Zero 88 ORB Operating Manual

ORB
OPERATING MANUAL
ORB OPERATING MANUAL
This equipment is designed for use as a lighting control desk only, and is unsuitable for any other purpose. It should only be used by, or under the supervision of, an appropriately qualified or trained person.
Zero 88 reserves the right to make changes to the equipment described in this manual without prior notice. E & OE.
Federal Communications Commission This equipment has been tested and found to
comply with the limits for a Class A digital device, pursuant to part 15 of the FCC rules. These limits are designed to provide reasonable protection against harmful interference when the equipment is operated in a commercial environment. This equipment generates, uses, and can radiate radio frequency energy and, if not installed and used in accordance with the instruction manual, may cause harmful interference to radio communications. Operation of this equipment in a residential area is likely to cause unacceptable interference in which case the user will be required to correct the interference at the operators expense.
IM 8755 Issue 1.0 – April 2009
Software Version 5.0 © Zero 88 2009
Cooper Controls t/a Zero 88 Usk House Llantarnam Park Cwmbran NP44 3HD United Kingdom
Tel: +44 (0)1633 838088 * Fax: +44 (0)1633 867880 e-mail:
sales@zero88.com
Web: www.zero88.com * 24 hour answerphone
Table of Contents
Table of Contents..............................3
Introduction ........................................6
This Manual .....................................6
The ORB Lighting Desk ......................6
Front Panel Controls..........................9
Quick Start Tutorial ............................ 17
Getting Started............................... 17
Setting Up the Desk........................17
Adding Fixtures .............................. 17
Exiting Setup ................................. 19
The main user interface ...................20
Controlling Dimmers........................ 21
Controlling Fixtures......................... 22
Cues.............................................23
Palettes......................................... 25
User Definable Keys (UDK)............... 27
Groups.......................................... 27
Group Window................................ 28
Submasters ................................... 28
Saving Shows................................. 29
Loading Shows ............................... 30
Setup...............................................31
Patch ............................................ 32
Adding Fixtures .............................. 32
Add Fixtures...................................32
Patching Fixtures.............................34
Patch Views....................................37
Patch Wizard ..................................39
Editing Fixtures...............................42
Auto Menus....................................47
Desk Setup ....................................49
Peripheral ......................................52
Files..............................................59
Clear Options..................................63
Network.........................................64
The Output Window ............................71
Programming.....................................74
Tagging Parameters.........................76
Smart Tags ....................................76
The Command Line..........................77
Basic Record Commands ..................77
Clear.............................................77
Updating ...........................................78
Update Options Window ...................78
Groups..............................................80
What are Groups? ...........................80
Automatic Groups............................80
User Defined Groups........................80
Naming Groups...............................80
Copying Groups ..............................80
Moving Groups............................... 81
Deleting Groups ............................. 81
Group Window ............................... 81
Palettes............................................ 82
What are Palettes?.......................... 82
Recording Palettes.......................... 82
Naming Palettes ............................. 82
Outputting Palettes......................... 82
Updating Palettes ........................... 83
Copying Palettes............................. 83
Moving Palettes.............................. 83
Deleting Palettes ............................ 83
Palette Windows............................. 84
Cues, Stacks and Pages...................... 85
Cues............................................. 85
Programming Cues ......................... 85
Naming Cues ................................. 86
Editing Cue Output Levels................ 86
Editing Cue Fade and Delay Times..... 87
Editing Cue Triggers........................ 87
Changing the Next Cue.................... 88
Adding Macros to Cues.................... 88
The Cue Stack Window.................... 88
Playing Back Cues........................... 90
Copying Cues................................. 92
Moving Cues.................................. 92
Page 4 ORB Operating Manual – Issue 1.0
Deleting Cues................................. 92
Cue Stacks .................................... 92
Cue Stack Directory Window............. 92
Naming Cue Stacks......................... 93
Copying Cue Stacks ........................ 93
Moving Cue Stacks.......................... 93
Deleting Cue Stacks........................93
Cue Stack Setup Window ................. 94
Chases.......................................... 96
Pages............................................ 98
Loading a Page onto the Playbacks.... 98
Naming Pages ................................ 98
Page Window ................................. 98
User Definable Keys (UDKs)............... 100
Channel Data UDK ........................ 100
Cue UDK...................................... 100
The UDK Setup Window................. 100
Naming UDKs............................... 101
Group UDK .................................. 101
Fixture UDK ................................. 102
Palette UDK ................................. 102
Macro UDK................................... 102
Changing UDK Page ...................... 102
The UDK Window.......................... 102
Editing User Definable Keys............ 103
Deleting User Definable Keys.......... 103
Submasters .....................................104
Location of Submasters..................104
The Submasters Window................104
Recording Submasters ...................104
Playing Back Submasters................105
Chase Submasters.........................105
Using Playbacks as Submasters....... 105
The Submaster Setup Window.........105
Changing Submaster Page.............. 106
Fade Times on Submasters.............107
Editing Submasters ....................... 107
Previewing Submasters.................. 107
Copying Submasters...................... 107
Moving Submasters.......................107
Deleting Submasters......................107
Effects ............................................108
The Effects Palette Window............. 108
Auto Effects.................................. 108
Effect Parameters on the Wheels .....109
Applying Effects............................109
The Effects Window .......................109
Recording Effects .......................... 110
Naming Effects ............................. 110
Applying Effects............................110
Copying Effects............................. 110
Moving Effects ..............................111
Deleting Effects.............................111
Macros ............................................112
In Built Macros..............................112
The Macro Window.........................112
Recording a Macro.........................113
Naming a Macro ............................113
Running a Macro ...........................113
Copying a Macro............................113
Moving a Macro.............................113
Deleting a Macro ...........................113
Auto Macros..................................114
Advanced Programming.....................115
Record Options Window..................115
Wheel Editing Modes......................118
Knockout Function.........................120
Park Function................................120
Rem Dim Function .........................120
Fade and Delay Times....................120
Fade Time Commands....................121
Try Cue Function ...........................121
Highlight Function..........................121
Home Function..............................122
Remote ...........................................123
Other Features .................................124
Windows ......................................124
Screen Navigation Keys..................125
Mouse Operation on Windows......... 125
Trackball ..................................... 126
Preview Cue Window..................... 126
Preview Palette Windows................ 127
Preview Group Window.................. 128
Preview UDK Window .................... 128
Preview Macro Window .................. 129
Active Playback Window................. 129
DMX Output Window ..................... 129
User Views................................... 130
Software Updates ......................... 131
Glossary ......................................... 132
Technical Specification...................... 136
Mains Inlet................................... 136
Audio.......................................... 136
Remote Input............................... 136
SMPTE......................................... 137
MIDI........................................... 137
Video Output................................ 137
CAN Port ..................................... 137
Ethernet...................................... 137
USB Ports.................................... 137
Keyboard & Mouse........................ 137
Touchscreens ............................... 137
External Storage Devices ............... 137
AV Port........................................ 137
Desk Light.................................... 138
DMX Input....................................138
DMX Output ................................. 138
Kensington Lock............................ 138
Operating Environment ..................138
Troubleshooting ............................... 139
No DMX Output? ........................... 139
Fixtures Not Responding?............... 139
No Intensity Output ? .................... 139
Desk Does Not Boot....................... 139
Software Installation Problems........ 139
Front Panel not responding?............139
Reporting a problem...................... 140
Basic Maintenance............................140
Quick Reference Sheet ......................141
Fixture Types supported by ORB...... 143
Index..............................................158
Introduction
Page 6 ORB Operating Manual – Issue 1.0
Introduction
This Manual
This manual describes the operation of the ORB lighting desk. This chapter contains an overview of the capabilities and controls of the ORB.
The Quick Start Tutorial chapter is designed to get you up and running with the desk, but is not a substitute for the whole manual. For more detail on each function, this manual is divided into chapters, one for each major area of control.
As the ORB is a powerful lighting desk which can be set up in many different ways, experience is the best way of fully learning the desk . Through time you will develop your own operating style.
Throughout this manual the following conventions are used: References to front panel controls, buttons and lights appear in
capital letters, for example: GRAND MASTER, COLOUR, <UDK3>. Soft buttons which appear on the monitor are displayed as follows: [Desk Setup], [Values]. Syntax keys which appear on the LCD screen above the main
keypad are displayed as follows: {Knockout}, {Close}, {Merge}.
The ORB Lighting Desk
The following section is a summary of the main functions of the ORB lighting desk.
Graphical Interface
The desk operates a graphical interface which is provided by up to two external monitors.
All the setup, programming, playback and output information is displayed graphically on the monitor screens.
The desk provides two XGA outputs on the rear panel of the desk. The monitors are used extensively to display information and shortcut buttons.
Two touch screens can be connected to the desk via VGA and USB ports as an option to provide you with easier input facilities.
Keys on the front panel enable quick and direct access to the various monitor screens.
Cursor keys and an internal trackball on the front panel allow you to move around the monitor. These functions can optionally be mimicked using a USB keyboard and mouse.
Command Line
The primary method of programming ORB is via a command line, which is displayed on the monitors. Commands can be entered using the front panel keys, control wheels, external keyboard or by clicking on objects with the mouse or trackball.
Above the command line is a Suggested Commands bar which indicates the next available keys in your command syntax.
Introduction
ORB Operating Manual – Issue 1.0 Page 7
Control Channels
The desk has 2048 channels of control. These can be assigned and patched as any number of Fixtures, across the 4 DMX universes on the desk.
Fixtures
Every device controlled by ORB is known as a Fixture. Fixtures can be a simple generic dimmer channel, or a complex DMX device such as a colour scroller, moving mirror or moving head (eg VL3000, MAC 700). Any item controllable via a DMX signal can be assigned as a fixture on ORB.
On the ORB, dimmer channels are a simple fixture with one parameter. Moving heads, moving mirrors, LED and Video systems controlled by DMX are fixtures with multiple parameters.
Within the Fixture Library, the ORB is told which channels cont rol which parameters of the fixture. These are then grouped into Position, Colour and Beamshape.
Fixtures can be given a user defined name and number, for ease of reference.
Fixtures can be patched to any of the DMX output channels (1 –
512) on any of the DMX universes (1 – 4). Fixture parameters can be manipulated from within the Output
Window, from where they can be added to cues, palettes, submasters, User Defined Keys, or macros.
Cues, Cue Stacks and Playbacks
The desk allows you to record cues, for use in any of the 1000 user programmable cue stacks. Each cue can have a number, name, trigger, a wait time (auto cues) and a set of delay, and fade times. It is possible to give each parameter of each fixture their own individual fade and delay times in each cue.
The desk provides 10 playbacks, which can be switched between 100 pages.
Groups
The desk provides 1000 user definable groups. Automatic groups for each fixture type in the schedule can be generated from the Setup area, if required.
Palettes
The desk provides 1000 user programmable palettes for each of the four attributes (Colour, Beamshape, Position and Effects).
User Definable Keys (UDKs)
The desk provides 20 pages of 10 User Definable Keys. The User Definable Keys may be assigned to Groups, Fixtures, Palettes, Effects, Cues, or channel data.
Submasters
The desk provides 20 pages of upto 30 Submasters. The submasters may be played back via DMX In or using the Playback Masters.
Output Processing on the ORB Desk
The ORB has two distinct channel types: Intensity channels and Attribute channels (Colour, Beam and Position).
The main difference is that Intensity channels can be flashed, are mixed with their source's Master Fader and the GRAND MASTER, and can have distinct Fade Up and Down times.
When you play back a cue, park a channel, or manually manipulate a channel in the programmer, you give ownership of the channel to that specific area of the desk.
Introduction
Page 8 ORB Operating Manual – Issue 1.0
When a channel is owned, the programmed value (or series of values, if it is defined as a chase or effect) is output. However, the previous owner(s) are not forgotten, and go into in a history list.
When a cue is released, it loses it's places in the history, wh ether it currently owns them or not. The most recent owner in the history will then regain ownership, and hence control the output of that channel.
If a channel is not owned by any source, then it will output zero for an Intensity channel, or it's default value for an Attr ibute channel.
Introduction
ORB Operating Manual – Issue 1.0 Page 9
Front Panel Controls
This section of the manual describes the controls and displays on the front panel of the ORB desk. The front panel controls have been divided into the following sections:
Figure 1 - Front Panel Controls
Grand Master and Blackout (Page 10)
Playbacks (Page 11)
Keypad & Syntax Keys (Page 13)
Master Playbacks (Page 13)
User Definable Keys (UDKs) (Page 14)
Control Wheels (Page 15)
Function Keypad (Page 12)
Introduction
Page 10 ORB Operating Manual – Issue 1.0
Grand Master and Blackout
Figure 2 - Grand Master & Blackout
The BLACKOUT key enables you to lock the dimmer outputs from the desk at 0%, regardless of the level of the Grand Master fader. Pressing the BLACKOUT key toggles between enabled and disabled. The red LED in the BLACKOUT key flashes when blackout is enabled and BLK is displayed on the monitor screen.
The GRAND MASTER fader allows you to temporarily limit the output values of all dimmer channels. The Grand Master level is displayed on the monitor screen task bar. In normal operation the Grand Master should be at 100%.
Introduction
ORB Operating Manual – Issue 1.0 Page 11
Playbacks
Playbacks are used as the main programming and playback area of ORB. These playbacks can function in one of two ways – as Cue Lists (also known as Cue Stacks), or as Submasters.
The ORB has 10 playbacks, which can be paged between Page 1 and Page 100. Each page contains a new set of 10 playbacks, giving a total of 1000 playbacks available for programming.
Each playback has a number of controls available:
Figure 3 - Playbacks
A number of additional controls are available for releasing cue stacks and activating cue stacks on the Master Playback. These are detailed in later sections.
The currently active page is indicated on the LCD screen above each playback, together with the stack name, current and next cue information.
The Master Fader allows you to override the programmed dimmer level.
The GO key advances to the next programmed cue on that stack.
A select key allows you to select the playback for programming or manipulation on the Master Playbacks.
A PAUSE key temporarily stops a fade whilst in progress. Double pressing the PAUSE key acts as a BACK function.
The STACK PAGE key is used to select the required page of playbacks, by entering the required number in syntax (eg STACK PAGE 5 ENTER).
Introduction
Page 12 ORB Operating Manual – Issue 1.0
Master Playbacks
The master playbacks allow you to control a selected playback using more advanced playback control.:
Figure 4 - Master Playbacks
Two playback faders can be assigned as A/B crossfade masters, or as an intensity master and override fader for the stack.
Large GO and PAUSE keys mimic the functions of the
The Release key can be used to release any of the Pla
y
backs.
The Select Stack button can be used for selecting a particular cue stack for editing. It is also used with SHIFT to open the Cue Stack Directory Window on the monitor.
Introduction
ORB Operating Manual – Issue 1.0 Page 13
Function Keypad
Figure 5 - Function Keypad
COPY TO & MOVE TO are used to relocate and copy data from one place to another.
DELETE is used to remove
prog
rammed items.
CUE ONLY is used when programming to prevent the changes in a cue a
pplying
to later cues.
TIME and DELAY are used to adjust the fade and delay times.
BLIND allows you to enter and leave BLIND mode, which can be used for adjusting cues without affecting the out
p
ut of the desk.
SMART TAG allows you to engage the Smart Tags function to automatically tag required channels.
TRACK allows you to record cues tracking forwards from that point.
UPDATE allows you to merge new information into existing data
NAME is used to set a name on any programmed item.
RECORD is used to store an item.
GROUP specifies a range of channels to be controlled together.
CUE & SUB allow you to specify a particular cue or submaster to record or alter.
LOAD allows you to bring back a programmed item into the
prog
rammer for alteration.
SETUP is used to enter and
exit SETUP, and to configure
programmed items.
VIEW allows you to alter the monitor screen layouts and recall programmed views.
TRY CUE lets you try out a crossfade before programming the cue.
The CLEAR key is used to clear out data from the programmer, releasing those channels from control.
Introduction
Page 14 ORB Operating Manual – Issue 1.0
Keypads & Syntax Keys
Figure 6 - Keypads & Syntax Keys
The / key is used for separating cue & stack numbers, or fade up/down times.
The ENTER key is used for confirming or completing commands.
The FULL key is used to set the intensity of the selected fixture(s) to FULL (ie 100%
)
.
The numeric keys (0 - 9) and the point key (.) are used for entering numeric data (eg group no, palette no, cue no, channel levels, DMX addresses etc.)
The backspace key () removes the last instruction entered on the
The EXCEPT key is used for removing items from a list.
The AND key is used for adding items to a list.
The syntax keys follow syntax and provide additional functions according to what you’ve entered.
The THRU key is used for selecting a range of items.
The + and – keys are used for relative adjustment of levels (@+10 ENTER)
The SHIFT key alters the function of most keys on the
The . key is used to indicate decimal points in cue names and in syntax for setting 0% intensity
The MACRO key allows you to record and run macros to speed up programming.
The UNDO key undoes the last command entered.
The AT (@) key is used when setting intensity levels or DMX addresses.
Introduction
ORB Operating Manual – Issue 1.0 Page 15
User Definable Keys (UDKs)
In addition to playbacks, ORB has 10 User Definable Keys (UDKs) which can be assigned to many different functions of the desk.
Figure 7 – User Defineable Keys (UDKs)
The UDK page can be changed by pressing the UDK PAGE button and entering the required number in syntax (eg UDK PAGE 4 ENTER).
The current contents of the UDK are displayed on the LCD display, together with the current page number.
Each key can be assigned a different function (Macro, Palette, Scene, etc) and action (Flash, Latch, Solo, etc)
Pressing SHIFT and a UDK opens the UDK Window on the monitor to dis
play
the contents of the UDKs.
Introduction
Page 16 ORB Operating Manual – Issue 1.0
Attribute & Cursor Keys and Control Wheels
Figure 8 – Attribute & Cursor Keys & Control Wheels
The attribute keys (POSITION, COLOUR, BEAM and EFFECTS) are used when adjusting fixture parameters and also when recording, referencing and outputting palettes and effects. Each of these keys contains a yellow light, which is lit when the attribute is selected.
The arrow keys are used to move around fields on the active monitor screen.
The Intensity wheel is used for adjusting the intensity of the currently selected fixture(s). The intensity level is displayed on the LCD screen above the wheel.
The trackball and three trackball buttons are used for manipulating the mouse on the monitor screens, and also for Position control of moving lights. See page 134 for more information.
The MORE key pages the SYNTAX KEYS to display more options.
The three control wheels are used for setting and adjusting fixture parameter and other data levels. The parameters that are currently assigned to the control wheels are shown on the LCD, together with their current value.
Quick Start Tutorial
ORB Operating Manual – Issue 1.0 Page 17
Quick Start Tutorial
Getting Started
Prior to powering up the desk, it is essential to attach all the peripherals you require. The desk has support for a USB Keyboard and Mouse, two XGA monitors (or touch screens) and a desk light on 3 pin XLR. These should be connected before powering up, as subsequent connection could result in software or hardware malfunctions.
Once you've connected all the peripherals you require, power on the desk using the switch on the rear panel. If you see no immediate response, check you have the power switch set to ON, and that the IEC lead is firmly attached to the power inlet.
When you power on the desk, the desk will run through its power up routine and after a short while you will be presented with the desk software in its default configuration.
Setting Up the Desk
Before you start programming cues etc, you will need to set up the desk.
The desk comes with a default patch of channels 1 to 96 assigned to DMX addresses 1 to 96 on DMX universe 1 as standard Dimmer fixtures. If this situation matches your installation then you can skip ahead from this section.
Press the SETUP key to display the Setup Window on Monitor 1. Setup is intended to give you access to the core settings for the
ORB. As such, you shouldn't need to enter the Setup area during a show. It is, however also used for saving and loading of show files, so during programming you may wish to enter Setup occasionally to take a backup.
Adding Fixtures
Once in the Setup screen, the first task you need to perform is to assign the fixtures in your rig to the desk’s fixture schedule.
Press the [Patch Wizard] button on the monitor using the trackball. The Patch Wizard will appear and guide you through adding some fixtures.
Figure 9 – Patch Wizard (Step 1 – Manufacturer Selection)
First the wizard allows you to select the fixture manufacturer.
Quick Start Tutorial
Page 18 ORB Operating Manual – Issue 1.0
Scroll down or use the cursor keys to select the required manufacturer (eg MARTIN). If you have a keyboard connected, you can press the M key to jump straight to manufacturers beginning with M.
Press the [Next] button to move to the next step.
Figure 10 – Patch Wizard (Step 2 – Fixture Selection)
Scroll down or use the cursor keys to select the required fixture type (eg MAC 700 Profile).
Note – Fixture Types
If the fixture type you require is not in the fixture library stored on the desk you can import the fixture type – see Setup chapter for full details.
Press the [Next] button to select the fixture Mode. It is important that the mode set here matches the mode set on the fixture itself – if in doubt, consult the fixture operating manual for full details.
Figure 11 – Patch Wizard (Step 3 – Mode Selection)
Once the Mode has been selected, press the [Next] button to move on and enter the DMX address for the fixture. If you have not yet set this on the fixtures themselves, press the [Next Address] button and the desk will calculate a DMX address for you based on the existing patch information.
It is important here to ensure that the DMX universe is correctly selected.
Quick Start Tutorial
ORB Operating Manual – Issue 1.0 Page 19
Figure 12 – Patch Wizard (Step 4 – DMX Address entry)
Once the address is configured, press the [Next] button and enter the quantity of the fixture required. The monitor screen will tell you the number of fixtures and control channels remaining within its limits, to ensure you do not exceed these limits.
The final step in the Patch Wizard is to assign a fixture number to the fixtures. The fixture number is the number you will refer to the fixture as within the desk software. Enter the number and press [Finish].
Figure 13 – Patch Wizard (Step 4 – Quantity)
The Patch Wizard is now complete and your fixtures have been assigned. If everything has gone according to plan, the fixtures should now have moved to their Home positions.
You can repeat the Patch Wizard for every group of fixtures you have.
Exiting Setup
Once you have finished making changes to the setup, press the [SETUP] leave Setup. The indicator light will go out to inform you that you have exited Setup mode.
Quick Start Tutorial
Page 20 ORB Operating Manual – Issue 1.0
The main user interface
Figure 14 - Main User Interface
The Output Window is central to the operation the ORB desk. It is recommended that the Output Window is displayed on one of the monitor screens when programming cues, palettes, UDKs etc. The colour coding also helps to see what direction a channel has moved in.
The cue stack window shows the selected cue stack and all the cues which that stack contains.
The group window shows groups of all your fixtures.
The command line shows the commands you’ve entered on both monitors.
The palette windows show the various recorded palettes and can be clicked to access a palette.
Quick Start Tutorial
ORB Operating Manual – Issue 1.0 Page 21
Controlling Dimmers
The intensity parameter of fixture(s) can be controlled by entering commands directly via the numeric keypad or by using the corresponding control wheel.
Intensity levels can be set for a single fixture or a number of fixtures using the following syntax:
1 @ N ENTER This sets the intensity output of fixture 1 to N %.
1 FULL ENTER This sets the intensity output of fixture 1 to 100 %.
2 AND 3 @ N ENTER This sets the intensity output of fixtures 2 and 3 to N %.
2 AND 3 FULL ENTER This sets the intensity output of fixtures 2 and 3 to 100 %.
5 THRU 10 @ N ENTER This sets the intensity output of fixtures 5 to 10 to N %.
5 THRU 10 EXCEPT 7 @ {wheel} This sets the intensity of channels 5,6,8,9,10 to the level on the wheel
5 THRU 10 FULL ENTER sets the intensity output of fixtures 5 to 10 to 100 %.
Using the Control Wheel
The Inten
sity channel of a fixture can also be adjusted by control
wheel. First select the fixture(s) required as described above and then use
the intensity wheel to adjust the level. The output value is shown on the LCD screen above the
corresponding control wheel.
Tip – No Intensity Output ?
If the intensity output levels do not change when you send any of the above commands to a fixture, or adjust the intensity level using the wheel, check that the GRAND MASTER fader is at full and the BLACKOUT button is off. If the selected fixture(s) have a Shutter parameter, check that the shutter is open. Check that the Highlight key is not selected.
Quick Start Tutorial
Page 22 ORB Operating Manual – Issue 1.0
Controlling Fixtures
Selecting Fixtures
Fixtures are selected numerically using the number assigned to them during the Patch Wizard. Type the fixture number(s) followed by ENTER to select those fixtures. Fixtures are also selected if an intensity command (above) is entered.
Homing the Fixtures
If you are unsure which fixture is which, the easiest way to see which fixtures in the rig you are controlling is to ‘home’ them. This will set their position (Pan and Tilt) to 50%, the dimmer to 100% with an open white beam (no gobos or effects). The home values can be customised in the Edit Fixtures menu in Setup.
After selecting a fixture, press the HOME key. This will send the fixtures to its ‘home’ values and automatically tags the fixture parameters for programming.
Controlling Fixture Parameters
Each fixture type has it’s own set of parameters (intensity, color, gobo, pan, tilt etc. as defined in the fixture library) which are classified or grouped together in different attributes (Position, Colour, Beam).
Once a fixture, or group of fixtures has been selected, the attribute buttons and control wheels can be used to adjust the parameter output levels as required.
Controlling Colour, Beamshape and Position Parameters
The colour, beamshape and position parameters of the selected fixture(s) are controlled using the control wheels. First select the required fixture(s) and then press one of the attribute keys (POSITION, COLOUR or BEAM).
The corresponding parameters for the fixture are assigned to the control wheels and are indicated on lower part of the touch screen.
In the example below, COLOUR has been selected and the fixture parameters Cyan, Magenta and Yellow are assigned to the three control wheels.
If the fixture has more than three controllable parameters for the selected attribute, pressing the attribute key selects the next group of parameters.
Tagging Parameters
On the ORB desk, fixture parameters must be ‘tagged’ for them to be recorded when programming cues, palettes and UDK’s.
The tag status of each fixture parameter is indicated on the LCD screen and in the Output Window by it’s background colour – dark background indicates that the parameter is untagged; bright background indicates that the parameter is tagged.
If a parameter’s value is changed by a command, moving the control wheel or directly in the Output Window, it will be tagged automatically.
Quick Start Tutorial
ORB Operating Manual – Issue 1.0 Page 23
Figure 15 – Output Window (Tagged & Untagged channels)
It is also possible to tag and untag fixture parameters manually by holding down CLEAR and moving a fixture wheel, then releasing CLEAR.
Only tagged channels will be recorded when storing a cue, palette, UDK, etc. This gives the capability of separating your programming between multiple UDKs, cue stacks, submasters, etc.
Cues
Once you have set up a scene that you like you can then record that into a cue.
Selecting a Cue Stack
Cues can be programmed into any of the 1000 user programmable cue stacks.
Press the SELECT button above the cue stack you wish to program in. The LED in the SELECT button illuminates to indicate that it is the active cue stack.
Recording a Cue
To record a cue, simply enter the command: RECORD CUE n ENTER Where N is the number of the cue you wish to record. As you have
not specified any fade times or names, the desk will enter the default values for the cue, and the cue will be recorded.
After recording a cue, the command line is cleared, the fixtures remain selected but the parameters are untagged.
Subsequent cues can then be set up and recorded using the same method.
As you become more experienced with the desk, you will find the most efficient way of programming your cues – for more methods, see Page 85).
Note – Rec
ord Options Window
When you press the RECORD key the Record Options Window is displayed. This window allows you to adjust what data is recorded, as required – see the Programming chapter (Page 77) for further details.
Tagged
Untagged
Quick Start Tutorial
Page 24 ORB Operating Manual – Issue 1.0
Adjusting Fade and Delay Times
As well as the actual output levels recorded in the cue, each fixture parameter also has it’s own fade and delay times.
Default fade and delay times for Intensity, Colour, Beamshape and Position are defined in Desk Setup, and can be adjusted if required, prior to programming cues.
Once a cue has been programmed, its times can be adjusted by using syntax:
CUE n TIME x DELAY y {Fade} COLOUR z ENTER Any adjusted fade times display on the monitor in the Cue Stack
window, which can also be manipulated using the cursor keys and ENTER button in a similar format to a spreadsheet on a computer.
Naming Cues
Each cue can have a name stored alongside the cue data. Enter the following syntax command :
CUE n NAME {your name} ENTER
Playing Back Cues
Before playing back the programmed cues in a cue stack, it is important to clear the programmer by pressing the CLEAR button. This removes any unrecorded commands and sends fixtures to their default values, with the exception of the intensity, which is kept at 0%.
To play back the cues in a cue stack in sequence first select the required page of playbacks.
Press the GO button for the selected playback, and raise the master fader to full. These commands can be executed in either order, as sometimes a manual fade is desirable.
Pressing the GO button will trigger the start of fades on all parameters, but the intensity channels are mixed with the master fader.
To output the next memory
in the stack, simply press the GO button again. The desk will continue down the cue list, one cue at a time. Once the end of the cue stack is reached, the first cue will be selected as the next memory, resulting in a loop.
Once you have finished playing back cues, it is important to release the cue stack. This returns all of the affected fixtures to their default values, or to the value they were at before the cue stack was executed.
Select the cue stack, using the SELECT button, then press the RELEASE key.
Updating Cues
In order to update a cue, the first thing to do is to ensure that the cue is outputting. If it is not outputting, enter the syntax:
CUE n GO Once the cue is outputting, make any changes using command
syntax, fixture wheels and palettes as required. To record the changes to the cue, press the UPDATE key. The
Update Options window will appear. Select the cue number you wish to update in that window and press
OK. The cue will inherit the new information and the update will be complete.
Tracking
Every cue programmed on ORB behaves in a Tracking methodology. This means that each cue only programs the changes between two states – channels are told to fade up, fade down, or if no instructions are programmed, the channel will stay the same. This is a powerful programming method as it allows advanced
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manipulation of the cue stack and updates can be filtered through entire sequences without having to update each cue individually.
When updating a cue, there are four tracking options available – Track Forward, Track Backward, Track Both or Cue Only. For a full explanation of each of these options, see page 115).
Select
ing Cue Only forces the update only to affect the cue you are
updating. Choosing Track Forwards allows the update to follow through in to
the following cues. If you choose to update with Track Forwards enabled, remember to ‘undo’ the change you made in one scene when you move to the next – particularly if the next cue is a blackout.
Figure 16 – Update Options Window
Palettes
The ORB has four sets of 1000 palettes. A palette is a programming tool which allows you to define the
values required in a fixture or group of fixtures to create a particular affect on stage. For example, a palette can be stored for the colour Red which details the DMX values required for each moving light t o create a Red colour. Likewise a palette can be stored for a position on the stage, with the relevant Pan & Tilt information for each fixture in the rig.
Figure 17 – Palette Windows
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Recording Palettes
Programming a palette is simple and very similar to recording a cue. Set up the fixture outputs as required, ensuring that the correct
parameters are tagged. To record the data as a colour palette, enter the following command:
RECORD COLOUR n ENTER To record the data as a beamshape, position or effects palette,
simply replace the COLOUR part of the above command with BEAM, POSITION or EFFECTS.
Palette Windows
Each set of palettes has it’s own palette window. These palette windows are displayed on Monitor 2 by default.
The palette window contains a soft button for each of the 1000 palettes. These buttons can be clicked to access a palette. Unprogrammed palettes are indicated by a * next to the number.
Naming Palettes
As well as containing channel data, a palette can have a name associated with it. To assign a name to a palette enter the command:
COLOUR n NAME {your name} ENTER These names are displayed in the palette windows and in the
command line when a palette is accessed.
Outputting Palettes
The act of outputting a palette causes the selected fixtures to move to the value stored within that palette.
To apply or output a palette, first select a fixture or group of fixtures
Enter the command COLOUR n ENTER The fixture(s) will change to the colour they were in when the
palette was stored. If any of the selected fixtures are not actually programmed in the
applied palette, but there are one or more fixtures of the same type that are programmed, the fixture will use the values programmed for the first fixture of the same type.
If the fixture data in the programmer is then recorded into a cue, submaster or UDK, the desk will record the palette reference rather than the actual parameter value. This is especially useful for touring shows when using positions, to save updating each cue individually.
Automatic Palettes
In Setup, there is an option to generate a set of automatic palettes based on the fixture types in the schedule. The desk generates palettes for a range of useful things based upon your current patch.
To create the automatic groups, first enter SETUP, press the [Auto Menus] soft key on the monitor, select the [Create Auto Palettes] option, then exit Setup.
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User Definable Keys (UDK)
The desk provides 10 user definable keys, which can be paged 20 times to give 200 programmable locations.
The user definable keys may be assigned to Groups, Individual Fixtures, Palettes, Cues, or channel data.
Assigning User Definable Keys
In this quick start guide we will just look at recording channel data to a UDK. For details of all the other items that can be assigned to UDK’s see the UDK chapter (Page 100).
Set up the fi
xture outputs as required, ensuring that the correct parameters are tagged. To record the data to a User Defined Key, enter the following command:
RECORD <UDK>
Outputting User Definable Keys
The data assigned to a UDK is output by pressing the UDK on the front panel or by clicking on the soft button in the User Defined Keys Window on the monitor.
The action of the UDK can be set to either Flash or Latch in the User Definable Keys Setup Window – see UDK section of manual (Page
100) for more information.
Groups
As well as palettes, the ORB provides 1000 user definable Groups. Groups are most commonly used when selecting fixtures and
programming data to be recorded in cues, palettes etc. Groups can also be assigned to User Definable Keys (UDKs).
Automatic Groups
In Setup, there is an option to generate a set of automatic groups based on the fixture types in the schedule. The desk generates a group for each of the types of fixtures you have, plus ‘odd’ and ‘even’ groups for each different fixture type in the schedule.
To create the automatic groups, first enter SETUP, press the [Auto Menus] soft key on the touch screen, select the [Create Auto Groups] option, then exit Setup.
User Defined Groups
You can create your own groups of fixtures, eg Floor MAC 700’s, FOH MAC 700’s etc.
Simply select the fixtures that you wish to be in the group and then enter the command:
RECORD GROUP n ENTER
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Group Window
The Group Window is displayed by default in the bottom right hand corner of Monitor 2. This allows you to click and select any of the programmed groups automatically.
Figure 18 – Group Window (bottom right)
Submasters
The ORB has upto 30 submasters, which can be paged 20 times to give upto 600 programmable locations for scenes stored onto faders. Submasters can be accessed either by altering the mode of the playbacks, or by using another DMX enabled desk and using DMX-In.
Recording Submasters
Before recording a submaster, ensure that you have the number of submasters per page defined as you require it. This setting is found in Desk Setup / Inputs.
To record a submaster, first set up the fixture outputs as required, ensuring that the correct parameters are tagged. To record the data to a submaster, enter the following command:
RECORD SUB n ENTER To record to a specific page, enter: RECORD SUB m / n ENTER You can view programmed submasters in the Submasters window,
by holding SHIFT and pressing SUB.
Replaying Submasters
In this quick start guide we will just look at using DMX In to replay submasters. For details of using Playbacks as Submasters, see the Submasters chapter of the full manual (page 104).
In the Desk Setup / Inputs screen ensure
you have defined a DMX­In address for each of the programmed submasters. You can then use the faders on your DMX-In desk to control the submasters. Raising the submaster will replay the scene, and lowering it will remove it from the outputs.
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Saving Shows
The ORB will save the show automatically to its internal memory at regular intervals.
External backups of the show data can be made to a USB Storage Device (eg the memory stick included with your ORB).
Saving the show is done in Setup mode, so first press SETUP
Press the [Files] key on the monitor.
Press the [Save Show] key to enter the Save Show screen.
Press the Destination Device key to select the required
device.
If the device does not appear straight away, wait a few seconds and then click [Refresh].
Type the show name in the Filename box using an externa l keyboard or the numeric keypad on the desk.
Press the [OK] key.
After a few seconds, the show will be saved.
Press SETUP to exit Setup mode.
Saving the show takes all of the available information in the desk, including monitor configurations, setup options, patch, cue and palette data and stores it all into a single file on your destinat ion device. This file can then be reloaded at a later date to return the desk to the same state as it was in when you saved it.
Figure 19 – Save Show
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Loading Shows
Shows can be loaded onto the ORB from a USB Storage Device.
Loading shows is done from within SETUP, so first press SETUP to enter Setup.
Insert or connect the storage medium containing the show.
Press the [Files] key on the monitor.
Press the [Load Show] key to enter the Load Show screen.
Press the Source Device key to select the required device.
A list of show files on the currently selected storage device
appears on the touch screen.
Select the show file you wish to load using the cursor keys.
Press [OK] key to load the show.
The desk will load the show into its memory and you will be
returned to the home screen.
Loading a show brings back the desk to the same settings that were defined when the show was stored – Patch information, Cue Information, UDKs, Submasters, Palettes, Groups, Macros, Desk Setup and Network settings will all be restored.
Figure 20 - Load Show
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Setup
In Setup the ORB provides functions for configuring the desk - assigning, patching and editing fixtures, saving and loading shows, clearing show data, resetting the desk etc.
Press the SETUP key to display the Setup Window on the monitor. The following Setup options are displayed:
Figure 21 - Setup Tabs
To select any of the other Setup options, click on the corresponding button in the Setup Window on the monitor. To exit Setup from any of the various Setup options, close the screen that is currently displayed using the [Close] button in the top right hand
corner of the screen.
Patch – this allows you to configure which fixtures are assigned to the desk. (Page 32)
Desk Setup – this allows you to configure behaviour, default times and other hardware settings. (Page 47)
Files – this allows you to load and save shows, update fixture libraries and view desk information. (Page 56)
Network enables the various Ethernet protocols through which ORB can communicate with other pieces of equipment. (Page 61)
Clear Options allows you to delete parts of the programming from a single button. (Page 60)
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Patch
The purpose of the Patch area of Setup is to configure the fixtures which are connected to the desk.
The default state of ORB gives 96 dimmer channels patched 1:1 on DMX universe 1. This means that if your rig contains 96 dimmers or less and no other fixtures (moving lights, LED fittings, colour scrollers, etc) then the desk is ready to go and you can skip this section of the manual.
In order to provide optimum control of other fixtures and additional dimmers, the desk must know several pieces of information about the fixture, namely:
The Manufacturer of each fixture type (eg Martin)
The Model name for each type (eg Mac 250 Entour)
The Mode of the fixture (eg Enhanced Mode)
The DMX universe the fixture is connected to (eg 1)
The DMX address the fixture is set to (eg 101)
It may be useful to collate this information into a spreadsheet (or more likely, scribbled onto the lighting plan) before commencing the patch on the desk, as incorrectly entered data can result in the rig being unusable.
Adding Fixtures
Once this information is collated, you can use one of two methods to add fixtures onto the desk.
It is possible to add fixtures using the Patch Wizard, or via Add Fixtures. Using Add Fixtures provides maximum control of the patch process, whereas the Patch Wizard is ideal for getting up and running quickly. Either process has the same end result, however you may find that one method is preferable to your operating style.
Add Fixtures
The first method of adding fixtures is through Add Fixtures. This allows you to detail to the desk how many of each type of fixture are contained within the rig.
Press the [Add Fixtures] button on the monitor. The Fixture Schedule Window will appear. The left hand column in this w indow allows you to select the fixture manufacturer from those contained within the internal fixture library.
Scroll down or use the cursor keys to select the required manufacturer (eg Martin). It is possible to press the “M” key on an external keyboard to automatically jump to manufacturers beginning with M.
Figure 22 – Add Fixtures
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Press the right arrow key to move the cursor to the fixture list in the right hand column.
Scroll down or use the cursor keys to select the required fixture type (eg Mac 250 Entour).
Here we are detailing the quantity of fixtures found within the whole rig, so press the ENTER key, enter the quantity of the fixture required using the numeric keypad (eg 4), then press ENTER. The desk then loads that number of fixtures into its memory and the remaining control channel count will be reduced to indicate that these channels are now allocated.
If required, you can repeat the above procedure for all the other types of fixtures in your rig.
When you have finished adding all the fixtures you require to the schedule, press the [OK] button in the top right.. The monitor returns to the Patch screen.
User Fixture Types
If during the Add Fixtures process you discover that the manufacturer or fixture type you are looking for isn’t listed, you will require a User Fixture Type.
User Fixture Types can be created using the Fixture Tools utility which is located on the Utilities CD provided with the desk. A guide to creating User Fixture Types is also located on the CD.
Once a User Fixture Type has been obtained or created, to load it into ORB you should press the [User Fixture] button in the Fixture Schedule window.
The desk will offer you a drop down menu listing all the storage devices detected on the USB ports. Select the drive which corresponds to the device you have stored the fixture type on.
A list of user fixture type files found on the drive will then be displayed and you can select the required file using the cursor keys or trackball.
Once the file you want is highlighted, press the [OK] button to load it into the desk.
All the fixture types contained in the selected fixture type file will be loaded and added to the fixture library on the desk.
Selecting a user fixture type and specifying the number of that type in the fixture schedule is carried out in the same way as for any of the normal fixture types already present in the fixture library on the desk.
User Fixture Types which have been loaded onto the desk are displayed in the Fixture Schedule Window in the same way as normal fixture types in the fixture library. They are display ed in the correct place based on the alphabetical sorting of manufacturer and fixture type and are distinguished by having a green background, for example:
Figure 23 – User Fixture Types
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Patching Fixtures
After adding the fixtures into the desk, the next step is to patch the fixtures to the DMX outputs. Patching a fixture is the act of defining on the desk which DMX channels the fixture has been set to. Fixtures can be patched individually or in groups. Until a fixture is patched, it will be impossible to control it on ORB, as the desk has no information as to where within the 2048 possible channels the data is to be sent.
DMX addresses
The DMX signal transmitted from ORB carries 512 channels of information down each ‘universe’. Fixtures plugged into this universe must have a DMX address set on them in order for the desk to be able to control them.
A DMX address is the range of channels which a fixture has been configured to respond to. This can be a single channel (for example, a dimmer or colour scroller) or a large range (for example a moving light). Depending on the particular equipment you are connecting, the DMX address may be configured using DIP switches, on-screen menus or remotely using various configuration tools. For information on addressing your fixtures, please consult the user manual of the fixtures.
If a fixture is using a range of DMX addreses then no other fixture in the rig should be set to use these addresses as this will cause problems configuring the desk to communicate with the fixtures effectively.
A typical DMX addressing system may work like this: 1 – 96 – Dimmers 1 – 96 97 – 100 – Empty 101 – 115 – Fixture 1 (14 channels) 116 – 129 – Fixture 2 (14 channels) 129 – 143 – Fixture 3 (14 channels) 144 – 157 – Fixture 4 (14 channels) etc
DMX universes
The ORB has four ‘universes’ of DMX output, numbered 1 to 4. Each of these universes carries a different set of 512 channels of data, giving a total of 2048 possible channels outputting from the desk.
There is a 5 pin XLR output for each universe, located on the rear of the desk. Each DMX universe can also be output over Ethernet, using various communication methods.
Using the Desk Setup / Outputs settings (Page 54) it is possible to con
figure which DMX universe is transmitted from each of the DMX outputs, so if the behaviour of your fixtures isn’t as you would expect, please check these settings.
It is critical that you patch the fixtures to the correct DMX universe to correspond with the cable which they are connected to.
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Patching Fixtures
To patch fixtures at a specified DMX start address, enter the fixture number, press the @ key, enter the DMX start address and then press the ENTER key. For example:
1 @ 274 ENTER This will result in the specified fixture being patched to the first DMX
universe at address 274.
Note: If you have more than one fixture with a number of 1, this patch will patch all of these fixtures together starting with the first alphabetically by manufacturer (eg Dimmer #1 at 274, then AlphaSpot 300 HPE #1 at 275, then Mac 700 #1 at 307, etc). To prevent this confusion, it is recommended to first edit the fixture number using the Edit Fixtures screen before commencing patching using this method. For more information, see page 43.
Patching Fixtures to a Specified Universe
Fixtures can also be patched to a specified universe by including the universe number in the command. For example, to patch the fixtures to universe 3 starting at DMX address 101, enter the following command:
n @ 3/101 ENTER If you are carrying out a lot of patching onto a specified DMX
universe, you can select it using the buttons above the patch data in the Patch Screen – the currently selected universe is indicated with a red indicator. Once a universe has been selected, all patch commands which do not specify a universe will be direct to the selected universe. By default, Universe 1 is selected.
Figure 24 – Patch Screen, Output View
Patching Composite Fixtures
Certain fixture types are composite fixtures and have to be patched twice, once for the intensity parameter, and once for the remaining parameters. An example of this would be the Varilite VL5, which has an external dimmer channel in addition to the main control channels. Another example would be a Lamp + 1 Channel Scroller fixture which is used for patching colour scrollers.
The {Fixture Part} button on the syntax keys is used when patching the non intensity part of the composite fixture. This syntax key only appears where it is possible to be used, so if {Fixture Part} does not appear then your fixture will not require composite patching. If the fixture does require composite patching, follow these steps:
Type in the command: 1 THRU 6 @ 101 ENTER
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This will patch the intensities of the six fixtures to DMX channels 101-106 on the currently selected DMX universe. The intensity parameter requires a single DMX channel.
Type in the command: 1 THRU 6 {Fixture Part} 107 ENTER This will patch the remaining parameters of the six fixtures to th e
current DMX universe starting at address 107 on the currently selected universe..
Unpatching Fixtures
Unpatching a fixture removes that fixtures information from the DMX output, effectively disabling that fixture (although it may still be manipulated, programmed and adjusted on the desk, no data will be output to it).
The {Unpatch} key appears on the syntax keys when in Patch mode. The behaviour of the Unpatch function is dependant upon which Patch View is active at the time. For full information on Patch Views, see page 37.
To unpatc
h a selection of fixtures from a specified universe (Outputs
or Channels view) or all universes (Fixtures view): 1 THRU 5 {Unpatch} To unpatch an instance of a fixture from a specified universe
(Outputs or Channels view) or all universes (Fixtures view): 1 @ <address> {Unpatch} To unpatch an instance of a fixture from a specified universe and
address (all views): 1 @ <universe>/<address> {Unpatch} To unpatch a fixture at a specified address: {Unpatch} <universe>/<address> To unpatch all fixtures in a universe: {Unpatch} <universe> ENTER
Patching a Group of Fixtures
Once programming on ORB has begun, it is possible to patch whole groups of fixtures to DMX outputs as well. This is great for touring productions which may have to repatch an entire part of their rig to fit into a house rig. Group Patching is performed sequentially from a given start address. This results in all of the fixtures of this type being assigned one after another starting at the address you define:
Press the GROUP key, then select the group numerically. Press the @ key, enter the DMX start address and then press the ENTER key. For example:
GROUP n @ 1 ENTER This will patch the entire group starting at DMX address 1 on the
selected DMX universe and increasing sequentially until the whole group has been patched or the universe is full.
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Patch Views
The Patch Window can display the patch data in three different views on the monitor (Outputs, Fixtures and Channels). The default view is the Outputs view (see below).
Press the [Patch View] key in the Patch Window and then select [Outputs], [Fixtures] or [Channels] from the drop down menu. The different patch views are described in the sections below.
Outputs View
This is the default patch view and displays the DMX start address for each fixture for each DMX universe. The 4 universes are displayed vertically with each fixture listed according to its outputs.
Figure 25 – Outputs View
Fixtures View
This patch view lists all the fixtures in the schedule together with their alignment data and DMX patch address(es).
The fixtures are listed in group order. Alignment data is only displayed if it has been changed from the defaults. Patch addresses are displayed in the format universe/address in normal addressing mode or simply the address in absolute addressing mode.
Figure 26 – Fixtures View
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Channel View
This patch view shows the fixture type, fixture number and parameter (eg Gobo1<>) patched to each DMX address in each of the DMX universes, for example:
Figure 27 – Channel View
16-bit channels
The DMX protocol defines each of the 512 channels as an 8-bit level between 0 and 255. This is sufficient for the majority of parameters (for example, a gobo wheel may only have 7 or 8 different gobos to select from, so 256 possible values is plenty) however in more advanced control equipment, 256 values is not enough so two channels are linked together to create a 16-bit channel.
These channels are paired together internally and processed as a signal control channel. When output, the Least Significant Byte (Fine channel) is faded between 0 and 255, then returned to 0 as the Most Significant Byte (Course) is increased by 1, then the pattern continues. This process gives 65536 possible values for a channel instead of the 256 possible using 8-bit control.
In Channel View, the acronyms MSB and LSB are used to describe Most Significant Byte (Course) and Least Significant Byte (Fine) channels of 16-bit parameters.
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Patch Wizard
The Patch Wizard guides you through the entire patching process, and is a faster way of getting a simple patch up and running than using Add Fixtures and Patching through syntax. However, the Patch Wizard makes the assumption that your rig has been patched sequentially and can be slower for complicated patch entry.
To use the Patch Wizard, press the [Patch Wizard] button on the monitor. The Patch Wizard will appear and guide you through adding some fixtures.
Figure 28 – Patch Wizard (Step 1 – Manufacturer Selection)
First the wizard allows you to select the fixture manufacturer.
Scroll down or use the cursor keys to select the required manufacturer (eg MARTIN). If you have a keyboard connected, you can press the M key to jump straight to manufacturers beginning with M.
Standard Dimmers can be patched using the <Standard Fixtures> type, which is also where you will find fixtures such as RGB Dimmers (for LEDs), Scrollers and Relays.
Press the [Next] button to move to the next step.
Figure 29 – Patch Wizard (Step 2 – Fixture Selection)
Scroll down or use the cursor keys to select the required fixture type (eg MAC 700 Profile).
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Press the [Next] button to select the fixture Mode. It is important that the mode set here matches the mode set on the fixture itself – if in doubt, consult the fixture operating manual for full details.
Figure 30 – Patch Wizard (Step 3 – Mode Selection)
Once the Mode has been selected, press the [Next] button to move on and enter the DMX address for the fixture. If you have not yet set this on the fixtures themselves, press the [Next Address] button and the desk will calculate a DMX address for you based on the existing patch information.
It is important here to ensure that the DMX universe is correctly selected.
Figure 31 – Patch Wizard (Step 4 – DMX Address entry)
Once the address is configured, press the [Next] button and enter the quantity of the fixture required. The monitor screen will tell you the number of fixtures and control channels remaining within its limits, to ensure you do not exceed these limits.
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Figure 32 – Patch Wizard (Step 4 – Quantity)
The final step in the Patch Wizard is to assign a fixture number to the fixtures. The fixture number is the number you will refer to the fixture as within the desk software. It is recommended that you take some time thinking about numbering your fixtures. Enter the number and press [Finish].
The Patch Wizard is now complete and your fixtures have been assigned. If everything has gone according to plan, the fixtures should now have moved to their Home positions.
You can repeat the Patch Wizard for every group of fixtures you have.
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Editing Fixtures
Edit Fixtures allows you to carry out various functions relating to the fixtures assigned to the desk, including :
Name individual fixtures
Assign user fixture numbers
Edit fixture parameter Default (release) values
Edit fixture parameter Home values
Edit fixture parameter Topset values
Adjust the Pan and Tilt alignment of fixtures
Patch Functions
The behaviour of each of these functions is described in this chapter.
To enter Edit Fixtures, press the [Edit Fixtures] button on the monitor. The Edit Fixtures screen is then displayed.
To make changes to a particular fixture or a group of fixtures, first select the fixture group by pressing the GROUP button repeatedly until the required group is displayed in the title bar. All the fixtures in this group are now displayed in the Edit Fixtures window.
Press the [Default], [Home], [Topset] etc button to display the required data. Use the cursor keys to move to the individual field to edit or use the ALL row to select the value for all fixtures in the group. Press ENTER to enter the field, adjust the value as required, then press the ENTER key.
Figure 33 - Edit Fixtures
Once all changes have been made, press the [OK] key to return to the Patch screen.
If you make a mistake in Edit Fixtures, or simply wish to revert to the original values from the fixture library then press the [Reset All] key. If you wish to cancel all editing of the fixtures, press the [Cancel] key.
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Fixture Numbers
Each fixture on the desk has its own fixture number, which is the number it will be referred to during programming and on-screen.
Initially, these fixture numbers are set to increase sequentially starting from 1 within the their type, eg Dimmers 1 - 48, MAC 700s 1 - 20, MAC 2000s 1 - 20, etc. If you have used the Patch Wizard then you will have already altered these numbers as part of the process. If, however, you have used Add Fixtures then you can alter these numbers if required.
It is recommended that you take some time thinking about numbering your fixtures. It is useful to renumber your fixtures to something logical and unique, as this will be how each fixture will then be referenced during programming and playback. A fairly common numbering system is to prefix each fixture type with a unique number, so for example:
Dimmers 1 - 48 remain as fixture numbers 1 – 48. MAC 700’s 1 - 20 become fixture numbers 701 – 720. MAC 2000’s 1 - 20 become fixture numbers 201 – 220. To renumber a complete group of fixtures, the ALL row can be used. Use the arrow keys to move the cursor to the ALL row and No
column and then press the ENTER key. Enter the fixture number for the first fixture in the group and press ENTER.
Example: Select the MAC 700 group and enter 501 in the ALL row and No column. The MAC 700 fixtures will be renumbered 701, 702, 703 etc.
Notes – Fixture Numbers
If a fixture number is not
globally unique, ie another fixture exists with the same fixture number in a different type, then a ‘*’ is displayed after the fixture number.
If you have patched using the Patch Wizard then the Fixture Numbers will automatically have been set as part of the patch process. If you have used Add Fixtures then you will need to define a unique number for the fixture.
Naming Fixtures
The Fixture name defaults to the fixture type (eg MAC 700). Fixtures can be renamed by the user, if required (eg Stage Left MAC 700, Centre Stage MAC 700, Stage Right MAC 700).
Use the arrow keys to move the cursor to Name column and then press the ENTER key. Enter the name of the fixture using the external keyboard, then press ENTER.
Editing Default, Home & Topset Values
The Default values for fixture parameters are the values that are output when the fixture is released.
The Home values for fixture parameters are the values that are output when the fixture is homed or highlighted.
The Topset value for each parameter is the maximum value which can be reached when adjusting the fixture using the wheels, command line, etc. This is set to a default value of 100%.
The initial values for all of these settings are initially taken from t he fixture profile data stored in the fixture library in the desk. They are set to values that will produce an open white beam (no gobos or effects) at a central position (Pan and Tilt at 50%).
These values can be edited on an individual fixture or group basis as required.
First, select the required tab (Default, Home or Topset).
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Now, use the arrow keys to move to the required column of the selected fixture and then press the ENTER key.
Enter the required value using the external keyboard or numeric keypad on the front panel of the desk, then press ENTER.
Aligning Fixtures
The ORB desk is capable of making adjustments to your fixtures to take into account their rigging position.
Inverting Pan and Tilt
It
is possible to invert Pan and Tilt independently for each fixture. This can be particularly useful if you’ve rigged Front of House fixtures the opposite way around to those onstage.
Use the arrow keys to move the cursor to the Invert P or Invert T column of the required fixture and then press the ENTER key. Use the left and right arrow keys to toggle between the values Yes and No. Select the required value and then press the ENTER key
Now any adjustments you make to the parameter you changed will be inverted in the DMX outputs, making all your fixtures move in the same direction relative to the wheels.
Swapping Pan and Tilt
If a fi
xture is rigged on its side, you may also wish to Swap the Pan and Tilt parameters. In this function, any values defined for Pan will be output on the Tilt channel(s), and any values defined for Tilt will be output on the Pan channel(s).
Use the arrow keys to move the cursor to the P/T Swap column of the required fixture and then press the ENTER key. Use the left and right arrow keys to toggle between the values Yes and No. Select the required value and then press the ENTER key.
Patch Functions
The Patch functions under Edit Fixtures allow you to patch, repatch and unpatch selected fixtures. This functionality is provided in addition to the command line patching detailed elsewhere in this chapter. Using this window, it is possible to patch a fixture to more than one DMX address in one or more universes. These additional patch addresses are known as duplicates.
Select the fixture(s) to be edited. Click on the [Patch] button in the Edit Fixtures Window.
Figure 34 - Edit Fixtures (Patch)
Setup
ORB Operating Manual – Issue 1.0 Page 45
The patch table shows the DMX-In assignment (if assigned) and the DMX address(es) that each of the selected fixtures are currently patched to. If a fixture has not yet been patched to the DMX output then the corresponding DMX column will show ‘Add’. In the example above – Fixture numbers 101 to 105 are patched to DMX universe 2 address 1, 13, 25, 37 and 49 respectively.
Patching Fixtures
Move the c
ursor to the DMX column for the required fixture and press the ENTER key. A Patch Fixture(s) popup window is displayed on the monitor screen, for example:
Figure 35 - Edit Fixtures (Repatching)
Select the required Universe by clicking on the [Universe] button and selecting the universe from the drop down menu.
Enter the required DMX address in the Address field provided or press the [Next Address] button to automatically pick up the next available patch address in the selected universe.
Press the [OK] button to complete the patching operation or the [Cancel] button to cancel.
Repatching Fixtures
Move the c
ursor to the DMX or Duplicate n column for the required fixture and press the ENTER key. The Patch Fixture popup window is displayed on the monitor screen with the current patch address in the DMX Address field
Select the required Universe by clicking on the [Universe] button and selecting the universe from the drop down menu.
Enter the required DMX address in the Address field provided or press the [Next Address] button to automatically pick up the next available patch address in the selected universe.
Press the [OK] button to complete the patching operation or the [Cancel] button to cancel.
Unpatching Fixtures
Move the c
ursor to the DMX or Duplicate n column for the required fixture and press the ENTER key. The Patch Fixture(s) popup window will be displayed on the monitor screen with the current patch address in the DMX Address field.
Press the [Unpatch] button. A confirmation popup window will be displayed. Select the [Yes] button to confirm the operation.
Adding Duplicates
Move the cursor to th
e Duplicate 1 column for the required fixture and press the ENTER key. The Patch Fixture popup window is displayed on the monitor screen.
Select the required Universe by clicking on the [Universe] button and selecting the universe from the drop down menu.
Enter the required DMX address in the Address field provided or press the [Next Address] button to automatically pick up the next available patch address in the selected universe.
Press the [OK] button to complete the patching operation or the [Cancel] button to cancel.
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To patch further duplicates for the selected fixture move the cursor to the Duplicate 2 Column, Duplicate 3 column etc and repeat the above procedure.
When duplicates are patched for the selected fixture(s) additional columns are added to the Edit Fixtures table (one column per duplicate address) as shown in the following example:
Figure 36 - Edit Fixtures (Duplicates)
Multi-Part Fixtures
F
or multi-part fixtures (eg Lamp + Scroller) the different parts of the fixture are displayed on separate lines in the Edit Fixtures patch table.
There is an additional column (Part) which shows the part name of the multi-part fixture and a [Fixture Part] button that selects which part of the fixture is displayed on the screen (eg All Parts, Lamp, Scroll).
Figure 37 - Edit Fixtures (Multi Part fixtures)
DMX In Field
It is possib
le to assign a DMX-In address to any fixture on ORB. The DMX-In field in the patch table shows the DMX In address which is currently assigned to the fixture.
The DMX In channel is used to control the brightness (intensity) parameter of the fixture, and is mixed LTP with the level on the desk so you can grab and alter the level of a channel in such a way as you would expect on a generic fader based desk.
Setup
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Clicking on an entry in the DMX In column allow s you to chan ge the DMX In address assigned to the corresponding fixture.
Figure 38 - Entering a DMX In Address
Changing Fixture Type (Fixture Swapout)
Thi
s patch function allows you to swap one fixture type for another. This function allows for a complete swap-out of fixtures from one type to another. The desk will attempt to clone the programmed data for the swapped fixture(s) in Cues, UDKs, Submasters and Palettes as far as possible.
Parameters in the new fixture type that were not present in the original fixture type are left unprogrammed.
Select the fixture(s) to be changed. Go to the [Type] column in the window.
Select the [Change] button for the required fixture or the [Change] button in the ALL row to change the type of all the selected fixtures.
Select the Manufacturer, Fixture Type and Mode (if applicable) using the popup window on the monitor and confirm the change type operation.
Auto Menus
This Setup option generates automatic items based on the fixture schedule.
Auto Groups
This function generates a group for each of the types of fixture, plus ‘odd’ and ‘even’ groups for each different fixture type in the desk.
Press the [Auto Menus] key on monitor in the Patch tab. Select the [Create Auto Groups] option from the drop down menu.
Figure 39- Creating Auto Groups
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Auto Palettes
When the [Create Auto Palettes] option is confirmed the desk generates a number of colour, beamshape and position palettes for each moving fixture type in the fixture schedule and a number of standard effects palettes, as described below.
Colour Palettes
The desk provides the following standard colour palettes: White, Red, Orange, Yellow, Green, Blue, Violet, Cyan, Magenta and Pink.
Fixtures with colour wheel(s) - The desk compares the RGB values specified for each colour on the colour wheel of the fixture with the RGB values of the standard colours listed above. The desk generates an auto palette for those which are within a certain tolerance of the standard colour.
In addition
to the above, the desk generates an auto palette for each colour available on every colour wheel in the fixture. These palettes are labelled with the stock colour names as supplied by the manufacturer.
Fixtures with CMY or RGB colour mixing – The desk generates auto palettes for all
of the standard colours listed above.
Beamshape Palettes
The beamshape auto palettes generated by the desk are based on the gobo wheel and shutter parameters of the fixture in the schedule as follows:
Gobo Wheel(s) – An auto palette for each Gobo present on each gobo wheel in the fixture. Naming syntax is Gobo 1/1 … Gobo 1/N (first gobo wheel), Gobo 2/1 .. Gobo 2/N (second gobo wheel etc.
No Gobo – This auto palette sends all the ‘Gobo’ parameters to their default values.
Shutter - Two auto palettes (Shutter Open and Shutter Closed).
Position Palettes
The desk generates a single Home Position palette which sets the Pan and Tilt parameters to a value of 50%.
Effects Palettes
The desk generates a number of standard effects (see Effects chapter for details).
Auto Macros
When the [Create Auto Macros] option is confirmed the desk generates a number macros based upon the fixture types patched. These macros often include Lamp On, Lamp Off and Reset commands.
Setup
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Desk Setup
The Desk Setup function allows you to configure or customise the settings on the desk to your own requirements. The Desk Setup function is divided into a number of different sections which are accessed by pressing the corresponding soft button on the monitor.
Figure 40 - Desk Setup
Displays - Indicate which
monitors are connected; adjust the screen timeout, brightness and contrast; calibrate touch screens; ad
j
ust desk lamp brightness.
Peripheral – Adjust the sensitivity of the wheels on the desk
Inputs – Set up SMPTE and MIDI Timecode; CAN; Set Time; Set Date. Assign Remote Switches & Submaster DMX Inputs
Outputs – Configure DMX universes to DMX out
p
ut sockets.
Behaviour – Keep parameters separate options; Confirm Overwrites.
Default Times – Set up the default delay and fade times for each attribute (Intensity, Colour, Beamshape, Position) for all new
Cue Stack Defaults – Set up default options for all new cue stacks including timecode and chase
Submaster Defaults – Set up default options for all new submasters.
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Displays
Press the [Displays] button on the monitor, and then choose the required option from the monitor. The options are detailed below:
Figure 41 - Desk Setup / Displays
Monitor Display 1 Enabled - Yes or No.
Monitor Display 2 Enabled - Yes or No.
Colour Scheme – allows
you to pick which colour scheme to use.
Screen Timeout – Sets the time till the monitors and LCDs go into power save mode.
LCD Brightness & Contrast
– Sets the brightness and contrast for the LCDs on the front panel. This can also be set by holding down SETUP and moving the wheels.
Monitor Calibration – Activates touchscreen calibration for each monitor.
LCD Font Size – Sets the font size the LCD displays use.
Setup
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Touchscreens
A number of external touchscreens are supported by the ORB. These screens connect into the desk using the USB connection. Screens with a serial connection will not work via a USB-Serial converter. The screen needs to have a direct USB connection. It is recommended only to purchase one of the known working screens from the list below, for use with your ORB.
Currently known working
(tested and confirmed)
ZerOS version 5.0.0
Currently assumed working
(driver support provided, no reports)
Not yet working
3M Microtouch M150 3M Microtouch M170 ELO ET1746L LG L1730SF LG L1530SF iPure Solarism LM1731BT
ELO touch (most) 3M/Microtouch EX II series ITM eTurboTouch (non-eGalax compatible) Gunze AHL61 DMC TSC-10/25 eGalax, eTurboTouch CT-410/510/700 PanJit LG Touch (all) Ilyama
Solarism LM1730S ELO Touch Acoustic Pulse Recognition
(APR)
screens
Although we will endeavour to add support for other screens where possible, we make no guarantees about this since the drivers may not be available in the correct format for the desk operating system. If you want us to add support for a different screen, then we may ask you to loan us the screen (including the drivers CD that came with it) for a short time for testing. Please contact Zero 88 for details.
Setup
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Peripheral
Press the [Peripheral] key on the monitor. The various options are shown on the monitor.
Figure 42 - Desk Setup / Peripheral
Wheel Sensitivity –
Adjusts the sensitivity of the control wheels. 0% is least sensitive, 100% is most.
Setup
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Inputs
Press the [Inputs] key on the monitor. The various options are shown on the monitor.
Figure 43 - Desk Setup / Inputs
MIDI Timecode – The
frame rate of the MIDI timecode being fed to the desk, in fps.
Remote Switches - Each of the six remote switches can be configured to Disabled, Go to Cue or Macro.
If the action field is set to Go to Cue or Macro, then an additional field is displayed allowing you to enter the stack/cue or macro number as appropriate.
CAN – Not yet implemented in
software
Set Date - Press the [Set Date] key on the monitor. The Set Date Window is displayed. Enter the correct Day, Month and Year in the fields provided and then confirm by selecting the [OK] button.
Submasters Per Page – The number of submasters you require on each page. Defaults to 10.
Submaster DMX Address – The DMX –IN
address you will use to control each submaster.
SMPTE Timecode – The frame rate of the SMPTE timecode being fed to the desk, in fps.
Set Time - Press the [Set Time] key on the monitor. The Set Time Window is displayed. Enter the correct time in the field provided and then confirm by selecting the [OK] button.
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Outputs
Press the [Outputs] key on the monitor. The various options are shown on the monitor:
Figure 44 - Desk Setup / Outputs
DMX Output 1
DMX Output 2
DMX Output 3
DMX Output 4
Each DMX Output Universe can be mapped to a different Data Universe. The default setting is a 1:1 mapping.
Setup
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Behaviour
Press the [Behaviour] button on the monitor. The various options are shown:
Figure 45 - Desk Setup / Behaviour
Keep Parameters Separate –
If the options above are set to ‘Yes’ then each individual parameter in that attribute will be tagged separately (eg in a CMY fixture, if Cyan is adjusted, only Cyan will be tagged).
If the attribute is set to ‘No’ then as soon as one parameter in that attribute is adjusted, all the parameters in that attribute will be tagged automatically (eg in a CMY fixture, if Cyan is adjusted, then Cyan, Magenta, Yellow and any other colour parameter for the fixture will be tagged automatically).
Confirm Overwrites ­When this option is set to ‘Yes’ a confirmation window will appear on the monitor when overwriting a cue, palette, effect, macro etc.
Recovery Mode – This setting defines how the desk behaves when powered up – Restart from Last State or Blackout.
Setup
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Default Times
Press the [Default Times] key on the monitor. The various options are shown:
Figure 46 - Desk Setup / Default Times
Intensity Fade / Delay – Separate times
for channels fading Up and those fading Down.
Colour Fade / Delay – The times that colour channels use when programmed into cues or UDKs
Beamshape Fade / Delay – The times that beamshape channels use when programmed into cues or
Position Fade / Delay – The times that position channels use when programmed into cues or
Setup
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Cue Stack Defaults
Press the [Cue Stack Defaults] key on the touch screen. The various options are shown on the touch screen under four main sections (General, Chase, Trigger and Move on Dark):
Figure 47 - Desk Setup / Cue Stack Defaults
General Options: Timecode – Default
Timecode setting Master Fader
Default Master Fader mode
Trigger Options: Trigger on Raise – Default
Trigger on Raise setting
Trigger Level – Default Level
Move on Dark Options: Move on Dark – Default
Enabled or Disabled
Delay – Default Delay time Fade – Default fade time
Chase Options: Chase Drive – Default Drive
for a stack turned into a chase Chase Direction – Default
Direction for a stack turned into a chase
Chase Speed – Default Speed Chase Fade – Default Fade % Chase Shots – Default # of
Shots
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Submaster Defaults
Not Yet Written
Lock Functions
Press the [Lock] key on the touch screen. A drop down menu is displayed on the touch screen. The menu options are summarised below:
Lock All – This option locks all
the functionality on the desk. It will not be possible to do anything on the desk until it is unlocked using the current lock code.
Change PIN – This option allows the user to change the lock code (PIN) for the desk. The lock code (PIN) is a four digit number (0000 – 9999). The lock code can be entered via the numeric keypad on the front panel, or external keyboard. The default lock code for the desk is 0000.
Cancel – Closes the menu.
If you forget the lock code for your ORB, please contact Zero 88 Technical Support for assistance and have the desk’s serial number to hand. You may be asked some questions to verify your identity and ensure that you have a genuine reason to unlock a desk without knowing its lock code.
This functionality is not yet implemented in software
Setup
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Files
This section of Setup allows you to save and load show files and to load or clear User Fixtures (UFTs). Each section of the Files menu is accessed through a button on the monitor.
Saving Shows
To save a copy of your show, you first need a storage media. The ORB is supplied with a 1GB USB flash memory stick, although other storage media may be used with the console. Connect your media to the USB port on the desk (any port will do). If using an external floppy drive, remember to insert a floppy disk into the drive.
Press the [Files] button on the monitor. Press the [Save Show] button on the monitor. The Save Show
window is displayed:
Figure 48 - Save Show
Select the desired storage device by pressing the [Destination Device] key. This cycles through all the available devices; select the one you require. If the drive doesn’t appear in the list, press [Refresh] after a couple of seconds.
Select the Filename field and enter a name for the show file. This name will be used as the file name on the destination device, so ensure it is unique and easily identifiable.
Select the [Save Complete Show] box and toggle it until it displays the option you require. The ORB allows you to save just the Setup, the Setup and Palettes, or the Complete show.
Press the [OK] button to save the show.
Setup
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Loading Shows
To load a show, connect the storage media to the USB port on the desk (any port).
If you’re using an external floppy drive, remember to insert the floppy disk into the drive.
Press the [Files], then [Load Show]. The Load Show Window is displayed:
Figure 49 - Load Show
Select the storage device by pressing on the [Source Device] toggle box. This will cycle through all the available devices, so select the one you require.
Select the required show from the list of available shows displayed. Select the [Load Complete Show] box and toggle it until it displays
the option you require. The ORB allows you to load just the Setup, the Setup and Palettes, or the Complete show.
Press the [OK] button to load the show.
Note – Loading Shows
Loading a show file will clear any existing show data from the desk so ensure that you have backed up your previous show before
you
load another one onto the desk.
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Loading User Fixture Types
The desk provides a method for loading fixture types which are not in the fixture library stored on the desk, ie user fixture types which are stored on a memory stick or CD.
Press the [Load User Fixtures] key in files. Select the Source Device (Removable Device) as required. A list of
UFT files found on the source device is displayed on the touch screen.
Select the required file using the cursor keys or by touch on the touch screen.
Select the [OK] button.
Figure 50 - Loading a user fixture
All the fixture types contained in the selected UFT file are loaded and effectively added to the fixture library on the desk.
Selecting a user fixture type and setting the number of that type in the fixture schedule is performed in the same way as for any of the normal fixture types already present in the fixture library on the desk.
User Fixture Types which have been loaded onto the desk are displayed in the Fixture Schedule Window in the same way as fixture types in the fixture library. They appear in the schedule based on the alphabetical sorting of manufacturer and fixture type and are distinguished by having a green background, for example:
Figure 51 – User Fixture Types in Add Fixtures
Setup
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Clearing User Fixture Types
The desk provides a method for clearing all the user fixture types which have been loaded onto the desk.
Press the [Clear User Fixtures] button on the monitor. A confirmation window is displayed.
Press the [Yes] button to clear the user fixtures which have been loaded on the desk.
Update Fixture File
The desk software includes the latest fixture library release at the time the software was released. From time to time a new software release is made. This option allows you to update the Fixture Library file on the desk.
Insert a memory stick containing the Fixture Library file into one of the USB ports on the desk.
Press SETUP
Press the [Files] button
Press the [Update Fixture File] button.
The desk searches for the update file on the memory stick.
Follow the instructions shown on the monitor to complete the
update.
Desk Information
When the [Desk Information] key is selected a screen is displayed containing information on the various software, firmware and BIOS installed in the desk as follows:
Hardware Platform
Slave 1 Bootloader
Slave 1 Firmware
Slave 2 Bootloader
Slave 2 Firmware
Motherboard BIOS
NVR Location
OS Version
Software Version
Serial Number
Fixture Library
Current Show
Flash Size
If any versions are displayed in RED in the Desk Information screen, this indicates that the versions are out of date. Please contact a Zero 88 service agent for advice on updating these software versions.
When reporting any problems to Zero 88, please include all of the information displayed within the Desk Information screen.
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Clear Options
This option allows the user to clear (delete) various components of a show (eg palettes), the whole show, or reset the desk back to factory defaults.
Press the [Clear Options] key on the Setup screen. The various clear options and other functions are displayed on the monitor as shown below:
Figure 52 - Clear Options
Clear Colour Palettes … Clear User Defined Keys - Clears the
specified items only
from the show data in the desk.
Clear All – Clears all of the above items from the show in the desk, but does not
clear the Patch or change any of the Setup options.
Reset Desk – Performs the Clear All operation, clears the Patch and resets all the Setup options to factory defaults.
Setup
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Network
The ORB supports various Ethernet communication protocols, for connecting to visualisation tools, PDA remote controls, etc. Details of these protocols are found in this section:
Ethernet Basics
Unlike DMX, Ethernet operates in a different topology. DMX is da isy chained from fixture to fixture, whereas Ethernet data is connected using a Star topology.
IP Addresses IP Addresses are a devices identity on an Ethernet network.
The address indicates where the device is located and in combination with the Subnet Mask, indicates what the desk can see, and vice-versa. The number is made up from 4 blocks of data, between 0 and 255 – eg 192.168.0.1
Subnet Masks The Subnet Mask indicates what a network device can see on
the network – the standard subnet mask for an Ethernet network is 255.255.255.0, indicating that a device with an IP address of 192.168.0.1 can see any device whose IP starts with 192.168.0.x, but cannot see anything starting
192.168.1.x
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Changing an IP Address
On Windows XP, to configure the IP address of a PC, first select Start, Connect To, Show All Connections…
Find the connection for the Network Adaptor you want to use (usually “Local Area Connection”) and right click on it, selecting “Properties”.
Select the “Internet Protocol (TCP/IP)” and press Properties
Enter the required IP address settings in the popup window and select OK.
Switch vs Crossover
There are two ways of making an Ethernet connection with a ZerOS console
Via a standard Ethernet Switch – the desk is connected to one connector on the switch, and other devices are connected to another port Via a crossover cable – the desk and connected device are connected together directly via a crossed network cable. This system is ideal for visualisation PCs as it negates the need for an additional box in the middle, however this system has its drawbacks – it is not possible to use DHCP configuration, and it is not possible to connect more than one device in this manor.
DHCP
DHCP is a protocol used by Ethernet enabled devices to dynamically allocate an IP address to devices on the network. In order to use this system, a DHCP host must exist on the network. Some Ethernet Switches offer DHCP capabilities, as do Wireless Routers. It is important that you ensure that there is only ONE DHCP host on a network – multiple DHCP hosts can cause malfunctioning of the system.
Setup
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Art-Net
Art-Net is a lighting protocol which sends DMX data over Ethernet. The standard allows for multiple DMX universes to be sent over a single Ethernet cable. The ZerOS consoles can output upto 4 universes of DMX data via Art-Net.
Each Art-Net device needs an IP address starting with a 2.x.x.x or a 10.x.x.x, and this setting must match on the desk itself. Each DMX universe must then be allocated to a Port – Art-Net Ports numerate from 0-15, so it is generally accepted that desk universe 1 will become Art-Net universe 0, however this is user definable.
Art-Net enabled devices include Media Servers, Moving Lights and also dedicated DMX output boxes such as the “1 Universe Ethernet Box” by Cooper Controls. The system will look something like this:
Transmit Art-Net - Enables or Disables ArtNet transmission.
Network Switch - 2 or 10. ArtNet allows two separate network IP ranges.
Each port can be allocated a separate port, or be disabled. This port must be matched with the Art-Net receiving device (Light Converse, etc).
Light Converse Integration ­Allows additional functionality to be used with Light Converse (eg bi-directional patching, fixture selection etc.)
Subnet - The y number in the 2.x.y.z IP range.
Used for multiple Art-Net networks on a single network.
Setup
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Remote
ZerOS Remote offers the ability to remotely control various areas of the desk. The remote uses a standard Windows Mobile or Windows PocketPC application to enable remote control of the console via a wireless network.
The ideal setup for this system is as follows:
The console is connected to a Wireless Router via an Ethernet connection. The Wireless Router is then configured to enable wireless communication via a standard 802.11b connection, and the Palmtop Computer (PDA) connects to this wirelessly. As long as the console IP address and the PDA IP address are able to see each other, the system should automatically setup and configure.
With a PC connected to the network with the desk and the PDA, load up an internet browser and type in http://192.168.0.1/
(or the configuration IP address of the router, if different) into the address bar and hit GO.
At this point you will be prompted for a user name and password, which will be detailed in the user manual for the router.
Once connected to the router, look for settings which relate to the wireless connection and to DHCP. Ensure that DHCP is enabled and that the wireless is active. Setup a name for the wireless network which you'll recognise (we use "Zero 88") and choose a wireless channel. If required, security can be added. Once settings have been changed, click the Save Option and then the Reboot Router option to ensure that the settings are stored.
Ensure that the PDA has activated the wireless connection (this is normally done through some sort of connection manager). The first time you enable wireless in an area, the PDA will search for all available wireless networks and will ask you if you want to connect to any it finds. At this stage, you should see the Zero 88 network listed. Select it and choose connect (if you added security, you'll need to enter these details here).
Once the PDA is connected and the desk is connected, on the desk go to Setup / Network / Remote. Choose Enabled Remote - Yes, and Use DHCP Address - Yes. Again, enable security if you like (this security is simply a password the remote will prompt you for before connecting).
At the bottom of the remote setup screen, a message should appear
- "Remote Active". If "Remote Not Active - No DHCP Address" is displayed, ensure that DHCP is enabled on the router and reboot the desk.
Assuming "Remote Active" is displayed and the PDA connected to the wireless network, you should be able to start the ZerOS Remote program on the PDA and the desk should be detected. Press on the Desk name and click the connect button.
For full information on the Remote, see the Remote chapter in this manual (Page
115).
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Light Converse (http://www.lightconverse.net)
The Light Converse visualiser uses Art-Net to communicate with the desk software, hence the presence of the visualisation configuration settings in the Art-Net tab of Network Setup. The rules of Art-Net (above) apply when configuring a Light Converse setup.
Light Converse integration requires a Zero 88 Light Converse USB dongle, available from Zero 88. Once active, the system allows bidirectional control of fixtures, selection and patching via the Ethernet connection.
Capture (CITP) (http://www.capturesweden.com)
Capture 2005 visualising software communicates with the desk via a protocol known as CITP. This protocol allows for any standard PC network between the desk and the visualising PC. The console allows you to configure either a fixed IP address or one allocated via DHCP. As long as the two devices can see each other, the system should function correctly.
Setup
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WYSIWYG (http://www.castlighting.com)
WYSIWYG Requirements
A current (Release 21 or greater) installation of WYSIWYG
Perform
The Zero 88 consoles file (provided on the Cast website)
The Zero 88 WYSIWYG Driver (provided on the Zero 88 website,
or on the CD with the desk)
An Ethernet connection to your Zero 88 console
WYSIWYG Installation
First install WYSIWYG Release 22 or greater, following the
standard procedure (if you’re using Release 21, you’ll need the Zero 88 Consoles CFB file)
Run the Zero 88 WYSIWYG Driver installation tool
Once the driver is installed, run the tool
Select the network interface you wish to connect WYSIWYG with
(the IP address is shown)
Choose OK
WYSIWYG Usage
Start WYSIWYG & load your show file
Patch your fixtures to Universes in WYSIWYG
In the LIVE tab, select LIVE, Device Manager
In Device Manager, select New and locate the
Zero 88 console you are connecting to
Select the console and click Properties, then enter the IP address of the desk in the Address. Select each Port on the desk and Bind these to a Universe on WYSIWYG.
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In the Device Manager, click CONNECT and the console should connect. You can now use WYSIWYG to visualise your show.
When you have finished using it, click DISCONNECT in the Device Manager.
Zero Wire
Zero Wire DMX is a wireless DMX transmission system from Zero
88. The system can be output directly from the console via the [Network] options in Setup, and can then be routed via a Wireless Access Point to Zero Wire DMX boxes which decode the signal to DMX for linking to fixtures and dimmers, etc.
In the Zero Wire setup page there are a host of options, which enable each DMX Universe on the desk to be routed to an IP address with a unique Universe number (see below).
For more information, see the Zero Wire DMX user manual, which can be found on the Zero 88 website.
The Output Window
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The Output Window
The Output Window is central to the programming functionality on the ORB desk. It is recommended (but not mandatory) that the Output Window is displayed on one of the monitor screens when programming cues, palettes etc. To display the Output Window, press the {Show Output Window} syntax key.
Valuesallows you
to select between values, fade, delay and source views
Window Setup
allows you to customise the window to your requirements.
Fixture names
Channel information – colour coded
Blue – Fading Up
Green – Fading Down
Red – In Programmer
Orange – In Programmer but untagged Yellow Background – Selected Red Background - Parked
White – From a Cue
Yellow – From a UDK / Sub
Selected Channels
Selected fixture information. One row for each fixture, one column for each parameter.
Gobo previews appear here.
The Output Window
Page 72 ORB Operating Manual – Issue 1.0
The Output Window displays the outputs which are coming from all areas of the desk (Programmer, Cue Stacks or UDK’s). The outputs can be viewed as DMX values, Percentage values or parameter Details, and can show Values, Fade or Delay times per channel.
Output Window – Values View
In the Output Window, when the [Values] option is selected, the fixtures and their parameter values are shown. The currently selected fixtures are highlighted in yellow. Fixture parameters which are tagged have a bright background, untagged parameters have a dark background. This is the Normal view of the Output Window.
Output Window - Fade View
When the [Fade] option is selected, the fade times of the fixture parameters are displayed in the Output Window, and the fixture wheels can be used to adjust the fade time of their relevant parameters.
Output Window - Delay View
When the [Delay] option is selected, the delay times of the fixture parameters are displayed in the Output Window. Like Fade view, the fixture wheels can be used to adjust the timing of a parameter.
Figure 53 - Output Window Fade View
Output Window – Source View
When the [Source] option is selected, the Output Window displays the source of the output data rather than the actual output values as follows:
o P Programmer o C S/C Cue (Stack Number / Cue Number) o SX/Y Submaster (Page Number / Submaster) o UDK p/n User Defined Key (Page / Number) o PARKED The fixture has been parked o D Default value of the parameter
Output Window – Window Setup
Pressing the Window Setup button opens a popup window which allows you to adjust the Output Window configuration.
The Output Window
ORB Operating Manual – Issue 1.0 Page 73
Figure 54 - Output Window Setup
Details (%)
Wh
en the [Details (%)] soft button is selected a drop down menu is
displayed with the following options:
Percent – When this option is selected all the fixture parameter values are displayed as percentages (ie 0 – 100% for both 8 bit and 16 bit parameters).
DMX - When this option is selected all the fixture parameter
values are displayed as DMX values (ie 0 - 255 for 8 bit parameters or 0 - 65535 for 16 bit parameters).
Details (%) – When this option is selected the fixture parameter values will be displayed as the parameter detail names (eg Red, Gobo 1) where they are defined in the fixture data. If parameter details are not defined, the window will show the actual numerical values in %.
Details (DMX) – When this option is selected the fixture parameter values will be displayed as the parameter detail names (eg Red, Gobo 1) where they are defined in the fixture data. If parameter details are not defined, the window will show the actual numerical values in DMX (0-255 or 0 – 65535).
Hide Unpatched
The Hide Unpatched option allows you to hide any non-outputting channels. This cleans up the output view but may hide information you require if you are offline programming a show before patching
the desk. Gaps in numbers are indicated by a vertical line between their channel numbers.
Figure 55 - Output Window (Hide Unpatched)
Channel / Fixture / Intensity Views
There are three different views of the Output Window (Channel, Fixture and Intensity). Click on the [Channel] button and select the required view from the drop down menu.
Fixture view is useful for moving light heavy rigs as it details all of the moving light parameters all of the time, whereas Channel View only shows the selected fixtures parameters.
Programming
Page 74 ORB Operating Manual – Issue 1.0
Programming
This section of the manual covers the basic functionality of programming which involves selecting fixtures, adjustin g one or more of their parameters to the required values, and then recording the information into a cue, palette, effect or UDK.
Selecting Fixtures
Before fixtures can be controlled by the desk they need to be selected. Selected fixtures are shown with Yellow backgrounds in the Output window.
To select an individual fixture or a number of fixtures, type in their fixture numbers followed by ENTER, for example:
1 ENTER (selects fixture 1) 2 AND 3 ENTER (selects fixtures 2 and 3) 5 THRU 10 ENTER (selects fixtures 5,6,7,8,9, and 10) For example, if the MAC 700’s have been given fixture numbers 701
– 720, then the following commands could be used: 701 ENTER (selects the first MAC 700 fixture) 702 AND 703 ENTER (selects the second and third MAC 700) 711 THRU 720 ENTER (selects the last 10 MAC 700 fixtures) Alternatively, you can use the syntax keys to select the next or
previous fixture respectively.
Controlling Intensity Parameters
The intensity (or brightness) parameter of the selected fixture(s) can be controlled by entering commands directly via the numeric keypad or by using the control wheel.
Intensity levels can be set for a complete group of fixtures using the following commands:
GROUP n @ m ENTER (sets the intensity output to m %)
Intensity levels can also be set for a single fixture or a number of fixtures within a group. First select the group and then use any of the following commands:
1 @ N ENTER (sets the intensity output of fixture 1 to N %)
1 FULL ENTER (sets the intensity output of fixture 1 to 100 %)
1 @. (sets the intensity output of fixture 1 to 0%)
2 AND 3 @ N ENTER (sets the intensity output of fixtures 2 and 3 to N %)
2 AND 3 FULL ENTER (sets the intensity output of fixtures 2 and 3 to 100 %)
5 THRU 10 @ N ENTER (sets the intensity output of fixtures 5 to 10 to N %)
5 THRU 10 FULL ENTER (sets the intensity output of fixtures 5 to 10 to 100 %)
The Intensity channel of a fixture can also be controlled using the intensity wheel.
Use the control wheel to adjust the intensity level as required. The output value is shown on the LCD sceren above the wheel. Note that intensity adjustment on the wheel is relative by def ault which means that if a range of fixtures are selected with different original values, the movement of the wheel will be applied to each fixture
Programming
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individually (eg each fixture will increase or decrease by a percentage from its original value).
Note – Intensity on the Wheel
The Intensity wheel will always control the selected fixtures intensity.
Note – No Intensity Output ?
If the intensity output levels do not change when you send one of the above commands to a fixture, or adjust the intensity level using the wheel, check that the GRAND MASTER fader is at full and the BLACKOUT button is off. If the selected fixture(s) have a Shutter parameter, check that the shutter is open.
Some fixtures also have control of the lamp remotely – try sending the Lamp On macro command to the fixture, if supported.
Controlling Fixture Parameters
Each fixture type has it’s own set of parameters (intensity, colour, gobo, pan, tilt etc.) which are classified or grouped together in different attributes (Position, Colour, Beam). This information is defined in the fixture library.
Once a fixture, or group of fixtures has been selected, the attribute buttons and control wheels can be used to adjust the parameter output levels as required.
Controlling Colour Parameters
The colour parameters of the selected fixture(s) are controlled using the control wheels.
First select the required fixture(s) and then press the COLOUR key. The colour parameters for the fixture are assigned to the control
wheels and are indicated on the LCD screen above the wheels. If the fixture has more than three controllable parameters for the
selected attribute, pressing the COLOUR key again will select the next group of parameters.
Wherever possible the desk will group similar parameters together (eg Cyan, Magenta and Yellow will appear together on the wheels).
Adjustment of colour is by default an Absolute adjustment.
Controlling Beamshape Parameters
The beamshape parameters of the selected fixture(s) are controlled using the control wheels.
First select the required fixture(s) and then press the BEAM key. The beamshape parameters for the fixture are assigned to the
control wheels and are indicated on the LCD screen above the wheels.
If the fixture has more than three controllable parameters for the selected attribute, pressing the BEAM key will select the next group of parameters.
Adjustment of beamshape is by default an Absolute adjustment.
Controlling Position Parameters
The position parameters of the selected fixture(s) are controlled using the control wheels.
First select the required fixture(s) and then press the POS key. The position parameters for the fixture are assigned to the control
wheels and are indicated on the LCD screen above the wheels. If the fixture has more than three controllable parameters for the
selected attribute, pressing the POS key will select the next group of parameters.
Adjustment of position is by default an Absolute adjustment.
Programming
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Tagging Parameters
On the ORB desk, fixture parameters must be ‘tagged’ for them to be recorded when programming cues, submasters, palettes and UDK’s.
The tag status of each fixture parameter is indicated on the LCD screen and in the Output Window by it’s background colour as follows: dark background = untagged; bright background = tagged.
Figure 56 - Output Window showing tagged channels
If a parameter’s value is changed by a command, moving the control wheel or directly in the Output Window, it will be tagged automatically.
You can also tag and untag fixture parameters manually by holding down CLEAR and moving a wheel.
Smart Tags
There is a [Smart Tag] button displayed in the Output Window and on the front panel of the desk:
Figure 57 - Smart Tag button
In normal desk operation, only those channels which are tagged in the programmer will be recorded into the cue, submaster, UDK or palette.
Smart Tags remove the need for you to work out which channels should or shouldn't be tagged in a state. As such, they can be used to build states using submasters and other playback elements.
When the RECORD key is pressed the state on stage is what will be recorded, regardless of whether or not a dimmer channel or fixture parameter is tagged in the programmer.
Put simply, with Smart Tags enabled, you no longer have to th ink about Tracking. The desk will insert whatever tracking is required to make your show work - including ignoring fixtures whose intensity is set to 0% to enable Move on Dark to fully function.
To switch on Smart Tags – click on the [Smart Tag] button in the Output Window, or press the SMART TAG button on the front panel.
Use Smart Tags in combination with Cue Only to create inserted cues that don't affect the rest of the cue stack, for example an added blackout in the middle of a scene.
Programming
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The Command Line
All commands (selection commands, intensity commands, wheel movements, manual tagging etc) are recorded and displayed on the command line, found at the bottom of the monitor.
The commands may be undone, one at a time using the backspace key () on the numeric keypad. Each press of the backspace key undoes one command until you reach the original group selection command.
Figure 58 - Command Line
Above the Command Line on the monitor is the Suggested Commands bar, which follows your syntax commands and shows you the buttons which can be pressed next in your syntax. These command buttons either exist on the front panel or syntax keys, or are hidden shortcut commands (eg Rem Dim, which is SHIFT and FULL)
Basic Record Commands
Once a scene is set up in the programmer as you require it, it can be recorded to a cue using the following syntax:
RECORD CUE n ENTER (Records cue N in the selected cue stack)
RECORD SUB n ENTER (Records submaster N on the current page)
RECORD x/y ENTER (Records cue Y on cue stack x)
RECORD SUB x/y ENTER (Records submaster Y on page X)
By following this simple record logic, you can program most simple items. The syntax also follows through for palettes and groups:
RECORD COLOUR n ENTER (Records the colour parameters to the specified palette)
RECORD GROUP n ENTER (Records the selected channels into a group)
RECORD <UDK> (Records the outputting data onto a UDK)
For full details about recording and playback of each programmable element, see the relevant pages later in the manual.
After Programming
After programming it is critical that you CLEAR the programmer before playback. Any remaining parameters trapped into the programmer will affect your outputs and what you see will not be as you programmed it until such a time as you clear the programmer.
Double press the CLEAR button and then replay your cues or submasters as required.
Clear
As soon as any changes are made to the outputs in the programmer, the LED in the CLEAR key is lit, to indicate that fixture parameters have been changed.
Pressing the CLEAR key once clears all the commands in the command line except for the fixture selection.
Pressing the CLEAR key a second time clears the fixture selection from the programmer.
It is important to clear your programmer before playing back your show to ensure that what you have programmed is what you see on the outputs.
Updating
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Updating
Update Options Window
After setting up data in the programmer and pressing the UPDATE key, or after loading an item (cue, palette, submast er or UDK) into the programmer, adjusting parameter values or times and pressing the UPDATE key, the Update Options Window is displayed on the touch screen and both monitor screens.
The Update Options Window contains a number of soft keys that allow you to select what, how and where the information will be updated. This window is very similar in both style and operation to the Record Options Window. Example:
Figure 59 - Update Options
Source Options
The top section of the window contains one or more source option buttons. There is a soft button for each source that may be updated by the user. Each source may be independently selected or deselected by pressing the soft button. When a source is not selected the button is grey. When a source is selected the button is green.
In the case where an item (cue, palette, submaster or UDK) has been loaded into the programmer, parameter values or times adjusted and the UPDATE key pressed, the Update Options Window contains the loaded item as the only source option. This option is automatically selected.
Show All Button
By default, the source options displayed in the Update Options Window are restricted to those items that have channels affected by the changes made in the programmer.
If the [Show All] button is selected, all the currently outputting sources, regardless of channel ownership will be displayed, allowing you to update items that did not previously have control of the updated channels in the programmer.
Tracking Options
Below the source options section there is a row of buttons containing the tracking options [Track Forward], [Track Backward], [Track Both] and [Cue Only]. These options are only applicable and accessible when a cue (or cues) are selected.
These four options are mutually exclusive, with the default option being [Track Forward]. When an option is selected the button turns
Updating
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green. The tracking options work in the same way as they do in the Record Options Window (page 116).
Merge and Remove Options
These two buttons allow you to merge or remove the specified data in the programmer from existing
cues, palettes or UDKs. These
two buttons are mutually exclusive. If [Merge] is active, the data will be merged into the selected cue,
palette, submaster or UDK. If [Remove] is active, the data will be removed from the selected
cue, palette, submaster or UDK.
Clear Tagging
This button determines what happens to the parameters in the programmer after the update operation is performed.
If the [Clear Tagging] button is active then the parameters will be untagged
after the update operation.
If the [Clear Tagging] button is inactive then the parameters will remain tagged after the update operation.
Attribute Selection Bar
The Attribute Selection Bar indicates which parameters will be recorded for each of the different attributes (Intensity, Position, Colour, Beamshape and Effects).
When the Update Options Window is displayed - the attribute selection bar initially shows red (tagged) for each attribute in which one or more parameters of that attribute are tagged in the programmer and grey (none) for those attributes where no parameters are tagged.
Pressing each of the soft buttons cycles round the three options for that attribute. The current option is indicated by the background colour of the button as follows:
Grey = No Parameters; Green = Tagged Parameters; Red = All Parameters.
OK and Cancel Buttons
Press the [OK] button to update the selected source options. Press the [Cancel] button to close the Update Options Window
without updating any items.
Groups
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Groups
The ORB provides 1000 user definable Groups. Groups are most commonly used when selecting fixtures and programming data to be recorded in cues, palettes etc. Groups can also be assigned to User Definable Keys (UDK).
What are Groups?
Groups on ORB are lists of channels which are similar in some way, and are commonly used for speeding up programming. For example, groups may be created for the Warm generic wash, all Front of House moving lights, all On Stage Moving Lights, etc. Having groups created before commencing programming of cues speeds up the creation of the cues as instead of having to remember a list of channels, you only have to remember one group number.
Automatic Groups
In Setup, there is an option to generate a set of automatic groups based on the fixture types in the schedule. The desk generates a group for each of the Master Groups, plus ‘odd’ and ‘even’ groups for each different fixture type in the schedule.
To create the automatic groups, first enter SETUP, then press the [Auto Menus] button and select the [Create Autogroups] option, then exit Setup.
Automatic Groups are referenced by Group Number and appear in the Group Window.
User Defined Groups
In addition to the Automatic Groups, you can also create your own groups of fixtures, eg Floor MACs, Left Stage Movers etc. User
defined groups can be all of the same fixture type or any combination of fixture types.
Simply select the fixtures that you wish to be in the group and then enter the command:
RECORD GROUP n ENTER RECORD {click on a group in the Group Window} The specified group will then be stored.
Naming Groups
Each group can have a name associated with it – this name is then displayed in the Group window and command line when accessing groups.
To set the name of a user defined group, select the required group from the Group Window and press the NAME key or enter one of the following commands:
GROUP n NAME {your name} ENTER NAME GROUP n ENTER Type in the name of the group using the external keyboard and
then press ENTER.
Copying Groups
To create a copy of a group, enter the following command: GROUP n COPY TO p ENTER This will create a copy of the original group (n) at location (p) which
you can use or modify as required.
Groups
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Moving Groups
If you need to re-order your groups, you can Move a group from one location to another. Enter the following command:
GROUP n MOVE TO p ENTER
Deleting Groups
To delete a group, enter one of the following commands: GROUP n DELETE DELETE GROUP n ENTER The desk will ask you to confirm this action before the command is
executed. Once deleted, a group cannot be recovered but can be recreated manually if required.
Group Window
The Group Window appears on Monitor 2 in the bottom right by default.
To display the Group Window on the monitor, hold down the SHIFT key and then press the GROUP key:
Figure 60 – Group Window
The Group Window contains a soft button for each of the 1000 groups. Each soft button contains the following data: Group Number (1-1000) and name, if defined.
Unprogrammed groups are indicated by a ‘*’ next to the group number.
Palettes
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Palettes
The ORB desk provides you with four sets of 1000 palettes. The palettes are stored under the nominal headings of Position, Beam, Colour and Effects.
Palettes may contain any combination
of Intensity, Colour, Beamshape, Position or Effects parameters. For example, a colour palette may include intensity and colour, a beamshape palette could include beamshape and position etc.
What are Palettes?
Palettes on ORB are small pieces of information which define to the desk how to create a particular look on stage. For example, palettes may be created for colours Blue, Red and Yellow, positions Downstage Left, Centre Stage and Upstage Right, and beamshapes Gobo 3, Prism In, Rotation, etc. Having palettes created before commencing programming of cues speeds up the creation of the cues as instead of having to continuously move the fixture wheels to adjust parameters, you only have to enter the palette reference.
Recording Palettes
Programming a palette is simple and similar to recording a cue. Set up the fixture outputs as required, ensuring that the correct fixture parameters are tagged, and then enter the following command:
RECORD COLOUR n ENTER To record the fixture data as a beamshape, position or effects
palette, simply replace the COLOUR part of the command with BEAM, POSITION or EFFECTS respectively.
Hints on Recording Palettes If you wish to record attributes, other than the default one for the
type of palette being recorded, then select the required attributes
on the Record Options Window on the monitor before
pressing the
ENTER key. When creating Position palettes, use Highlight (SHIFT + HOME) key
to grab a fixture in open white. Set the position as required, then turn the Highlight off before recording the palette. This way you won’t have to untag the intensity of each fixture.
Naming Palettes
Palettes can be named, either as a separate operation or as part of the recording process, by entering one of the following commands:
COLOUR n NAME {your name} ENTER NAME COLOUR n ENTER {your name} ENTER RECORD COLOUR n NAME {your name} ENTER
Outputting Palettes
Select a fixture or group of fixtures and then enter one of the following commands:
COLOUR n ENTER Snaps the outputs to the programmed palette values.
COLOUR n TIME x ENTER Fades the outputs in X seconds.
If any of the selected fixtures are not actually programmed in the applied palette, but there are one or more fixtures of the same type that are programmed, the fixture will use the values programmed for the first fixture of the same type.
If the fixture data in the programmer is then recorded into a cue or UDK, the desk will record the palette reference number rather than the actual parameter values.
Palettes
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Updating Palettes
It is possible to update palettes in several ways. The first option is to load that palette back into the programmer. Enter the syntax:
LOAD COLOUR n ENTER Now make the changes to the palette as required (by adjusting
parameters as required) and then press UPDATE. The Update Options window will appear:
Figure 61 - Update Options
The palette you loaded will automatically be selected, so you just need to press OK to complete the edit.
The other option for updating palettes is to do the update without first loading the palette. When you press UPDATE you will be offered a number of sources – select the one you wish to update and press OK.
Copying Palettes
To copy a palette from one location to another, enter one of the following commands:
COLOUR n COPY TO p ENTER BEAM n COPY TO p ENTER POSITION n COPY TO p ENTER EFFECTS n COPY TO p ENTER
As all palettes have the same data structure and may contain fixture parameter data from any combination of attributes, it is also possible to copy a palette from one attribute to another, for example:
COLOUR 2 COPY TO BEAM 5 ENTER
Moving Palettes
To Move a palette from one location to another, enter one of the following commands:
COLOUR n MOVE TO p ENTER BEAM n MOVE TO p ENTER POSITION n MOVE TO p ENTER EFFECTS n MOVE TO p ENTER
When a palette is moved to a new location, any cues that referenced the original palette will now reference the new location of the palette.
As all palettes have the same data structure and may contain fixture parameter data from any combination of attributes, it is also possible to move a palette from one attribute to another, for example:
COLOUR 2 MOVE TO BEAM 5 ENTER
Deleting Palettes
To delete a palette, enter one of the following commands: COLOUR n DELETE DELETE COLOUR n ENTER BEAM n DELETE
Palettes
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DELETE BEAM n ENTER POSITION n DELETE DELETE POSITION n ENTER To delete a range of palettes, enter the following command: DELETE COLOUR a THRU b ENTER When a palette is deleted, any cues that previously referenced the
palette are updated to contain the actual values that were stored in the palette.
Palette Windows
Each set of palettes has it’s own palette window. To display one of the palette windows on the monitor, hold down the SHIFT key and then press the appropriate attribute key (POSITION, COLOUR, BEAM or EFFECTS).
The palette window contains a soft button for each of the 1000 palettes. Each soft button contains the following information:
Palette Number, content flags that indicate the attributes that are programmed in the palette and a name.
The Palette Windows appear on Monitor 2 by default, with the exception of the EFFECTS Palettes window which must be opened if required.
Figure 62 –Palette Windows (Monitor 2)
Cues, Stacks & Pages
ORB Operating Manual – Issue 1.0 Page 85
Cues, Stacks and Pages
The ORB provides a total of 1000 user programmable Cue Stacks. Each of these 1000 cue stacks, can be programmed with up to 999
cues. An entire Cue Stack can be converted to run as a Chase, if required. There are 100 pages of playbacks available. Each page contains 10
playbacks. The 100 pages of playbacks are automatically assigned to the 1000
cue stacks in numerical order (ie Page 1 contains cue stacks 1 – 10, Page 2 has cue stacks 11 – 20, up to Page 100 which has cue stacks 991 – 1000).
Cues
The Cue is the basic element for storing fixture parameter levels and times, which can then be played back via a number of different mechanisms.
Cues are recorded into memory stacks (or stacks) and may also be assigned to User Defined Keys (UDK) as required.
A cue may be numbered from 1 – 999. You can also insert up to 99 cues between each whole cue number (eg 1.1, 1.2, 1.3 … 1.99 may be inserted between cues 1 and 2).
Cues are referenced by their stack number and cue number separated by a ‘/’ (eg 1/1 is stack 1 cue 1, 2/3 is stack 2 cue 3, 23/12 is stack 23 cue 12).
Cues can be triggered by a number of different methods (GO button, automatically after a specified wait time, Real Time, SMPTE Time, MIDI Time, CD Time or macro).
Cues may contain macros which are run automatically when the cue is triggered.
Cues may also be named, edited, copied, removed and deleted.
Programming Cues
Once you have set up a look that you like, by selecting fixtures and adjusting their parameters as described in the previous chapters, you can then record that state into a cue. To see the cues being recorded it is recommended that the Cue Stack Window is displayed on one of the monitor screens. See page 88 for more in
formation.
Selecting a Cue Stack
Cues on the ORB can be programmed into any of the 1000 cue stacks.
Select the required page using the STACK PAGE button, eg STACK PAGE 1 ENTER.
Press the Stack SELECT button (1-10) above the cue stack you wish to program. The LED in the SELECT button is lit to indicate that it is the active cue stack, and the Cue Stack Window changes to show the cues programmed in that stack.
Recording a Cue
Having selected a cue stack into which to program your cues, as described above, ensure that your stage look is correct and all the required fixture parameters have been tagged.
Cues, Stacks & Pages
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To record the tagged parameters into the next available cue on the selected cue stack, simply enter the following command:
RECORD ENTER To name the cue at the time of recording simply enter the
command: RECORD SET <enter name of cue> ENTER If you wish to record the fixture data to a particular cue in the
selected stack, rather than the next available cue, then enter the following command:
RECORD (CUE) N ENTER (N = Cue Number, CUE is optional) If you wish to record the fixture data to a particular cue stack and
cue number, rather than the next available cue on the selected stack, then enter the following command:
RECORD S/C ENTER (S = Stack No, C = Cue Number) After recording a cue, the command line is cleared, the fixture
parameters are automatically untagged, but the fixtures remain selected.
Subsequent cues can then be set up and recorded in a similar way. As you become more experienced with the desk, you will find the
most efficient way of programming cues into cue stacks.
Note – Programming Cues
The ORB desk operates primarily as a tracking console. This means that if a parameter is programmed in one cue, it will track through all subsequent cues until it is programmed to do something else. If you program cue stacks sequentially, you shouldn’t have to worry too much about tracking, as long as you ensure that you tag any parameters you wish to be recorded in the cue you are working on. For more information on Tracking, see page
116.
Naming Cues
Enter the command CUE n NAME or NAME CUE s/c ENTER. The Edit Cue Name popup is displayed on the touch screen (see below). Type in the required name using the external or on-screen keyboard and then press the [OK] button to complete.
Figure 63 - Naming Cues
It is also possible to name a cue at the same time as it is being recorded by entering the following command: RECORD CUE n NAME
Editing Cue Output Levels
In order to edit a cue you first need to load it into the programmer, by entering the following command:
LOAD CUE n ENTER This loads the cue into the programmer and outputs the
programmed DMX values. You can then select fixtures and make changes to the parameter output levels as necessary, in the same way as when recording the cue initially (see earlier).
Cues, Stacks & Pages
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To record the changes to the same cue press the UPDATE key. The Update Options Window is displayed – see page 78 for more
det
ails.
Editing Cue Fade and Delay Times
Editing fade times and delay times is carried out in the same way as editing the cue output levels, ie load the cue into the programmer, adjust the times as necessary, then record the data back into the cue using the UPDATE key – see previous section.
The fade and delay times can also be globally
edited from the Cue Stack Window. Select the fade up, fade down, or attribute fade field in the window, press the ENTER key, enter the required time(s) and then press ENTER to complete.
Fade Time Commands – Recording Cues
When recording a cue - fade times can be specified in the command syntax for all fixture parameters, individual attributes or combinations of attributes as follows:
RECORD (CUE) S/C TIME X ENTER
Sets the fade times for all fixture parameters to X seconds.
RECORD (CUE) S/C TIME U/D ENTER
Sets the intensity fade up and fade down times to U and D seconds respectively.
RECORD (CUE) S/C TIME COLOUR X ENTER
Sets the fade times for all colour parameters to X seconds.
RECORD (CUE) S/C TIME BEAM X ENTER
Sets the fade times for all beamshape parameters to X seconds.
RECORD (CUE) S/C TIME POSITION X ENTER
Sets the fade times for all position parameters to X seconds.
RECORD (CUE) S/C TIME U/D COLOUR X BEAM Y POSITION Z ENTER
Sets the intensity fade up and fade down times to U and D, the colour fade times to X, the beamshape fade times to Y and the position fade times to Z.
Fade Time Commands – Editing Cues
The following commands can be used to globally edit the fade times of parameters in existing cues
:
S/C TIME X ENTER
Sets the fade times for all fixture parameters to X seconds.
S/C TIME U/D ENTER
Sets the intensity fade up and fade down times to U and D seconds respectively.
S/C TIME COLOUR X ENTER
Sets the fade times for all colour parameters to X seconds
S/C TIME BEAM X ENTER
Sets the fade times for all beamshape parameters to X seconds.
S/C TIME POSITION X ENTER
Sets the fade times for all position parameters to X seconds.
S/C TIME U/D COLOUR X BEAM Y POSITION Z ENTER
Sets the intensity fade up and fade down times to U and D, the colour fade times to X, the beamshape fade times to Y and the position fade times to Z.
Note – Fade and Delay Times
The fade and delay times for all parameters programmed in a cue can also be globally edited from the Cue Stack Window.
Delay times can be entered into the above syntaxes after the word TIME.
Editing Cue Triggers
By default, programmed cues have a GO button trigger. Cues can also be triggered automatically or at a specified start time (Real Time, SMPTE, or MIDI time).
The cue trigger and the wait time or start time, as appropriate, are displayed in the Comments column in the Cue Stack Window.
Cue Triggers can be set either through command syntax, or through the Cue Setup Window.
With command syntax, enter: CUE n TIME {TRIGGER} {SMPTE} 00.00.00.00 ENTER
Cues, Stacks & Pages
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CUE n TIME {TRIGGER} {MIDI} 00.00.00.00 ENTER CUE n TIME {TRIGGER} {AUTO} 5 ENTER CUE n TIME {TRIGGER} {RealTime} 12:34:56 ENTER CUE n TIME {TRIGGER} {GO} ENTER Through the Cue Setup window, navigate to the comments column
of the Cue Stack window and select the cue required, then press ENTER or double click the field. The Cue Setup window appears:
Figure 64 - Cue Setup Window
The Trigger can then be selected from the dropdown box, and the Trigger Timecode specified below.
Changing the Next Cue
In the Cue Setup Window it is possible to define the Next cue. This is the cue number which gets selected after that cue is executed. This functionality is very useful if a scene is ‘ cut’ from the show – you can tell the ORB to skip the cues in that sceen and jump straight to the next cue.
Open the Cue Setup Window (by clicking in the Comments column of the Cue Stack Window) and set the “Next” memory to the required number.
Figure 65 - Next Cue
Adding Macros to Cues
The desk provides a number of in-built macros relating to the control of cues and cue stacks. These macros are used as commands to allow a cue to trigger another event elsewhere on the console (see Macros chapter, page 112, for full details).
Macro commands are entered as a text string in the Ma
cro column
of the Cue Stack Window as follows: Move the cursor to the Comments column of the required cue and
press the ENTER key (or double click in the column). Press the [MACROS…] softkey and in the popup window, enter any
required trigger macros. The syntax for the various in-built macros is defined in the M acros
section of the manual. Multiple macro commands can be entered using the colon as a
delimiter, for example, G2:S3:C4.
The Cue Stack Window
The Cue Stack Window appears on Monitor 1 by default, however it can be opened manually by pressing SHIFT and CUE:
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Figure 66 - Cue Stack Window
The Cue Stack Window shows the contents of an individual Cue Stack. The cue stack number and name (if defined) are displayed in the header. The cues programmed in the cue stack are listed in numerical order.
For each cue in the stack the following information is displayed:
Cue Number
Name (if defined)
Fade Up – The fade up (and delay up) intensity times for the
cue.
Fade Down - The fade down (and delay down) intensity times for
the cue.
Colour/Beamshape/Position Fade – The fade (and delay) times for each of the attributes (only the last selected attribute is displayed)
Comments – any special settings about the cue (triggers, macros, etc)
Once the Cue Stack Window is displayed on the monitor screen, selecting a different cue stack using the stack SELECT keys on the front panel.
An information bar at the bottom of the Cue Stack Window shows the Current, Next and Last cue numbers, and the Timecode, framerate (if applicable) and the move on dark settings, eg:
Cue Details Button
Pressi
ng the Cue Details button displays the Preview Cue Window
for the selected cue on the monitor screen:
Figure 67 - Preview Cue Window
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The Preview Cue Window shows what is programmed into the specified cue on a fixture by fixture basis. It is the same format as the Output Window and shows the parameter values, fade and delay times for each fixture parameter that is recorded in the cue.
Stack Setup Button
Pressi
ng this soft button is the equivalent of entering the command SELECT STACK N SETUP and displays the Cue Stack Setup Window on the monitor. The Cue Stack Setup Window shows the control parameters for the individual cue stack:
Figure 68 - Stack Setup Window
Learn Button
Pressi
ng the [Learn] button in the Cue Stack Window sets the cue stack into learn mode.
When the desk is in learn mode the text “LEARN” on a light blue background is displayed in the LIVE/BLIND/MACRO box on the touch screen and monitor screens.
The GO button for the playback is used to set the timings for each of the cues in the cue stack as follows:
The first press of the GO button sets the first memory to a ‘GO’ trigger.
Each subsequent press of the GO button sets the time from the last GO as the wait time for the cue.
Once the stack has been completed, learn mode is disabled.
To stop the stack from learning at a time other than after the last cue, simply press the [Learn] button.
Playing Back Cues
Before playing back the programmed cues in a cue stack, it is important to clear the programmer by pressing the CLEAR button. This clears out any unrecorded commands and sends the fixtures to their default values, with the exception of the intensity parameters, which are kept at 0%.
Selecting the Cue Stack
Select the required page of playbacks using the STACK PAGE button in syntax (eg STACK PAGE 1 ENTER), then press the Stack SELECT button above the cue stack you wish to play back. The LED in the SELECT button is lit to indicate that it is the active cue stack.
Selecting Cues
Use the cursor keys to select a cue or enter one of the following commands:
CUE N ENTER selects cue N as the next cue on all stacks that are selected and running
.
CUE S/C ENTER selects cue C on stack S provided that stack S is running.
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Outputting Cues
To play back the cues in a cue stack in sequence: Raise the stack master fader to full. Press the GO button for the
selected playback. To output the next cue
in the cue stack, simply press the GO button
again. To output a specific cue
in the cue stack, use the cursor keys to select the next cue in the Cue Stack Window (indicated with the yellow highlight bar), then press the GO button or enter the following command: S/C ENTER.
Other commands to trigger a specific cue are as follows: CUE N GO triggers cue N on the stack associated with the local GO
button pressed. CUE N MASTER GO triggers cue N on the selected stack(s) and so
can be used to trigger off multiple cues if you select multiple stacks (using SHIFT and the SELECT keys).
To snap
to the next cue in the cue stack (ie ignore all timing information in the cue) hold down the SHIFT key and press the GO button.
The red LED in the GO button is on when the stack is outputting and flashes when the outputs are fading between cues.
Using the Pause Key
If at any time you wish to pause the cue stack when it is running, press the PAUSE key below the playback master fader.
After the initial press of the PAUSE key, subsequent presses will step backwards through the cue stack using the current cue fade times.
To continue running the cue stack, press the GO key. Holding down SHIFT and pressing the PAUSE key will snap
to the
previous cue.
Playing Back Several Cue Stacks
To play back more that one cue stack at the same time - select the required cue stacks by holding down the SHIFT key and pressing the Stack SELECT buttons above all the stacks you wish to play back. The red lights in the SELECT keys indicate the selected stacks.
To play back all the selected stacks at the same time, press the MASTER GO key.
To snap
to the next cue in each of the selected the cue stacks (ie ignore all timing information in the cue) h old down the SHIFT key and press the MASTER GO button.
Releasing the Cue Stack
Once you’ve finished playing back cues, it is important to release the cue stack(s). This returns all of the affected fixture parameters to their default values, or to the value they were at before the cue stack was executed.
Select the cue stack, using the Stack SELECT button, then press the RELEASE key.
If you wish to release several stacks at the same time, select them by holding down the SHIFT key and pressing the Stack SELECT button above all the stacks you wish to release, then press the RELEASE key.
To release all
cue stacks – hold down the SHIFT key and press the
RELEASE key.
Master Playback Functions
To place a cue stack on the master playback so that it can be triggered using the PLAYBACK MASTER controls on the front panel enter the command: SELECT STACK N ENTER, or press SELECT STACK and the SELECT button you wish to select.
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The stack(s) on the master playback can be released by specifying the stack number(s) in the release command, eg SELECT STACK 2 RELEASE..
The command SHIFT RELEASE releases all cue stacks on the virtual playbacks as well as those on the physical playbacks.
Copying Cues
To copy a cue to another cue in the same cue stack or a different cue stack enter the following command:
s1/c1 COPY TO s2/c2 ENTER (copies stack S1 cue C1 to stack S2 cue C2).
To copy a range of cues to another location enter the following command:
s1/c1 THRU c2 COPY S2/c3 (copies stack S1 cues C1 through to C2 to stack S2).
When copying bear in mind that only the tracking changes stored within that cue will be copied. To copy the outputting state of a cue, do the following:
Output the cue (using normal playback methods)
Turn ON the SMART TAGS function
RECORD the cue using normal record syntax
Turn OFF the SMART TAGS function
Using this method the Smart Tags function will copy the outputting values into the cue required, setting any tags required at the output stage.
Moving Cues
To Move a cue to another cue in the same cue stack or a different cue stack enter the following command:
s1/c1 MOVE TO s2/c2 ENTER (Moves stack S1 cue C1 to stack S2 cue C2).
To move a range of cues to another location enter the following command:
s1/c1 THRU c2 MOVE TO s2/c3 (Moves stack S1 cues C1 through to C2 to stack S2).
Deleting Cues
To delete a single cue enter the command: S/C DELETE or DELETE S/C ENTER. To delete a range of cues enter the following command: DELETE S/C1 THRU C2 ENTER.
Note – Deleting Cues
Since the ORB desk is a tracking based console, deleting a cue from a cue stack could possibly affect other cues in that stack. Think carefully about whether you need to make any changes to subsequent cues in order to maintain the state(s) required.
Cue Stacks
The ORB desk provides 1000 user programmable cue stacks. A programmed cue stack contains one or more programmed cues. The 1000 cue stacks are assigned to the 100 pages of playbacks. Cue stacks can be setup, named, copied, moved and deleted.
Cue Stack Directory Window
To display the Cue Stack Directory Window on the monitor hold down the SHIFT key and press the SELECT STACK key:
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Figure 69 – Cue Stack Directory
Each of the 1000 cue stacks has a soft button in the window. Each of these buttons shows the cue stack number, program status (* = unprogrammed), playback page and fader reference (eg Pg 2 Pb 3) and name, if defined. The window is colour coded to make identification of programmed stacks and chases easier.
A cue stack can be selected by clicking on the soft button with the mouse or by selecting it using the cursor keys and pressing ENTER. The Playback changes to the appropriate page and the LED in the corresponding stack SELECT button is lit.
Naming Cue Stacks
To assign a name to a cue stack enter either of the following commands:
SELECT STACK N NAME
NAME SELECT STACK N ENTER NAME <STACK SELECT BUTTON>. Type in the required name using the external keyboard and then
press the ENTER button to complete.
Copying Cue Stacks
To copy a cue stack from one location to another enter the following command:
STACK N COPY TO P ENTER (copies stack N to stack P).
Moving Cue Stacks
To move a cue stack to another location enter the following command:
STACK n MOVE TO p ENTER (Moves stack n to stack p).
Deleting Cue Stacks
To delete a single cue stack enter either of the following commands: STACK N DELETE or DELETE STACK N ENTER. To delete several cue stacks or a range of cue stacks enter the
following commands: DELETE STACK A AND B ENTER DELETE STACK A THRU N ENTER
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Cue Stack Setup Window
The control parameters for an individual cue stack are adjusted via the Cue Stack Setup Window. To display the Cue Stack Setup Window, press the [Stack Setup] key in the Cue Stack Window or enter the command: SELECT STACK N SETUP.
Figure 70 - Cue Stack Setup Window
General Options
Select the [General] button in the Cue Stack Setup Window. The various options are described below:
Timecode Mode
Select the Timecode field. Use the left or right arrow keys or the soft key on the touch screen to select the required Timecode (Real Time, SMPTE, MIDI or CD) as required.
Renumber
This option allows the user to renumber all the programmed cues in the cue stack.
Press the [Renumber] soft key. This brings up the Renumber Cues dialogue box
Figure 71 - Renumber Cues
.
Enter the required Start Number and Increment in the fields provided and then select the [OK] button in the window.
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Block
When this option is selected, all the cues in the cue stack are changed into block cues, ie programs and tags all the parameters at the values they would normally be output at when the cue is played back. For example:
Block Cue 1 Cue 2 Cue 3 Cue 4 Cue 5 Cue 6 Cue 7 Cue 8
Before Red * * Green * Blue * *
After Red Red Red Green Green Blue Blue Blue
Unblock
When this option is selected, any parameters that are recorded at the same value as in the previous cue are untagged, ie turns block cues into tracked cues. For example:
Unblock Cue 1 Cue 2 Cue 3 Cue 4 Cue 5 Cue 6 Cue 7 Cue 8
Before Red Red Red Green Green Blue Blue Blue
After Red * * Green * Blue * *
Intensity Mixing
This option determines whether the intensity parameters programmed in the cues are mixed HTP (highest takes precedence) or LTP (latest takes precedence).
Blank Cue
It is possible to insert a Blank Cue at the beginning of a cue stack by setting the Blank Cue option to Enabled in the Cue Stack Setup Window.
A Blank Cue is the same as the first programmed cue in the cue stack, but with all the fixture intensity parameters set to zero. A blank cue is referred to as Cue 0 (zero).
Master Fader
The operation of the playback fader for a cue stack is defined in the Cue Stack Setup Window and may be one of the following options:
HTP Master – Simply controls the maximum level of the
programmed HTP channels. Cues are triggered via the GO key. This is the default option.
Manual Fader (2 Way) – Press the GO button to activate the
playback. The next cue in the cue stack is automatically loaded when the fader reaches either end
of it’s travel (0% or 100%). Moving the fader creates a dipless cross-fade between the two cues. The fader controls the HTP levels; the LTP channels are triggered when the fader is moved from the end stop and then fade according to the times in the incoming cue.
Manual Fader (1 Way) - Press the GO button to activate the playback. The next cue in the cue stack is automatically loaded when the fader reaches zero
. The fader controls the HTP levels; the LTP channels are triggered when the fader is moved from zero and then fade according to the times defined in the incoming cue.
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Chases
Chase Options
Select the [Chase] button in the Cue Stack Setup Window.
Turn Into Chase
To turn the cue stack into a chase - select [Turn into Chase]. Additional buttons and fields are then displayed in the window to allow you to adjust the Chase modifiers . The modifiers determine how the chase is output, what drives the chase, it’s direction, speed, how it fades between steps and how many times it runs.
To adjust the chase modifiers, select the required field, then choose an option or enter a numeric value, as appropriate. Press the [OK] button to complete the cue stack setup.
Figure 72 - Chase Options
Drive
This modifier determines what triggers each step (cue) of the chase when it is running:
Auto – The chase runs automatically at the defined Speed.
Bass – Each step is triggered by a bass beat on the audio input
on the desk.
Manual – Each step is triggered by pressing the GO button on the front panel.
Beat - Use the GO button to set or modify the beat when playing back the chase.
Direction
This modifier determines which order the steps (cues) are output when the chase is run:
Forward – The steps are output in increasing numerical order (eg 1,2,3,4,5).
Backward – The steps are output in reverse order (eg 5,4,3,2,1).
Bounce – Alternates between forwards and backwards (eg 1,2,3,4,5,4,3,2,1).
Random – The steps are output in a random order.
Speed
The Speed modifier determines how fast the chase runs (range 0 – 200 bpm).
When the Speed is set to zero, the chase runs according to the delay and fade times that are programmed into each step (cue) in the chase.
When the Speed is set to a value between 1 and 200, the chase runs at the corresponding number of beats per minute (bpm). All
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the fade and delay times that are programmed in the steps (cues) are ignored and the transition between each step (cue) is determined by the Fade modifier (see below).
Fade
The Fade modifier determines how the outputs ‘fade’ between the steps (cues) when the speed is set between 1 – 200 bpm.
When the Fade is set to 0% the outputs snap between each step of the chase.
When the fade is set to 100% the outputs fade continuously between each step.
When the fade is set between 0 - 100% the outputs will spend that percentage of the time fading, and the rest of the time at the programmed level for the step.
The Fade modifier affects all fixture parameters programmed in the cues.
Shots
The Shots modifier determines how many times the chase will run after being triggered.
When Shots is set to zero, the chase runs continuously. When Shots is set to a value between 1 and 255, the chase runs the
specified number of times and then stops on the last step. Note – If the Direction modifier is set to Random, then one ‘shot’ is
defined as outputting N steps, where N is the total number of steps (cues) in the cue stack.
Revert From Chase
To return a cue stack from a chase to a normal cue stack, press the [Revert From Chase] button in the Stack Setup Window.
Trigger Options
Select the [Trigger] button in the Cue Stack Setup Window:
The various options are described below:
Trigger on Raise – When the playback fader is raised, the first cue is activated.
Trigger Level – The level at which the cue is triggered, in %
Release on Lower – When the playback fader is lowered, the
stack is released.
Note – Release On Lower is not yet implemented in software
Move on Dark Options
Select the [Move on Dark] button in the Cue Stack Setup Window.
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The various options are described below:
Move on Dark - When this function is enabled for the cue stack – whenever a fixture goes black (ie it’s intensity falls to zero, or the shutter is closed), the desk software will look ahead in the cue stack to see what values the colour, beamshape and position parameters are next programmed at for that fixture.
It will then output those values shortly after the fixture has gone black (according to the delay and fade times set in the window). When the fixture comes back on again in a later cue, the colour, gobo, position etc. will already be at their correct values and just the intensity will fade up or the shutter open.
Delay Time – The time the ORB waits after a fixture reaches blackout before move on dark kicks in.
Fade Time – The time with which ORB fades the attributes that move on dark.
Pages
The ORB desk provides 100 pages of playbacks; each page containing 10 playbacks.
Loading a Page onto the Playbacks
To load a page of cue stacks onto the physical playback faders do one of the following:
Use the mouse to click on the required page in the Page Window.
Select the required page in the Page Window with the cursor keys and press ENTER.
Enter the command STACK PAGE N ENTER.
Once a page is loaded onto the playbacks, the relevant cue stacks will be available using the front panel controls.
Naming Pages
Select the page in the Page Window and press the NAME key, or enter the command PAGE N NAME or SET PAGE N ENTER.
Type in the required name using the external keyboard and then press the ENTER button to complete.
Note this functionality doesn’t work in version 4.4.20 software
Page Window
To display the Page Window on the monitor hold down the SHIFT key and press the STACK PAGE key:
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Figure 73 - Page Window
Each of the 100 pages has a soft button in the window. Each of these buttons shows the page number, program status (* = unprogrammed) and name, if defined.
A playback page can be selected by clicking on the soft button with the mouse or by selecting it using the cursor keys and pressing ENTER, or by entering the command PAGE N ENTER.
The desk software automatically assigns the 1000 programmable cue stacks to the 100 pages of playbacks (ie page 1 has cue stacks 1 - 10, page 2 has cue stacks 11 - 20 … page 100 has cue stacks 991 – 1000).
User Definable Keys (UDKs)
Page 100 ORB Operating Manual – Issue 1.0
User Definable Keys (UDKs)
The ORB desk provides 20 pages of 10 User Definable Keys (UDKs). These keys are located above the syntax keys and can be assigned to any one of the following items:
Group (Automatic Group or User Defined Group)
Individual Fixture
Palette (Colour, Beamshape, Position or Effects)
Macro
Cue
Channel Data
The contents of each UDK is displayed on the LCD screen above the keys, together with the current page number and any name associated with the item.
Channel Data UDK
The Channel Data UDK allows you to record fixture parameter (channel) data, with associated fade times, set up in the programmer directly onto a UDK.
To assign channel data to a UDK, first set up the fixture parameter data in the programmer, in the same way as programming a cue, ensuring that all the required fixture parameters are tagged.
Then enter the following command: RECORD <UDK> Where <UDK> represents pressing the UDK on the front panel. UDK’s which have been assigned to channel data can also be named
if required by entering the following command: NAME <UDK> {your name} ENTER
Type in the required name using the external keyboard and then press ENTER to complete. Note that only channel data UDKs can be named – all the other UDKs obtain their names directly from the item assigned to them.
The channel data is output by pressing the UDK. The channel data is released when the UDK is released. If the UDK action is set to Latch, then the outputs will fade according to the fade times programmed in the channel data.
Cue UDK
The Cue UDK is used to output the fixture data programmed in an individual cue.
To assign an individual cue from a cue stack to a UDK enter the following command:
(CUE) s/c RECORD <UDK> CUE n RECORD <UDK> The fixture data programmed in the cue is output by pressing the
UDK. The fixture data is released when the UDK is released. If the UDK action is set to Latch, then the outputs will fade according to the fade times programmed in the cue.
The UDK Setup Window
To display the UDK Setup Window on the monitor, hold down the SETUP key and then press one of the User Defined Keys.
This window allows the user to adjust a number of parameters for the selected User Definable Key (UDK).
Only UDKs defined as Cues or Channel Data can have their settings altered in the UDK Setup Window.
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