button on the tablet and all the fixtures in the group are magically selected.
Making a group
Î Select the fixtures or dimmer channels you want to put into the
group
Î Press the ML Menu button, then E [Record Group]. Î Type the group number 1-200 on the numeric keypad and press
Enter.
Once you have created a group, you can then quickly select all the fixtures in the group:
Selecting a group of fixtures
Î Type the group number on the keypad Î Press A [Recall Group]. Î The fixtures in the group are selected, all other fixtures are
deselected.
If you are using the graphics tablet, you can save and recall groups with one touch of the pen. This is described in more detail in the Graphics Tablet chapter.
3.5 Copying settings from other fixtures – Align
If you’ve set a nice colour on one of your fixtures, and you want to copy it to all the other fixtures of the same type, the DLC-C003’s Align function can do that. You can also use it to make all pan and tilt positions the same for a range of units or to make dimmer levels the same.
Copying settings from other fixtures
Î Press an attribute button to select the attribute you want to copy Î Select the fixture or dimmer channel you want to copy from Î Select the fixtures or dimmer channels you want to copy to Î Press the ML Menu button, then D [Align <attribute name>]”. Î Or you can press C [Align Fixtures], to align all attributes.
3.6 Fan mode
Fan mode automatically spreads out a selected range of fixtures to produce a fan of light beams, like rays of sunlight. The f irst and last fixtures of the range are affected most, and the central fixtures are affected least. The amount of fan can be set using the wheels.
Note: The order in which you select the fixtures sets how the fan effect
works. The fixtures you select first and last will be the ones which change most.
The fan effect, while normally used on pan or tilt attributes, can be applied to any attribute.
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Fanning out a range of fixtures
Î Select the range of fixtures you want to fan Î Select the attribute to fan (pan, tilt, colour etc) Î Press the Fan button (one of the blue command buttons) Î Set the amount of fan using the wheels Î The display shows which attribute is being controlled by each wheel Î Press the Fan button again to exit Fan mode when you’ve finished
You will be able to see the effect of fan mode best if you hav e a row of at least 4 fixtures. If you have an odd number of fixtures, the central fixture will not move in fan mode.
Remember to turn off Fan mode when you have finished (by pressing the Fan button again), or you will get confused when the controls don’t do what you expect.
3.7 Examples
How do I fade up the dimmer on handles 31-36?
Just push up the faders 31-36 (make sure the Grand Master and A/B Master faders are up)
How do I make the mac 600 on handle 10 go blue and point at the cyclorama?
Select the fixture by pressing Swop button 10. Press ML Menu then A [Locate fixture] to turn on the mac600 and centre it. Press the “Cyan/Magenta” attribute button. Turn the A wheel anticlockwise to make the amount of Cyan change (you can turn B wheel anticlockwise to make the Magenta change which will give a darker blue). Press the “Tilt-Pan” attribute button. Turn the A and B wheels (the mac600 should move) until it points in the direction you want.
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CHAPTER FOUR
4. Palettes
In this chapter: how to use palettes to set colours, gobos and positions.
Using palettes to set values
Creating your own palettes
Setting which attributes are recorded in a palette
Shared and individual palettes
When you are controlling your lighting, it would be nice to instantly call back a position such as centre stage, or a particular colour like red, blue etc, rather than having to set the value on the wheels every time.
The DLC-C003 has pages of preset values, called “palettes”, which allow you to do this. The DLC-C003 loads 10 colours, 10 gobos and 10 pre-programmed positions when you patch a fixture (unless you tell it not to when it asks “Use preset palettes?”). You can use these palettes as they are, modify them to your own settings, or save new settings.
Palettes have another big advantage. If for example you program a “centre stage spot” position as a palette, when you use this position in memories the DLC-C003 remembers the palette you used, rather than the actual value. This means that if you move to another venue, you can just reprogram the “centre stage spot” palette entry and every memory using that position will automatically be updated. If you’d programmed all your memories directly using the wheels, you would need to go through and reposition every memory.
Palettes are also useful when you are programming using Visualiser and you don’t know exactly where the lights will point ; you can program your memories using palette positions, then you just update a few palettes when you get the real lights in the real venue and the show programming is done.
4.1 Using palettes to set values
The easiest way to use a palette value is by the menu on the LCD screen. We’ll use the preset palettes which the DLC-C003 loaded when you patched the fixtures to set some fixtures to Red.
Using palettes
Î Select the fixtures you want to control by
pressing their Swop buttons
Î Press the Focus button above the numeric
keypad
Î Select the page of palettes you want to use
by pressing one of the A-F softkeys (such as [Colour])
Î Press one of the A-E softkeys to use one of
the palette values (such as [Red]). The value will be set to all the fixtures which are selected. The lights should turn red.
Î To go back to the list of palette pages, press
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G [Pages].
Î Press Exit when you have finished with palettes, as other functions
don’t work while in Palette Select mode
You can also apply palettes 1-30 by pressing the grey Palette/Flash buttons below the preset faders. While you hold the button, the top line of the display shows the legend for the attribute (White, Green etc). When you release the button, the palette is applied. If you decide you don’t want to apply the palette, press the Focus button before you release the grey Flash button.
4.2 Creating your own palettes
You can easily save your own palettes, or modify existing ones. We’ll create a position palette.
Storing your own palette
Î Press Clear (next to the numeric keys) to clear all the changes you
have made so far
Î Select a couple of fixtures and press ML menu then A [Locate
fixture]
Î Press the “Tilt-Pan” attribute button. Î Position the fixtures using the wheels. Î Press the Store Palette button (one of the blue Command buttons) Î Type “21” (the palette number to be stored) on the keypad and
press Enter. The position of the fixtures is stored as a palette
You can also store a palette by pressing one of the grey Palette/Flash buttons below the presets. If you had pressed the grey button for preset 21, that would have been the same as what we did above.
4.3 What’s stored in a palette
Although you can store all attributes of a fixture in a single palette, it’s easiest to store some palettes which only affect colour, others which only affect position, and so on. This means when you recall a palette entry, you know which attributes of the fixture are going to change.
You do this using the Attribute buttons when saving the palette. In the example above, we had the “Tilt-Pan” attribute selected when storing the palette, so only the Tilt & Pan values were recorded.
Setting which attributes will be recorded in the palette
Î Press Clear to clear all the changes you have made so far Î Select a couple of fixtures and press ML menu then A [Locate
fixture]
Î Set a colour using the “colour” attribute button and wheels. Î Position the fixtures using the “tilt-pan” attribute button and
wheels.
Î Press the Store Palette button Î Press the Colour attribute button. The Colour button & the
Yellow/Cyan/Magenta buttons will light, showing that these
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attributes will be recorded.
Î Type “101” on the keypad and press Enter to store the colour. Î Press Store Palette again. Î Press the Tilt-Pan attribute button. Î Type “22” on the keypad and press Enter to store the position.
If you press the “Dimmer” attribute button before storing, this will store in the palette all the attributes which you hav e ch anged. The lights on the attribute buttons come on to show you what will be stored.
There are ways of extracting only, say, colour information from palettes which have other attributes as well, which are described in the reference manual.
4.4 Shared and individual palettes
For some attributes, such as colour, you want to set the same control values to all the fixtures of the same type. So if you pick Red, you want the control value for “Red” to go to all fixtures.
For other attributes, like position, each fixture needs a different setting to get the light beams to point where you want.
If you only select one fixture when creating a palette, that palette is known as a “shared” palette, and the value will be available to all fixtures of that type. So to create a shared palette, you press Clear then select and modify only one fixture.
If you change more than one fixture, the DLC-C003 creates an “individual” palette which stores a different value for each fixture. This is normally used for positioning palettes, and sometimes for image focusing. You can add positions for more fixtures to an individual palette just by saving the palette again with the new fixtures set.
Note: The DLC-C003 may sometimes call palettes “focuses” or “preset
focuses”. This is the term previously used for a palette on DORTRON’s consoles. The meaning is the same.
4.5 Examples
How do I make the Mac600 on handle 10 go Red using a palette?
Press the handle 10 Swop button to select the fixture. Press ML Menu then A [Locate Fixture] to turn it on so you can see what’s happening. Press Focus then A [Color] (If softkey G option is [Pages] then press that to show the list of palette pages). Press B [Red]. The fixture should change to Red. Press Exit once you’ve finished applying palettes.
How do I store a palette which makes my Mac 600’s point at the cyclorama?
Press Clear to clear any changes. Press the swop buttons for the Mac fixtures. Press ML menu then A [Locate fixture] to turn them on. Press the Tilt/Pan attribute button. Press the “Æ” button. The first fixture will be selected. Use the wheels to point the fixture where you want. Press the “Æ” button again and point the next fixture. When all fixtures are positioned, press Store Palette and type 21 on the keypad, then press
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Enter. The position only (because the Tilt/Pan button was selected) will be stored in palette 21.
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CHAPTER FIVE
5. Shapes
In this chapter: how to use the shape generator
selecting a shape
positioning
setting size and speed
coarse and fine spread
The DLC-C003, in common with other DORTRON’s consoles, has a shape generator (sometimes known as an Effects Generator on other consoles). This allows you to quickly create exciting light shows using lots of movement and changes, with the minimum of programming.
There are a large number of pre-programmed shapes available, which can be used on the fixture’s position, colour, gobo, dimmer, iris, focus and more. You can control the size, speed and positioning of the shape, and how the shape is allocated across a range of fixtures.
To understand how shapes work and how they can be spread across multiple fixtures, it’s best to set up at least four fixtures next to each other. Once you have mastered the basics, you can try some more interesting arrangements.
5.1 How shapes work
A shape is a pre-programmed movement sequence which usually repeats over and over again. Typical shapes are circles, spirals, squares, etc. There are also random shapes, which do not repeat. A circle shape, for example, would cause the beam of the fixture to move in a circular path on the stage.
When you apply a shape, it works on the current settings of the fixture. So if you apply a circle to the pan and tilt attributes of a fixture, the centre of the circle will be at the current pan and tilt position. You can change the size of the circle, and the speed of the circle. By moving the pan and tilt position of the fixture, you can move the whole shape around the stage.
Shapes can be applied to other attributes of a fixture, not just pan and tilt. You can use them to create colour changes, gobo changes, iris changes and a variety of other attributes. Each shape is designed to modify one particular attribute.
5.2 Selecting a shape
Selecting a shape is very similar to selecting a value from a palette. When you choose a shape, it will be applied to all selected fixtures.
Selecting a shape
Î Select the fixtures you want to apply the shape to by pressing the
Swop buttons (you’ll need at least 4 fixtures to see the effects properly)
Î Use Locate Fixtures (Press ML Menu then Softkey A) to turn on the
fixtures and move them to a central position
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Î Enter the Shape Generator menu by pressing Softkey G (from the
main menu).
Î Press A [Playback a shape] Î Press A [Circle 1] to select a circle shape Î The shape will be applied to all selected
fixtures.
There are a wide range of different shapes available in the list, use Softkeys F and G to look through the different pages. “Rainbow” shapes only work on fixtures capable of colour mixing, and there are other shapes such as Iris and Focus which will only work if your fixtu r es have those functions.
The best way to find out what all the shapes are like is to try them out. Sometimes it’s hard to describe the effect in the few letters which fit on the display.
5.3 Changing the size and speed of a shape
It is easy to change the size and speed of a shape after it has first been selected.
Changing the size and speed of a shape
Î If you aren’t already in it, enter the Shape Generator menu by
pressing G [Shape Generator].
Î Press D [Set wheels A=Size B=Speed] Î Control the size of the shape using the left hand wheel Î Control the speed of the shape using the right hand wheel Î The size and speed is shown above the wheels on the display.
The minimum size is zero. Obviously, you won’t see the shape, and the fixture will resume its previous settings. The minimum speed is Stop. Again, you will not see the shape moving, though it will offset the positioning of the fixture.
5.4 Changing the positioning of a shape
Pan/tilt shapes are based on the current settings of the fixture. This means that the movements will be centred around the current posit ion of the fixture.
Changing the positioning of a shape
Î Select the fixtures you want to change Î Set the wheels to Size/Speed and reduce the shape size to 0 (it’s
difficult to see the position when everything is moving)
Î Press the Pan/Tilt attribute button Î Set the position using the wheels. Î Set the wheels back to Size/Speed and change the size of the
shape back to where you want it.
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Shapes on other attributes such as colour, gobo, focus, dimmer and iris are absolute and are not affected by the current attribute setting, unless the shape description includes “User” or “Usr”. User shapes are relative and are centred around the fixture’s current settings.
5.5 How a shape works across multiple fixtures
Shapes get more interesting (and look more impressive) when you apply them to multiple fixtures. The DLC-C003 lets you set how a shape is spread across several fixtures.
In the case of a circle, this can vary from all fixtures moving identically (a spread of None), fixtures working in pairs (a spread of 1) through to all fixtures being distributed evenly through the shape, so the first fixture is just starting the shape as the last one finishes (an Even spread). This is the same as the number of fixtures, so if you have 4 fixtures doing the shape, a spread of 4 would be the same as an Even spread.
You can also set the Fine Spread value, which introduces a slight offset into the timing of the shape across each fixture.
Changing the spread of a shape
Î In the Shape Generator menu, press C [Set wheels to Spread] Î Set the coarse spread using the right hand wheel. The minimum is
Even (the shape spread evenly across the fixtures), then Zero (all the same), then 1, 2, etc.
Î Set the fine spread using the left hand wheel.
To start with, keep the Fine Spread set to zero, and work with the Coarse Spread setting, or everything will get confusing.
Note: The order in which you select the fixtures determines how the
shapes are applied; the “first” fixture is the one you select first and the “last” fixture is the one you select last.
5.6 Examples
How do I make my Mac600’s wave around in a trendy manner?
Select the Mac600’s by pressing the swop buttons. Press ML menu then A [Locate Fixture] to light them up. Press G [Shape Generator]. Press A [Playback a shape]. Press A again [Circle 1]. The fixtures will move. Press D [Set wheels A=Size B=Speed] and use the wheels to set the speed of movement and the size of the movement.
How do I make my Mac600’s change colour in a rainbow?
Select the Mac600’s by pressing the swop buttons. Press ML menu then A [Locate Fixture] to light them up. Press G [Shape Generator]. Press A [Playback a shape]. Press D [Rainbow Spread]. The fixtures will change in rainbow colours. Press Softkey D and use the wheels to set the speed of changes and the number of colours used (the size of the shape). Note: Rainbow shapes only work with fixtures capable of RGB colour mixing.
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CHAPTER SIX
6. Memories
In this chapter: how to record memories into the playback faders
explanation of HTP and LTP channels
how the DLC-C003 works when programming
recording and playing back memories
playback pages
flash button modes
naming memories
setting fade times for memories
copying and clearing memories
the include function
editing memories
record by fixture or by channel
So, you now know how to control your dimmers and fixtures, and how to use the shape generator. This chapter tells you how to record the wonderful effects you have created so that you can recall them at the touch of a button or fader. The DLC-C003 has 15 playback faders across the bottom of the desk, into which you can record your effects. You select a different page of playback faders by rolling the roller above the faders. There are 30 pages, allowing you to save 450 playbacks in all.
Before we get onto the details of recording memories, there are a couple of general things about how the DLC­C003 works. The first thing to understand is what happens when you play back more than one memory at a time, and the operation of HTP and LTP channels. It’s important to understand this before going on, or nothing else will make sense.
6.1 What are HTP and LTP channels?
If two or more memories are turned on together, or if you fade out a memory, the DLC-C003 needs to know how to output the levels from the memories. To make this work, the DLC-C003 treats channels which control intensity differently from other moving light control channels.
Dimmer or intensity channels work on the principle of “highest takes precedence” (HTP). This means that if the same HTP channel is turned on at different levels in several memories, the highest level will be output. When you fade a memory, the HTP channels fade out.
Moving light channels work on the principle of “latest takes precedence” (LTP). This means that the latest change takes over from any other values, so the most recent memory to be turned on is the one which is output. When you fade in a memory, LTP channels do not fade, but come on at their full values, and stay there until an other value is set. This is important, because when you fade in a memory you n ormally just want the fixtures to fade up in their proper position, colour and gobo, you don’t want the fixtures moving and changing colour (though you can do this if you need to).
The fixture personality file tells the DLC-C003 which channels of a fixture are HTP and which are LTP. Normally, only dimmer at tributes
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are HTP, and everything else is LTP.
6.2 How the DLC-C003 works when programming
When you start setting dimmers and moving fixtures, the DLC-C003 remembers what you have changed. Fixtures and dimmers you have changed are stored in “the programmer” which is a special area of memory. When you record a memory, only the settings in the programmer (i.e. the things you have changed) are stored in the memory.
When you press Clear (by the numeric keypad), all fixtures are cleared from the programmer. You should get into the habit of pressing Clear before you start to program a memory, or you can end up recording fixtures you don’t want. You also need to press Clear when you finish programming, because any functions in the programmer will override playbacks.
Channels in the programmer are shown by an “m” (modified by Preset), “w” (modified by Wheel) or “P” (modified by Palette) on the console Channel Output display, and are shown in light blue on the VDU screen.
Note: Turning on a memory does not place
the values from the memory in the programmer (the Include function lets you do this, see page 30). The Locate Fixture function does not place any values in the programmer either.
In the screen shown here, the Locate Fixture function has been used on fixtures 1 to 8, then the pan value has been changed on fixtures 3 to 6. Only the changed pan value is in the programmer.
6.3 Recording a memory
So now that is all out in the open, let’s record a memory. The DLC­C003 has 30 pages of 15 memories, which are controlled using the 15 faders across the bottom of the console. The page is selected using the Roller.
Recording a memory
Î Press Clear to clear the programmer. This ensures that
you are starting with a clean slate.
Î Set up a nice effect using the fixtures and dimmers. You
can include shapes in a memory if you want. Remember! Only the fixtures/dimmers you have changed will be recorded in the memory.
Memorybutton
Î Press Memory. Î Roll the Roller to the segment you want to use. The active segment
is the one nearest the playback faders. “A” is a good one to start on.
Î Empty playbacks flash. Î Press the Swop button of an empty playback fader you want to use. Î The Swop button above the fader will light up to show that you
have saved a memory there.
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Î You can write a description of the memory onto the roller surface
using marker pen on a strip of tape to help you remember what’s in it.
Î Press Clear to clear the programmer.
6.4 Playing back a memory
Playing back a memory is very simple. Just raise the fader. (Make sure there are no values in the programmer by pressing the Clear button, because anything in the programmer will override the playback).
Playing back a memory
Î Raise the playback fader. Î To stop the memory, lower the fader.
All the HTP (intensity) channels in the memory will fade up with the fader. The LTP (movement) channels will be set as soon as the f ader leaves the zero position.
When you’re running your show with the key set to “Run”, you can preload the LTP channels (pre-position the fixtures) by pressing the playback Flash button with the Master Add/Flash slider at zero. This can be useful if you want to position the fixtures in blackout and have them ready to turn on, rather than seeing them snap into position if you put the fader up quickly.
6.5 Changing playback pages
You can change pages to select another 15 memories simply by rolling the roller to a new segment.
If any playbacks are turned on when you change page, they remain turned on. The Swop button above the playback flashes.
If you want to use the same playback fader on a new page, you need to lower it to zero to turn off the first playback, then raise it again to turn on the new playback on the new page.
The roller has 10 segments. There are 3 buttons next to the roller allowing 3 pages of roller.
6.6 Labelling the roller & naming memories
The idea of the roller is that it gives you a handy location f or writing the name of each memory you’ve saved. Stick a strip of tape across the roller and every time you save a memory, write a brief description of it on the roller segment above. You will then have a handy quick reference to what is in each memory.
In addition to the simple but effective technique of writing the memory name on the roller, if you’re using a VDU screen the DLC-C003 allows you to enter a legend for each memory and also for each page.
The legend for each memory is shown at the bottom of the VDU screen, so you can see at a glance what is stored in each fader.
Labelling a memory
Î Hold down the YPL button and press G [Set Legend]. Î Press the Swop button of the playback you want to label. Î Enter the label using the external QWERTY keyboard. The VDU
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screen shows you what you are typing.
Î Press Enter to save the label. Î You can label another memory by pressing another Swop button,
or finish by pressing Exit.
You can also label the playback pages, palette pages and palette entries using the other softkeys.
Note: If you don’t have a QWERTY keyboard connected, you can enter
letters using the Swop and Flash buttons on Preset Faders 1-26. The Swop buttons enter capitals and the Flash buttons enter lower case letters.
If you don’t have a VDU screen, there is no point entering
memory legends as you need the VDU screen to see them. You can, however, make use of Palette names on the LCD display.
6.7 Copying a memory
Copying a memory is very fast and simple.
Copying a memory
Î Hold down the Flash button of the memory you want to copy. Î Press the Swop button of the playback you want to store it in Î You can change the Roller page while you are holding down the
Flash button, if you want to copy a memory to a different page.
The new memory will be a linked copy of the old one. If you change a memory which is linked, all the other memories linked to it will change too.
You can create a completely separate copy of the memory using the “Photocopy” function. Just press the Photocopy button (one of the blue command buttons) before you start the copy. If you have named the memory, the name will not be copied, indicating that it is a “new” memory.
6.8 Deleting a memory
If you want to clear a memory so you can store something else in it:
Deleting a memory
Î Press Delete (one of the blue command buttons) Î Press the Swop button of the playback you want to delete Î Press the Swop button again to confirm the delete.
If the memory is linked to other memories, the others will not be affected.
6.9 Editing memories
You can edit any part of a memory you have already saved simply by making the changes and saving the new information on top of the memory.
Editing a memory
Î Press Clear to empty the programmer.
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Î Turn on the memory you want to edit, so you can see what you are
doing.
Î Select the fixtures you want to change, and make the changes. Î Press Memory. Î Press the playback swop button for the memory you are editing to
save the changes.
Î The DLC-C003 will warn you “A memory already exists on
playback!”
Î Press A [Merge memory].
The changes you have made are saved into the memory. None of the other information in the memory is affected.
If you want to replace the memory with a new memory, you can use B [Replace memory].
If you need to remove fixtures or individual attributes of fixtures from the memory, you can use the “Off” function to do this. The “Off” function is described in the reference manual.
6.10 The Include function
Sometimes it’s useful to be able to re-use some aspects of a memory you have already created in another memory. If you’ve created a really nice pattern of criss-crossing light beams, for example, you might want to use it again in another memory with different gobos and colours.
Normally when you play back a memory, the information is not loaded into the programmer, so you can’t simply turn on a memory, modify it and save it to a new memory. The Include function lets you reload a memory back into the programmer. You can then use it in a new memory.
The Include function loads selected attributes of selected fixtures into the programmer. So, for example, if you have a memory which contains position, colour and gobo information for 8 fixtures, you can use the Include function to load only the colour information for 4 of the fixtures into the programmer. You could then “include” position information from another memory into the programmer, and build up a new memory using information from several existing memories.
Using Include
Î Press the Include button. Î Select the fixtures from which you want to take
settings. If you don’t select any fixtures, all fixtures will be used.
Î Select the Attributes you want to include. The
Dimmer attribute will include all other attributes (the lights on the buttons show which attributes will be loaded).
Î Press the Swop button for the memory you want to
include.
Î The selected attributes of the selected fixtures will be loaded into
the programmer.
Include button
You can Include an entire memory by ensuring no fixtures are selected and selecting the Dimmer attribute.
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If the memory you are including contains shapes, the shapes and all the fixtures they are applied to will be loaded, whether they are selected or not.
Include is also useful when you are programming chases, which is described in the next section.
6.11 Setting fade times for a memory
You can set a fade in and fade out time independently for every memory. The fades only affect HTP (intensity) channels, and are set using softkey C for fade in and D for fade out. There is also a separate LTP timer which allows you to set movement times for fancy sweeps or colour fades, set using softkey E.
Setting fade times for a memory
Î Press C [Edit Time]. Î Press the Swop button of the playback you want to set times for Î The display shows you the times you can set. Î Press C to set Fade In time, or D to set Fade Out time. Î Use the numeric keypad to enter the new time. Press Enter to save
it.
Î Press Enter when you have finished. If you press Exit, the changes
you have made will not be stored.
There are some other timing functions available as well, which are described in the reference manual.
6.12 Record by fixture, record by channel modes
Normally, if you change one attribute of a fixture, the DLC-C003 records all the other attributes of that fixture even if you haven’t changed those attributes. So if you change the pan position, the DLC­C003 will also record the tilt, colour, gobo, iris, and so on. However, the DLC-C003 also has a more selective mode of operation where it only records the changed attributes. You can choose the mode by holding down the Ypl button and pressing Softkey C. The display shows the current setting of the option.
Record by fixture: This is the normal mode of the DLC-C003. It means that when you record a memory, all attributes of every fixture that you have changed are recorded in the memory. So if you change only the position of a fixture, the colour, gobo, intensity and all other attributes of that fixture are recorded as well. This is useful because you know that when you recall the memory, it will look exactly as it did when you saved it. However, it can be slightly inflexible if you want to combine memories.
Record by channel: This means that only attributes you have changed are recorded in the memory. So if you change the position of a fixture, only the position is recorded. When you recall the memory, the colour, gobo etc will remain as they were last set. This means you can use a memory to change the position of some fixtures while leaving the colour set from a previous memory, allowing more variety when you are running a show. It is a powerful feature but you can easily get yourself into trouble with it, so you need to be sure which attributes you need to record and which you want to “show through”. When you’re learning, it’s best
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to have some memories “recorded by fixture” which turn on the fixtures in a known state, then have some colour memories to modify just the colour, or some gobo memories to set the gobo, or other attributes.
6.13 Using shapes in memories
As you would expect, any shapes you have set up will be saved as part of the memory. If you are using Record by Channel mode, there are some interesting possibilities.
If you have changed the position of the fixture, then the new position will be stored in the programmer. When you recall the memory, the fixture will start the shape at the position you set in the memory.
If you have not changed the position of a fixture, when you recall the memory the shape will run at whatever the current position of t he fixture is. This allows you to make a “shape only ” memory which overlays shapes on the current positioning of the fixtures.
6.14 Examples
How do I save my dimmer settings as a scene?
Press Clear to remove any changes you’ve made so far. Set the dimmers as you want them using the faders. Press Memory. The free playbacks will flash. Press one of the flashing Swop buttons to save the scene in the playback.
Why don’t my Mac 600’s move to the position I’ve programmed when I turn on a memory?
You have not pressed clear, and the Mac600’s are already positioned in the programmer. The programmer overrides memories. If you press Clear your memories should work.
How do I save a memory using the positions from another memory?
Select the fixtures you want to use with the Swop buttons. Press ML Menu then Softkey A to turn on the fixtures. Press Include, then the Tilt/Pan attribute button. Press the Swop button of the memory whose positions you want to use. The position information for the selected fixtures will be recalled from the memory. Then save the memory by pressing Memory and an empty (flashing) Swop button.
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CHAPTER SEVEN
7. Chases
In this chapter: how to record chases
explanation of chases
programming a chase
running a chase
setting speed and crossfade
stacks and sequence control
editing a chase
sound activation of chases
As well as being used for recalling static memories, the playback faders on the DLC-C003 can also be used for recalling chases. All the same page select, copy and delete functions are available.
7.1 What is a chase?
A chase is simply a memory with a sequence of static positions. Each position is known as a “step”. It is normally used to flash lights in a sequence without you having to keep pressing buttons, or to move fixtures around. Chases can run automatically, or by pressing a “Go” button. If you are using the DLC-C003 for theatrical lighting, you can use a chase to store cues for a show. The DLC-C003 also has a dedicated theatrical lighting mode which has a section of its own.
Don’t get shapes confused with chases. A shape simply moves one attribute of the fixture around in a pattern. A chase allows you to define each attribute of the fixture in a step-by-step controlled manner.
However, you will find that using shapes saves you a lot of work, and you won’t have to program as many chases as you would on a conventional lighting desk.
7.2 Recording a chase
To program a chase, you have to set up the lighting state for each step of the chase. You can either set all the fixtures and dimmers manually for each step, or you can use Include to load in the information from memories you have already recorded. Remember, if you just turn on a memory, it does not go into the programmer and won’t get saved as part of a chase step.
Note: From the July 2048 version of DLC-C003 software,
you can now use shapes in a chase.
Programming a chase
Î Press the Chase button. Î Press the Swop button of the playback where you
want to store the chase.
Chase button
Î Press Clear, then set up the lighting for the first step, either
manually or by using “Include” on existing memories (see page
30).
You can save Shapes in chase steps.
Î The display shows the step number Î Press the playback Swop button to record the step. The
information from the programmer is stored as Step 1 of the chase.
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Î Press Clear, set up the lighting for the second step, then press
Swop again to save step 2.
Î When you have saved as many steps as you want, press Clear,
then press Exit or Softkey F to finish.
If you don’t press Clear at the end of programming, the settings for the last step will remain in the programmer and will override the chase when you turn it on, so you won’t see the chase properly.
7.3 Running a chase
Running a chase is just like turning on a memory. Just raise the fader and the chase will start to run.
The HTP (intensity) channels in the chase will be con trolled by the position of the fader. The other channels (LTP) will be set as soon as the fader moves above zero. When in Run mode you can pre-position the LTP channels to the first step by lowering the Add/Flash Master fader to zero and pressing the Flash button of the playback.
The chase normally starts at step 1, and runs forward. You can pause the chase and change the direction of the chase using the Sequence control buttons to the right of the wheels.
There are lots of options you can set which let you do fancy things with chases, such as Random, One-shot, special timing, and manual step mode. The details are in the reference manual.
Sequence button
7.4 Setting speed and crossfade
When you run a chase, the wheels are assigned to control the Speed and Crossfade of the chase (crossfade is the “slope” between steps, from instant switching to continuous fading). The display above the wheels shows the step time and the crossfade setting.
You can save a speed with the chase, so that every time you play it back, it runs at the same speed.
Saving chase speed
Î Turn on the chase you want, and set the speed to the setting you
want.
Î Press A [Chase Parameters]. Î Again press A [Save Speed] Î The display will show “Saved”.
You can also save the current direction of the chase by pressing softkey B.
If you are running several chases, the wheels are assigned to the most recently selected chase. You can “connect” the wheels to one of the other chases by pressing the Connect button to the right of the wheels, then the playback Swop button for the chase you want to connect to.
If you’ve changed the speed using the wheels and you want to go back to the saved speed, press Connect then A [Clear temporary speed].
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7.5 Naming chases
You can set a legend for chases in exactly the same way as you did for a memory. In addition, you can label individual steps of a chase if you are using the steps as cues. The reference manual tells you how to do this.
Labelling a chase
Î Hold down the YPL button and press G [Set Legend]. Î Press the Swop button of the playback you want to label. Î Enter the label using the external QWERTY keyboard (the VDU
screen shows you what you are typing) and press Enter.
Î You can label another memory by pressing another Swop button,
or finish by pressing Exit.
7.6 Editing a chase using Unfold
The DLC-C003 has a powerful chase editing system. The Unfold button places each step of a chase on one of the playback faders, allowing you to examine and edit each step individually as if it was a normal memory.
If your chase has more than 15 steps, you can swap to the next 15 steps using softkey F, or the previous 15 steps using softkey E.
Editing a chase using Unfold
Î Press the Unfold button (one of the blue command buttons) Î Press the playback Swop button of the chase to be edited Î The first 15 steps of the chase are loaded into playback faders 1-15 Î Raise a playback fader to view the contents of the step Î The softkeys show a list of options which can be used for the step Î To edit the contents of the step, make the changes then use
softkey A
Î To change the times of the step, use softkey B. Î Press the Unfold button again to finish.
You can also edit chase steps while you are running the chase, without using unfold. The “Rec Step” button allows you to record the current programmer settings directly into the current step of the chase. This is described in more detail in the reference manual.
7.7 Copying a chase
Chases can be copied in exactly the same way as memories.
Copying a chase
Î Hold down the Flash button of the chase you want to copy. Î Press the Swop button of the playback you want to store it in Î You can change the Roller page while you are holding down the
Flash button, if you want to copy a chase to a different page.
The new chase will be a linked copy of the old one. If you want to create a completely separate copy of the memory, press the Photocopy
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button before you start the copy.
7.8 Deleting a chase
If you want to clear a chase so:
Deleting a chase
Î Press Delete Î Press the Swop button of the chase you want to delete Î Press the Swop button again to confirm the delete.
7.9 Timing, Stacks and sequence control
The most common use of a chase is as an automatic continuous sequence. However, the DLC-C003 lets you step chases manually using the Go button, which allows you to use them for theatrical lighting cues or “One shot” chases. When you use a chase like this, it is sometimes known as a “Stack”.
The DLC-C003 has a dedicated theatrical lighting mode which is described in detail in the next chapter.
Creating a stack
Î Save each cue state as a step in a chase. Î Press C [Edit Times] Î Press the playback Swop button for the chase Î Press G [Links] to set LINK = OFF for the whole chase Î Press Enter to save the setting. Î Raise the playback fader to activate the chase. Î Press the Go button to run each cue.
You can set the fade in and fade out times independently for each cue using the Live Time button.
Setting cue times on a stack
Î Start the chase by raising the fader. Î Press the Live Time button to set the times for the current cue. Î Use softkeys A-G to set the times you want Î Press Enter to save the settings or Exit to abandon them. Î Press the Go button to go on to the next cue.
You can also set a text label for each cue. The DLC-C003 will show you the label for the current cue and the next one coming up. The reference manual tells you more details about this.
7.10 Sound activation of chases
The DLC-C003 can use bass, mid or treble (low, medium or high) frequencies from its audio input to trigger chases. Any chase can be programmed to respond to Bass, Mid or Treble frequency triggers. There is also a master “Sound to light enable” option.
Sound mode only works with the key turned to Run, but you need to be
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in Program mode to set up the chase for sound activation.
Sound activating chases
Î In Program mode, turn on the chase to “connect” it. Î Press A [Chase Parameters] Î Press E [Sound to light] to select Sound to Light Low, Medium or
High
Î Turn the key to Run mode. Î Press E [Sound to light]. (This is the master sound to light enable
control) The option will highlight.
Î All chases with sound enabled will step in time to the sound signal Î The Speed wheel controls the maximum speed of the chase Î Press E, again, to turn off sound activation.
Also while in Run mode you can set the speed of the connected chase manually by tapping Softkey G [Tap twice to set tempo] in time with the music.
7.11 Examples
How do I program a dimmer chase?
Create the chase by pressing Chase then one of the flashing (empty) playback swop buttons. Press Clear, and turn on the dimmers for step 1. Press the Swop button for the chase to save the step. Press clear, then turn on the dimmers for step 2, and press the Swop button to save. When you have saved all the steps, press Chase to end.
I’ve programmed a chase using memories but when I turn it on, nothing happens
To use existing memories in a chase, you must use the Include function to load the memory into the programmer. If you just turn on a memory and then try and save that as a chase step, nothing will be saved because the memory will not be in the programmer.
The last step of my chase doesn’t play back
You need to press Clear to clear the programmer (which overrides the chase output).
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CHAPTER EIGHT
8. Theatre stack
In this chapter: the DLC-C003’s theatre mode
Setting theatre mode
Theatre controls
Plotting a cue
Naming a cue
Setting fade times for a cue
Jumping to a cue
Running the show
Theatre mode makes the DLC-C003 behave like a standard theatrical console, allowing you to program your whole show as a sequence of cues, and play it back just by pressing the Go button. Playback faders 12-15 become dedicated cue masters. The rest of the console continues to operate as normal, so you can run the main cues from the theatre mode, and spot effects from the other playback faders.
8.1 Setting theatre stack mode
In program mode, select Softkey B [Theatre stack programming], then press Enter.
Note: When theatre mode is enabled, you can’t access playbacks 12-
15 on any page; if you intend to use Theatre mode it is advisable not to program these playbacks. Any programs are kept and when you turn off Theatre mode you will be able t o access them again.
You can get out of the Theatre menu by pressing G [Quit]. The Exit button does not operate in this mode.
To turn off theatre mode completely, press softkey B from the main menu then press D [Exit theatre programming] When Theatre mode is enabled, the swop button of Playback 12 flashes when the playback is turned off.
Theatre mode programming is not deleted when theatre mode is turned off.
8.2 Theatre controls
Fader 12 is the Master fader, controlling the overall intensity of all lights. The Go button next to the wheels makes a cue start. If you stop a fade part-way by pressing the Stop button, or one of the
stop buttons above the faders, then Fader 13 controls the Fade In of the next step, fader 14 controls the Fade Out of the previous step, and fader 15 controls the LTP (movement) fade timer.
The buttons above 13, 14 and 15 are Stop (blue) and Go (grey) buttons for each of these functions.
8.3 Plotting a cue
You can set up the levels for a cue either by using the preset faders and control wheels to set the levels you want, or by typing in the channel number and the level. You can store moving light positions in theatre cues as well as dimmers.
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Entering dimmer levels
Î Press Channel (at the top of the numeric keys) Î On the numeric keypad, enter the fader/handle number of the
dimmer (not the DMX address of the channel)
Î Press G [At %] Î Enter the value to be set as 0 – 9, or Softkey G for Full. You can
enter a decimal point and another number if you want more accurate level control.
Î The channel you entered will be set to the level you entered. Î Press the Channel button to go back to the normal menu
The softkeys offer you a few more options such as up by 5%, down by 5%, blackout.
Pressing Clear will take all channels you’ve set using the keypad to blackout. Any channels turned on using the faders w ill stay on, but will be removed from the programmer.
You can also set multiple channels to the same level using F [th r ough]. Enter first channel, “through”, last channel, “at %”, level.
Entering multiple dimmer levels
Î Press Channel Î On the numeric keypad, enter the first dimmer handle number of
the range
Î Press F [Through] Î Enter the last dimmer handle number of the range Î Press G [At %] Î Enter the value to be set as 0 – 9, or.Softkey G for Full. Î The channels you entered will all be set to the level you entered.
When you have set all the levels as you want them, type the cue number, then press D [Record Menu]. You then need to press B [Record Stage] to record all the intensity channels that are current ly turned on, plus anything in the programmer, or D [Record Programmer] to record just the contents of the programmer (i.e. what you have manually changed). The cue will be saved.
It’s best to use whole numbers for cues. Then if you need to insert a cue between two existing cues, you can use a fractional number in between. The DLC-C003 will automatically increase the cue number by 1 every time you record a cue.
8.4 Naming a cue
Type the step number to be named, then press E [Set Legend]. Enter the legend on the QWERTY keyboard. While you are typing, the input is shown on the VDU screen.
The name of the live cue and the next cue is displayed in the cue list on the VDU screen.
8.5 Setting fade times for a cue
You can set fade in, fade out and “wait” times for each cue. Press C
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[Set Times] to show the options. This will set the times for the cu rrent cue. You can also use the “Live Time” and “Next Time” buttons (to the right of the wheels) to set the times for the current and next cues. See page
107 for details of times.
8.6 Jumping to a cue
You can change the cue being edited by typing the cue number then pressing Enter. If you want to output this cue, press F [Cut to Live] (fade times are ignored).
8.7 Running the show
If you have just been editing, you may need to type 1 then Softkey F to set the console to cue 1.
The display above the control wheels shows the current cue number, the next cue number, and the progress of the wait and fade times for fade in, fade out and LTP.
For automatic cues, you can simply press the Go button next to the wheels. The console will carry out the fade with the times you programmed.
If you want to manually control a fade, you can use the in, out and LTP faders or Go/Stop buttons to operate the cue. The display just above wheel A shows the percentage of fade (9 - 0) left to go (shown as “5” in the picture). When Fade In, Fade Out and LTP all show “0”, the console moves on to the next cue.
LTP fade cue numbers
Out HTP fade
In HTP fade
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CHAPTER NINE
9. The graphics tablet
In this chapter: using the graphics tablet with the DLC-C003
Using the tablet
Functions available on the tablet
The graphics tablet is an accessory to the DLC-C003. On “Touring” versions of the DLC-C003 it is fitted to the right of the console in the flight case. It allows you to use a pen to select fixtures, groups, colours, and position the fixtures by simply drawing with the pen. You will be amazed how much easier your programming and show operating becomes when you use the graphics tablet.
The graphics tablet needs to be plugged into the serial port of the unit, and User Setting 7 (press YPL and Softkey C) needs to be set to “G Tablet.
9.1 Using the tablet
To use the tablet, you simply press the pen onto it. The button on the side of the pen doesn’t do anything. A quick press is like pushing a button on the DLC-C003. You can also draw on the tablet by keeping the pen pressed down while moving it. This is used to move fixtures or change attributes.
The tablet has a paper overlay on it with pads which simulate various buttons on the DLC-C003. You can write your fixture names, group names, attributes, palette entries and even draw your stage layout on the overlay so that you know what’s what. Spare overlays are available from DORTRON’s.
The DLC-C003 will behave as if you are pressing buttons on it in the normal way, so the LEDs and the displays will change as you use the tablet. Many of the functions of the DLC-C003 are quicker and easier using the tablet. Sometimes you might find it easier to do part of the function on the tablet and part on the console. The end result is the
same.
Colour control Position control
Attributes
Groups
Palettes
Fixtures
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9.2 Functions available on the tablet
To select a fixture or a group, just press the pen onto one of the fixture pads or group pads. The first 60 fixtures are available on the tablet. Only the first 30 groups are available on the tablet. The Swop button LEDs on the handles will light up to show you which fixtures are selected, as if you had pressed the actual console buttons.
You can control the position of the fixture by drawing on the Stage area of the tablet.
You can “train” the DLC-C003 so that it knows how all the lights are set up. Then when you point at the stage area of the tablet, all the lights will point at the same place on the stage. This is called “Tracking mode”. The Reference manual tells you how to do this and how to use tracking mode.
If you press the pen on the Nudge pad, when you draw on the tablet the fixture will move relative to its current position. T his can be useful if you want to slightly reposition a fixture. Press on the Absolute pad to turn off this mode.
You can control the intensity of the selected fixtures by drawing on the Dimmer area.
If the fixture can do CMY colour mixing, you can set the colour by drawing in the colour mix area of the tablet (you will need to set the Luminosity on the luminosity slider to maximum).
You can recall the first 60 palette entries by pressing the pen on the Focuses pads.
You can change individual attributes of selected fixtures by pressing the pen on to one of the attribute pads, then (without lifting the pen) drawing up and down on the tablet. The attribute lights on the console will come on to show you which attribute is selected.
On the right hand side of the tablet, a range of pads make some of the programmer functions are available, such as Clear and Locate Fixtures. You can also record groups and memories using the tablet exactly as if you were pressing buttons on the console. The details are in the reference manual.
The “Fixtures or Mimics” pad allows you to set whether the LEDs in the Swop buttons show you which fixtures are selected, or the intensity of the channel.
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CHAPTER TEN
10. Running your show
In this chapter: running your show with the DLC-C003 2048
Showtime
Run modes
Master faders
Channel mimics
Manual control during a show
10.1 It’s showtime…
When you have finished programming (or you’ve run out of time) and it’s showtime, the most important thing is to back up the show to disk (see end of section 2 on page
13 for instructions). Having done that, turn the key to Run. This means you can’t accidentally change your programming when you get into a button-pressing frenzy.
10.2 Temporarily locking the console
In Run mode you can temporarily lock the console (to stop the sound guys playing with it while you nip to the loo). Type in a 4 digit number then press C [Lock Desk] then Enter. The display will show the code. Press Enter to lock it. All buttons and faders are now ignored. Re-en t er the code to unlock the console.
If you repower or reset the DLC-C003, the lock is cancelled. It’s just to discourage tampering.
10.3 Run modes
When you are running a show, there are two modes available to you, normal Run mode, which just allows you to play back memories, and Takeover run mode, which allows you to play back memories and also take manual control of fixtures. The mode also affects how the Swop and Flash buttons on the console operate.
You can select the mode by pressing A [Toggle mode]. The mode is shown on the top line of the display.
What’s not affected: The playback faders work the same in either mode. The Preset Faders work as handles to control the intensity of the device they are patched to.
Normal Run mode: the Flash and Swop buttons on the handles and playbacks work as flash buttons. The “Flash” button adds the function into anything else which is on. The “Swop” button turns on the function, but turns off everything else while the button is held down. The programmer is cleared and you can’t manually control any LTP channels.
Takeover run mode: the Swop buttons on the handles allow you to select dimmers or fixtures for manual control. This lets you add to or change your programming in real time during the show. The faders still control the intensity of the dimmers and fixtures. The Flash and Swop buttons on the playbacks are disabled.
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10.4 Manual control during a show (“busking”)
If you have not had as much programming time as you would have liked, you might need to make up some additional effects during the show. This is sometimes called “busking”.
You can create instant variations by recalling palette values t o modify your existing programs. The DLC-C003 can fade to the palette values for added effect.
You need to be in Takeover Run mode to do any of this .
Fading palettes over time in Run mode
Î Select some fixtures which are already in use on stage Î Press “2” (or any time, in seconds) on the numeric keypad Î Press the Focus button Î Select the Colour palette page Î Press a softkey to recall a different colour from the Colour palette Î The selected fixtures will change to the new colour over a time of 2
seconds.
If you don’t select any fixtures in the first step, the palette value will be applied to all fixtures (if this is enabled in User Setting 6, see page
132).
To save having to select fixtures, you can apply the palette to all fixtures in a memory.
Setting a palette value to fixtures in a memory
Î Press the Focus button Î Select the Colour palette page Î Hold down a softkey for a different colour from the Colour palette Î Press the Swop button of the memory you want to use Î Release the softkey Î The palette value will be set to all the fixtures in the memory.
You can apply this palette to fade over a time by pressing a number before you press the Focus button.
If you apply palettes over a time, they do not get put in the programmer. This means that the next time you turn on a playback, the new playback settings will override the old palette.
If you apply palettes with time=0, then they do go into the programmer, and the palette value will override any new playbacks until you press Clear. If you want to apply the palette instantly, but don’t want it in the programmer (so that turning on a new playback will override the palette), enter a time of 0.1.
You can also change the position of fixtures; the easiest way to do this is to use “Nudge” on the graphics tablet. This allows you to sweep selected fixtures around their programmed position by drawing with the pen, so you can alter the height of a chase or shape in real time.
You can use “Record by channel” mode when programming to set some memories to only affect position, and other memories to set colours, gobos, add shapes, and so on. By combining two or more memories
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you can produce a much wider range of effects than if all your memories set all the attributes. However, for this to work well you need to make sure you know what attribute is going to be affected by each memory, as if you turn on two “colour only” memories then nothing is going to light up.
10.5 Master faders
In the bottom left hand corner of the console are the Master Faders. These allow overall intensity control of the w hole console.
The Add/Flash and Swop masters control the intensity of the Flash and Swop buttons on the playbacks.
The Preset Master controls the overall intensity of any channels turned on in the Preset faders.
The Grand Master controls the intensity of all output from the console.
10.6 Channel mimics
If you are in normal Run mode, the LEDs on each handle mimic the intensity of the fixture or dimmer controlled by that handle (i.e. they are lit if it is turned on).
If you are in Takeover Run mode (or Program mode), you can choose between “Mimic” mode or “Fixture” mode, where the LEDs show you which fixtures are selected for manual control.
You select the mode by holding down the Ypl button and pressing Softkey A. The button shows “Preset LEDs = Fixtures” (or mimics) depending on the mode. You can also change this mode using the Graphics Tablet.
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CHAPTER ELEVEN
11. Advanced features
Hopefully, by working through this tutorial manual, you now know how to set up the DLC-C003, control fixtures with it, save memories and chases and use them in a show.
We have tried to stick to the basics, but the DLC-C003 can do many more things than we have told you so far. The reference manual expands on all the information in the previous chapters. There’s also some subjects we have not touched on yet, and these are described in the reference manual. Just so you know, they are:
User Settings - Some console options you can change
Setting the real time clock
Disk functions
Tracking - You can train the DLC-C003 so it knows how the fixtures
are positioned relative to the stage. You can then point all the fixtures at one part of the stage by clicking on the graphics tablet. Training is described in Chapter
3.2 of the reference manual and
use of the graphics tablet in tracking mode is described in Chapter
9.
MIDI - The DLC-C003 has a very comprehensive MIDI control system
Script files - You can tell the DLC-C003 how to run a show from a list of instructions which you can enter or record in real time. Th is is described in chapter
10 of the reference manual.
Changing the operating system - From time to time DORTRON’s release a new version of operating software, which you can load into the DLC-C003
Personality files - if the DLC-C003 doesn’t have a personality file for your fixture you can write your own. These are described in chapter 11 of the reference manual.
Devious hardware tricks for wiping the console
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CHAPTER TWELVE
12. Introduction to intelligent lighting
This section is for those who have not used intelligent lighting much before, who are put off by dip switches, lights that move unexpectedly and strange digital control systems that fly down microphone cables.
12.1 Ordinary lighting
Standard lighting consists of a variety of light bulbs connected to dimmers. The lights may be anything from par cans to theatrical lanterns, and the dimmer controls the intensity of the light. A typical controller for standard lighting has a set of sliders, and each slider controls the intensity of one dimmer using a low-v oltage control signal of 0 to 10 volts. The standard way to link the sliders to the dimmers is by using a multicore cable with one core for each dimmer channel.
12.2 So what is intelligent lighting?
Intelligent lighting usually contains more f unctions than just intensity; a typical intelligent light, often called a “fixture”, can also change colour, project different patterns (called “gobos”) and direct the light beam in any direction using a movable mirror or by motorised control of the light unit itself. The fixtures are called “intelligent” because they contain a small computer which controls the movement of the internal motors in response to the control signals. Some fixtures can also listen to music and produce their own light show, sometimes synchronising themselves with other intelligent fixtures. However they are actually not all that intelligent and usually need a user to make them do something interesting.
12.3 How do you control it?
Each function of an intelligent fixture requires its ow n control signal, so the user can select the colour, position, gobo etc. You can use 0 to 10 volt control signals on some fixtures, but the cable carrying the control signals again has to be a multicore with one core for each function, so each fixture might need 8 or more cores in the control cable. Some of the more complicated fixtures use 20 channels.
When several fixtures are used, the number of cores needed in the control cable soon becomes large. The cable also has to split at each fixture. It all gets a bit complicated.
12.4 The DMX control system
Fortunately, there is an easy to use system for cont rolling intelligent lighting and dimmers. It is called DMX-512, which stands for Digital MultipleX, and it sends up to 512 control signals down a twisted pair screened cable. The cable can be simply daisy-chained from each fixture to the next. Microphone-style XLR connectors are usually used, sometimes 3-pin and sometimes 5-pin. More recently RJ45 computer network type connectors are being used.
The DMX system sends out the level for channel 1, followed by the level for channel 2, then 3, then 4 and so on, all the way up to a maximum of 512 (though not all DMX systems send out all the channels). It then goes back to channel 1 again. All the units connected to the DMX receive all the channels, and you tell them which channels t o respond
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to by setting the “base channel” or “DMX address” on each unit. The computer inside the fixture waits for the correct channels to come up, then reads in the levels for those channels.
Dimmers can also understand DMX; some dimmers can read it directly, others use a demultiplexer or “demux” to convert the DMX into the normal 0 to 10 volt analogue signals they are used to.
12.5 Moving light control desks
Sliders are ideal for controlling dimmers. More complicated dimmer control desks have memories to record the level of all the dimmers, so you can recall a setting without having to set all the sliders again during a show.
However, once you start controlling lights that move and change colou r, sliders become less ideal, because it is the movement rather than the end level which is important. Dedicated moving light desks such as the DLC-C003 include many helpful functions which makes the programming of intelligent lighting much easier, such as palettes of pre-programmed colours and positions, and a shape generator to create movements.
12.6 A few cautions about using DMX
DMX is a robust system which normally works very well, but sometimes it can be problematic. Here are a few tips for making DMX work well.
DMX cabling should be twisted-pair data cable. Microphone cable is not recommended because it doesn’t transmit the signal as well. You will probably get away with it, but equally you might have problems.
Always ensure the last fixture in the DMX line is terminated. On some fixtures this can be done by flipping a switch, others are self­terminating, but often you will have to fit a terminating plug into the vacant socket on the last unit. This has a 120 ohm resistor across the DMX line and prevents data interference on the line. It might work without but…
Don’t split the DMX cable. Loop it from one unit to the next. If you have to split it, use a proper active splitter unit.
The DMX specification says that you should not run more than 32 fixtures from one DMX line unless the fixtures are buffered or optically isolated. Either use several DMX lines (the DLC-C003 has four) or use a DMX repeater unit. In practice, most fixtures do not put maximum loading on the DMX line and you will probably get away with using more if you have to, but the DMX signal may be weaker than it should be.
Don’t run your DMX lines near high voltage cables or neon. They may pick up interference which will stop the system working, or worse, blow up the receiver electronics in the fixtures (this really does happen, and usually at the most inconvenient moment).
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13. Introduction to DORTRON’s consoles
If you have used intelligent lighting before, this section explains the thinking behind how DORTRON’s consoles work and tells you what everything is called.
13.1 Operating the console
The console has three main modes, set using the keyswitch; these are Program (used for programming a show, allows everything to be changed), Run (used when running a show, allows limited user override but no changes to programming) and System (used for configuring the console).
The operation of the console is based around the LCD screen. Seven Softkeys allow you to select the options down the right hand side of the screen. These options change depending on what the console is doing. In addition there are the blue Command Buttons which give one­button access to some functions.
13.2 Controlling lights
To an DORTRON’s console, a light is either a Dimmer (single intensity control channel) or a Fixture (Multiple control channels)
All Fixtures have a Personality File which tells the console how to control the fixture. You don’t need to know how the fixture works, you just tell the console what you want to do with the fixture (such as change colour) and it knows which controls to change to get the effect.
You tell the console what fixtures/dimmers you have and their DMX addresses by Patching them. When you patch, you allocate a Handle to the device. The handle is one of the Faders and Select buttons across the top of the console. You can allocate several dimmers to one handle if you want to group them, but only one fixture can be allocated to any one handle.
To control a fixture, you need to select the fixture you want to control by pressing the Select button of the handle. The button lights up to tell you that the fixture/dimmer is selected.
Additionally you can control a dimmer, or the intensity of a fixture, using the Fader of the handle. If you change pages so that the fader has been controlling something else, you will need to Match the fader to the current dimmer level before it operates the dimmer (normally by lowering the fader to zero then fading it up until you gain control of the dimmer).
All control of fixtures uses the two Wheels. To change the fixture(s) you’ve selected, you select the Attribute (colour, pan, gobo etc) you want to control using the buttons on the right hand side of the console. Then turn the wheels to change the attribute.
13.3 Programming the console
To store the settings of fixtures and dimmers, the console provides
Memories and Chases (sequences). These are stored in the 15 Playback Faders across the near edge of the console. Up to 30
different Pages of playbacks are available using the Roller and Roller Page buttons. The roller provides a handy surface for writing a note of what is stored in each playback.
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When you save a memory or chase, the console only saves settings you have changed using the wheels (it does not save the current output state). Whenever you change a fixture using the wheels and attribute buttons, your changes are stored in a special memory called the Programmer. The console allows you to save just the changed attributes (Record by Channel), or if you change one attribute of a fixture it can save all other attributes of that fixture as well (Record by Fixture). Record by Channel mode is often called “Tracking” on oth er consoles; in this mode, fixture attributes remain in th eir last state unless you specifically change them.
The programmer records all changes in the console until you press the Clear button. You should press the Clear button before setting up the lighting for a memory, otherwise there may be all sorts of changes you don’t want in the programmer, which would end up in your memory.
You can reload information from memories and chases into the programmer, if you want to save them in another memory, using the Include function. This function allows you to reload the whole memory, or only certain fixtures from the memory, or only certain attributes of certain fixtures.
When you play back a memory or chase, the console sets the fixtures to their programmed positions as soon as the fader rises above zero. The intensity of the fixtures, and any dimmers, rises with the fader. The intensity channels are called HTP (highest takes precedence) channels, because if the channel is turned on in more than one memory, the highest level will be output. The movement channels are called LTP (latest takes precedence) channels, because if the channel is turned on in more than one memory, the most recent change will be output .
You can program the LTP/movement channels to fade with the fader if you want to.
DORTRON’s consoles have a Shape Generator (sometimes called an effects generator on other consoles). This automatically changes attributes in a preprogrammed pattern. Fixtures can be made to move their light beams around in a circle, or to fade colours, or move in and out of focus. When a shape is applied to more than one fixture, the shape can be Spread so that the fixtures run through in a sequence giving wave-type effects.
Shapes you apply go into the programmer and are saved if you save a memory or a chase.
DORTRON’s consoles allow you to save frequently-used positions, colours etc. into a Palette (sometimes called a Focus or Preset Focus on other consoles). When you want that setting, you simply recall the palette. If you use palettes when programming memories, the console remembers the palette number rather than the actual fixture settings. This means that if you change venues, or fixtures are moved, you can quickly reprogram your position palettes and all memories using those palettes will be updated. This can save you having to reprogram many memories.
Palettes can be recalled from a menu on the console display so you can see what colour, position etc. you are going to get. This is useful when “busking” the lighting (modifying your programming) during a show. The console allows you to fade between palettes (Timed Palettes) to give smooth live changes.
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CHAPTER FOURTEEN
14. Changes in the latest DLC-C003 software
If you are used to using the DORTRON’s DLC-C003 console, this section gives you a quick rundown of the differences between the DLC-C003 you know and love and the new version of software. There are some exciting new features.
14.1 Wheel acceleration
16 bit attributes now always work in 16 bit mode. If you spin the wheels faster, the DLC-C003 will skip values to change the attribute faster. If you spin the wheels slowly the attribu te will change with maximum resolution. You can change the acceleration factor on the wheels, see page
133.
14.2 Preset Focuses are now Palettes
Preset Focuses are now called Palettes, in line with other DORTRON’s consoles (except for the “Focus” button, which remains stubbornly engraved).
You can now recall Palettes from the softkeys by pressing the Focus button and the display shows you what the palette contains. This is similar to the Palette displays on the Sapphire, if you’re used to that console.
You can apply a palette to all fixtures, without having to select them. If you recall a palette with no fixtures selected it will be applied to all fixtures (but the palette is not entered into the programmer).
You can apply a palette to all fixtures in a memory, by holding down the button for the palette and then pressing the memory’s Swop button. Again the palette is not entered into the programmer.
Each page of fixtures now has a separate page of palettes accessible from the handle “Flash” buttons. (previously the same 30 palettes/focuses appeared on all fixture pages). This option needs to be enabled in the user settings, see page
136.
14.3 Chases can include shapes
You can now include shapes in a chase and in cues of the Theatre Stack. Each step can include different shape settings. If the shape is also present with unchanged parameters in the next step, it will continue, otherwise it will stop at the end of the step time.
14.4 Intelligent Attribute display
The display above the wheels can now show the attribute value name; for example, on a colour wheel you may see “Open”, “Red” etc displayed as you turn the wheel.
This function requires Range information to be supported by the personality file for the fixture. If an updated personalit y file including the Range information becomes available, there is a function to update the Range table for the patched personalities in the console, so you don’t have to repatch. This is in the Utilities section of the System menu.
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14.5 Legends
You can enter legends for memories, chases, groups, roller pages, palette pages and palette entries. Memory and chase legends are shown on the VDU screen, the other legends are used on both the VDU screen and the on-board LCD display.
14.6 Sound to light
Any chase can be triggered by low, mid or high frequency sound from the audio input (previously this was fixed to chases 1 2 and 3). Chases can be set to trigger on a given beat out of a number of beats, e.g. on the 2
nd
beat of every 4 beats.
14.7 Other features
You can temporarily lock out the controls the desk in Run mode by typing a 4 digit code and pressing Softkey C.
The Include function has been improved to allow you to include a chase step, a cue from the theatre stack, and incoming DMX from the DMX In socket.
A “locate no pan and tilt” option has been added to allow you to locate a fixture without changing its position.
Many options are now quickly accessible by holding down the YPL button.
You can selectively Wipe parts of the console; just the programming, just the palettes, the patch and the programming, or the original Wipeall option.
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REFERENCE MANUAL CONTENTS
1. SETTING UP THE CONSOLE 58
1.1 Connecting up
1.1.1 Connecting mains power
1.1.2 Connecting DMX lines
1.1.3 Connecting MIDI devices
1.1.4 Connecting audio
1.1.5 Other back panel connections and controls
1.1.6 The desk lamp
1.2 Operating
1.2.1 Operating modes
1.2.2 The disk drive
1.2.3 The front panel controls
1.2.4 View screens
2. PATCHING 64
2.1 Create
2.1.1 Fixture handles
2.1.2 Patching dimmers
2.1.3 Patching moving light fixtures
2.1.4 Checking the patching
2.2 Edit 68
2.2.1 Changing the DMX address of a fixture
2.2.2 Moving a fixture to a different handle
2.3 Delete
2.3.1 Deleting a patched fixture
2.4 Advanced options
2.4.1 Patch Utilities
3. CONTROLLING DIMMERS AND FIXTURES 70
3.1 Create
3.1.1 Selecting fixtures and dimmers for control
3.1.2 Changing attributes of the selected fixtures
3.1.3 Selecting attributes from the softkeys
3.1.4 Using groups
3.1.5 Stepping through selected fixtures one at a time
3.1.6 The Align and Flip functions
3.1.7 “Killing off” a fixture or dimmer
3.1.8 Entering intensity levels as numbers
3.1.9 Controlling fixtures by entering values
3.1.10 Fan mode
3.2 Advanced options
3.2.1 The ML menu and Tracking
3.2.2 Training the console for Tracking mode
4. PALETTES 79
4.1 Create
4.1.1 Palette values stored as a reference
4.1.2 Shared and individual palettes
4.1.3 Which attributes are stored in palettes
4.1.4 Storing a palette
4.2 Playback
4.2.1 Recalling a palette value
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4.2.2
Palette pages
4.2.3 Setting a palette to all fixtures (Quick palette)
4.2.4 Recalling only some attributes from a palette
4.2.5 Setting a palette to fixtures in a memory (Filtered palette)
4.3 Edit 82
4.3.1 Editing and deleting palettes
4.3.2 Naming a palette value or page
4.3.3 Viewing the contents of a palette
4.4 Timing
4.4.1 Recalling a palette with a fade time
4.4.2 Master fade time
4.5 Advanced options
4.5.1 Palette options
5. SHAPES 85
5.1 Playback
5.1.1 Selecting a shape
5.1.2 Changing the size and speed of a shape
5.1.3 Spreading a shape across multiple fixtures
5.1.4 Relative and Absolute shapes
5.2 Edit 87
5.2.1 Editing shapes which are running
5.3 Advanced options
5.3.1 Shape options
5.3.2 Updating the shape file
6. MEMORIES 90
6.1 Create
6.1.1 How the DLC-C003 works when programming
6.1.2 Creating a memory
6.1.3 Recording the stage using Snapshots
6.1.4 Using shapes in memories
6.1.5 Viewing the programmer contents
6.2 Playback
6.2.1 HTP and LTP channels
6.2.2 Playing back a memory
6.2.3 Changing playback pages
6.3 Edit 95
6.3.1 Editing a memory
6.3.2 The Include function
6.3.3 The “Off” button
6.3.4 Viewing a memory
6.4 Copy
6.4.1 Copying a memory
6.5 Delete
6.5.1 Deleting a memory
6.6 Timing
6.6.1 Setting fade times for a memory
6.7 Advanced options
6.7.1 Recording in Blind mode
7. CHASES 100
7.1 Create
7.1.1 Programming a chase
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7.2
Playback
7.2.1 Running a chase
7.2.2 Connecting a chase to the controls
7.2.3 Setting speed, crossfade and direction
7.2.4 Manually controlling the chase steps
7.2.5 Viewing chase steps
7.3 Edit 103
7.3.1 Adding more steps to the end of a chase
7.3.2 Editing a chase using Unfold
7.3.3 Editing a chase which is running
7.4 Copy
7.4.1 Copying chases
7.5 Delete
7.5.1 Deleting chases
7.5.2 Deleting a step from a chase
7.6 Timing
7.6.1 Speed and crossfade controlled by wheels
7.6.2 Setting global step or fade times and unlinking
7.6.3 Setting times and links for individual steps
7.6.4 Viewing timing information
7.6.5 Sound activation of chases
7.7 Advanced options
7.7.1 Chase options
8. THEATRE STACK 110
8.1 Create
8.1.1 Setting theatre stack mode
8.1.2 Theatre controls
8.1.3 Plotting a cue
8.1.4 Running a chase or memory with a cue (Autoload)
8.1.5 Naming a cue
8.2 Timing
8.2.1 Setting fade times for a cue
8.2.2 Displaying the cue timings
8.3 Playback
8.3.1 Running a theatrical show
8.4 Edit 115
8.4.1 Editing a cue
8.4.2 Jumping to a cue
8.4.3 Inserting a cue
8.4.4 Renumbering cues
8.4.5 Copying a cue
8.5 Delete
8.5.1 Deleting a cue
8.6 Advanced options
8.6.1 Advanced theatre options
9. THE GRAPHICS TABLET 117
9.1 Create
9.1.1 Connecting the tablet
9.1.2 Using the tablet
9.1.3 Selecting fixtures on the tablet
9.1.4 Changing the position of the fixtures
9.1.5 Changing colours and other attributes
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9.1.6
Recalling palette entries (focuses)
9.1.7 Storing palette entries (focuses)
9.1.8 Programming functions on the tablet
9.1.9 Tablet status on the VDU monitor
9.2 Advanced options
9.2.1 Extending the tablet cable
10. RUNNING THE SHOW 121
10.1 Playback
10.1.1 Run modes
10.1.2 Master faders
10.1.3 Manual control during a show (“Busking”)
10.2 Options
10.2.1 Two-preset mode
10.2.2 Temporarily locking the console
10.2.3 Channel mimics
11. AUTOMATED PLAYBACK (SCRIPT FILES) 124
11.1 Create
11.1.1 Recording Script files
11.1.2 What is recorded in the script file
11.2 Playback
11.2.1 Selecting a script file for testing
11.2.2 Testing the script file
11.2.3 Using Script files in Run mode
11.2.4 Looping and running script files on power up
11.3 Edit
11.3.1 The script file edit display
11.3.2 Editing an action
11.3.3 Inserting a step into the script file
11.3.4 “On-the-fly” editing
11.4 Timing
11.4.1 Editing a timecode
11.4.2 Changing timecode for a group of steps
11.4.3 Changing the start timecode for the whole script file
11.4.4 Sorting the steps into time order
11.5 Copy
11.5.1 Copying a script file
11.6 Delete
11.6.1 Deleting a step
11.6.2 Deleting a script file
11.7 Options
12. SETUP 132
12.1 User Settings
12.1.1 The User Settings menu
12.1.2 Setting the Wheel acceleration
12.2 User functions
12.2.1 The Wipe menu
12.2.2 Disk functions
13. OTHER FEATURES 135
13.1 System Configuration
13.1.1 Utility menu
13.1.2 Service mode
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13.1.3
YPLS2 functions
13.1.4 Upgrading the DLC-C003’s internal software
13.1.5 Hardware WIPEALL mode
13.1.6 Audio gain links
13.2 MIDI functions
13.2.1 What a MIDI command looks like
13.2.2 MIDI commands used by the DLC-C003
13.2.3 MIDI Time Code
13.2.4 MIDI Problems
13.3 The stage remote (riggers remote)
14. THE PERSONALITY FILE SYSTEM 142
14.1 Help, I can’t find a personality for my fixture
14.2 Create
14.2.1 What is and how do I write or change a Personality file?
14.2.2 Personality file naming conventions
14.2.3 Personality File Keyword Order
14.2.4 The Instrument Name
14.2.5 The Device Type
14.2.6 Fixture switch settings
14.2.7 Mirror
14.2.8 The DMX/Preset Layout
14.2.9 Text Field
14.2.10 The Preset Focus (Palette) table
14.2.11 Macros
14.2.12 Range tables
14.2.13 Example Personality File for the High End Cyberlight
15. GLOSSARY OF TERMS 153
16. INDEX 158
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1. Setting up the console
This chapter contains: Connecting mains power; connecting DMX lines; connecting MIDI devices; connecting audio; the disk drive; other back panel connections and controls; desk modes.
1.1 Connecting up
1.1.1 Connecting mains power
Important! Before connecting the mains power to the DLC-C003 you
must check if the DLC-C003 has a voltage selector switch next to the mains socket; if it does, make sure it is set to match your mains supply. It can be set to 120V or 220V.
If the DLC-C003 does not have a voltage selector switch you can safely connect it to any voltage from 80 to 260V.
If you connect mains power with the switch set incorrectly, y ou will probably blow up the power supply unit. If this happens you will need to shamefacedly return the console to DORTRON’s for repair.
1.1.2 Connecting DMX lines
The DLC-C003 can output DMX down 4 separate lines. When you patch a dimmer or fixture you can tell the DLC-C003 which DMX line it is on. The lines are identified by the letters A,B,C,D. Normally A comes out of output 1, B comes from 2, C from 3, and D from 4, but just to add to the fun you can swap this round if you want (see Patching, section 2).
The 4 DMX outputs come out of the 5 pin XLR sockets on the back of the console. The DLC-C003 2048 has four separate sockets. The DLC­C003 2048 has only two sockets with two DMX lines on each, so you will need splitter cables to access all four lines on the DLC-C003 2048. They are wired like this:
DLC-C003 2048 DLC-C003 2048
DMX line
Socket Pin numbers Socket Pin numbers
1 (normally A) 1 & 3 2=Data -
3=Data +
1 & 3 2=Data -
3=Data +
2 (normally B) 2 & 4 2=Data -
3=Data +
2 & 4 2=Data -
3=Data +
3 (normally C) 3 2=Data -
3=Data +
1 & 3 4=Data -
5=Data +
4 (normally D) 4 2=Data -
3=Data +
2 & 4 4=Data -
5=Data +
The sockets marked “1 & 3” and “2 & 4” on the DLC-C003 2048 have pins 4 and 5 connected to the other DMX lines as with the DLC-C003 2048, making the DLC-C003 2048 outputs pin-compatible with the DLC-C003 2048 if replacing one console with the other.
1.1.3 Connecting MIDI devices
The DLC-C003 has the usual MIDI IN and OUT connections. It can read MIDI information and use it to trigger a show, and it can output MIDI information in response to user actions on the controls. This means y ou can record a show straight into a MIDI sequencer by operating the
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show yourself using the buttons and sliders. The MIDI operation of the console is described in section
13 on page 140.
1.1.4 Connecting audio
The DLC-C003 provides a stereo audio input for sound to light functions. The stereo channels are combined internally to give a mono signal.
The DLC-C003 2048 has a stereo audio input socket with a gain control next to it.
The DLC-C003 2048 has two mono jacks and the gain control is on the front panel with the LCD contrast/brightness controls.
There is an internal link on the PCB to set the overall sensitivity of the audio inputs to mic or line level. By default the audio input is set to maximum sensitivity. See page
140 for details.
1.1.5 Other back panel connections and controls
Qwerty: for connecting a standard PC keyboard. This is used for
entering legends to name memories, chases and palettes. If using a keyboard you should connect it before you turn the power on.
VDU: for connecting a VGA display. Any standard VGA display will be OK, the console uses a 640x480 text mode. You do not have to connect the VDU screen as most information is shown on the console’s on-board display, but some extra displays are available on the VDU screen which are useful when programming or operating a complex show.
Serial: is for the Stage Remote or the graphics tablet. DMX In: allows you to capture DMX from an external system into
memories on the DLC-C003 using the Include function.
USB: for future use in the software. Visualiser: (if fitted) allows direct connection to a PC running
Visualiser; alternatively a MIDI adaptor cable can be used to connect Visualiser to the MIDI ports.
Reset button: allows you to restart the DLC-C003 if something funny happens to it. The DLC-C003 will come back to the same place it was in when you pressed Reset, but all playbacks will be turned off. Th e memory is not affected.
LCD contrast and brightness controls are on the front of the console next to the key switch. If you can’t see anything on the display, first set the contrast control to a central position, then adjust it for best display. The brightness control sets the intensity of the display’s backlight.
1.1.6 The desk lamp
The desk lamp plugs into the socket in the top left hand corner of the DLC-C003 and can be switched to Off, Dim or Full using the switch next to it.
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The desk lamp uses a 12V, 5W halogen lamp.
1.2 Operating
1.2.1 Operating modes
The DLC-C003 has a key-operated switch on the right hand side of the panel which allows you to select the operating mode of the console.
When running a show, you normally select Run mode. You can run playbacks and (in Takeover run mode) manually control fixtures (see page
121). You cannot change any programming. This is the best mode if others are operating the console and you want to make sure they can’t mess up your programming. Just take the key with you!!
When programming, you need to be in Program mode, which you access by turning the key to Program. This manual assumes you are in program mode.
System mode allows you to clear parts or all of the console using softkey F [Wipe], to access YPL mode, various diagnostics and to load a new operating system. There are more details about YPL mode in Section
13 on page .
1.2.2 The disk drive
The DLC-C003 has a 1.44MB floppy disk drive which is used to load and save shows, personality files and system software. The standard PC disk format is used, so you can transfer data to and from your PC. You can use the smaller 720KB disks, but large shows may not fit!
You should get into the habit of backing up your show to disk regularly to guard against that moment when something goes wrong. It doesn’t take long.
1> Press the Disk button in the bottom right hand corner of the DLC-
C003 2> Insert a blank formatted 1.44M disk into the disk drive. 3> Press B [Save show to disk]. Enter a name on the QWERTY
keyboard (or press Enter on the console to use the default name).
The DLC-C003 will save the show. 4> To reload the show, use softkey A [Load show from disk].
Other disk drive functions are available when you have pressed the Disk button. The disk drive functions are described in section
13 on
page
134.
1.2.3 The front panel controls
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The Preset Faders control individual dimmer channels and fixture
intensities. The 2 buttons below the faders select and flash fixtures. Each fader and buttons is called a “Handle”.
The Mode select keyswitch sets the operating mode of the
console; Program for programming a show, Run for running the show and System for configuring the console.
The Page select roller lets you select different pages of
playbacks, and you can write the playback names on the roller so you know what’s in them.
The Master faders control the overall output of the various parts
of the console. You will normally have th ese set at Full.
The Playback faders and flash buttons are used to play back
memories you have programmed, when you are running a show.
The Main display is the nerve centre of the console and shows
you what is going on. The display can show various screens of information.
The Control wheels are used to set control values on the fixtures,
and to set chase speeds and fades.
The Menu softkeys (labelled A – G) are used to select control
options. The display next to the buttons shows what each one will do. The options for each key change depending on what the console is doing. Softkey commands are shown in the manual with square brackets like this: A [Chase Parameters]
The Numeric keypad and other control buttons are used to enter
values and change controls on the console.
The Fixture Page buttons are below the keypad, which select 4
pages for the Preset Faders.
The blue Command buttons are used to carry out functions such
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as storing memories, copying, saving to disk, etc. These buttons have lights on to indicate when they are active.
The Attribute select buttons are used to select which attributes
of a fixture (e.g. colour, gobo, pan, focus) are going to be controlled using the Control wheels. The buttons have lights on to show you which attributes are active. The bottom (red) button allows you to reduce the intensity of a fix ture if it loses position during a show.
1.2.3 View screens
The DLC-C003 can display a wide range of different information screens on its inbuilt LCD and on the external VDU screen.
LCD views
Channel Output: Press View
then Softkey A. Shows the output of the selected attribute for each handle. You can change the attribute by pressing a different attribute button (Dimmer, tilt/pan etc). The display only shows the first 30 handles, press the current Pages Of Fixtures button to show 31-60.
Fixture attributes: Press
View then Softkey B. Shows which attributes of the currently selected fixture are allocated to wheel A and wheel B. The view will be blank if no fixtures are selected.
DMX Patch: Press View then
Softkey C. Shows which fixture each DMX output channel is patched to, the attribute of that fixture, and the actual DMX value being output on that channel. Use the arrow keys to show different pages of the patch.
Softkey functions
Message area
Wheel functions and values
free memory
View screen number
Main display area
Chase info
Fixture Patch: Press View then Softkey D. The top part of the
display shows a list of handles with the fixtures patched to them. An arrow shows the active fixture; some fixture types will display further information (such as how to set the fixture’s dip switches) in the bottom part of the display.
Chase times: Press View then Connect. If a chase is running the
display will show information about the steps in the current chase. If no chase is running the display will show “No chase”.
Playback status: Press View then 7 then Enter. The display shows
which playbacks are programmed (with a star), which are active and whether they are running a memory or a chase.
VDU screen views
Press Softkey G to switch the menu to the VDU view menu. Press Softkey G again to switch back to the LCD view menu.
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Roller page and segment
Graphics tablet status
Main display area
Playback legends
Chase number and step numbers
Chase progress bargraph
Wheel functions and values
Stage Intensities: Press View then Softkey A. Shows the intensity
of each handle/fader (the numbers shown are handle numbers not DMX channel numbers)
Stage fixtures: Press View then softkey B. Shows the output of
each attribute for the different fixture types patched. Use the arrow keys to select which fixture type you are looking at (deselect all fixtures or the arrow keys will just change the fixture select ion). At the bottom of the main display window, the display shows which fixture type is selected (in blue).
Fixtures and attributes: Press View then softkey C. Displays the
selected attribute for each fixture. Press a different Attribute button to show other attributes.
View programmer: Press View then softkey D. The display shows
fixtures which are in the programmer (on the left) and the attributes which are in the programmer (on the right). The desk controls do not operate while you are viewing the programmer, you need to press Exit to return to normal.
View Shapes: Press View then softkey E. The display shows
information about active shapes.
View Fixture Notes: Press View then softkey F, then select a
patched fixture type from one of the softkeys. Fixture notes from the personality file (if it contains any) will be displayed on the VDU. Press Exit to get back to normal.
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CHAPTER TWO
2. Patching
This chapter contains: Fixture handles; patching dimmers; patching moving light fixtures; checking the patching; changing the DMX address; moving a fixture to a different handle; deleting a patched fixture; patching options.
Patching is the process where you tell the DLC-C003
What type of lighting units you have connected to it
What DMX addresses they are operating at
Which DMX output line each unit is connected to (there are 4)
Which “handles” (control sliders) you want to use to access them
You can either patch the DMX channels on your console to match your lighting rig, or set up the console first and then set the lighting rig to match.
The DLC-C003 must be in Program mode before you can patch.
2.1 Create
2.1.1 Fixture handles
Î
The DLC-C003 can control up to 240 intelligent fixtures or dimmer channels. To do this it has 4 pages of 60 control “handles”. The handles are located in 2 rows of 30 along the top of the console. Each handle consists of:
a slider, used to set the intensity of the fixture or dimmer
patchedto the handle,
a “Swop” button which is used in
program mode to select the fixture
a “flash” button which is used to
select Palettes and to flash the channel in Run mode.
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The top bank of 30 sliders does not have buttons and is accessed using the Swop button of the slider below while the YPL button is held down acting as a “shift” key.
The fixture page buttons are located just to the right of the wheels. Fixtures 1-30 are on page 0--, Fixtures 101-130 on page 1--, 201-230 on page 2—and 301-330 on page 3--. You can change the fixture page at any time.
The DLC-C003 also allows you to allocate fixtures and dimmers to Groups, which can be useful if you usually select the same set of fixtures together. Groups are described in the next chapter.
2.1.2 Patching dimmers
Each dimmer channel is allocated to one handle. If you want to link dimmers together, you can allocate several to the same handle.
1> Press Patch, then A [Dimmer] 2> On the top line of the display, the DLC-C003 shows the DMX
address it is going to patch at. You can change this by typing a
new address on the numeric keypad. You can also use softkey E
[Select a DMX line] to patch onto one of the other 3 DMX output
lines. 3> To patch a single dimmer, press a handle Swop button. To patch a
range of dimmers, hold down the Swop button for the first
dimmer in the range, then press the last Swop button in the range.
The range of dimmers will be patched to sequential DMX
addresses. 4> To patch another dimmer to the same handle, enter the new DMX
channel and press the Swop button again 5> Repeat from step 2 for other dimmers.
The VDU screen will
show the channels which have been patched.
Devices patched
Grid showing usage of DMX channels
You can patch
multiple dimmers onto the same handle by typing the DMX address of the next dimmer to be patched and pressing the Swop button again.
You can patch
dimmers to the top faders (31-60) by
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holding down the YPL button before pressing the Swop button. This allows you to patch up to 60 dimmers or fixtures on one page. It is often convenient to use the top faders for dimmers and the bottom faders for fixtures allowing you to keep all your fixtures and dimmers on one fixture page.
When in Dimmer Patch mode you can set options for dimmer
channels which you are going to patch. You can set the “Full on” level to less than 100% using option A, and select a different dimmer response curve using option B. To use the “User curve” setting you need to load in a user curve, see page
134. These settings affect all dimmer channels you patch afterwards, until you change the settings again. Channels you have already patched are not affected.
2.1.3 Patching moving light fixtures
Moving light fixtures are more complicated to patch than dimmers because they have more attributes to control, such as pan, tilt, colour etc., where a dimmer channel just has intensity. When you patch a fixture, you will see on the display that it occupies a block of DMX channels rather than just one.
The DLC-C003 uses a “personality” system to control fixtures. There is a personality file in the DLC-C003 for most types of fixture, which tells it what attributes are available and how to control them. If the DLC­C003 does not have the personality for your fixture, you can download a wide range of personalities from the DORTRON’s website onto floppy disk and load them that way. If you use fixtures often you can add them to the internal store. In the unlikely event that no personality exists for the fixture you are using, DORTRON’s w ill create one for you. You can also create the file yourself if you have some programming abilities. See chapter 12 on page
143 for details of how to find
personalities.
Note: The DLC-C003 holds all the personalities in an internal “cache”
file. If the console memory gets totally wiped you might need to reload the file, how to do it is described on page 136. You can also use a Personality Disk in the disk drive.
If you are using the internal personality cache, ensure there is no disk in the disk drive.
1> Press Patch, then B [Choose a Fixture]. 2> The DLC-C003 will read the personality files, then display “Please
select an instrument”. A list of known fixtures will appear next to the softkeys after a pause.
3> Use F [More] and G [Back] to go up and down the list and find the
correct fixture, then press the softkey next to the fixture to select it.
4> The DLC-C003 loads the fixture information. The display shows
details of the fixture.
5> The DLC-C003 will ask “Use preset palettes?”. Press A [Yes]. This
loads a standard set of positions, colours and gobos into the Palette pages which can be useful when programming. If you say No now, you can’t load them later.
6> On the display, the DLC-C003 shows the DMX address it is going
to patch at. You can change this using the numeric keypad. You can also press E [Select a DMX line] to patch onto one of the other 3 DMX output lines.
7> Press an unused handle Swop button to patch the fixture. The
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VDU screen will show the block of channels occupied by the fixture. If you want to use a different fixture page, select the new
page first. 8> Repeat from Step 7 to patch more of this type of fixture. 9> Press A [Select another fixture] and repeat from Step 3 to patch a
different type of fixture.
You can patch a range of fixtures by holding
down the first and last Swop buttons of the range, the same as for dimmers.
Unlike dimmers, you cannot patch more than
one fixture onto a handle. If the handle is already used, the patch will fail. Use a different handle or delete the fixture already on the handle if you don’t want it any more.
Some fixtures can only be patched at certain
DMX addresses. This is usually described in the fixture instruction manual. If this informat ion is included in the fixture personality, the DLC­C003 will not allow you to patch the fixture at an illegal address, and will offer the next valid address instead.
If you are patching a fixture which uses a
separate dimmer channel such as a VL5™, you can patch the dimmer channel onto the same handle as the moving light part of the fixture, so you can control it all together. This is called a Pending dimmer.
2.1.4 Checking the patching
Having set the DLC-C003, you need to ensure that your lighting rig is set up to match the DLC-C003 by going round your rig to set the DMX addresses.
You can display the DMX settings on the DLC-C003 like this.
1> Press the View button next to the numeric keys 2> Press D [Fixture Patch] 3> The display shows a list of the handles to which you have patched
fixtures or dimmers, with the DMX line and address (e.g. A24 is
address 24 on DMX line A). 4> The top handle on the list has an arrow next to it. The lower part
of the display shows more information for this handle, including
dip switch settings if the fixture personality includes this
information. 5> Use the up-down cursor arrows to change the selected fixture.
The left-right cursor arrows will show you another page of handles. 6> Repeat from Step 4 to view other fixtures.
Press View, then C [DMX patch] to display a list of all DMX
channels, what they are allocated to and the current output. The cursor arrows scroll through the list.
Press View then a handle Swop button to display the settings for
the fixture patched to that handle.
You do not need to be in patch mode to view this information, you
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can do it at any time.
2.2 Edit
2.2.1 Changing the DMX address of a fixture
You can re-patch a fixture to a different DMX address or a different DMX output line. All programming is kept.
1> Press Patch (if you’re not already in Patch mode). 2> Press E [Repatch Fixtures]. 3> Use the numeric keypad to enter the new DMX address of the
fixture. If you want to change the DMX output line, press E
[Select a DMX line] and choose a new output line by pressing A B
C or D. 4> Press the handle swop button for the fixture to patch that fixture
at the new address. 5> Press Enter to confirm the change. 6> Repeat from step 3 if you want to change other fixtures.
If the new DMX address was already used by another handle, the
fixture or dimmer on that handle will be “parked”. All programming for the handle is preserved, but you need to patch it to a new DMX address using the above procedure before you can use it again. If you view the fixture patch as described above, the display will show “park”.
2.2.2 Moving a fixture to a different handle
You can move a dimmer or fixture from one handle to another simply by entering the DMX channel to match the address of the fixture, then patching it again onto another handle. However, all programming is lost for that dimmer channel or fixture.
2.3 Delete
2.3.1 Deleting a patched fixture
You can delete a fixture or dimmer from a handle if you patched it accidentally or if you change your rig and want to use the handle for something else.
1> Press Patch (if you’re not already in Patch mode). 2> Press the blue Delete button (the light will flash). 3> Press the Swop button of the handle you want to delete. 4> Press Enter to confirm.
You can delete individual DMX channels from a handle by typing
the channel number instead of pressing a Swop button. This is useful for deleting dimmer channels from handles which have multiple channels patched to them. Be careful not to delete individual channels out of fixtures using this function.
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2.4 Advanced options
2.4.1 Patch Utilities
The DLC-C003 allows several options to be set for each fixture or dimmer when it is being patched. The Patch Options menu is accessed by pressing F [Patch Utilities] while you are in patch mode. Set the options before you start programming, because memories will play back differently when the options are on.
The options are: A: Invert - Allows you to invert an attribute of a fixture, so when you
set zero the output will be full. You cannot invert some attributes.
1> Select the fixtures you want to invert and turn them on so you
can see their output state 2> Select the attribute you want to invert by pressing the Attribute
Select button (some can’t be changed) 3> Press Softkey E or F to invert the attributes shown (the VDU
screen shows the inversion settings) 4> Repeat from 2 if
you want to
invert more
attributes, or 1 if
you want to
change other
fixtures. 5> Press Exit to
leave Invert
mode as soon as
you’ve finished,
it is easy to
accidentally
invert fixtures if you leave this mode active
B: Set/Reset Instant mode - When the DLC-C003 fades LTP (movement) channels between two memories, the LTP values normally change smoothly. You can set Instant mode to make the channel snap instantly to the new value.
1> Select the fixtures you want to change 2> Select the attribute you want to change (some can’t be changed) 3> Press Softkey E or F once to change the attributes shown (the
VDU screen shows the settings) 4> Repeat from 2 if you want to change more attributes, or 1 if you
want to change other fixtures. 5> Press Exit to leave Instant mode as soon as you’ve finished, it is
easy to accidentally change fixtures if you leave this mode active
C: Swap pan and tilt - If you have some fixtures mounted sideways, it can be useful to swap the pan and tilt channels over.
1> Press softkey C 2> Press the Swop buttons of the fixtures you want to change 3> Repeat from 2 to change other fixtures.
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D: Set DMX lines - The DLC-C003 has 4 DMX output lines, this option
lets you set which connectors they come out of. You can output the same DMX line from more than one connector if you want to.
The console shows the current settings of the DMX outputs on the VDU screen. You need the VDU screen connected to set this option, as the settings are not shown on the on-board display. Use the cursor arrows to select the output you want to change. Press Softkeys A-D to select the DMX line you want to come out of this output.
You can also use this option to set the highest DMX channel to transmit. This will speed up the DMX refresh rate if you are not using all 512 channels. (This option can also be set from the User settings menu).
E: Find fixture - This option lets you find “lost” fixtures (if you have set the DMX address and forgotten what it was, or a fixture has changed its address on its own). You need the VDU screen connected to use this option as the settings are not shown on the on-board display.
1> Using the cursor arrows, select the type of fixture & press enter 2> Spin wheel A until the fixture responds with its “Locate Fixture”
state (open white beam, central position). Use the cursor up and
down arrows to change one channel at a time. 3> You can change the DMX output line using the A B C D softkeys or
directly enter a channel by pressing softkey G 4> Read the DMX address from the VDU screen. 5> Press Exit when you have finished.
F: Set Default DMX lines - This option sets the DMX line mappings back to the factory defaults, as shown in Chapter 1. The LCD display also shows how the DMX lines will be set. Press Softkey A to confirm the setting.
CHAPTER THREE
3. Controlling dimmers and fixtures
This chapter contains: Selecting fixtures and dimmers for control; changing attributes of the selected fixtures; using groups; selecting fixtures one at a time; the align and flip buttons; killing off a fixture; entering levels as numbers; the ML menu and tracking; viewing the output.
When you are programming a show, and sometimes when you are running a show, you need to manually control the fixtures and dimmers to set the intensity, position, colour, etc. To do this you first select the fixtures you want to change using the Swop buttons, then you set the attributes of those fixtures using the Wheels and Attribute buttons.
3.1 Create
3.1.1 Selecting fixtures and dimmers for control
To select the fixtures or dimmer channels that you want to control, you use the handle Swop buttons. You can select fixtures or dimmers individually, or several at once.
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You can control dimmer channels and fixture intensity directly from the fader control of the handle, or select the channels as described below and use the Dimmer attribute.
1> Press the handle Swop buttons for the fixtures you want. The LED
in the Swop button comes on for selected fixtures (they are also
shown in dark blue on the VDU screen) 2> To select a range of fixtures, hold down the Swop button for the
first fixture then press the Swop button for the last fixture.
Here are some other things to know:
Press ML Menu then A [Locate Fixture] to position the selected
fixtures in open white at a central position (dimmer channels go to 50%). These values are not loaded into the programmer - they won’t be saved in a memory unless you modify the fixture.
If you want to light up a fixture without moving its position, use B
[Locate Fixture no Pan & Tilt]”.
You can deselect a fixture by pressing the fixture select button
again.
Once you have changed any attribute, pressing a handle Swop
button will deselect all fixtures and start the selection process again.
You can select fixtures on another page by pressing one of the
“Pages of Fixtures” buttons.
If you have fixtures patched to the top faders you can select them
by holding down the YPL button and pressing the Swop button of the fader below.
3.1.2 Changing attributes of the selected fixtures
“Attributes” are the functions of the fixture, like pan, tilt, colour, dimmer, etc. You select which attributes you want to modify using the buttons on the right edge of the console and set values using the wheels at the bottom of the DLC-C003. The attributes available depend on the fixture type. Dimmer channels only have a dimmer attribute. The DLC-C003 can control up to 40 attributes per fixture.
Each attribute button controls two attributes, one on the left wheel and one on the right wheel.
1> Press the button for the attribute to be changed 2> Turn the wheels to set the attribute. The display above the wheels
shows which attributes are being controlled. 3> Repeat from 1 to change other attributes of the selected fixtures.
Some other things to know about attributes:
The Attribute buttons let you select the first 20 attributes. Another
20 attributes are available by pressing the “Attribute Banks 11-20” button, to cater for the weird and wonderful DMX fixtures of the future. The light on the button stays on when you are using the top 20 attributes.
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If the display above the wheels does not show the attribute when
you press the button, that attribute is not available on the selected fixtures.
You can directly control the intensity of the fixture/dimmer using
the fader of the handle.
You can view the available attributes by pressing the View button
then B [Fixture Attributes]. The display shows a list of available attributes for the fixture you’ve selected.
The wheels operate in an “acceleration” mode. If you spin the
wheel fast, the fixture changes in larger steps. If you move the wheel slowly, the fixture moves in its smallest increment. (This replaces the 16-bit mode found on older DLC-C003 software). You can change the acceleration response of the wheels by holding down YPL and pressing 2 (see page
133 for details). You may want a different response for very fine adjustments, or to suit your wheel spinning style.
Holding down YPL while turning a wheel pu ts the wheel into “hyper-drive” mode where one complete revolution takes the attribute from 0 to 100%.
The display above the wheels either shows the output value (percentage and raw DMX value), or it can show Intelligent Attribute Display (for a colour wheel, the display would show “Open”, “Red”, “Orange” and so on as you turn the wheel). Hold down YPL and press 1 to enable or disable Intelligent Attribute display. The personality fixture must have Range Tables for this to work.
3.1.3 Selecting attributes from the softkeys
You can directly set attributes from the softkeys.
1> Press E [Select an attribute or table] from the main menu 2> Select an attribute type to set. If the attribute is highlighted, a list
of possible settings will appear when you press it (for example, a list of possible colours)
3> Select the value you want by pressing a
softkey.
4> Repeat from 1 to change other attributes
of the selected fixtures.
The Wheel A and B windows display the table of available values. You can also use the wheels to scroll through the settings.
If the attribute type is not highlighted, there are no settings available. Pressing the softkey for that attribute will change the selected attribute button but not do anything else.
Selecting a value from a list will select attribute banks 11-20. You’ll need to press the Attribute Banks 11-20 button to get back to the normal attributes.
3.1.4 Using groups
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You can create groups of fixtures or dimmer channels, to make selecting them faster. You can, for example, make a group for each type of fixture, or group by left / right stage, etc.
1> Select the fixtures/dimmers you want in the group (the order in
which you select them will also be stored in the group) 2> Press ML Menu, then E [Record Group] 3> Type the group number you want to store it as, and press Enter 4> Repeat from 1 to store other groups
Other useful things to know about groups:
To select all the fixtures/dimmers in a group, type the group
number on the numeric keypad, then press A [Recall Group]. All other fixtures and dimmers are deselected.
The order in which you select the fixtures takes effect when you
use the last fixture – next fixture functions described in the next section, and when you use Shapes and Fan mode.
3.1.5 Stepping through selected fixtures one at a time
If you have selected a range of fixtures, or a group, the DLC-C003 has functions to step through the selected fixtures one at a time. This can make it easier to program a range of fixtures because you don’t have to select each one manually.
This mode uses the “Sequence Control” buttons which are normally used for controlling chases.
1> Put the DLC-C003 into Fixture Select mode by holding down the YPL button and pressing Softkey B until the option shows [Fixture Control Enabled]
2> Select a range of fixtures or a group 3> The Å (Reverse) and Æ (Forward) buttons will select the fixtures
in the range one at a time
4> The
ÅÆ
(Bounce) button will highlight the output of the selected fixture so you can see it on stage (the button LED is lit when in Highlight mode)
5> The Review button reselects the whole range of fixtures.
The Sequence Control buttons stay in this mode unt il y ou change them back by holding YPL and pressing Softkey B again. This means you cannot use them for controlling chase direction.
You can also use the left and right arrow keys to step through selected fixtures.
The selected fixture from the range will light up, and the other fixtures will go out (if the “Highlight Enabled” option in the ML menu is turned on).
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3.1.6 The Align and Flip functions
The Align function allows you to copy an attribute from one fixture to others. This can be useful if you want to set a row of scans to have the same tilt position, or if you want to copy a colour from one fixture onto other fixtures.
1> Press an attribute button to select the attribute you want to align. 2> Select the fixture to use as the reference 3> Select the other fixtures you want to align to the first one 4> Press ML Menu, then D [Align <attribute name>]. 5> The attributes will be copied to all the selected fixtures.
You can align all attributes of the fixtures using Softkey C [Align Fixtures] (it doesn’t matter which attribute is selected).
If you use a group to select the fixtures, the one you selected first when you recorded the group will be the reference fixture.
If Tracking mode is on (see page
77), aligning the Pan/Tilt attribute will cause all the fixtures to point at the same place on the stage rather than copying the actual Pan/Tilt values.
The Flip function is used with moving head fixtures. This type of fixture has two possible pan and tilt positions for each point on stage, and the Flip button alternates between them. This allows you more freedom to make movements without hitting the pan stop.
1> Select the fixtures to flip. 2> Press ML Menu twice (option A should be Flip) 3> Press A [Flip].
The other functions on the ML menu are described at the end of the chapter.
3.1.7 “Killing off” a fixture or dimmer
Sometimes during a show you might want to “kill” a fixture or dimmer from the stage output. This may happen if a camera is having problems with a light shining straight into it, if a lamp blows and y ou want to keep the rig symmetrical or if a fixture loses position.
The “Reduce fixture intensity” button allows you to temporarily dim or turn off any fixture or dimmer. Programming is not affected and you can later restore it to normal operation. You can do this in program mode or run mode. You have to hold down the YPL button to access the function to stop it being accidentally pressed.
1> Hold down the YPL button and press “Reduce Fixture Intensity” (in
the lower right corner).
2> Put the fader for the fixture/dimmer channel to be reduced up to
full (if it was already full, take it to zero then up to full). 3> Reduce the fader to the intensity level you want. 4> Repeat from 2 to reduce other fixtures. 5> Press Reduce Fixture Intensity to finish.
To restore the fixture, do the above but leave the fader at full. The
fixture will stay “reduced” until you restore it.
Make sure you turn off Reduce Fixture Intensity when you have
finished, otherwise you will end up reducing intensit ies when you
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don’t want to, and wondering why none of your fixtures are coming on.
To cancel all reductions, put all faders to zero, then press the
Reduce Fixture Intensity button and put all faders to full, then press the button again to end.
If the Swop buttons are in “mimic” mode (see page
123), they will show the programmed output of the channel, not the reduced output.
3.1.8 Entering intensity levels as numbers
You can set levels using the numeric keypad as you would on a theatrical lighting desk. If you are used to doing this, it can be faster when plotting dimmer levels for a scene than using the select buttons and the wheels.
1> Press the Channel button 2> Type the dimmer or fixture handle number (not the DMX channel)
on the keypad. 3> Press G [At %]. 4> Press 0 - 9 for the intensity (0=0%, 1=10%, 2=20%, 3.5=35%),
or Softkey G again for 100% 5> Press the decimal point key and another digit for more accurate
control 6> Press Channel again to get back to normal (the Exit button does
not operate in this mode)
Other things you can do by numeric entry:
The softkey options are B: Blackout, D or G: set to 100%, E:up by
5%, F:down by 5%.
You can select multiple dimmer handles (which you can then
control using the wheels) using softkey F [Through]. Enter the first dimmer number, press [Through], then the last dimmer. For example 1 Through 10 would select dimmers 1 to 10.
You can also set multiple dimmers to the same level using softkey
F [Through]. Enter first dimmer number, [through], last dimmer, [At %], level. For example, 1 [Through] 1 0 [At%] 5 would set dimmers 1 to 10 to 50%.
Softkey B [Select new fixture type] lets you tell the desk the type
of fixture you are working with. It uses this when you select fixtures. Normally it is set to “desk channel” and will select fixtures starting from handle 1. If you set it to dimmer, it will only select dimmers, starting at the first dimmer patched, so selecting 1 “through” 10 would select the first 10 dimmers, wherever they are patched. You can set the option to any fixture type you have patched on the console.
If you have more than one dimmer/fixture selected, Softkey C
[Odd or Even], allows you to select the odd and even numbered channels. Softkey B selects Even channels and C selects Odd channels. Softkey A selects all channels again after you have used this option.
Softkey E [Select Group] allows you to recall a group by entering
the group number.
3.1.9 Controlling fixtures by entering values
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You can also directly enter values for fixture attributes. This can be useful for programming palette values from a fixture data sheet.
1> Select the fixtures to be set by pressing the Swop buttons 2> Select the attribute to be set using the Attribute buttons 3> Type the value to set. 4> Press Softkey E or F to set the A/B wheel attribute (displayed next
to the softkey). 5> Press G [Set input to 0-255 / %] to change the entry mode
between 0-100 and 0-255.
You can change the attributes to be set by pressing another
Attribute button, but then you will need to enter the value again.
You can also recall groups of fixtures or dimmers (type group
number, then press A [Recall Group]).
You can recall palette entries (type palette entry number, then
press B [Recall Focus])
3.1.10 Fan mode
Fan mode automatically spreads out the values on a selected range of fixtures. If used on pan and tilt, the result is spreading out “rays” of light beams. The first and last fixtures of the range are affected most, and the central fixtures are affected least. The amount of fan can be set using the wheels.
As with shapes, the order in which you select the fixtures sets how the fan effect works. The fixtures you select first and last will be the ones which change most. If you use a group to select the fixtures, the order is that in which the fixtures in the group were selected when it was created.
The fan effect, while normally used on pan or tilt attributes, can be applied to any attribute.
1> Select the fixtures you want to fan 2> Select the attribute to fan (pan/tilt, colour etc) 3> Press Fan 4> Set the amount of fan using the wheels 5> The display shows which attribute is being controlled by each
wheel 6> Turn off Fan by pressing the Fan button again when you have
finished
Fan mode needs to be used on at least 4 fixtures to give good effects. If you have an odd number of fixtures, the central f ixture will not move in fan mode.
Press the Fan button again to leave Fan mode. Any effects you have set will remain in the programmer.
It’s fairly easy to accidentally leave Fan mode turned on and be
very confused about why the wheels aren’t working properly, so turn it off as soon as you have completed the effect.
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3.2 Advanced options
3.2.1 The ML menu and Tracking
The “ML menu” (Moving Light menu) button allows access to some handy features for moving lights.
If you press the ML Menu button again you will get a second set of options
Option A “Locate Fixture” positions selected fixtures at central position, with light coming out of them. The settings are not placed in the programmer, so you need to change the values if you want to save them. The “locate fixture” settings for each type of fixture are defined in the personality file.
Option B “Locate Fixture no pan/tilt” turns on the selected fixtures but does not move them to a central position. This is useful if you don’t want to disturb the positioning of fixtures but need to light them up.
Option C and D “Align Fixtures” and “Align <attributes>” are described in section
3.1.6 on page 74.
Option E “Record group” is used to group fixtures for easy selection as described in section
3.1.4 on page 72.
Option F allows you to turn the DLC-C003’s 3D stage tracking mode off or on. You can also do this from the graphics tablet (see page
118). When tracking mode is on, the pan and tilt controls set the position on the stage rather than absolute DMX values. You need to Define the Stage (see next page) before you can use Tracking.
Option G is used to run “macros” which are used to strike lamps or reset fixtures, etc. These features often require a sequence of levels to be sent on different control channels, which the DLC-C003 can do automatically if the macro is defined in the personality file f or the fixture.
The display will show a list of available macros for the fixtures which are currently selected. If no macros are available for those fixtures, the option will not do anything. The Personality File section on page
143
contains details.
On the second page of the ML menu… (press ML Menu again) Option A “Flip” is described in section
3.1.6 on page 74.
Option B “Calculator” displays a screen on the VDU screen allowing you to convert numbers from decimal to hex or to binary. This is useful for working out dip switch settings. You need the VDU connected to use this function.
Option C “Remove selected fix. from programmer” allows you to remove from the programmer fixtures which are selected. This can be useful if you have changed a fixture you didn’t want to include in a memory – just select the fixture, then use this option.
Option D “De-Select fixtures” deselects all fixtures but does not clear the programmer.
Option E “Highlight enabled” causes the selected fixture to light up when stepping through selected fixtures using the sequence buttons or arrow buttons; other fixtures in the selection go off. If this option is disabled, the fixtures do not change when they are selected or deselected.
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Option G “Define the stage” lets you teach the DLC-C003 how your
lights are set up so that you can use its 3D tracking mode. This is described in the next section.
3.2.2 Training the console for Tracking mode
The DLC-C003 can learn the layout of the stage and lights rig you are using. This enables it to calculate where it needs to point each light so that they all hit the same place on the stage. This is called Tracking mode and it is a very powerful feature of the DLC-C003.
You need to mark a square on the stage, ideally the sides of the square need to be half the depth of the stage but as long as it’s square and you can point all the fixtures at the corners, the size is not that important.
1> Select all the fixtures you want to use for Tracking. 2> Point all the fixtures so they light someone standing at the back
left hand corner of the square (don’t light a circle on the floor, or
your lights will be pointing at peoples’ feet all the time). 3> Select option A “Top left”. This stores the positions. 4> Point them all so they light someone standing at the back right
hand corner, then select option B “Top right”. 5> Repeat for the front corners of the stage using options C and D to
store the positions. 6> Press Enter to complete the process. 7> The DLC-C003 will go away and do lots of calculations. The top
line of the LCD shows the progress. This can take several minutes. 8> Press ML menu then Softkey F to enable Tracking mode (option
shows [Tracking On (Off)] when tracking is enabled)
You can recall a position you have already set, if you want to edit
it, using F [Recall] then A B C or D to recall one of the positions.
You need to make sure you are lighting a person rather than
making a spot on the stage, because otherwise the beams will cross over at the wrong place. If you can’t find a handy spare person, use a plastic cup or a light coloured item of clothing over the end of a mic stand at head height.
If you are using moving head fixtures, you need to ensure when
hanging them that the pan stop is on the side away from the stage, or the fixtures will not be able to track over the whole stage area. You also need to keep the Tilt value less than 50%, or the heads may “flip” when you track into some areas.
Fixtures which have not been trained for Tracking will operate as
normal when tracking mode is enabled.
When Tracking mode is turned on, the VDU screen shows “T” in
the top right hand corner.
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CHAPTER FOUR
4. Palettes
This chapter contains: About palettes; shared and individual palettes; recalling a palette; storing a palette; palette masks.
When programming a show you will find that you frequen tly use certain positions, colours, etc. Like an artist’s palette, the DLC-C003 lets you store these settings so you can recall them at the touch of a button rather than having to find them on the wheels every time. There are 10 pages of 20 palette entries. You can name the palette values so that you know what you’re getting, and select them using the LCD display softkeys.
Also, when you patch a fixture, the DLC-C003 loads 10 preset positions, 10 colours and 10 gobos into the palette for that fixture. This allows you to recall specific colours and gobos without having to find them using the wheels. The positions normally need to be edited before you can use them.
4.1 Create
4.1.1 Palette values stored as a reference
The most important thing about palettes is that when you use a palette value in a memory, the DLC-C003 stores a reference to the palette, rather than the actual value. This means that if you program your memories using palettes, you can easily change all the positions just by reprogramming a few palette entries rather than having to reprogram all the memories. This is handy if you are touring a show and have to cope with different stages or truss heights every show.
4.1.2 Shared and individual palettes
Palette entries can be shared or individual.
Shared: If there is only one fixture in the programmer (you have
only changed one fixture) when recording the palette entry, then you can use that palette entry for all fixtures of the same type. So you could save a value for “Red” on the first of your Wackylites™, and then use that value for any of your other Wackylites. This is a shared palette, useful for values which are the same for all the fixtures of one type, such as colour, gobo, prism etc. The pre­programmed palettes are all shared.
Individual: If there is more than one fixture in the programmer
when recording the palette entry, then the entry is unique for each fixture. So when you save an entry with pan/tilt positions for your 4 central Wackylites, those positions will only ever apply to those fixtures. You can later add values for other fixtures; fixtures which have no values saved will not change when the palette is recalled. This is an individual palette, useful for values which vary f or each fixture, like pan, tilt and image focus.
4.1.3 Which attributes are stored in palettes
A palette entry can store any or all attributes of a fixture, so you could store position, colour and gobo in the same palette entry. However, it’s easier to operate the DLC-C003 if you have some palettes for position, some for colour, some for gobo and so on. There are 200 palettes
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available so you don’t need to mix them up.
4.1.4 Storing a palette
This is how you save a palette value:
1> Press Clear to clear the programmer. 2> Select the fixtures for which you want to store palette values.
Select one fixture only to record a shared palette entry. 3> Using the attribute buttons and wheels, set the attributes you
want in the palette entry. You can store any or all attributes of a
fixture in each palette entry. Only attributes you have changed
will be recorded. 4> Press the attribute button for the attributes you want to store (the
dimmer button will store all attributes). The buttons light up to
show you which attributes are going to be recorded. It’s best to
save only one type of attribute (e.g. Tilt/Pan) 5> Press Store Palette, then type the palette number to be saved and
press Enter. You can also press one of the Flash buttons under the
1-30 preset faders to store the palette entry under that button
It’s easiest to recall palettes from the LCD menu. If you are saving
palettes to be recalled from the menu system, the palette numbering is as follows:
Page name
1
st
Screen 2nd screen 3rd screen 4th Screen
Colour 1-5 6-10 101-105 106-110 Gobos 11-15 16-20 111-115 116-120 Positions 21-25 26-30 121-125 126-130 Page 4 31-35 36-40 131-135 136-140 Page 5 41-45 46-50 141-145 146-150 Page 6 51-55 56-60 151-155 156-160 Page 7 61-65 66-70 161-165 166-170 Page 8 71-75 76-80 171-175 176-180 Page 9 81-85 86-90 181-185 186-190 Page 10 91-95 96-100 191-195 196-200
If you normally use the grey Flash buttons to recall palettes, then
you would use numbers 1-30. You can also change the fixture page to access Palettes 31-60 (on page 1--), 61-90 (on page 2--) and 91-120 (on page 3--). You need to enable User settings 5 (Palette Pages) to make the extra pages work, otherwise Palettes 1-30 are used on all four fixture pages.
4.2 Playback
4.2.1 Recalling a palette value
To recall a palette value, this is what you do:
1> Select the fixtures to be changed. Shared palettes can be set to
any fixture of the same type. Individual palettes will set individual
values to each fixture. 2> Select the attributes you want to recall from the palette. The
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Dimmer attribute button will recall everything stored in the palette
(the LEDs on the buttons show you which attributes are active) 3> Press the Focus button, then the palette
page you want if the pages are displayed,
then press the softkey for the palette
entry you want (or Softkeys F and G go
up and down the list). The selected
attributes of the fixtures will be set to
the palette values. The console will stay
in “Apply palette” mode until you press
Exit.
It’s easiest if you only save one type of
attribute (such as pan/tilt) into each palette, then you can just leave the Dimmer attribute button selected when recalling the palette. If you store a mixture of attributes, you always have to make sure that the correct attributes are selected when recalling a palette, and this is an extra step which you could do without.
You can also use the grey Palette/Flash buttons below the preset
faders to apply palettes 1-30. While you hold the button, the top line of the display shows the legend for the attribute (White, Green etc). When you release the button, the palette is applied. If you decide you don’t want to apply the palette, press the Focus button before you release the grey Flash button.
You can recall a palette by number, type the palette number on
the keypad and press B [Recall palette].
4.2.2 Palette pages
If Palette Pages are turned Off (User Settings 5), palettes 1-30 are available from the Palette/Flash buttons on every Fixture page. If the option is On, then Fixture Page 0-- has palettes 1-30, Page 1-- has 31­60, Page 2-- has 61-90 and Page 3-- has 91-120.
4.2.3 Setting a palette to all fixtures (Quick palette)
You can apply a palette to all patched fixtures. Ensure no fixtures are selected, press Focus, then the palette page you want. Press the softkey for the palette you want to apply. Th e palette will be applied to all fixtures.
Alternatively, hold down one of the grey Palette/Flash buttons. The palette legend will be displayed in the top line of the screen. When you release the button, the palette will be applied to all fixtures. If you decide you don’t want to apply the palette, press Focus before you release the palette button.
User Setting 6 (Hold YPL and press softkey C) must be enabled for Quick Palettes to work.
4.2.4 Recalling only some attributes from a palette
You can recall only selected attributes out of a palette entry using the Focus button. Press Focus, then select the attributes you want to recall on the Attribute buttons, then enter the palette number.
You can change the way the attributes are grouped when saving or recalling palette entries by selecting the attribute button to chan ge, then holding YPL and pressing softkey C to enter the User Settings
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mode, then pressing C [Specify Attributes for Bank]. T he buttons will light to show which attributes are saved when that bu t ton is selected. You can press the buttons to include or exclude attributes. Press Exit twice to finish. If you do change these settings for any reason you should change them back when you have finished to yplid confusion.
4.2.5 Setting a palette to fixtures in a memory (Filtered palette)
You can apply a palette to all fixtures in a memory, without having to select the fixtures. Press Focus, then the palette page you want; then hold down the softkey for the palette you want to apply, and press the Swop button for the memory. When you release the palette key, the palette will be applied to all fixtures in the memory.
4.3 Edit
4.3.1 Editing and deleting palettes
You can edit a palette entry by recalling it, making the changes
you want, then saving the new information back on top of the existing palette entry. Anything you haven’t changed will not be affected, values you have changed or added will be amended. You can also use the Edit Palette button, which automatically selects the fixtures used in the palette and performs a “Locate fixture” on them.
You can remove attributes from palettes using the Off function,
see page
96.
You can delete a palette entry by pressing Delete, then Focus,
then type the palette number to be deleted and press Enter. (You can also press Delete then the grey flash button for the palette entry to be removed)
4.3.2 Naming a palette value or page
You can enter a legend for each palette value and for each palette page. If you’re recalling the palettes using the LCD menu this is useful so you know what you’re getting.
Palette legends can be different for each fixture type; the DLC-C003 will change the fixture type as you select different fixtures so that the legends will match the fixture.
Alternatively, if you are happy for palette legends to be the same for all fixtures, you can set the fixture type to “All”. The DLC-C003 will then leave the type set to “All” no matter what fixtures you select. Legends saved with the fixture type set to “All” will be shown whenever the “All” fixture type is selected.
You change the fixture type for which you are setting the legends using softkey G [Set fixture type].
1> Hold down the YPL button and press G [Set Legend]. 2> Check the Fixture Type is correct (shown on the top line of the
display). Press G [Set Fixture Type] and select a fixture type to
set legends for a different fixture. 3> Press B [Palette Page] to set a legend for a palette page, or C
[Palette] to set a legend for a palette entry.
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4> Find the entry you want to name using F [More] and G [Back] to
move through the pages 5> Press the softkey for the entry you want to change. 6> Type the legend using the external Qwerty keyboard and press
Enter to save.
You would typically use “All” if your palette legends are the same for all fixtures and you don’t want to type individual palette legends in for all your fixtures; this allows you to set the legen d only once.
4.3.3 Viewing the contents of a palette
Press View, then Focus, then enter a Palette number. (Or press View then a grey Palette/Flash button).
The palette contents will be displayed on the VDU screen. You can change the attributes displayed by pressing the Attribute buttons.
For an Individual palette (a position palette is shown in the picture) there will be a value for each fixture. For a Shared palette there will be one value for each type of fixture.
4.4 Timing
4.4.1 Recalling a palette with a fade time
You can recall a palette with a fade time by typing a time (in seconds) after you press Focus, before you recall the palette.
Recalling Palettes with a fade time is very effective when you are running a show. However, if you use a fade time the palette does not get put in the programmer, so you should not use fades when you are programming.
A maximum of five timed palettes can be fading at any one time.
4.4.2 Master fade time
You can set a master fade time so that all palettes will fade over that time.
1> Press Focus. 2> Press G [Options]. (If G shows [Pages] then press it to return to
the main Palette menu, then G will show [Options]). 3> Press A [Set Master Time] 4> Type the time in seconds and press Enter to save.
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If you set a master fade time, no palettes will get put in the programmer. If you are using palettes in your programming, ensure the master fade time is set to zero.
If you have a master fade time set, and you also enter a fade time manually, the manual time will override the master time.
If you don’t want palettes to get put in the programmer, which can be useful when you are running a show, you can set this time to 0.1 seconds which will still apply the palette instant ly but will then allow it to be overridden by new memories being turned on.
4.5 Advanced options
4.5.1 Palette options
Press Focus then Softkey G [Options] to show the options menu. If a palette page is displayed rather than the main palette menu and softkey G is [Pages], press softkey G to get to the main palette menu.
A: Master time - Lets you set the time over which all palettes w ill be faded, so you don’t have to keep entering a time. See page
83.
B: Fixture Type - Sets the fixture type for which the palette legends are displayed (as the palette entries may be different for different fixture types).
Normally the DLC-C003 will change this automatically to match the fixtures you have selected, so you won’t need to change it. If you select fixture type “All”, then generic palette legends will be shown (legends saved for the “All” fixture type), and the DLC-C003 will not change the fixture type.
To return the fixture type selection to automatic, select a fixture type other than “All”.
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CHAPTER FIVE
5. Shapes
This chapter contains: Selecting a shape; changing the size and speed of a shape; spreading a shape across multiple fixtures; editing shapes which are running.
The DLC-C003, in common with other DORTRON’s consoles, has a shape generator. This allows you to quickly create exciting light shows using lots of movement and changes, with the minimum of programming.
A shape is simply a sequence of values which can be applied to any attribute of a fixture. A “circle” shape, for example, applied to the pan and tilt attributes, would cause the fixture to move its beam around in a circular pattern. You can set the centre point of the circle, the size of the circle and the speed of the circle movement.
In addition to beam position shapes, there are a large number of other shapes available in the DLC-C003. The shapes are defined for a particular attribute such as colour, dimmer, focus and so on. Some shapes will not work with some fixtures; focus shapes, for example, can produce nice “focus pull” effects on fixtures which have DMX focusing, but will do nothing on fixtures which don’t hav e f ocusing.
When you use a shape with more than one fixture, you can choose to either apply the shape identically to all the fixtures, or offset them so that the shape runs along the fixtures creating “wave” or “ballyhoo” type effects. This is called the spread of the shape.
5.1 Playback
5.1.1 Selecting a shape
Selecting a shape is very similar to selecting a value from a palette. When you choose a shape, it will be applied to all selected fixtures.
1> Select the fixtures the shape is to be applied
to. 2> Press G [Shape Generator]. 3> Press A [Playback a shape]. 4> Press one of the A-E softkeys to apply a
shape to the fixtures (or the F and G
softkeys go up and down the list). The
screen describes the shape for each button.
Most shapes are based on the current
settings of the fixture, so a circle would move around the current pan-tilt position of the fixture.
If the shape description says “Even” or “Parallel”, this describes
the Spread of the shape. You can always change this later.
You can change the base value of a shape (e.g. the centre of a
circle) by changing the attributes using the wheels in the usual way. You can reduce the Size to zero (see next section) to help you see what the base value actually is.
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You can run more than one shape at a time by repeating the
above procedure. You can run several shapes on one fixture.
Press G [Shape Generator], then B [Edit a shape] to show what
shapes are running.
If you apply the same shape to two different groups of fixtures,
the shape will appear twice on the shape list. You can edit th e two shapes separately to give different directions, speeds etc (see later)
You can remove shapes from fixtures which are selected by
pressing G [Shape Generator], then E [Remove shapes from selected fixtures].
Each shape is designed to work on a particular attribute; the list
on the palette display shows you which attribute. Obviously if the fixtures don’t have the attribute, you can’t use that shape on those fixtures.
5.1.2 Changing the size and speed of a shape
It is easy to change the size and speed of a shape after it has first been selected.
1> Press G [Shape Generator] (if you are not already in the shape
generator menu). 2> Press D [Set wheels to Size/Speed] 3> The left hand wheel controls the Size. The right hand wheel
controls the Speed. The display shows the values.
Other things to know about size and speed of shapes:
If you have more than one shape running, the controls operate on
the most recent one. You can edit the parameters of any shape that’s running using the Edit Shape function, see later in the chapter.
The minimum size is zero. This will “hide” the shape, an d the
fixture will resume its previous settings. The shape is, however, still active.
The minimum speed is Stop. This will freeze the shape and will
offset the positioning of the fixture.
5.1.3 Spreading a shape across multiple fixtures
To get the maximum impact from a shape, apply it to several fixtures. The DLC-C003 has some powerful “Spread” functions which determine how the shape is spread out across the fixtures.
This can vary from all fixtures moving identically (Coarse spread = NONE), fixtures working in pairs (Coarse spread = 1) through to all fixtures being distributed evenly through the shape, so the first fixture is just starting the shape as the last one finishes (Coarse spread = Even).
The “Fine” spread value introduces a smaller offset into the timing of the shape across each fixture.
1> In Shape Generator menu, press C [Set wheels to Spread]. 2> The left hand wheel controls the Fine Spread. The right hand
wheel controls the Coarse spread. 3> Keep the Fine Spread at zero while you adjust the Coarse spread
to the desired value, or the output can get confusing.
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The order in which you selected the fixtures before assigning the
shape determines how the shapes are applied; the “first” fixture is the one you select first and the “last” fixture is the one you select last.
If you select the fixtures using a group, the order in which you
selected the fixtures when recording the group is used.
5.1.4 Relative and Absolute shapes
Some shapes will operate on the current settings of the fixture; a C ircle shape, for example, will be centred around the current pan and tilt positions of the fixture. This is called a relative shape. If you change the pan and tilt of the fixture, the whole shape will be moved.
All Position (pan/tilt) shapes, and other shapes with “User” or
“Usr” in the name, are Relative shapes.
Other shapes always operate about a fixed value; a Rainbow shape, for example, is centred at the midpoint of the colour mix attributes so that a full range of colours is obtained. This is called an absolute shape. The current settings of the fixture are overridden by the shape.
Non-position shapes (colour, gobo, focus, dimmer, iris) are usually
Absolute shapes, unless they have “User” or “Usr” in the name. For example, “Magenta Even” is an absolute shape centred on 50% magenta, but “Magenta Even Usr” is a relative shape which will change around the current Magenta value of t he fixture.
If you run a memory containing a shape, when you turn the memory off the shape will stop. The final state of the shape will be left as an offset to the fixture settings. Option E of the Playback Parameters (see next page) allows you to remove this offset when the shape stops and return the fixture to its programmed settings.
5.2 Edit
5.2.1 Editing shapes which are running
The Shape Generator menu allows you to edit shapes which are running using option B [Edit a shape]. This option lets you select which shape is the “Active shape” (the one you can control the speed, size and spread of with the wheels). You can’t edit shapes which are being played back from a memory using this option, only shapes in the programmer.
1> If you are not in the Shape Generator menu press Softkey G from
the main menu 2> Press B [Edit a shape] 3> Next to the softkeys is a list of shapes you can edit. 4> Press a softkey to make the shape active. Active shapes are
highlighted. You can make more than one shape active. 5> Press Enter when you have finished 6> The speed, size and spread controls will now affect all the shapes
you have set to be active.
Any changes you make to a shape will affect all fixtures which are running that shape. If you applied the same shape several times to different fixtures, you can change each copy of the shape independently.
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5.3 Advanced options
5.3.1 Shape options
The softkey options are:
A [Playback a shape]- Selects shapes, as previously described B [Edit a shape] - Allows you to change speed, size and spread of
running shapes as described above C [Set wheels to spread] - Sets the wheels to change the Spread of
the shape D [Set wheels to size/speed] - Sets the wheels to change the size
and speed of the shape. E [Remove shapes for selected fixtures] - This option is the only
way to turn off shapes for an individual fixture. Select the fixtures you want to remove shapes from, then select this option. All shapes will be removed from the selected fixtures.
F [Change direction] - The direction of the Active shape(s) will be reversed.
G [Playback parameters] - This option lets you set parameters for a shape stored in a playback / memory. When a memory fades in, you can determine whether the shape should start at full size and speed instantly, (Static) or whether the shape speed and/or size should fade in as well (Timed). If the memory mode is set to 0, the size and speed settings are ignored.
1> Press the swop button of the
playback you want to set the
parameters for 2> The DLC-C003 displays the current
settings in the main LCD window. 3> A [Toggle Size] sets the Size to
Static or Timed 4> B [Toggle Speed] sets the Speed to
Static or Timed 5> C [Toggle Merge] sets the Shape
Merge option on or off (if you run
two playbacks applying shapes to
the same fixtures, this option
allows you to merge the shapes or
override previous shapes with the
latest one) 6> D [Set memory to mode x] sets the current memory mode of the
playback. To activate options A & B, the memory mode needs to
be Mode 1 or 2. This is described in the next chapter. 7> E [Toggle shape offset] allows you to remove the offset caused by
a shape when it is stopped. When you turn off a memory with a
shape, the fixtures will be offset by the last state of the shape.
Setting this option to “Removed” causes the fixture to return to its
programmed settings. Setting this option to “Remains” leaves the
shape offset in place.
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The following table explains how the Size/Speed Static and Timed options work, and how the memory mode affects these options.
Memory mode Size option (softkey A) Speed option (softkey B) 0 Static: Shape starts at
recorded size when fader goes above trigger point
Timed: as static
Static: Shape starts at
recorded speed when fader goes above trigger point Timed: as static
1 Static: As mode 0
Timed: Shape size grows from zero to recorded size as LTP channels fade in (set by LTP fade time)
Static: As mode 0 Timed: Shape speed
rises from zero to recorded speed as LTP channels fade in (set by LTP fade time)
2 Static: As mode 0
Timed: Shape size grows from zero to recorded size as fader position moves from 0 to 100%
Static: As mode 0 Timed: Shape speed
rises from zero to recorded speed as fader position moves from 0 to 100%
5.3.2 Updating the shape file
If DORTRON’s release an updated shape file, you will need to load it into the DLC-C003. The shape file SG.DAT can be found on any personality disk, which you can download from the DORTRON’s website (see page
143). Insert the floppy disk into the drive, turn the key to
System, press G [Utilities] then E [Load shape file].
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CHAPTER SIX
6. Memories
This chapter contains: HTP and LTP channels; how the DLC-C003 works when programming; recording a memory; playing back a memory; changing playback pages; setting fade times for a memory; copying and deleting memories; the include function; editing memories; the “off” button; blind mode; recording the stage using snapshots; using shapes in memories.
The DLC-C003 has many functions for producing a complex light show, and the most fundamental part is a Memory, in which you can store a “look” you have created using your lights.
The DLC-C003 has 450 playbacks, in 30 pages of 15, which can be used to store memories or chases (sequences of “looks”). Chases are covered in the next chapter. The playbacks are controlled using the sliders and flash buttons across the near edge of the console. The roller is used to select the page of memories or chases.
The memory functions on the DLC-C003 are very powerful; the first part of this section explains the basics of how the DLC-C003 uses memories.
6.1 Create
6.1.1 How the DLC-C003 works when programming
The DLC-C003 has a special internal memory called the “Programmer”. Whenever you change an attribute of a fixture, the changes are stored in the Programmer. When you record a memory, the contents of the programmer are stored in the memory. Nothing else from the console output is stored.
The DLC-C003 has two programming modes, “Record by Fixture” (the normal mode) and “Record by Channel”. The mode can be changed using Softkey B when saving a memory, or from User Setting 1 (hold the YPL button and press C [User Settings]). The differences are:
Record by Fixture - When you change any attribute of a fixture,
all the other attributes are placed in the Programmer as well. You
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will get exactly the result you expected when you recall the memory, but you can’t combine memories containing the same fixtures, because the new memory will just override the old one.
Record by Channel - Only the attribute you change is placed in
the programmer. This means you can save memories which only contain position information, then recall them with other memories to set colours, gobos etc. This is much more flexible but requires more programming initially, because you need several memories to get a result. It also lays you open to problems if you don’t keep tabs on what you are doing. (This is known as Tracking mode on other consoles).
When you press Clear, all fixtures are cleared from the programmer. You should get into the habit of pressing Clear before you start to program a memory, or you can end up recording fixtures you don’t want. You also need to press Clear when you finish programming, because any functions in the programmer will override playbacks.
Attributes which are in the programmer are shown with a “m” (modified by Preset), “w” (modified by Wheel) or “P” (modified by Palette) on the on-board output display. On the VDU screen, attributes in the programmer are displayed with a light blue (cyan) background.
Turning on a memory does not place the values from the memory in the programmer (but the Include function lets you do this, see page
95). The Locate Fixture function does not place any values in the programmer either.
6.1.2 Creating a memory
The DLC-C003 has 30 pages of 15 memories. The roller allows you to select 10 pages, and the buttons to the left of the roller allow 3 different rollers.
1> Press Clear to clear the programmer. This ensures that you are
starting with a clean slate.
2> Set up the stage effect using the fixtures. You can include shapes
in a memory. Remember that only the fixtures you have changed
will be included in the memory. 3> Press Memory. 4> Empty memories will flash. 5> Press the Swop button of a flashing playback to record it. (Select
a new page first if you want to use a different page). 6> Press Clear to clear the programmer. Repeat from 2 to program
more memories
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Other useful things to know about recording memories:
You can record the whole output of the console (not just what’s in
the programmer) by pressing A [Record Stage]. The option will highlight when Record stage mode is active.
The roller has a segment above each playback fader to allow you
to write on the name of the memory using the low-tech but reliable method of marker pen (use a strip of tape on the roller surface). You can then see at a glance what’s in each memory.
You can also type in a legend for the memory, which is shown on
the VDU screen. Hold YPL and press G [Set Legend], then the playback Swop button, then enter a name using an external Qwerty keyboard. The text is shown on the VDU screen. Press Enter to store it, then Exit to finish.
You can also label the current playback page this way, by pressing
A [Current Page] instead of the playback Swop.
If you forgot to bring your Qwerty keyboard, you can use the
Swop buttons of Presets 1-26 for capital A-Z, and the Flash buttons for lower case a-z (these keys are shown on the VDU screen).
If you aren’t using a VDU screen, there is no point entering
memory legends as you can’t see them on the on-board display (You can however see Page legends and Palette legends). If you accidentally enter Set Legend mode you need to press Exit twice to get the console back to normal mode.
6.1.3 Recording the stage using Snapshots
The Snapshot function allows you to instantly record the current output of the console for later use. This can be useful if you suddenly create an amazing effect on stage, but it’s a mixture of things you have changed and things left over from the last memory.
When you take a Snapshot, any fixture which is lit up (has its dimmer channel on), and any active dimmer channels are stored. You can later retrieve the snapshots and copy them into memories.
The DLC-C003 can store up to 50 snapshots. They are listed by time and date, so if you write down the time when you st ore one, you will be able to identify them later.
1> Hold down the YPL button and press D [Snapshot Menu]. The VDU
screen shows “(x/50)” to tell you how many of the 50 snapshots
are used. 2> Press C [Take a snapshot of the stage] to record the output to a
snapshot. 3> Press A [Load a snapshot] to load a previous snapshot into the
programmer. The VDU screen shows a list of stored snapshots.
Use the cursor keys or type the number of the one you want on
the numeric keypad, then press Enter. You can then save the
snapshot to a memory as usual. 4> Press B [Delete a snapshot] to delete a snapshot from the list.
The VDU screen shows a list of snapshots, select the one you
want as for the Load option above.
You need to ensure that the DLC-C003’s internal clock is set
correctly if you are using Snapshots, or you will not be able to identify the snapshots afterwards. See page
136 for how to set the
clock.
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6.1.4 Using shapes in memories
As you would expect, any shapes you have set up will be saved as part of the memory.
If the base value of the shape is not in the programmer (e.g. the central pan/tilt position, for a circle), and the shape is a “User” type, then the memory will contain a “relative” shape. When you recall the memory, the shape will start based on the current position of the fixture. This allows you to create lots of different effects by layering a few different memories - one for the shape, one for the base position. You can either use “Record by channel” mode, and not set the position, or use the “Off” function to achieve this effect.
6.1.5 Viewing the programmer contents
You can view the contents of the programmer on the VDU screen by pressing View then G [VDU Views] (unless already in the VDU views screen) then D [Programmer].
Down the left hand side of the window, a list of fixtures in the programmer are displayed. Select the fixture you want to view using the up and down arrow buttons.
In the right hand window, the attributes in the programmer for the selected fixture are shown. A “P” indicates that a palette is in the programmer rather than a DMX value set from the wheels.
6.2 Playback
6.2.1 HTP and LTP channels
The DLC-C003 can treat control channels in two ways:
Dimmer or intensity channels work on the principle of “high est
takes precedence” (HTP). If an HTP channel is turned on at different levels in several memories, the highest level will be output. When you fade a memory, the HTP channels fade out with it.
Moving light channels work on the principle of “latest takes
precedence” (LTP). The latest change takes over from any other
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values, so the most recent memory to be turned on is the one which is output. When you fade a memory, LTP channels do not normally fade (though you can make them if you want, except for channels set to Instant). They set their full values when the memory starts to fade in, and stay there until another valu e is set . (You can set the value this happens at using the User settings menu).
The fixture personality file tells the DLC-C003 which channels of a fixture are HTP and which are LTP. Normally, only dimmer at tributes are HTP, and everything else is LTP. If a fixture does not have an intensity control channel, the Gobo channel is defined as HTP to make sure the fixture blacks out when a memory is turned off.
6.2.2 Playing back a memory
To play back a memory, raise the fader. (Make sure there are no values in the programmer by pressing the Clear button, because anything in the programmer will override the playback).
You can turn on more than one memory at once.
All the HTP (intensity) channels in the memory will fade up with
the fader. The LTP (movement) channels will be set as soon as t he fader leaves the zero position. You can set the point at which this occurs on the User settings menu. (If you have changed the memory to be Mode 1 or 2, the LTP channels fade as well, except for channels set to be Instant).
You can Flash the memory by pressing the grey flash button. You
can Swop (solo) the memory by pressing the blue Swop button (all other active memories will turn off while the button is pressed). The Flash and Swop buttons only operate in Normal Run mode.
In Run mode you can pre-position the LTP channels before raising
the fader by pressing the Flash button with the Add/Flash Master at zero. This is useful if you want to yplid the fixture “swinging” into position when you turn the playback on.
6.2.3 Changing playback pages
You can change pages to select another 15 memories simply by rolling the Roller to a new segment. You can select 3 different pages of roller using the Roller Page buttons giving 30 possible pages in all.
Playbacks which are turned on when you change page remain
active. The VDU screen shows the name of the active memory in the bottom row, and the name of the memories from the new page in the top row.
If you want to turn on a playback which is already on from a
previous page, lower the fader to zero then raise it again. The memory from the previous page will turn off and the memory from the new page will turn on.
You can label the current playback page by holding YPL and
pressing G [Set Legend], then A [Current page], then entering a label using the Qwerty keyboard.
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6.3 Edit
6.3.1 Editing a memory
You can edit any part of a memory you have already saved simply by making the changes and saving the new information on top of the memory.
1> Press Clear to empty the programmer. 2> Turn on the memory you want to edit, so you can see what you
are doing. Turn off all other memories to yplid confusion. 3> Select the fixtures you want to change, and make the changes. 4> Press Memory. 5> Press the Swop button for the memory you are editing. 6> The DLC-C003 will display “A memory already exists on
playback!” 7> Press A [Merge memory] to amend the existing memory.
Unchanged information is not affected.
If you are in “Record by fixture” mode, all attributes of any fixture
you’ve changed will be saved in the memory with their current settings. If you only want to save certain attributes of a fixture, you need to use “Record by channel” mode (press softkey B after pressing Memory).
You can overwrite the existing memory entirely using B [Replace
memory]. This wipes the playback and saves the current programmer as a new memory.
If the memory contains shapes, and you have selected some new
shapes, the original shapes in the memory will be deleted (after a warning). To get round this you need to use Include on the original memory (see next section) to load the shapes into the programmer. Ensure that the playback fader for the memory is at zero (i.e. the shape is not active) when Including the memory.
6.3.2 The Include function
The Include function lets you load selected parts of a memory back into the programmer. (Normally, only manual changes to fixtures are put in the programmer). You can then use this to make a new memory. This is useful if you want to make a memory which is similar to one you already have.
You can also include DMX information from another console connected to the DMX in socket.
When you use Include, you specify which attributes of which fixtures you want to load into the programmer. So, for example, if you have a memory which contains position, colour and gobo information for 8 fixtures, you can use the include function to load only the colour information for 4 of the fixtures into the programmer. You could then “Include” position information from another memory into the programmer, and build up a new memory using information from several existing memories.
1> Select the fixtures from which you want to take settings. 2> Press Include (above the numeric keypad). 3> Select the Attributes you want to include. The Dimmer attribute
includes all other attributes (the buttons light up to show which
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attributes will be included) 4> Playbacks containing memories will be flashing 5> Press the playback Swop button for the memory you want to
include. Press Enter. The selected attributes of the selected
fixtures will be loaded into the programmer. 6> Repeat from 2 to include other attributes from the same fixtures,
or repeat from 1 to include other fixtures.
If you want to put the whole memory into the programmer,
ensure no fixtures are selected and the Dimmer attribute is selected, then press Include, then the Playback Swop button for the memory to include. Everything will be placed in the programmer.
If the memory contains shapes, all the shapes and all the fixtures
they are applied to will be loaded into the programmer, even if the fixtures and attributes are not selected. The shapes can then be edited, see page
87.
To Include DMX from the DMX In socket, press softkey A, B, C or
D to copy the incoming DMX values into the programmer for DMX output lines A B C or D.
You can Include a Theatre Stack step to the programmer by
entering the step number you want to include and then pressing E [Theatre Stack Step]. If you don’t enter a step number, the current step is included.
You can edit the way the Attributes are grouped (e.g. the colour
function always selects the Yellow / Magenta / Cyan functions too). This is called the “Focus Mask”. Select the attribute button to change, then hold YPL and press C [User Settings] to enter the User Settings mode, then press C [Specify Attributes for Bank]. The buttons will light to show which attributes are grouped. Press the buttons to include or exclude attributes. Press Exit twice to finish.
6.3.3 The “Off” button
The “Off” button allows you to remove an attribute which has been stored in a memory, as if you never recorded it.
For example, suppose you recorded a memory which had scans at a certain position, with the colour set to green. If you later decide that you don’t want a colour recorded at all in the memory, so that the previous colour setting of the scans will be used, you use the Off function to turn off the colour in the memory. You can also use the Off function to remove complete fixtures from a memory.
Using the Off button is not the same as recording an attribute at zero. It is like not recording the attribute at all.
1> Turn on the memory you want to edit, so you can see what you
are doing. 2> Select the fixtures you want to change. 3> Press the OFF button (one of the blue command buttons) to
display the Off menu. 4> To switch off all attributes of the selected fixtures, press Softkey A
(this will remove the fixtures from the memory). 5> To switch off selected attributes, press the appropriate attribute
button, then use Softkey B and C to set each attribute to Off (the
screen shows which attribute will be turned off for each button)
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6> Repeat from 3 to turn off other attributes, or from 2 to turn off
other fixtures. 7> Press Memory. 8> Press the Swop button for the memory you are editing to save the
changes. Unchanged information is not affected.
Attributes which are Off are shown on the screen. (The stage
output will not change as the output valu es remain at their last settings).
Attributes or fixtures set to “Off” can be turned back on again by
selecting them in the usual way and changing them using the wheels.
You can also use this function to turn off fixtures or attributes in a
palette entry. Use the procedure above, but instead of editing and recording a memory, edit and record a palette entry instead. See page
82 for how to do this.
6.3.4 Viewing a memory
You can view the contents of a memory by pressing View then the swop button for the memory.
The main part of the display shows the attributes for each fixture stored in the memory. Choose which attribute you are look ing at using the Attribute buttons. If a palette is stored in the memory, the palette name is shown rather than the value.
Fixtures
Attribute values Palette stored in memory
6.4 Copy
6.4.1 Copying a memory
Copying a memory is very simple on the DLC-C003. You can either create a linked copy (if you change a linked memory, all others linked to it will change too) or a “photocopy”, which is a completely new and independent copy of the memory.
To create a linked copy:
1> Hold down the Flash button of the playback you want to copy.
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2> If you want to copy to a different page, move the Roller to the
new page. 3> Press the Swop button of the playback where you want to store
the copy. Release both buttons.
To create a Photocopy, press the blue Photocopy button before
pressing the playback Flash button
If you have named the memory you copied, the linked memory
will have the same name, as will a photocopied memory.
6.5 Delete
6.5.1 Deleting a memory
To delete a memory:
1> Press the Delete button. 2> Press the Swop button of the memory you want to delete. 3> Press the Swop button again to confirm the delete.
If the deleted memory is linked to others, the linked memories are
not affected.
6.6 Timing
6.6.1 Setting fade times for a memory
You can set a fade in and fade out time independently for every memory. The fades only affect HTP (intensity) channels. There is a separate LTP timer which allows you to set movement times. LTP channels which were set to “instant” during Patching (see page
69)
ignore LTP fade times.
1> Press C [Edit Times]. 2> Press the Swop button of the playback you want to set times for 3> Press Softkey C to set the fade in time, Softkey D to set the fade
out time, or Softkey E to set the LTP fade time (Options A, B, and
F have no effect on memories and are only used on chases) 4> Type the new time using the numeric keypad and press Enter to
save it. 5> Softkey G sets the memory mode of the chase to 0, 1 or 2
(described below). 6> Press Enter to save the changes. If you press Exit, any times you
have set will be abandoned.
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The effect of the times is shown in the following picture.
The times you enter are also affected by the memory mode:
Mode 0 - No timing information is used. The settings on softkeys C,
D and E are ignored. The HTP channels fade with the 0-100% position of the playback fader.
Mode 1 - Channels fade as set by the HTP and LTP fade times
(except Instant LTP channels). If you enter times for a Mode 0 memory, it will automatically change to Mode 1. If HTP times are set to zero, the HTP levels will fade with the fader.
Mode 2 - HTP channels fade as set by the HTP times, or with the
fader if times are set to zero. LTP channels are controlled by the fader position (except Instant channels). Set the LTP fade time to 0 to use this mode.
If the memory includes shapes, and you have set the shape size
or speed to “timed” (see page
88), then the shape will change with the LTP channels. The changes will be timed for a Mode 1 memory and controlled by the fader position for a Mode 2 memory. This allows you to create a shape which gets bigger or faster as you push up the fader.
6.7 Advanced options
6.7.1 Recording in Blind mode
The DLC-C003 has a useful function called “Blind mode”, which allows you to program memories without altering the output of the console. The contents of the Programmer are saved on entering Blind mode, and restored when you leave Blind mode. Any playbacks turned on continue as normal, and you can make any changes you like without affecting the output.
This is useful if for some reason you need to edit a memory in the middle of a show without upsetting the current lighting state. Obviously, as you can’t see the changes you are making, you will need to h av e a good idea of what values to set.
1> Hold down YPL and press F [Blind Mode].
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2> If you don’t want to use the contents of the programmer, press
Clear.
3> Make changes to your fixtures as usual. Use the screen or the
Graphics Tablet to help you set the right positions, colours etc. 4> Save your changes as usual. 5> To go back to normal, hold down YPL and press Softkey F again.
The previous contents of the programmer will be restored (the
contents of the programmer from Blind mode will be lost).
If you have edited a playback which is already turned on, you w ill
need to turn it off then on again to load the new version.
CHAPTER SEVEN
7. Chases
This chapter contains: Programming a chase; running a chase; setting speed, crossfade and direction; manually controlling the chase steps; setting step times and unlinking; editing a chase using unfold; editing a chase which is running; copying chases; sound activation of chases; chase options.
As well as being used to store static memories, the playback faders on the DLC-C003 can also be used to store chases (sequences of static memories).
7.1 Create
7.1.1 Programming a chase
To program a chase, you have to set up the lighting for each step of the chase, then save it. The contents of the programmer are recorded as a step.
You can either set all the fixtures and dimmers manually for each step, or you can use Include to load in the information from memories you have already recorded.
You cannot use an existing memory as a chase step just by turning it on. You need to use the Include button to load the memory into the programmer.
1> Press the Chase button.
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