Arena Man v10.0
Arena Man v10.0
Operator’s Manual
Version 10
TitanUniversal_Man_v10_AR.doc 15 March 2016
Useful Avolites phone numbers:-
Avolites England
Sales and service* (+44) (0) 20 8965 8522
Service out of hours* (+44) (0) 7831 178 888
Fax (+44) (0) 20 8965 0290
Email [email protected]
Website http://www.avolites.com
Before contacting Avolites for service enquiry please ensure that you
have the product serial number and the software version. The serial
number can be found on the back of the desk; the software version is
displayed on the menu prompt when the Arena is switched to System
mode.
The latest version of this manual and console software can be
downloaded from the Avolites website.
The small print :
No Liability for Consequential Damages
Avolites has a policy of continuous product and documentation improvement. As such
the detail within this manual may not match the operation of the console.
In no event shall Avolites be liable for any direct, indirect, special, incidental, or
consequential damages or loss whatsoever (including, without limitation, damages for
loss of profits, business interruption, or other pecuniary loss) arising out of the use or
inability to use the console even if Avolites Ltd. has been advised of the possibility of
such damages. Because some jurisdictions do not allow the exclusion or limitation of
liability for consequential or incidental damages, the above limitation may not apply to
you.
Avolites Ltd recognise that all trademarks within the manual are the property of their
respective owners.
SECTIONS
1. QUICK START 15
2. SETTING UP AND USING THE CONSOLE 19
3. PATCHING 51
4. CONTROLLING DIMMERS AND FIXTURES 73
5. PALETTES 99
6. SHAPES AND PIXEL MAPPER EFFECTS 113
7. CUES 151
8. CHASES 173
9. CUE LISTS 185
10. CAPTURE VISUALISER 207
11. RUNNING THE SHOW 213
12. REMOTE CONTROL 229
13. USER SETTINGS AND OTHER OPTIONS 235
14. FIXTURE PERSONALITIES 261
15. NETWORKING THE CONSOLE 265
16. USING DIFFERENT AVOLITES CONSOLES 277
17. RELEASE NOTES 279
18. TITAN COMMANDS QUICK REFERENCE 303
19. GLOSSARY OF WORDS 307
This icon shows handy tips which will help you use the
console more efficiently.
CONTENTS
1. Quick Start 15
1.1 Patching fixtures ................................................................... 15
1.2 Controlling fixtures ................................................................ 15
1.3 Programming cues and chases................................................. 16
1.4 Programming palettes ............................................................ 17
1.5 DMX / network setup ............................................................. 18
3. Patching 51
3.1 Patching new fixtures or dimmers ............................................ 51
3.1.1 Fixture select buttons and handles ........................................................ 51
3.1.2 Patching dimmers ............................................................................... 52
3.1.3 Patching moving light fixtures............................................................... 53
3.1.4 Capture Visualiser Auto Patch ............................................................... 56
3.1.5 Patching fixtures with multiple cells (sub fixtures) ................................... 56
3.1.6 Patching by RDM................................................................................. 57
3.1.7 Finding a lost fixture............................................................................ 57
3.2 Changing the patch................................................................ 58
3.2.1 Patch View ......................................................................................... 58
3.2.2 View detailed fixture information........................................................... 59
3.2.3 Changing DMX addressing using Patch View ........................................... 60
3.2.4 Changing DMX address using Patch menu .............................................. 60
3.2.5 Setting legends................................................................................... 61
3.2.6 Fixture button halo.............................................................................. 62
3.2.7 DMX view window ............................................................................... 63
3.2.8 Fixture Exchange ................................................................................ 64
3.2.9 Exchange Mapping .............................................................................. 65
3.2.10 Update personalities .......................................................................... 67
3.3 Copying, moving and deleting fixtures ...................................... 67
5. Palettes 99
5.1 Creating palettes ................................................................. 100
5.1.1 Which attributes are stored in palettes..................................................100
5.1.2 Storing a palette ................................................................................100
5.1.3 Nested palettes..................................................................................103
5.1.4 Quick record......................................................................................103
5.1.5 Setting legends for palettes.................................................................104
5.1.6 Creating an effects palette (shape or pixel mapper)................................105
5.1.7 Creating a time palette .......................................................................105
5.2 Recalling palettes ................................................................ 106
5.2.1 Recalling a palette value .....................................................................106
5.2.2 Palette pages ....................................................................................106
5.2.3 Only showing relevant palettes ............................................................107
5.2.4 Quick palettes with no fixtures selected ................................................107
5.2.5 Setting palettes to all fixtures in a playback ..........................................107
5.3 Editing palettes ................................................................... 107
5.3.1 Viewing and editing the content of palettes ...........................................107
5.3.2 Changing the content of palettes..........................................................108
5.3.3 Updating palettes used in a playback....................................................109
5.4 Copying, moving and deleting palettes ................................... 109
5.4.1 Copying or moving a palette................................................................109
5.4.2 Deleting palettes................................................................................110
5.5 Timing with palettes............................................................. 110
5.5.1 Palettes with saved times....................................................................110
5.5.2 Manually overriding palette times.........................................................110
7. Cues 151
7.1 Creating a cue..................................................................... 151
7.1.1 How the Arena works when programming ............................................151
7.1.2 Creating a cue ...................................................................................152
7.1.3 Quick Build cues ................................................................................153
7.1.4 Using shapes/effects in cues................................................................153
7.1.5 Blind mode........................................................................................153
7.1.6 Recording cue with a mask..................................................................153
7.1.7 Convert cue to chase or cue list ...........................................................153
7.2 Using a cue......................................................................... 154
7.2.1 HTP and LTP......................................................................................154
7.2.2 Playing back a cue .............................................................................154
7.2.3 Changing playback pages....................................................................155
7.2.4 Viewing active playbacks ....................................................................155
7.2.5 Speed and Size Masters ......................................................................156
7.2.6 Releasing running playbacks................................................................157
7.2.7 Releasing a whole page of playbacks ....................................................157
7.2.8 Release mask - releasing individual attributes........................................157
7.2.9 Programming the Release / Power On state ...........................................158
7.2.10 Turning off individual fixtures ............................................................158
7.3 Editing cues ........................................................................ 159
7.3.1 Editing a cue by merging ....................................................................159
7.3.2 Updating stored values and palettes used in a cue .................................159
7.3.3 Playback and Cue view .......................................................................160
7.3.4 Using parts of existing cues - the Include function..................................162
7.3.5 Removing attributes from cues using “Off” ............................................162
7.4 Copying, moving, linking and deleting .................................... 163
7.4.1 Copying or moving a cue ....................................................................163
7.4.2 Deleting a cue ...................................................................................164
7.5 Cue timing.......................................................................... 164
7.5.1 Setting fade times and Overlap for a cue ..............................................164
7.5.2 Changing fixture order........................................................................166
7.5.3 Setting attribute fade times for a cue ...................................................167
8. Chases 173
8.1 Creating a chase ................................................................. 173
8.1.1 Programming a chase .........................................................................173
8.1.2 Creating a chase with Quick Build ........................................................174
8.2 Playback ............................................................................ 174
8.2.1 Playing back a chase ..........................................................................174
8.2.2 Connecting a chase for control.............................................................175
8.2.3 Setting speed and crossfade for a chase ...............................................175
8.2.4 Manually controlling the steps of a chase ..............................................176
8.2.5 Changing chase direction ....................................................................176
8.2.6 Jumping to a step ..............................................................................176
8.3 Editing a chase.................................................................... 177
8.3.1 Opening a chase for editing .................................................................177
8.3.2 Editing a chase using Unfold................................................................177
8.4 Copying, moving, linking and deleting .................................... 178
8.4.1 Copying or moving a chase .................................................................178
8.4.2 Deleting a chase ................................................................................178
8.4.3 Deleting a step from a chase ...............................................................178
8.5 Chase timing....................................................................... 178
8.5.1 Global timings for chases ....................................................................178
8.5.2 Individual cue times in chases .............................................................180
8.5.3 Setting attribute fade times for a cue in a chase ....................................181
8.6 Chase options ..................................................................... 181
8.6.1 Chase options - Playback ....................................................................182
8.6.2 Chase options – Handle ......................................................................182
8.6.3 Chase Options – Effects ......................................................................183
8.6.4 Chase Options - Release .....................................................................183
8.6.5 Renumber All Cues.............................................................................183
1. Quick Start
This section is a quick guide on how to do most things on the Arena .
Each section has a link to take you to the appropriate manual section
for more details.
Softkeys are shown in square brackets like [This].
Fixture Groups
Fixtures may be grouped for quick selection, press Group, [Record
Group], select fixtures for group, set legend using [Provide a legend],
press a handle to store. If the handle has a fader it becomes a master
fader for the group. Order of fixture selection is remembered for use
with shapes. (Section4.3.1, p94).
Shapes / effects
Titan can use preset shapes, patterns you create yourself (key frame
shapes) or pixel mapped patterns.
Select fixtures. The order of fixture selection is used by shapes.
At top menu press [Shapes and Effects], [Shape Generator],
[Create]. Select attribute of shape then select a shape to run.
(Section 6.1.1, p114).
Or from the Shape Library window (Open View, [Open Workspace
Window], [Shape Library]) you can select a shape directly. Filter the
list of shapes using the attribute buttons.
Use the wheels and [Adjust Speed, Size and Phase]/[Adjust Phase,
Spread and Offset] to configure the shape. Spread distributes the
shape across a number of fixtures.
Key frame shapes are similar to a chase but you can spread the
sequence across fixtures (Section 6.2, p118).
To use Pixel Mapper, save fixtures to a group, select the group. Use
Layout Editor to set the real-world layout of the fixtures. Then use
Effects Editor to create effects on the pixels. (Section 6.6, p129 ).
Cues
Set up the look to be recorded.
Press Record.
Set [Record Mode] to Channel (saves only modified attributes),
Fixture (saves all attributes of fixtures which have been modified or
are selected), Stage (saves all attributes of all fixtures with nonzero
dimmer), or Quick Build (merges palettes and playbacks into the cue
when you select them).
To store, press blue Select button on playback fader, or press button
in Playbacks window. (Section 7.1.2, on p152).
Chases
Press Record twice (or Record then [Create Chase]) .
Press blue Select button on a playback fader, or press button in
Playbacks window.
Set up the look for the first step, press playback select button to
store. Repeat until all steps stored. Quick Build mode can be used to
merge palettes and cues into chase steps.
Press Exit to finish storing chase steps. (Section 8.1.1, 173).
Timings
All times (cue times and fixture attribute times) are stored in the
programmer and are saved when you store a cue.
To edit times in the programmer before saving, press the Times
button (previously labelled “Set” on Quartz/Titan Mobile/Sapphire
Touch/Tiger Touch and “Next Time” on Pearl Expert/Tiger Touch
mk1).
For chases, speed and fade can be set with wheels A and B when the
chase is running.
To edit times in a saved cue, at top level menu press [Edit Times]
then the select button for the playback. Timing options are set from
softkeys.
[Fixture Overlap] sets each fixture to fade in sequence (100%=all
together, 0%=fixture waits for previous one to complete).
[Attribute times] sets individual fade times for different attributes.
[Fixture order] changes sequence for shapes and Overlap. (Section
8.5, p178).
Cue Lists
Cues may be stored in a Cue List which allows a full show to be run
from a Go button. Chases can be included using Autoload. Cue lists
can run in tracking or non-tracking mode, set from [Playback
Options].
Quick Record
Press an unused button in one of the windows – the button turns red
with a +. Press again to save the palette. The mask is automatically
set to match the window (e.g. Positions window is masked for only
position attributes).
To set a fade time for all palettes, press Palette then [Master Time].
(Section 5.5, p110). Faded palettes do not go into the programmer so
don’t use fades when programming.
The Touch screen contains fixture, palette and group select buttons.
It also shows legends for the playback faders and shows the current
menu page and softkey buttons on the top right of the screen.
The Playback faders select and control cues and programs. The
additional playback faders provide further positions for storing
cues, programs, fixtures and other elements.
The Mini screen gives you another touch screen and additional
masters or playbacks using four rotary encoders.The macro buttons
allow storage of frequent key sequences.
The Programming and setup controls configure and program the
console
Rotary encoders
Workspace windows with System display
touch buttons and menu softkeys Mini screen Macro buttons
Attribute display
Playback legends
and info
The Playback faders are used to store and play back cues or
chases. The Page Select buttons let you change to a different page
of playbacks. The touch screen above the faders shows information
about each playback. The Additional playback faders in two banks
of 15 allow you to store more cues and chases, or store palettes,
groups, or fixtures. Each bank of 15 has separate page select buttons
and displays above the faders show what they are.
The Mode switch selects Programming, Run or System modes of
operation.
The Control wheels are used to set control values (attributes) for
the fixtures, and to set chase speeds and fades. The touch screen
above the wheels shows information about the attributes being
controlled. Press the Window Scroll Button to switch the wheels
into scroll mode – this is used to move a selection box around the
screen when editing.
The Numeric keypad and other control buttons are used to enter
values and change controls on the console.
The Function buttons are used to carry out functions such as
storing cues, copying, saving to disk, etc. These buttons have lights
on to indicate when they are active.
The Attribute select buttons are used to select which attributes of
a fixture (e.g. colour, gobo, pan, focus) are going to be controlled
using the Control wheels. The buttons have lights on to show you
which attributes are active. The bottom (red) button allows you to
locate fixtures, which sets them to a known start position while
programming.
The back panel (shown split into 3 parts)
USB and reset buttons
All the connections required for the console are found on the back
panel. There are 8 DMX outputs on 5-pin XLR, MIDI in/out/thru on 5-
pin DIN, two desk lamp sockets, four Ethernet sockets from the
internal Ethernet switch, an Opticon Duo optical terminal for fibre
network, a DVI connector for external monitor, three USB sockets,
SMPTE input, audio input on 1/4 inch jack and remote trigger
terminal on 1/4 inch jack.
The Panel reset switch may be pressed to restart the front panel
electronics if something odd happens with the switches and faders.
The main processor will continue running but the DMX output will be
interrupted until the restart is completed.
The UPS battery disconnect switch cuts off the power to the console
when it is running on UPS, in the unlikely event of a complete lock up
that can't be recovered by holding down the power switch.
Using the battery disconnect switch will also power
down the inbuilt network switch (TNS). Be aware of this
if you are running from a backup console connected via
the network switch.
The Arena console has adjustable legs to angle the console for easier
operation. Lift the rear of the console and press the Leg Release
button at each side to set the leg to the desired height. Make sure
you support the rear of the console when adjusting the height.
2.2 Connecting up
2.2.1 Cautions
Radio transmitters may affect the operation of the
console and we recommend that they are not placed on,
above or behind the console. If you are wearing one it is
best placed in a back pocket or behind you when
attached to a belt.
When the UPS battery runs low and the console is about to shut
down, the toolbar turns red.
The Network Switch inside the Arena has an independent UPS system
which allows the network switch to continue to run while the console
is power cycled. When the console is shut down the network switch
will continue to run for about 5 minutes.
This is important when a backup console is running the show through
the network switch in the Arena, as it allows the Arena to be power
cycled without losing the network link to the stage.
switch on the rear panel. This will also shut down the network switch
so be careful if you are running a backup console via the switch.
When you shut down the Arena normally, the network switch will stay
on for about 5 minutes then power off. There is no harm in leaving it
to do this.
If the console has a power switch on the rear, do not
use this to switch off the console as this would not close
down the software properly and you will lose any
changes to your show.
Only run fixes if you have plenty of time as some fixes can take up to
an hour to complete.
The console has 8 DMX outputs on 5-pin XLR for direct connection to
fixtures and dimmers, and can send DMX over Ethernet and wireless
Ethernet systems to allow connection to remote DMX Ethernet nodes,
media servers, and so on.
When you patch a dimmer or fixture you tell the Arena which of the
12 (or 64 with TitanNet) DMX universes it is on. Each universe can be
configured to come out of one or more of the standard DMX outputs
on the back of the console, or over an Ethernet protocol (see section
15 on page 265.)
The Arena includes a built-in Ethernet switch and has an optical
network connection. See section 15 on page 310 for details of how to
network the Arena console.
By default, DMX Lines 1-8 are connected to the eight XLRs on the
console.
The 5-pin XLR sockets on the console are wired like this:
Pin 1 Earth
Pin 2 Data -
Pin 3 Data +
Pin 4 Not used
Pin 5 Not used
Each DMX line should pass through all the fixtures to be connected on
that line one after the other and have a DMX terminator fitted at the
end (120 ohm resistor between pins 2 and 3). You should not split
the DMX lines using passive splitters (Y-splits) as this can corrupt the
data.
The Tiger Touch Wing connects by USB to the main console. It also
needs a mains power connection. The Wing has a built in USB hub to
provide 2 further USB sockets for a keyboard etc.
The Tiger Touch Wing is designed to fit next to the Tiger Touch
console but can also be used with the Pearl Expert, the Quartz and
the Sapphire Touch.
Two wings may be used with the console, connected to the USB and
DVI ports for the left or right external monitor.
The Context Menu button is only shown on Sapphire Touch and Titan
One, and gives a drop down menu at the top of the window showing the
context menu buttons which relate to the current window.
On all other consoles the context menu buttons are automatically shown
below the prompt area on the top right of the main screen. The buttons
change to match the active window.
The Window Appearance Options button (cog icon) lets you select
the standard window sizes and positions. Buttons are also shown
allowing you to set the button size and the text size of the window.
The Appearance options may vary depending on which window it is,
the setup of the console and if you have any external monitors. To
open windows on the small screen, select [Mini Screen].
Standard window
positions screen selection
Appearance options
As well as the standard window sizes, you can set custom window
sizes and positions using the Window Layout button. See section
13.2.2 on page 236 for details.
The Display button below the rotary encoders toggles through four
fixed layouts for the Mini screen:
3-Fixed playbacks window - in this mode the first two rows of touch
buttons are the same as the macro buttons below. This window
cannot be moved to another screen, and other windows open on the
Mini screen will move to the main screen when this layout is set.
Quick record
Some windows – Groups, Workspaces, Playbacks, and
all the Palette windows - have a Quick Record function.
Set up what you want to record, then touch or click an
empty button once. The button will light up red with a +
sign. At this point you can enter a legend. Touch or click again to
store the item.
The Quick Record function can be disabled using Key Profiles (see
section 13.4.1 on page 244).
Button Halo
You can set a custom coloured halo for fixture, group or palette
buttons. This can be really useful for identifying different types of
button at a glance. Select the [Halo] option on the Set Legends
menu.
If you set a halo on fixture buttons, the halo colour is also used in
other windows; fixture buttons can also have an automatic halo to
help identify different types of fixture. There is more information on
fixture halos in section 3.2.6 on page 62.
Button Layout
Buttons normally resize automatically to suit the screen size and
resolution, however sometimes moving shows between different
consoles can make the number of rows and columns change, causing
buttons to move around. If you have set a particular layout you want
to keep (for example positioning fixtures to match the layout on
stage), open the Window Appearance menu using the Cog button and
set Button Size to [Button Size Set Rows & Columns]. You can then
set a fixed layout using the [Rows] and [Columns] buttons.
Touch Keyboard
At the right hand end of the toolbar is the keyboard popup button
which will open the touch keyboard.
Keyboard button
The touch keyboard can be switched between large and small size
using the Max/Min button and you close it using the large X button in
the top right hand corner. It can be set to pop up automatically when
text input is required, using the Man/Auto button. You can also move
it on the screen by touching and dragging the blank area of the
keyboard at the top.
The small version of the keyboard (pictured) does not have some of
the less frequently used buttons.
Manual/Auto Change size Close
Down the right hand side of the screen, the functions of the A-G
menu softkeys are listed. If there are more functions than will fit on
one screen, [Previous] and [Next] buttons are provided to page
through the functions. You can either press the real button next to
the screen or touch the key on screen.
The vertical bar to the left of the softkeys shows you which menu you
are currently in. You can 'latch' the menu (so that you don’t have to
keep reselecting it) by pressing the Menu Latch button. The menu bar
turns red when latched.
The area to the left of this shows instructions to the user and
information from the console.
If you click/touch on 'Tools', you will get a menu giving you access to
some configuration functions (these options may change slightly
depending on the console).
2.3.5 Visualiser
Capture visualiser is integrated into Titan from v10. This replaces the
original wireframe visualiser, which is still available using the [Legacy
Visualiser] option. .
The visualiser gives you a realistic view of the stage, allowing you to
pre-program or make changes to your show at home or in your hotel.
It can also be used in Blind mode for programming during a show.
The visualiser is described in detail in chapter 10 on page 207.
2.3.7 Undo/Redo
A short list of recent actions is shown in the prompt area to the left of
the menu.
You can undo and redo recent actions (including fixture and cue
changes) by touching the prompt area. This will automatically open
the Undo History window which shows a more detailed list of actions
you can undo.
The current action is shown in red in the Undo window and in bold in
the prompt.
You can touch this window to undo all actions up to the one you
touch. Once actions have been undone they are shown greyed out,
and can be redone by touching them.
You can also use the Undo and Redo buttons to step through the list.
Some actions cannot be undone which is indicated with the “not
allowed” symbol as shown below.
If you are in multi-user mode, the Undo History can show a column
for each user with undo points for that user – open the Context menu
and select [Show All Users and Consoles]. The default setting is
[Show Only Current User].
To record a macro:
To play back the macro, just press or touch the button where you
recorded the macro. The macro will repeat all your button presses,
with correct timings if you selected Real Time mode.
⇑ means shift
(num) means on the numeric keypad
2.4.1 Users
Each show can have multiple users. Each user has their own user
settings, key profiles and handle layout (known as a handle world).
This provides a quick way to switch between preferred user settings
and handle layouts, for example at a festival or other event where
there are a number of operators.
Users are stored in the showfile and the currently selected user is
restored when loading a show. The default user is called “Operator”
and the prompt area in the display shows the current user name and
selected key profile.
Simply download and run the installer from the Avolites Download
website. The first time you run Simulator you will need to license the
software with the Avolites website. For this you will need an account
set up on the Download site, which you should go and create now if
you don’t already have one.
To license the software, start Titan Simulator and choose Internet
Activation (the software will ask you for your Avolites Download user
name and password and automatically retrieve your license), or
Manual Activation (you have to copy and paste the Computer Key into
the form on the Titan Simulator webpage).
Once licensed Titan Simulator will run in 'Offline' mode which is
shown towards the top right of the screen. In Offline mode the
software will function as normal including Visualiser and Art-Net
outputs. However periodically random DMX values will be sent down
all DMX outputs, please wait for this to stop before continuing
programming.
The Virtual Panel works exactly the same as the real panel; to hold a
button down so you can press a second button, right click it using the
mouse.
Although your show is safe on the console’s internal hard disk, it’s a
good idea to also save it to a USB pen drive which you can take with
you in case something bad happens to the console or if you want to
transfer a show to a different console. USB sockets are provided next
to the menu buttons and on the rear of the console.
• To save the show under a different name, use the [Save As]
softkey.
• Pressing the Disk button twice will force the console to save an
Autosave version of the file. Autosaves are stored in the same
folder as the normal show file.
• A new version of the file will be saved even if you enter the
same tag as previously used.
If you save to hard drive, shows are saved in the folder ‘D:\Show
Files’, unless you change this in the User Settings. When using the
Titan Simulator or Titan One, shows are saved to
‘Documents\Titan\Show Files’.
Press the Disk button then [Load Show] to load in a new show. The
Show Browser window will appear.
On the top left you can select which drive is used, or show files on all
drives. On the bottom left you can filter the list of shows to see all
shows, or just manual saves, quick saves or autosave files. On the
right you can see different versions of the showfile; this allows you to
reload an earlier version if you need to.
You can also load shows from the softkeys:
4> Available shows are listed on the softkeys; press the key to load
the show (the F and G keys show more pages). If you type the
first few letters of the show name on the touch keyboard, the
list will only include shows starting with those letters, which can
make it easier to locate the show you want.
5> If there are multiple versions of the show stored on the disk,
select the one you want.
6> Press Load Show. The console will show a loading screen as the
different elements of the show load.
7> When the show has loaded the normal operating screen will
reappear.
When loading a show you have the option to keep the existing DMX
settings of the console, or to load the settings stored in the showfile.
The DMX settings determine how the XLR sockets on the back of the
console are used and how DMX is sent over the network using
TitanNet.
You can save any number of different shows on the Arena ’s internal
hard disk.
You can then select items from the imported show and store them
onto workspace or panel buttons in your current show.
• You can filter fixture types to make the mapping easier using
the buttons on the left and right sides of the show browser.
• You can directly import shows without using the Disk menu by
clicking the Plus button at the top right of the Show Browser.
• There is more information about the Show Library window in
section 13.3 on page 242.
2.6.4 Autosave
The console will automatically save your show to its internal hard disk
when you shut it down. It will also autosave the show every 30
minutes in case the console loses power.
You can disable Autosave or alter the time between saves using
option [Auto Save] on the Disk menu (selected using the blue Disk
button). You can reload Autosave files using the Show Browser.
We recommend that you have autosave enabled while
programming in case the power fails, but disable it while
running a show as it can cause the console to pause
slightly at inconvenient moments.
• When starting a new show you have the option to keep existing
DMX settings. This preserves the DMX/TitanNet configuration of
the console which determines how the XLR sockets on the back
of the console are used and how DMX is sent over the network.
• There is also an option [Wipe] in the System menu (when the
console is in System mode) which has the same function, and is
located in the same place as on the older “classic” Avolites
software.
Reports can be created in HTML, PDF, CSV or XML formats for the
following:
• Fixtures
• Memory (Cues)
• Chases
• Cue Lists
• Palettes
• Groups
To generate reports:
3. Patching
Patching is the process where you tell the Arena
• What type of lighting units you have connected to it
• What DMX addresses they are operating at
• Which DMX line (universe) each unit is connected to (there are
64 lines, but the console itself can only output 12; further lines
can be controlled using networked DMX processors over
TitanNet)
• Which buttons on the console you want to use to access them
(either physical buttons or touch buttons)
• Particular option settings for each fixture.
Before you start rigging, you can use the console to
work out the DMX addresses for the fixtures in your rig.
Patch them on the console (or simulator), then press
Open View, Patch to show the Patch View window. This
will use the DMX channels as efficiently as possible
without leaving any gaps.
If your fixtures are RDM equipped, the console can patch itself from
the rig, see section 3.1.6 on page 57.
By default in a new show, DMX Lines 1-8 are connected to the eight
XLRs on the console. If you want to change this or use other lines, go
to the DMX Settings window in System mode – see section 13.1.6 on
page 236 .
If nothing is happening to the lights when you make
changes on the console it is worth checking the DMX
Settings window to make sure the DMX lines are
allocated to outputs.
• When setting the DMX address using [Address=], you can set
the DMX line (universe) as well by entering {line}.{DMX}, for
example 2.56 will set DMX address 56 on DMX line 2.
• To see how DMX channels are patched, press Open View (next
to the numeric keypad) then Patch to show the Patch View
window.
• [User Number = xx] allows you to set a user-defined number
for each dimmer or fixture patched, to help you identify them
later. You can also edit the User Number from the Repatch
Fixture menu.
• You can patch multiple dimmer channels to a single handle. This
can be useful if, for example, you want to control all the lights
for one area together. To do this, just press the same Fixture
Select button again when patching the new dimmer channel.
You can tell the dimmer channel has patched OK because the
DMX address will increase by 1.
• If you need to remove a dimmer from multiple dimmers on a
single handle without losing programming, make a copy of the
handle then repatch the copy to the individual dimmer address.
Press Open View then Patch to open the Patch View window then
select the RDM tab. All devices which support RDM will be listed here.
Click the Full Discover context menu button to rescan the rig for RDM
devices.
• Select one or more fixtures in the grid and click the Patch
context menu button to patch the devices.
• Click on the Mode or Address cells in the grid to change these
settings remotely.
• Click on the Identify button (at the right hand end of the
screen, you might need to scroll to see it) to turn the fixture on
so you can see where it is in the rig.
• Click on the RDM Quick Patch context menu button to
automatically patch all RDM devices.
1> Press Patch, [Fixture] and select the type of fixture you are
looking for
2> Press [Options], then [Find Fixture] to enable the Find Fixture
mode.
3> Turn Wheel B to go through all possible DMX addresses. Wheel
A sets DMX lines.
4> When the fixture responds with its Locate state, you have found
the correct DMX address.
4> Turn off [Find Fixture] mode and (if not already occupied) patch
the fixture. The DMX address/Line will be automatically set to
match the Find Fixture settings.
Fixture type: lists the different types of fixture in your show. Each
fixture has a unique colour code. Click on these buttons to filter the
view so it only shows one fixture type.
Line: lists the available DMX output lines/universes. The blue
bargraph in the button shows how much of the line is used by
patched fixtures and how much is free. Click a button to show the
details of that line in the right hand side of the window.
The coloured bar at the top shows how fixtures are patched on the
selected output line, using the unique colour code for each type of
fixture. Click on a section of the bar to select those fixtures in the grid
below.
The grid area shows details for each patched fixture on the selected
output line. Some parameters are editable by clicking in the grid,
then the softkeys allow you to change the parameter.
You can change parameters for multiple fixtures by
dragging a selection box over the grid, or hold the Ctrl
button on the keyboard and click on the required
fixtures. Then edit the parameter on the softkeys, and
use the [Set] context button or press Enter to update
the selected fixtures.
• You can switch off some of the display columns to make the
Patch View simpler. Press the [Choose Columns] context menu
button and then use the options on the softkeys to turn
columns on and off.
• You can add notes to each fixture in the Patch View. Click on
the Notes field and enter text using the keyboard.
The tabs across the top allow you to switch the window to Personality
List (lists all fixtures available on the console), RDM (allows you to
patch devices using RDM) and Attribute Behaviour (allows you to set
invert, freeze, curve, and limit. See section 3.4.2 and following
sections for Attribute Behaviour.
A context menu option allows you to show or hide parked fixtures. If
you show parked fixtures they will appear greyed out in the position
they were originally patched.
If the fixture address is set using DIP switches, the console can show
you how to set the switches by clicking on the DIP Switches tab.
Type the new address for the first fixture in the selection and press
Enter (using the format Universe . Address – if you miss out the
universe part it will stay unchanged).
All fixtures will be renumbered keeping the addressing offset between
the fixtures the same (in other words if each fixture takes 20
channels, the addresses will be set with an offset of 20 channels
between each fixture).
The [Swap Fixture Addresses] softkey lets you swap the addressing
between two groups of fixtures. This operates in two modes, [One For
One] or [Retain Layout], which you can select by softkey after
pressing [Swap Fixture Addresses].
Select one group, then press [Swap Fixture Addresses] and select the
target group. In One for One mode the target must be the same
quantity of fixtures or the console will display an error. In Retain
Layout mode the console will attempt to add or remove fixtures to get
the same quantity – if this conflicts with other fixtures it will give you
the options to [Park Conflicting] or [Cancel].
5> To change the DMX output line, press [DMX Line=x] and enter
a new output line number 1-12.
6> Press Enter or [Repatch] to confirm the change.
7> Repeat from step 3 if you want to change other fixtures.
• You can “Park” the fixture using [Park]. This removes the
fixture from the DMX output map, but all programming is
retained. The original DMX line and address is remembered and
you can restore it using the [Unpark] option.
• If the new DMX address already has another fixture or dimmer
patched on it, the console will warn you (unless this is disabled
in User Options, see section 13.1.3 on page 235). You can
either press [Select another DMX address] to abort the change
or [Park Conflicting Fixtures]. All programming for the parked
fixture is preserved, but you need to repatch it to a free DMX
address using the above procedure before you can use it again.
If you press [Always Park Conflicting Fixtures] the console will
park this and any future conflicting fixtures without warning you
(you can change this option back in the User Settings).
• You can also choose to have a picture legend using the softkey
options.
• You can set the same legend for multiple fixtures by selecting a
group of fixtures after pressing [Set Legend].
• You can automatically allocate User Numbers for multiple
fixtures by selecting a group of fixtures, then using softkey A on
the Set Legend menu. The first fixture will have the User
Number you entered, and the other selected fixtures will be
given a number increasing by 1 for each fixture.
• You can set a legend for the current page of fixtures using the
[Set Legend] function from the main Program menu. The
legend is shown on the touch button for the page and on the
HUD.
Fixture colours
The buttons on the left let you select the different output lines from
the console. Scrolling the window to the right shows more information
about each DMX channel.
To set up mapping:
1> Press Open View then Patch to show the Patch View screen.
2> Select the Exchange Mapping tab.
3> In the leftmost column, click the fixture type of the new fixture
which you have changed to.
4> The view shows the old fixture on the left and the new fixture
on the right with attributes listed for both fixture types. You can
sort the list either alphabetically or in DMX channel order using
the [Sort] context menu option.
5> Select an attribute to show the mapping. The mapped attribute
on both fixtures will highlight in light blue. Brown controls are
not mapped. The centre of the view shows the individual
functions of the selected attribute, and coloured lines show how
these map between the fixtures.
6> To map a function, click on a source function then a destination
function. Any previous mapping will be removed. You can map
multiple source functions to a single destination function.
7> To unmap a function, double click the source function. If there
are multiple sources mapped, double click the destination
function.
8> To move a mapping, click the existing destination, then click
the new destination.
Range mapping
If the destination function has a range (for example 0-100%) you can
adjust the range to which the source function is mapped.
Where multiple source functions are mapped to a single destination
function with a range, separate destination buttons are shown
allowing you to set a different destination range for each source
function.
To set the range, first select a destination function, then click the Edit
Ranges option at the bottom of the window. Then select the function
whose range you wish to change. (Note that it is only possible to
adjust the range of a mapped function. Any functions that are not
mapped or are not ranges will grey out). You can then adjust the
maximum and minimum values for the range either by wheel, by
touching the wheel view on touch consoles or by selecting the
relevant softkey and entering the value.
Once complete, click Apply then [Confirm] to commit the changes or
Cancel then [Confirm] to forget.
4> The button will light up red and the console asks for
confirmation. Press the Select button again to confirm.
From the Attribute Behaviour tab, use the context buttons to set
Attribute Limits.
It is still possible to put values into the programmer outside the
limits. A “limited” watermark will appear on the wheel view behind an
attribute when it is being limited.
between the locate position and your set position as the offset.
This is an easy visual way to set the offset.
• You can also set offsets using palettes. Select fixture, apply
palette, adjust fixture to desired values then press Record,
Palette, [Update Offset]. Again this does not change the
palette, but sets the difference as the offset value.
• In the Patch View window, in the Patched Fixtures list there are
cells for Pan or Tilt offset
• In the Patch View window, in the Attribute Behaviour tab you
can select [Offset] from the context menu buttons. This lets you
view or adjust offsets set by the first two methods.
See section 13.7 on page 253 for details of the different curves
available.
• Freeze can also be set from the Attribute Behaviour tab of the
Patch View window.
• A “Frozen” watermark is shown on the wheel display when an
attribute is frozen.
Scroll slider
1> Press the Select buttons for the fixtures you want. Touch
buttons will light up pale blue when selected, physical buttons
will light brightly.
2> To select a range of fixtures, slide your finger across the touch
buttons to draw a selection box. For fixtures patched on faders,
hold down the Select button for the first fixture then press the
Select button for the last fixture.
You can also use Unfold to expand the cells onto individual select
buttons. In the Fixtures workspace, the current page of fixtures will
be replaced by select buttons for each individual fixture cell. On fader
handles, the unfolded fixture cells will start at handle 1.
There are two ways to unfold fixture cells:
• Press Unfold then select range of fixtures. The cells will
immediately appear on the handles.
• Select fixtures, press Unfold, then press [Selected Fixtures].
This method allows for non-consecutive fixtures to be unfolded.
1> With some fixtures selected, press the button for the attribute
to be changed
2> Turn the wheels to set the attribute. The display above the
wheels shows which attributes are being controlled, and the
settings which are available scroll up and down as you turn the
wheels.
You can also touch the roller image on the screen to change
the attributes up or down by one. For continuously variable
controls like a dimmer, touching the roller will set the attribute
to full or zero.
When you apply an attribute, the button turns blue to show that the
attribute is in the programmer. If you touch the button again, the
attribute will be removed from the programmer.
Touching the title of each attribute (such as “Colour Func”) expands
the attribute to the full window, displaying more buttons.
For fixtures which are capable of colour mixing, you can select a
colour from an onscreen palette of colours. The slider on the right
hand side sets the intensity.
For variable attributes like Dimmer, holding down the button will
display a horizontal slider bar. You can then move your finger left or
right to change the value.
When the selected fixture has subfixtures, buttons appear at the top
of the attribute editor window allowing you to select the main fixture,
or individual cells for control.
4> Press the Fix+1 or Fix-1 buttons button to change the selection
to the next stage of the pattern.
5> To end the pattern selection, press All twice.
You can also use Select If with the @ and Through buttons on the
numeric keypad to select fixtures set to a particular intensity.
@X: fixtures set to intensity X
@ Through X: fixtures with intensity 0 – X
@ X Through: fixtures with intensity X – Full
@ X Through Y: fixtures with intensity between X and Y
@@: fixtures with intensity above 0.
Intensity levels may be input as 0-9 or 00-99 depending on the User
Setting [Channel Levels Set In] (see section 13.1.3 on page 235).
Above the attributes roller on the screen, the console shows you
which attribute group you are currently changing (the grey box). The
Attribute Group is also highlighted in blue if the programmer contains
any of those attributes. For example in the image above we are
currently changing Colour attributes, but Intensity and Special
attributes have also been modified.
1> Select the fixtures you want to Align either manually or using a
group.
2> At the top level menu press Fixture Tools/ML Menu then [Align
Fixtures].
3> Set the mask to include the attribute groups you want to copy
(using the Attribute Bank buttons, or using the softkey options
for exclude and include all attributes).
4> Touch the select button of the fixture or group you want to copy
the settings from.
• The [Auto Reset Mask] option will always set the mask to
Include All whenever you enter the Align Fixtures function. The
alternative option [Remember Mask] will leave the last mask
set.
• [Spread Attributes] will try to spread out the attribute changes
if there are a different number of fixtures in the source and
target groups (best for positions). [Repeat Attributes] will
repeat the source selection on extra fixtures, or attempt to
mirror the fixtures if there are fewer.
• [Align Programmer Attributes] will only align attributes which
are in the programmer, [Align All Attributes] will do everything.
• [Palette References Maintained] will copy palettes from the
source fixtures. [Palette References Lost] will convert the
palettes to absolute values in the target fixtures.
4.1.18 Flip
Moving head fixtures can point at the same stage position from two
possible yoke positions. Sometimes to get the fixture moving the
same as other fixtures, you need to swap to the opposite yoke
position and the Flip function lets you do that.
If you have selected fixtures from multiple groups, you can choose
whether the fan effect works with or ignores the groups. For example
if you have 12 fixtures across the stage in 3 groups of 4, you may
want a fan of light beams spread evenly across the stage, or you may
want 3 groups of separately fanned light beams.
By holding down the Fan button you can select:
• [Ignore Groups] All fixtures are fanned as one large group
• [Fan Group as Fixture] All fixtures in a group take on the same
value.
• [Fan Within Group] Fan runs across individual fixtures in each
group.
Holding down the Fan button also allows you to select the Curve used
for the fan. The different curves allow you to obtain different fan
effects.
Fan mode needs to be used on at least 4 fixtures to give good effects.
If you have an odd number of fixtures, the central fixture will not
change in fan mode.
Press the Fan button again to leave Fan mode. Any effects you have
set will remain in the programmer.
It’s all too easy to accidentally leave Fan mode turned
on and be very confused about why the wheels aren’t
working properly, so turn it off as soon as you have
completed the effect. To avoid this there is a User
Setting ‘Press and hold Fan’. If enabled, you have to
hold down the Fan button to enable Fan mode. See
section 13.1.3 on page 235.
Fan Curves
You can select different curves to use when in Fan mode. Hold down
the Fan button and select [Curve], the options are:
• Line: Traditional fan, the first and last selected fixture are
affected equally in opposite directions, the midpoint remains
unchanged. This is most useful for pan.
• Pull Middle - The first and last selected fixture remain at the
current value, the midpoint is affected most. This is useful for
• Pull Ends - The first and last selected fixture are affected most,
the midpoint is unchanged. This is useful for colour mixing, tilt
and dimmer.
• Arrow - The first and last selected fixture are affected equally to
the midpoint fixture but in the opposite direction. This is useful
for colour mixing, tilt and dimmer
Fan Parts
When using the Fan function you can split the fan into a number of
groups. Select all the fixtures, hold down Fan and type a number on
the numeric keypad. The Fan will divide into that number of parts, for
example:
Normal (1):
2:
3:
The window can be set to different modes using the context buttons
to the left of the menu. The modes are:
• Playbacks: shows which playback is controlling each attribute of
each fixture
• Levels: shows the output levels of each attribute. These may be
shown numerically or as range names.
• Palettes: shows which palettes are allocated to fixture attributes
• Shapes: shows which shapes are running on fixtures
• Output/Programmer: switches between the attributes on the
console output, and the attributes currently in the programmer
• Highlight off/changes: if set to [Highlight changes] then
changing attributes will be highlighted.
• Narrow/Wide columns: changes the column width on the
screen.
• Stage: shows only fixtures with intensity above zero
1> Select the fixtures/dimmers you want in the group (the order in
which you select them will also be stored in the group).
2> Press the grey Group button (top right of the numeric keys)
then [Record Group]. You can also press Record then the Group
button.
3> Use softkey A to enter a number for the group, or B [Provide a
legend] to set a legend.
4> Touch an empty Group button, or press the grey button of a
fader handle where you want to store the group, or press C
[Store] to store as a numbered group.
5> Press Clear then repeat from 1 to store other groups.
• You can also press the Avo button and the Group button to go
directly to the Record Group menu, or on the screen touch the
button twice to use Quick Record – on the first touch the button
will turn red with a +, on the second touch the group will be
recorded.
• The Group button also gives you facilities on the softkeys to edit
and delete groups.
Auto Groups
When patching multiple fixtures, the console automatically creates
groups for you. A fixture type group is created which contains all
fixtures of the same type (for example, [All Mac 2000]). Another
group is created each time you patch a quantity of fixtures (for
example, [4 BB4].) This function can be turned off using [Auto
Groups] in the User Settings.
To change the order, select [Auto Increment] to On, then select the
fixtures in the order you want. If you press a fixture twice, it will
show an X indicating that it is not part of the sequence.
To change fixture layout:
Initially fixtures will be all in a row. You can reposition the fixtures
anywhere on the screen by dragging them. Or press a fixture to
select then use the wheels to move it around the grid. You can resize
the grid by dragging the bottom or right sides.
The [Arrange Fixtures] context command will automatically place the
fixtures in a rectangular block, you specify the number of rows
(Height) and columns (Width).
• You can use the Fan button to evenly spread fixtures in the
layout.
• The Layout Editor is described in more detail with examples in
the Pixel Mapper section 6.6.4 on page 139.
You can randomize the fixture order when selecting
fixtures using a group by holding the group button and
pressing [Random Order].
1> Keep pressing Exit until you are at the top level menu.
2> Select the fixtures you wish to control. Macros may not work
across groups of fixtures from different manufacturers so it’s
best to do each type of fixture separately.
3> Press Fixture Tools/ML Menu then [Macros].
4> The softkeys show a list of the functions available. Press the
one you want to action.
5. Palettes
When programming a show you will find that you frequently use
certain positions, colours, etc. The console lets you store these
settings so you can recall them at the touch of a button rather than
having to find them on the wheels every time. This is very useful for
rapid programming and when busking a show.
When you use a palette to record a cue, the console stores a
reference to the palette, rather than the actual value. This means
that if you program your cues using palettes, you can easily change
all the positions in your show just by reprogramming a few palette
entries rather than having to reprogram all the cues. This is handy if
you are touring and have to cope with different stages or truss
heights every show.
Palettes can be nested so you can use palettes in other palettes. If
you change a master palette, the changes will track through to all the
palettes in which it is used.
Palettes are stored and selected using the buttons in the Colours,
Gobos/Beams and Positions windows. You can also store palettes on
the grey buttons of fader handles and on Macro/Executor buttons.
You can set a legend for each button so that you know what you’re
going to get.
If the Colours, Positions, Gobos & Beams windows are not shown,
press Open View then [Open Workspace Window] then [Groups and
Palettes] to show all three windows.
• [Record By…] allows you to control how the mask is used when
saving the palette. The options are:
[Channel in programmer] records only channels which are in
the programmer (ones which you have changed)
[Group in programmer] records all channels in any attribute
group which has one or more channels in the programmer. For
example if Cyan is in the programmer, all colour channel
settings will be recorded even if not in the programmer.
[Group in mask] records everything included by the mask set
on the attribute buttons
[Mixed] records by attribute group for Position and Colour but
by channel for all other controls.
• The console will automatically create a legend for your palette
(unless the User Setting [Auto Legend] is set to Off). For colour
palettes a coloured icon is used to show the selected colour. If
the palette contains fixtures set to different colours, a coloured
bar will be shown for each. For CITP (media server) palettes,
the media thumbnail will be used. For other attributes the last
adjusted function value will be used for the legend, except for
pan and tilt which will use a default legend.
• You can also manually set a legend for the palette while you are
saving it using [Provide a legend]. See section 5.1.5 for how to
change the palette legend.
• If you select a Palette button which is already used, the console
offers you options to [Cancel], [Replace] or [Merge] the existing
palette. [Replace] will erase the palette and save only the latest
changes you have made. [Merge] will combine your changes
with the palette. This allows you to add settings for additional
types of fixtures to a shared palette or to update the existing
You can create a picture legend for your palette which could for
example represent the colour or gobo it will create. After pressing
[Set Legend] and the palette button, press [Picture]. The picture
editor will open.
The tab buttons on the top left allow you to select Keyboard entry
(legend reverts to text), Draw, Icon Library, or Load File. On the right
you can choose Pen or Eraser, set the pen/eraser size, set the colour
(white in the above picture), clear the whole picture, and Enter the
legend. The Min button top left reduces the editor to a smaller size.
If you select Library you can choose a picture from a wide range of
pre-programmed pictures. The pictures are sorted into various folders
which are listed on the left.
1> Press Clear, select some fixtures and locate them. If you need
to move them so you can see what’s happening, you can do
that too.
2> Press [Shapes and Effects], [Shape Generator] and choose a
shape to start (see section on page for more information about
shapes).
3> Alter the parameters of the shape as you require.
4> Press Palette, [Record Palette].
5> If you moved the fixtures in step 1, press [Set Mask] and
exclude everything except FX.
6> Press a palette button to store the shape palette.
1> Press Clear, select some fixtures and locate them. If you need
to move them so you can see what’s happening, you can do
that too.
2> Press Time (may be labelled Set on Mobile/Sapphire/Quartz,
and Next Time on Expert/Tiger).
3> Change Fade time to 2 sec. This sets the global fade time into
the programmer.
• You can make palettes fade over a time when you recall them,
see section 0 below.
• When a palette is used in the programmer, the touch button will
light up to indicate this (you can disable this in the User
Settings). This makes it easier to see which palette you have
selected.
You can also recall a palette by its number by typing the number on
the numeric keypad.
You can filter which attributes are shown using the All/IPCGBES
buttons in the top corner, or which fixtures are shown using the
fixture type buttons below that.
To edit an attribute value, touch/click on it in the window. The
softkeys will give you a list of available settings for this attribute or
you can type in a numerical value.
There is also a [Delete] button which allows you to remove the value
from the attribute. This is the same as using the Off function.
• When the palette contains other palettes, the context menu
option [View/Hide Nested Palettes] sets whether or not the view
shows the actual attribute value or just the name of the nested
palette.
• When the palette contains shapes, the context menu option
[View Shapes] will open the Shape View showing all the shapes
with their parameter. Clicking View will open the Shape Fixture
View which lets you edit the fixtures running the shape; the
Add Fixtures menu button will add selected fixtures into the
shape.
• When the palette contains effects (Pixel Mapper) the context
menu option [View Effects] will open the Effect View window to
let you edit the effect.
1> With the cue fired, select the fixtures and change them to the
settings you want to store (e.g. the right green colour).
2> Press Update.
3> The cues and palettes which can be updated are shown on the
softkeys and all other buttons are greyed out.
4> Press the palette button (for example, Green) twice to update
that palette.
1> Type in the overlap time for the palette on the numeric keypad.
2> Press [Set Overlap].
3> Type in the fade time if fade is also required.
4> Press a palette button to recall the palette.
• You have to re-enter the overlap each time you recall a palette.
To use the same overlap every time, set a Master Overlap:
Press Palette, [Master Overlap]. To disable Master Overlap set
to 100%.
• If you open the Shapes window, it will remain open for instant
selection of shapes (you don’t need to select [Shape
Generator]). The window will only show shapes which are
possible on the selected fixtures. Pressing attribute buttons will
filter the Shapes window to show only shapes for that attribute.
Press the Dimmer attribute button to show all shapes.
1> Control the speed of the shape using the left hand wheel.
2> Control the size of the shape using the middle wheel.
3> The size and speed is shown above the wheels on the display.
The display above the left hand wheel shows the phase in degrees.
For example, 180 degrees repeats every 2 fixtures, 90 degrees
repeats every 4 fixtures, 60 degrees repeats every 6 fixtures, and so
on.
The Offset function allows you to set the starting phase of the shape,
when more than one shape is running. For example, if you were
running a Cyan shape and a Magenta shape to create a mix of
colours, you would probably want to start them with Cyan at full and
Magenta at zero to give the full range of colours. In this case you
would set one of the shapes to have a Phase Offset of 180 degrees.
Without the phase offset, both shapes would reach full at the same
time.
You can use shapes in a cue list and section 9.1.3 on page 187
describes how the shapes will behave as you go from cue to cue.
You can also adjust parameters of the shape at playback time using
the Select Shape menu, which is on the [Edit] menu of the Shape
Generator menu.
1> At the main menu press [Shapes and Effects] then [Key Frame
Shapes].
2> Press [Create] to start a new shape.
3> Select fixtures and set the colours for the first key frame.
4> Press [Add Frame]. An automatic legend for the first key frame
will show above the first playback fader. (Press [Playbacks
Display Visible/Hidden] to return the playback faders to normal,
if you want to select one in Quick Build mode).
5> Continue to set colours and press [Add Frame] until you have
created all the steps you want.
6> Press [Finish Recording Frames] when you’ve finished.
7> Use the Effect Editor window to change the Spread, Overlap
(see below)
8> Save the shape to a cue if you want to use it in a show (see
section 7 on page 151).
• You can also use the Unfold button to switch the playbacks
between normal mode and key frame display mode.
• Setting the [Frame Number] softkey to an existing frame
number allows you to [Replace] or [Delete] a frame. Clicking
the frame legend or the select button of the playback will also
set the current frame number.
• If the shape is not visible because fixtures are not lit up, the
locate dimmer “sun” button at the bottom will light up fixtures
used in the shape.
The controls at the top of the left hand pane are the global shape
properties which affect the whole shape, controlling speed, direction
(using 2D group layout), phase/spread and fixture overlap. The eye
icon in the top left corner “collapses” the shape preview in the effect
editor window, this allows you to expand only the shape you want to
work on if you have created multiple shapes.
The top of the main area shows a graphical version of the fades in the
shape, which you can drag around to change the timings. The yellow
arrow shows the phase offset for the layer, you can drag this to
change the phase.
To start with (or when you click on the Layer name) the sliders in the
main area are independent controls for the layer.
You can click on the buttons to the right of the sliders to enter values
from the keyboard, and when the button is clicked on the wheels can
also be used to adjust the value. A [Reset to default value] softkey is
also provided when you click the buttons, or double-clicking the
buttons will reset to default value.
By clicking on individual key frames on the left, you can change
parameters for each individual frame.
• Timing: use the Start Time slider or drag the step positions in
the window.
• Frame A Min / Frame B Max: Sets how close the attribute gets
to the programmed value. For example if you’ve saved a
dimmer flash at 100% you could make it only flash to 80%.
• Mid point: sets where the mid point of the fade is
You can change the style of the change between steps by clicking the
curve button to the right of each step. The new curve will be shown in
the fade graphic in the main window.
You can also edit the sequence of the key frame shape using the
Effect Editor window.
Start time
Edit frame Add more frames
You can also add a completely separate key frame shape or a pixel
map effect. Pixel map effects will be shown at the top of the shape
list on the left, you can use the eye icon to hide the pixel map effect
when you want to work on the key frame shapes.
• Triangle
• Star
• Fan
• Spiral
• Text
• Scribble (you draw an image on the touch screen)
• Image/bitmap (loaded from disk)
Then click on the + button again and choose an animation (how your
graphic element will move). The animated effect will show in the
black window.
Edit the parameters of the effect by clicking the effect name on the
left hand side. Sliders are provided to configure the effect, the sliders
may vary depending on the particular effect.
• For Grid Fit you need to specify the number of rows and
columns in the grid.
• For the gradient animations you set the start and end opacity
and the offset between them; you also set the Spread which
can be Pad (single gradient), Reflect (repeats the gradient in
and out) or Repeat (snaps back to start then repeats the
gradient fade)
Edit the colour of the effect by clicking on the Layer on the left hand
side.
Edit the way the animation moves by clicking the animation name on
the left.
To see how the effect will look on the fixtures, open the Pixel Mapper
preview window by pressing Open View, [Open Workspace Window],
[Pixel Mapper Preview]. A real life view of each effect running is
shown in a button at the bottom of the screen, you can select each of
these by pressing the button.
If you wish you can overlay further layers on the effect. Once you
have an effect you like, you can save it to a playback.
When adjusting the parameter sliders, as well as using
click/drag on the screen you can also use the wheels or
type in a numerical value. To assign a slider to the
wheels or for numerical input, click the value box to the
right of the control. Double click the value to reset it to
its default, or use the +/- softkey to change the sign of
the value.
• You can reorder the Pixel Mapper layers by selecting the layer
to move and clicking on the up/down arrow buttons.
• You can copy or move layers, elements and animations by
pressing Copy or Move, then select an element, then select a
destination to copy or move it to.
• The Block Effect switch allows you to create a pixel map effect
which will block out any pixel maps running on the selected
fixtures (according to the priority setting). This lets you create a
cue which will temporarily stop a pixel map effect (similar to
Block Shapes).
In the Shape or Effect View window you can click on View Fixtures to
open a window showing a list of the fixtures on which the shape or
effect is programmed.
If more than one shape is running in the programmer, you can select
which one is connected to the control wheels using Shape option
[Edit].
1> If you are not in the Shape menu, press [Shapes and Effects]
then [Shape Generator] at the top menu.
2> Press [Edit].
3> Press [Select shape]
4> By the softkeys is a list of the currently running shapes.
5> Press a softkey to make the shape active. The active shape is
highlighted.
6> Press Enter to get back to the Shape Generator menu.
To set the shape size and/or speed from the fader position, press
[Playback Options] from the main menu then press the select button
of the playback.
Using the [Fader] [Shape Size] and [Shape Speed] buttons you can
set the shape size and speed to be fixed (how you programmed
them) or to grow larger/speed up as the fader is pushed up. You can
also allocate a Speed or Size Master to control the speed or size, see
section 7.2.5 on page 156.
To set a fixed fade in time for the shape size, press [Edit Times] from
the top menu, then the playback select button, then set the
Delay/Fade times you want.
The Fade Mode allows you to set mode 0 (fade in), mode 1 (fade in
and out) or mode 3 (crossfade). Mode 2 links fade times to the fader
position, however we recommend you use the Playback Options listed
above to do this for shapes, and do not use Mode 2.
If a new cue is fired which controls the same attributes (for example,
a second shape controlling the same fixtures as a currently running
shape), the new shape will crossfade from the running shape.
1> The fixtures you want to use need to be recorded into a group,
do this first if they are not already.
2> Adjust the layout of the fixtures in the group using [Shapes And
Effects]/[Pixel Mapper]/[Edit Group Layout]/(select group).
3> Start creating an effect by selecting the group then [Shapes
And Effects]/[Pixel Mapper]/[Create Effect].
4> In the Pixel Mapper Effect Editor window toggle the context
menu option 'Fixture Overlay' until it reads 'Fixture Overlay
50/50'. (This will allow you to see the relationship of your
fixtures to the effect as you create it.)
6> Select [Layer 1], click [+] at the bottom of the screen and then
choose Circle from the elements that appear.
7> Drag the 'Zoom' slider until the circle covers approximately one
cell. You can also use the 'Width' and 'Height' sliders to turn
the circle into an oval if that helps.
Then drag the 'X' and 'Y' sliders to position the circle roughly in
the centre of your fixtures if it is not already.
8> Select [+] again and choose Displacement from the animations
that appear (this is represented as a few static blocks). (Note
that nothing changes yet.)
9> Select [+] and this time choose Opacity animation (represented
as a block fading in).
The displacement acts on the opacity animation causing it to
appear at random locations each time it is drawn.
Drag the 'In Time' and 'Out Time' sliders to 0%. (This will cause
the effect to snap on/off instead of fade.)
Increase the 'Speed' and 'Spawn Rate' settings to make the
effect run quicker and with more circles respectively. (High
spawn rates are particularly useful for small randomised
elements like this.)
Reduce 'Spawn Rate' until only one stripe is on screen the same
time. For this type of effect the value will usually need to be
quite low - approximately 0.2.
You might want to reduce 'Speed' slightly at this point. (Note
that a higher speed was initially useful for getting the correct
spawn rate above.)
5> Click on [Layer 2], select [+] and select the Swirl element
(represented by a 'fan' shape with four arms).
Increase 'Zoom' until it is as large as will fit in the screen.
Set 'Bend' to 0% for nice straight fan blade edges.
Set 'Points' to 3 (minimum) for a three bladed fan.
Set 'Thickness' to 50% for evenly sized segments.
Increase 'Border Width' to a low value so that we just have an
outline.
8> Click on [Effect] at the top left to access the global controls.
Drag 'Pre Spool' to the left until it reads 0s. (This is to ensure
the wipe begins off screen where we placed it when it is fired.)
9> Record the cue.
• Note how the red fan sits on top of the white bar when they
interact. This is because the white is on a lower layer. A higher
layer number has priority over a lower number.
By doing the above you should be able to see how we have quickly
created a layout where the all the odd fixtures are arranged together
on the left followed by all the even fixtures on the right.
This arrangement could be used as it is. A block element animated to
run horizontally left to right will run across all your odd fixtures
followed by all the even fixtures.
An alternative goal might be a vertical 'cascading' effect:
1> Click on the vertical resize tool and drag down until the grid is
at least twice the original height.
3> Drag the selected fixtures so they sit directly under the odd
fixtures.
4> Select 'Crop Grid' from the Layout Editor context menu. (This
will get rid of the unused pixels.)
Repeat steps 4 and 5 until all the fixtures are at different heights in
relation to one another.
When set to 'Select Only' fixtures are locked in position on the grid
and cannot be dragged around. This provides an alternative way of
selecting fixtures to edit while preventing accidental movement.
If you find you suddenly cannot move anything around this is
probably the reason!
Note that X,Y and Angle wheel control is still available.
4> Double-click on [Circle] (or press [+]) and select the Zoom
animation.
Drag 'In Time' to zero and 'Out Time' to 100%. (This will make
the effect start large and finish small. Alternatively the same
effect can be created by making 'Start Zoom' larger than 'End
Zoom'.)
Increase 'End Zoom' until the element begins by filling the
whole window.
5> Double-click on [Zoom Animation] (or press [+]) and select the
Opacity animation.
Reduce 'Spawn Rate' to zero. (This will ensure the opacity only
works on the zoom animation.)
Drag 'In Time' to zero and 'Out Time' to 100. (This will make
the effect snap on and fade out as it reduces in size. As with
zoom you can achieve much the same thing by inverting the
opacity controls instead. Using opacity values greater than
100% will create a delay before fade.)
1> Select the same group as used for the first effect and [Create
Effect]
2> Select [Effect] and change 'Background Opacity' to zero.
3> Select [Layer 1] and this time add a Spiral element.
Increase 'Zoom' so that it's nice and big.
Drag 'Thinning' until it is at 0%. (This will make the lines of the
spiral stay the same width. A negative value means the spiral
gets thinner towards the outside; a positive value means it gets
thinner towards the inside.)
Reduce 'Turns' so we can make a more bold effect. Approx. 3
should work.
Increase 'Thickness' to 50% for chunky lines.
horizontally.
5> Reduce Y until the bar disappears off the top of the grid. (This
is in preparation for adding a displacement animation.)
6> Add a Displacement animation. By default this will offset the
original position by anything up to 30% distance. This is
because the default value for 'Distance' is set to a maximum of
30% and 'Distance Random' is set to 100% meaning it can use
any random value between zero and 30%. Similarly 'Direction
Random' is set to 100% meaning it can offset in any direction.
Temporarily set 'Distance Random' to zero. (This is in order to
see exactly what the displacement is doing.)
Set 'Direction Random' to zero. (In this example we do not
require a random direction.) Now the bar will disappear because
it is being displaced upwards in the default settings.
Set 'Direction' to 180 degrees. Click on the compass button
four times to get there quickly. Now the bar should reappear on
the screen because it has been offset vertically down from the
our off-screen position by the default 30%.
Increase 'Distance' until the bar is approximately in the centre.
Now you have a vertical bar that draws randomly using a horizontal
displacement. Similarly you can use the [layer] or [effect] controls to
make global changes to X/Y position and Zoom allowing quick
manipulation of entire effects.
14> Store the cue, clear, fire and view again in the Pixel Mapper
Preview.
7. Cues
So you’ve set up a great look on the stage, and you want to save it to
use in your show.
There are three ways of saving looks on the Arena .
Cue: This is a single look. It may contain movement in the form of
shapes, and have fade in and fade out times.
Chase: This is a timed sequence of cues, often used for an individual
effect.
Cue List: This is a linked sequence of cues, usually used to store and
replay an entire show or an element of a show from a “go” button.
Chases and Cue Lists are covered in more detail in the following
chapters.
When a Cue, Chase or Cue List is stored on a control, the control is
called a Playback. You can store in several places:
• On any fader handle - the fader controls the intensity of
fixtures (you can make the fader control other things using
Playback Options).
• On a touch button in the Playbacks window – you can set
whether the button latches or flashes the cue using Key Profiles
• On a Macro/Executor button – again you can use Key
Profiles to set latch or flash.
Arena has 10 main playback faders below the touch screen, and two
banks of 15 additional fader handles to the left of the console. Each of
these has separate page buttons to select 60 different pages. The
optional fader wing can be added to give even more playback faders.
The cue functions on the Arena are very powerful; the first part of
this section explains the basics of how the console uses cues.
When you press Clear (by the numeric keypad), the programmer and
editor are emptied. This makes sure you don’t record fixtures you
don’t want. You also need to press Clear when you finish
programming, because any attributes in the programmer will override
playbacks.
Fixtures which are in the programmer are shown in mid blue on the
touch buttons. Attributes in the programmer (the things you have
changed) are shown in cyan on the attribute displays.
Firing a cue does not place the values from the cue in the
programmer (although the Include function lets you do this, see
section 7.3.4 on page 159).
• You can set a legend for each playback page. The legend is
shown on the ‘Pages’ roller on the screen. Use [Set Legend]
from the main Program menu then [Page Legends]. While in
this menu you can change the page to set legends for different
pages.
Click on a playback to instantly kill it. You can also press [Playback
Options] followed by the playback in this window to change
parameters of the playback.
To set the mask, press Release then [Global Release Mask]. The
softkey shows which attributes are enabled.
1> With the cue fired, select the fixtures and change them to the
settings you want to store (e.g. the right green colour).
2> Press .
3> Press Enter to immediately store the new values to the cue.
Alternatively, the softkeys show a list of palettes and playbacks
which can be updated. Select or deselect these as required.
4> If you have used the softkey options, press Enter to complete
the update.
You can configure which columns are shown in the Playback View
using the [Edit Columns] context menu button. Once you have set a
view you can save it to a filter button which appears below the Times
button on the left.
If you touch the View button at the right hand end of the row or the
[View Cue] context button, the Cue View window opens, showing you
details of the settings individual timings for all the fixtures in the cue.
The Cue View has four different views: Levels, Palettes, Times,
Shapes. Views are selected using the context buttons to the left of
the menu buttons.
• The Levels view shows the individual attribute values for each
fixture.
• The Palettes view shows which palettes have been used to
record the cue. Palettes are shown by their legends. Where an
absolute value was saved rather than a palette, the value is
shown instead. Again you can edit or remove the values.
• The Times view shows individual attribute timings for fixtures.
If global timings are set, no times are shown in the cue view.
• The Shapes view shows which attributes of each fixture are
running shapes.
Filter which attributes you are shown using the All/IPCGBES buttons
in the top left corner.
Filter which fixtures you are shown using the fixture type buttons on
the left.
You can edit or remove one or more individual control values in the
cue:
Touch or drag over the required control values in the grid to select
them – they will be highlighted in blue.
The softkeys then give you available settings for that control value, or
you can directly edit values by typing numeric values and pressing
enter.
You can delete the selected control(s) using the [Delete] softkey.
You can turn attributes On and Off using the Off button and the [On]
softkey. Off temporarily removes a value from the cue, it can later be
restored using [On].
You can remove a fixture completely from the cue by selecting the
fixture then pressing the [Remove Fixtures] softkey.
Any changes take immediate effect.
• The context menu option View Tracking Values allows you to
highlight in grey values which are tracked from previous cues.
• In Quick Include mode, you can set a mask for the include by
pressing one or more of the attribute bank buttons before you
select the cue to include.
4> Press the empty Select button where you want it to go.
• Instead of deleting the cue you can select [Unassign], this will
remove the cue from the handle but retain it for future use. Go
to the Show Library to reuse unassigned cues.
• Press Menu Latch to keep the delete mode active. You can keep
deleting using steps 2 and 3 without having to keep pressing
the Delete button. Press Exit to leave latched delete mode.
You can delay the fade times between fixtures in a cue so that the
cue is applied sequentially to each fixture. This is called Fixture
Overlap and can create some amazing “peel off” or “roll” type effects
with no programming at all.
In the diagram below, the top picture shows how the LTP channels
change when used with delay, fade and fade out times. The second
picture shows how the HTP channels change. The third and fourth
pictures show what happens to the LTP channels when fixture overlap
and attribute fade are used.
All times which you have set while programming the fixtures/dimmers
will be recorded when you save the cue.
You can also edit times of a cue you have already saved like this:
fixtures is set by the order you selected them (but you can
change this, see section 7.5.2).
7> Press Exit to get out of Edit Times mode.
• You can also set independent times for the IPCGBES attribute
groups, and for each individual attribute, see next section for
details of this.
• You can quickly set times from the keypad using the Time
button, e.g. TIME 5 AND 2 sets 5 sec fade in and 2 sec fade
out. (The Time button is the button previously labelled Set on
Titan Mobile and Sapphire Touch, and Next Time on Tiger Touch
and Pearl Expert).
The times you enter are affected by the cue mode which is set using
the [Fade Mode] option. This option can also be set from Playback
Options Fader Mode:
• Mode 0 – Channels will fade in as set by the fade time. The
Fade Out time is ignored. If times are set to zero, the HTP
channels fade in with the 0-100% position of the playback fader
and the LTP channels will snap.
• Mode 1 - Channels fade in as set by the fade time. HTP
channels fade out as set by the fade out times (LTP channels
remain as set in the cue). If times are set to zero, the HTP
levels will fade in and out with the fader and the LTP channels
will snap when the cue is fired.
• Mode 2 – Channels will fade in as set by the fade time. The
Fade Out time is ignored. However, the fade will stop when the
fader position is reached, so if the fader is set to 50%, the
attributes will stop half way to their programmed position. You
can reverse the fade back to the original position by moving the
fader back. If times are set to zero, both HTP and LTP channels
are controlled by the fader position.
In this mode LTP channels revert to their previous settings
when the cue is deactivated.
Mode 2 is useful when used with a pan/tilt cue for manually
tracking a spot across a stage or down a catwalk using the
fader position, or for colour mixing using RGB fixtures.
• Mode 3 - Crossfade cue. All channels, including intensity
channels, will fade to the settings in the new cue. All other cues
fade out and all other active playbacks become inactive; if you
need to re-fire a playback, take the fader to zero and put it up
again.
• If the cue includes shapes, then the shape will change with fade
times. The changes will be timed for a Mode 1 cue and
controlled by the fader position for a Mode 2 cue. This allows
you to create a shape which gets bigger or faster as you push
up the fader.
You can take this even further and set individual fade times for each
fixture. When you select the cue to be changed, you will see that all
the fixtures in the cue are selected. To set attribute times for only
certain fixtures, change the fixture selection using the Swop buttons.
The Cue View window will display when editing cue timings to help
you see what you are editing. You can touch fixtures or attributes in
the grid to select which items are going to be edited.
Press the ALL button to select all fixtures in the cue.
When you are in the Set Attribute Times menu you can only select
fixtures which are in the cue you are editing.
Individual attribute times can also be set from the wheels, using the
[Wheels] softkey option on the root menu.
LTP – If attributes are changed, the shape will stop running on those
attributes
Fader mode: This is the same option as set in the [Edit Times]
menu.
Mode 0 – Channels fade in as set by the fade time. The Fade Out time
is ignored. If times are set to zero, the HTP channels fade in with the
0-100% position of the playback fader and the LTP channels will
snap.
Mode 1 - HTP channels fade in and out as set by the fade out times
(LTP channels fade in but then remain as set in the cue). If times are
set to zero, the HTP levels will fade in and out with the fader and the
LTP channels will snap when the cue is fired.
Mode 2 – Both HTP and LTP channels follow the fader position. Useful
when used with a pan/tilt cue for manually tracking a spot across a
stage or down a catwalk using the fader position or for mixing colours
on RGB fixtures.
Mode 3 - Crossfade cue. All channels, including intensity channels,
will fade to the settings in the new cue. All other cues fade out and all
other active playbacks become inactive; if you need to re-fire a
playback, take the fader to zero and put it up again. Useful for setting
a video playback state.
You can also allocate a Speed Master to the cue which will allow you
to modify the shape during playback, see section 7.2.4 on page 155.
You can use Key Profiles to allocate one of the handle buttons to
release the playback.
Release Time: Sets a release fade time for this playback. Enter
blank time to return to global (Global release time is set in the User
Settings).
8. Chases
As well as being used to store static cues, the playback faders can
also be used to store chases (sequences of cues). You can also store
chases on touch buttons in the Playbacks window.
Chases can run once or repeat continuously. You can set individual
fade time for each cue in the chase and unlink cues so that the
console waits for you to press Go before the chase continues.
• You can set a legend for the chase by pressing Set Legend,
then pressing the Swop button for the chase and entering the
legend, as with cues.
• There is no limit to the number of steps in a chase.
8.2 Playback
8.2.1 Playing back a chase
To fire a chase, raise the fader of the playback. (You can also use the
Flash/Swop buttons). The chase will start to run. The bottom line of
the screen relating to the playback fader shows the current cue
number and speed of the chase.
1> Press [Edit Times] from the top level menu then the Swop
button of the chase.
2> To set the crossfade, press [Xfade] and type the fade from 0 –
100. 0=no fade (the chase will “snap”), 100=max fade (the
chase will move continuously from step to step).
3> To set the speed, press [Speed], type the new speed, then
press Enter. The speed can be set in Beats Per Minute (BPM) or
seconds depending on the User Settings.
There are other options you can set for the chase from this menu
including Fixture Overlap, which are described in the Timings section
8.5.1 on page 178.
You can set individual times for each cue in a chase and unlink cues
from each other so they wait for you to press the Go button. This is
done using the Playback View, or the Unfold function which is
described in section 8.3.2 on page 177.
You can select whether the chase speed is displayed in seconds or in
Beats Per Minute (BPM). Press Avo and [User Settings], then press
[Tempo Units] to set the option to [Tempo Units Seconds] or [Tempo
Units Beats Per Minute (BPM)].
You can also allocate a Speed Master to the chase which will allow
you to modify the chase speed during playback, see section 7.2.4 on
page 155.
1> Press the Unfold button, then the Swop button of the chase to
be edited.
2> The first 10 cues of the chase are loaded into the playback
faders.
3> Raise a playback fader to output the contents of that cue (fade
times will operate as programmed).
4> Various Unfold options are available, the details are below.
5> Press Unfold again to get out of unfold mode.
• To merge the programmer into the live step, double tap [Record
Step].
• To Insert a cue between two other cues, set up the look for the
new cue, press [Insert Step], then type the cue number for the
new cue (such as 1.5 to go between 1 and 2). If this cue
number already exists it will be merged with the look you have
created. Otherwise a new cue is inserted.
• To change individual times for the cue, press [Edit Times], then
the Swop button for the cue (or type the cue number), then set
the times. This is described in detail in the Timing section on
the following page.
• If the chase has more steps than there are playback faders, you
can go between pages using the [Previous Page] and [Next
Page] buttons.
1> Press [Edit Times] from the top level menu then the Swop
button of the chase.
2> Set the Crossfade, Speed, Fixture Overlap and Attribute Overlap
settings as described below.
3> Press Exit to finish.
• To set speed, press [Speed] then type the new speed, then
press Enter. The speed can be set in Beats Per Minute (BPM) or
seconds depending on the user settings.
• To set crossfade, press [Xfade] then type the fade from 0 – 100
and press Enter. 0=no fade (the chase will “snap”), 100=max
fade (the chase will move continuously from cue to cue).
• When in Run mode, you can set the chase speed of the
connected chase by tapping the [Tap Tempo] button in the
main menu at the speed you want the chase to run. (The
option only appears when a chase is connected). You can also
assign the blue or grey handle button to be a “tap tempo”
button using the Key Profiles option (see section 13.4.1 on page
244).
The Overlap functions allow you to offset and overlap the timing of
changes in the chase. This can create really amazing visual effects
with hardly any programming. The best way to learn about overlap is
to program a chase with two cues involving several fixtures, then
experiment with the overlap settings to see the various “roll” and
“peel off” effects which result.
The following diagram shows you the effects of cue overlap, fixture
overlap and attribute overlap in chases.
through its fade. The order of the fixtures is set by the order
you selected them when the cue was saved; you can change
the order using Unfold.
From version 3 of Titan software, [Cue Overlap] is no
longer available in chases. Instead use a Cue List set to
“Link With Previous” and set the Offset as desired.
1> Touch the playback display relating to the fader, or press Open
View then the swop button of the playback. The Playback View
window will open.
1> Press the Unfold button, then the Swop button of the chase to
be edited.
2> Press [Edit Times] then the Swop button of the unfolded cue
you want to edit.
3> Set up the timing options as required. The options are
described below.
4> Press Unfold to get out of unfold mode.
Initially all the timing options are set to Global. You can cancel any
individual timings and set the time back to global timings by pressing
the softkey for the option then pressing [Use Global].
The timing options for the cue are:
• Delay
• Fade (in)
• Fade Out
• Fixture Overlap
• Link with previous step
• Attribute times (see next section)
Linking can be set to [Link After Previous] (the chase will run
automatically) or [Link Wait For Go] which will stop the chase until
you press Go.
1> Press Open View or the Unfold button, then the Swop button of
the chase to be edited.
2> Press [Edit Times] then touch the cue you want to edit in the
Playback View, or if using Unfold, press the Swop button of the
unfolded cue you want to edit.
3> Press the Attribute Options button (right hand side) for the
attribute you want to change.
4> Press [Delay] to set delay time or [Set fade] to set fade time.
5> Type the new time using the numeric keypad and press Enter to
save it, or press [Use Global] to delete the attribute times and
go back to the normal times.
6> Press Enter to save the changes.
Most of the options are the same as for Cues (see section on page
168), only the additional Chase options are described here.
9. Cue Lists
• You can change the tracking mode of each cue. See section
9.2.3 on page 191.
1> Press [Set Legend] in the top level menu. If you are setting
legends for several cues, press Menu Latch to latch the Set
Legend menu.
2> Press the Select button of the Cue List.
3> The cues in the cue list are shown on the screen. Touch the list
or use Wheel A to select the cue which is to have a legend set.
5> Press [Cue Legend] and type the legend on the keyboard, then
press Enter.
6> If you latched the menu, you can continue to set legends for
other cues, or press Exit to finish.
is saved in a following cue then the shape will continue running rather
than restarting.
To manually edit autoloads use the playback view for the cue list:
The Autoloaded playback will be fired when the cue starts, and killed
when the cue list moves on to the next cue, unless you have also
loaded the playback into the next cue.
You can set options for each Autoloaded playback by pressing the
softkey where the Autoloaded playback is shown.
For a cue, the only option is [Remove this Autoload].
For a chase or cue list, softkey B lets you select whether to load the
playback from the start, to start at a specific cue, or to press Go on
the target playback.
In the Autoload Times column you can set fade in, fade out and delay
times for the autoloaded playback. Normally the autoload will use the
times set for the cue, but you can also select [Use Individual Target
Times] which will use the times set in the autoloaded playback, or
you can set independent times yourself.
You can also open the Playback View window to show more details of
the cue list by clicking the Cue List legend area or press Open View
then the swop button of the playback. This shows all the timings,
links and tracking status and is very useful when running a theatre
show on a cuelist.
When times are in progress on a cue, green progress bars are shown
in the Playback View window.
The Playback View will autoscroll to keep the active cue onscreen.
You can change the way the autoscroll works using the view options
(click the options/cog icon at the top of the window).
• The HTP levels of cues in the cue list are mastered by the fader
level.
• You can pause a fade by pressing the Stop button above the Go
button. Press Go again to resume the fade.
• You can skip to any cue in the cue list by selecting a “next” cue
using Wheel A, or using the left/right arrow keys. When you
press Go, the cue list will run that cue next.
• You can snap back to the previous cue by pressing the Snap
Back button (not on all consoles)
• On consoles with a Snap button (Arena and Tiger Touch 2), the
Prev Step/Next Step buttons will go to the previous/next cue
using the programmed times. If you turn on the Snap button,
the Prev/Next buttons will snap immediately to the cue. There
is also a User Setting [Chase Snap] which enables this mode on
consoles which don’t have the button.
9.2.3 Tracking
By default, cue lists run in tracking mode. Only changes in attributes
are stored, everything else just continues at the level it was
previously set to. Tracking mode is usually used for theatrical
performances because it means that if you need to adjust a dimmer
level at the start of a scene, you don’t have to go through and change
the level on every cue for that scene, the change just tracks through
the other cues until a new level is stored.
You can enable or disable Tracking mode globally for the whole cue
list, or each cue can have Tracking mode set individually from the
Playback View window (or Playback Options, [Cue Options]).
Settings are:
• [Global] (default): obeys the global setting for the cue list.
• [Track]: the cue will track
• [Block]: the cue will not take tracking states from previous
cues. All subsequent cues will track from the Block cue.
Move In Dark delay and Move In Dark fade times can be set for the
whole cue list or for each cue using the Set Times menu. Each cue
also has a Move In Dark Inhibit option which prevents any
movements during that cue (useful if you need to prevent fixture
noise).
If the fixture has its intensity above zero or Move In Dark is inhibited
when the Move In Dark is supposed to occur, the console will attempt
the movement in the nearest suitable cue instead.
You can then click on the values you want to change and edit them
using the softkeys.
• The context menu buttons allow you to view levels, shapes,
effects and times for each attribute of each fixture in each cue.
• If levels are set from a palette, the View Palettes button either
shows you the palette used, or the underlying value.
• If the View Tracking Values button is selected, tracking values
(values which have tracked through from another cue rather
than being stored directly in this cue) are shown in light grey.
1> Press the Unfold button, then the Select button of the cue list to
be edited.
2> The first cues are loaded into the playback faders. The display
shows the cue numbers and legends.
3> Raise a playback fader to output the contents of that cue (fade
times will operate as programmed).
4> Various Unfold options are available, the details are below.
5> Press Unfold again to get out of unfold mode.
• To Delete a cue, press the blue Delete button then the Select
button for the cue you want to delete. Press the Select button
again to confirm.
• To change the cue legend, press [Set Step Legend] then the
playback select for the step you want to change.
• If the cue list has more cues than there are playback faders,
you can swop to the next page using softkeys F and G.
1> With the cue list fired, select the fixtures and change them to
the settings you want to store.
2> Press .
3> Press Enter to immediately store the new values to the cue list.
Alternatively, the softkeys show a list of palettes and playbacks
which can be updated. Select or deselect these as required.
4> If you have used the softkey options, press Enter to complete
the update.
• You can edit the times for a cue using the Live Time and Next
Time buttons (not on all consoles) as follows:
4> Use the softkeys to set the times, linking and overlap settings
you want (see section 7.5.1 on page 164 for description of the
times). If you set the [Link to next step] option to On, then the
next cue will not wait for the Go button.
5> Press the to jump on to the next step.
• The Review button lets you test the live step with the new
timings.
• You can also use Unfold to set the times as described in the
Unfold section above.
1> Press [Cue Number=x] and type the cue number to be edited.
2> The console will jump to the cue and show the output.
3> Make the changes that you want to the programming of the
current step, or to the timings using [Edit Cue x Times].
4> Press [Update Cue x] or the Rec Step button to save the
changes.
• You can’t change the cue number using this menu – if you press
[Cue Number] this will change the cue you are editing. Use
[Advanced Options] to change cue numbers.
highlight in red in the Playback View if you have it open. When you
have selected all desired cues press Enter, then select [Merge] or
[Replace] (or just press Enter again to merge).
1> Press A [Edit Times] at the main Program menu then the Swop
button of the Cue List.
2> To change which cue you are editing, scroll through the list
using Wheel A or press [Cue Number] then type the cue
number you want to edit and press Enter. The Chase arrow
buttons to the right of the Connect button also step through the
cues.
• You can select a range of cues, enabling you to alter the timings
of multiple cues all in one go, by using Wheel B, or in the
Playback View window, dragging across the cues you want to
select in the grid.
• To set the delay time between pressing Go and the cue starting,
press [Delay In] then type a time in seconds and press Enter.
• To set the fade in time of the cue, press [Fade In] then type a
time in seconds and press Enter. Both HTP and LTP channels
are affected by the fade.
• The fade out time of the cue is set by default to be the same as
the fade in time. You can change the fade out time by pressing
[Fade Out], then type the time in seconds and press Enter. To
set equal to Fade In time, delete the time and leave the box
blank.
The fade out time starts when the next cue fires, so if you set
the time to 1 second, the outgoing cue would start a 1 second
fade out as the new cue begins its fade in.
• The [Delay Out] setting of the cue would normally be used if
the console links automatically to the next cue, and sets a wait
time before the next cue starts its fade in. So the outgoing cue
would start to fade out, and the delay out time would run
before the new cue begins its fade in.
2> All fixtures in the cue will be selected. If you don’t want to
change the times for any fixtures, deselect them now. You can
press the ALL button (below Next Time) to select all fixtures in
the cue or Shift+ALL to deselect all fixtures.
3> Press the softkey for the attribute group you want to change.
4> Press A [Delay] to set the delay time, or press B [Fade] to set
the fade time. Press G [Use global] to remove the attribute
group timing and go back to the normal delay/fade times for
the cue.
• You can use [Individual Attributes] to set times for one attribute
within the group, for example just Pan from within the Position
group. You can also use the Cue View window to set times for
individual attributes.
1> Connect the cue list for which you want to set timecode.
2> Press [Timecode] on the top-level menu.
3> Press softkey A to select the desired timecode source.
4> Press [Record].
5> Start the timecode source. If using internal timecode, press
[Play] to start it.
5> Press the red Go button to step each cue at the time you wish
the cue to start.
6> Press [Record] when you have finished.
To play back a timecoded cue list, press [Connected Cue Lists] and
select the cue list which is to be played. Then press [Timer
Disabled/Enabled] to enable the timecode input.
When you start the timecode source (or press [Play] if using internal
timecode), each cue will fire as the timecode matches its
programmed time.
You can edit the timecode for each cue by using Wheel A to select the
cue, then press Enter and type the new timecode for the cue.
While editing a time you can also use Wheel B to select multiple cues,
and use the softkey options to enter a value to change the time of all
the cues (offset, add a fixed time or subtract a fixed time).
You can open a timecode display window to show you the incoming
timecode – press [Open Workspace Window] then [Timecode].
You can show the cue list options in a window by pressing Open View
then the Select button of the cue list, then click the Options tab.
The Cue List options are mostly the same as for Cues and Chases,
only the additional Cue List options are described here.
“Floor” and “Back Wall” are provided by default. You can add other
objects by clicking the Plus button at the bottom of the list.
Click on the object in the list on the left hand side to position and
angle the object using the controls on the right. You can either type
exact numbers or use the sliders. You can set a legend and colour for
each object.
you can use the Fan button to give a spread of angles on multiple
fixtures.
The X/Y/Z rotation operates like a 3-axis camera gimbal – imagine
the fixture within three pivoting rings (see left hand picture below). In
some orientations, the X and Z rotation will seem to do the same
thing and some rotations seem to be impossible to achieve – this is
called gimbal lock and happens when two of the “rings” are lined up
with each other (right hand picture below). Change the Y rotation by
90 degrees to enable you to achieve other angles.
Illustration by MathsPoetry
Press the Position button a third time to switch the wheels to Rotation
mode. This is similar to Orientation but if you have multiple fixtures
selected, the fixtures rotate as a group about the middle fixture.
It’s easier to see what position fixtures are in if you
change the tilt angle so they aren’t pointing straight
down (or up). It’s always useful if you have an actual
fixture of each type connected to help you get them
pointing the right way, but you can change this later if
not.
The left hand pad moves the camera left and right, and towards and
away from the stage.
The middle pad moves the camera up and down.
The right hand pad can be set to rotate or orbit mode
• Rotate: turns the camera to face left, right, up, down
• Orbit:orbits the camera around the stage in a circular path
keeping it pointed at the same object.
Press the [Move Camera] context button to link camera movement to
the wheels. This also opens the Set Coordinates menu with softkeys
allowing you to enter numeric camera positions.
Press the [Rotate Camera] or [Orbit Camera] context buttons to link
camera rotation or orbit to the wheels and allow numeric entry on the
softkeys.
The rotary encoders on the Mini Screen are very useful as speed
masters or group masters - press the encoder to select it as a
master. Press the Display button below the encoders to show legends
for the encoders on the screen if they are not already shown (there
are 4 display modes to cycle through).
You can reallocate the functions of the Flash and Swop/Select buttons
on the console using Key Profiles – see section 13.1.4 on page 235. A
useful alternative function is Preload which allows you to pre-position
the attributes of the fixtures before you raise the playback fader,
which is handy for avoiding unwanted movements (any fixtures which
are already active in another playback will not change when you use
Preload). You can also allocate Go and Stop buttons for cue lists and
chases. To quickly change the key profile, hold Avo Shift and press
[Edit Key Profile].
The screen relating to each playback
faders shows the allocated function of
the blue and grey buttons.
Click on a playback to instantly kill it. You can also press [Playback
Options] followed by the playback in this window to change
parameters of the playback.
If the palette contains programmed times, you can change the Key
Profile of the palette button to set whether the programmed times will
1> Press Avo and the Copy button to select Move mode.
2> Press or touch the select key(s) of the item(s) to move.
3> Press or touch the select key of the destination.
You can fire the macro or Workspace shortcut by clicking on the link
button. Delete the button by pressing Delete then clicking the button,
then press [Remove].
The left hand side of the window has a list of trigger sets. The “classic
Pearl” MIDI trigger implementation is provided as one of these. Each
set of triggers can be enabled or disabled using the button at the
right hand end of the mapping name.
1> Add a new mapping using the + button at the bottom of the left
hand column, and enter a name for it.
2> Add a trigger to the mapping using the + button in the right
hand column or softkey [Add trigger].
3> Select [Trigger Type] as [Hardware] to trigger a physical button
press or fader move, or [Item] to trigger a screen button
(playback, fixture, palette, group or macro).
4> Press the button or move the fader to be triggered. The screen
will update to show you what has been triggered. For Item
triggers you can select different actions using the [Action]
softkey.
5> Press [OK]. You have now set up the console action which is to
be triggered.
6> Now you need to set up the external stimulus which will cause
the trigger. Select [Trigger Type] as DMX, MIDI or Audio. For
DMX, press [DMX Port] to select which DMX port you are using
for DMX input. You will need to switch the DMX port to Rx mode
using the menu option provided.
7> Generate the stimulus from your device (for example play the
MIDI note, or turn on the DMX channel). If the [Learn] option is
set to On, the console will automatically detect the stimulus. Or
you can enter the details using the softkey options.
8> For DMX triggers you can select the address for triggering. For
MIDI triggers you can select MIDI channel, MIDI Command,
Value, and Level (velocity) ranges. For audio triggers the
[Band] option is used to select which frequency band will cause
the trigger. See section 11.5.5 for Audio.
9> Press [Add] to add the trigger to the list.
10> The window will show the trigger stimulus and the action to be
carried out.
To delete a trigger from the mapping, select it in the list and press
the rubbish bin button at the bottom.
To delete a complete mapping, select it and press the rubbish bin
button at the bottom of the left hand column.
Page 1 2 3 4 5 … 28 29 30
MIDI show control devices are identified by a device ID. To set Titan’s
device ID go to System mode and select [User Settings], [MIDI]. The
default setting is 0.
1> Connect both consoles to the same network and ensure they
are set to the same IP range (see section 15 on page 265).
2> Press Disk, [TitanNet Sessions], [Backup].
3> Consoles available for backup will be listed in the softkeys.
4> Selecting a console will place that console into backup mode
and sync the show to it.
5> The backup console will show a display indicating the backup
status and show name.
The remote function operates using the Avolites Remote app on the
mobile device. This can be downloaded from the Google Play store or
Apple App Store.
1> In the access point’s admin screen, give the access point an IP
address such as 10.0.0.1, make sure wireless is switched on
and enable the DHCP server. Take note of the name of the
wireless network (SSID).
2> Connect an Ethernet cable from the back of the console to the
access point.
3> Set the IP address of the console: Switch to System, select
[Network Settings], press [Local Area Connection], then press
[Set IP 10.*.*.*].
4> On the mobile device, go to WiFi settings or Network Settings
and ensure Wi-Fi is set to on.
5> Select the wireless network from the list, the name you took
note of earlier. The mobile device should automatically get an
IP address from the access point.
6> Run the Titan Remote app. You should see the console listed.
Choose what you want to control using the row of buttons across the
middle of the app. The Keypad button enables or disables the numeric
pad (the keypad overlays all the other screens, so you will need to
turn it off to see the others).
12.2.1 Keypad
The keypad screen lets you do most common tasks in the way a
programmer's remote normally works. You can turn on/Locate
fixtures and dimmers either singly or together.
The User Number of the fixture or dimmer is used for control. For
example to turn on dimmer 3 at 50% you would press:
3@5
To turn on dimmers 1-10 at 80% you would press:
1 Thro 10 @ 8
For 100% you just press @ twice, for example
1 Thro 10 @ @
You can then use the Palette screens to control the fixtures, or press
the IPCGBES buttons to directly control functions of the fixtures using
wheels.
You can scroll the fixture screen up and down by dragging the
window. To view the fixture pages, drag the Pages bar to the right.
Press the All button to select all fixtures. Hold down the All button to
step through various selection patterns (odd, even etc).
13.1.5 Wipe
The Wipe menu erases the current show. This is the same as the
[New Show] option on the Disk menu, but is provided here for old
fashioned Avolites users who are used to it being on the System
menu.
The [Wipe Visualiser Patch] option will erase all fixtures from the
visualiser without affecting the current show.
13.1.8 Triggers
Sets up the console for external triggering such as MIDI or DMX-in.
This option is described in detail in section 11.5 on page 222.
For adjustable sizing, click the Window Layout button at the top of
the window. A grid screen will open.
With the softkey [Edit All Windows] set to Off, you just set the size of
the selected window.
Touch and drag the top left or bottom right corners to resize the
window. Touch and drag anywhere else to move the window.
Tap on a corner to set a start corner position – the window will
highlight in red and ask you to tap to set the opposite corner position.
If the softkey [Resize Neighbours] is set to On, surrounding windows
will resize to make room for the window you are editing. If Off, the
other windows will stay the same size and go behind the current
window.
If [Edit All Windows] is set to On, corner arrows will appear in all
windows and you can adjust the size of all the windows together.
Press Enter, Exit or [OK] to finish.
To set one of the standard sizes, open the Window Appearance menu
using the Cog button at the top of the screen. Some consoles also
have hardware buttons for Min/Max (toggle the window between full
and quarter size) and Size/Position (move the window around the
possible positions and screens).
Standard window
positions screen selection
Appearance options
You can move the active window between screens from the Window
Appearance screen, or by pressing View then [Window Options] then
[Move Screen], or hold Avo and the Size & Position button.
You can close the active window using the Close button. You can
close all windows by pressing Avo+Close, or use the [Close All]
softkey.
The Rows and Columns settings are remembered even if you change
the button size to one of the automatic sizes, which allows you to
swap between auto and fixed modes.
1> Press Exit to get to the root menu then the [Open Workspace
Window] menu softkey.
2> Find the [Fixtures] window in the list and press it.
3> If the window is not in the top left quarter, press the Size &
Position button (above the numeric keys) until the window
occupies the top left quarter.
4> Press [Open Workspace Window] again and select the
[Positions] window. Press the Size & Position button to position
it in the desired location.
5> Repeat to activate the [Attribute Control] and [Shapes]
windows.
6> Press Open View (to the right of the numeric keys) then
[Record Workspace], or hold Avo and press Open View. Type in
a name for the workspace. Then touch the Workspace button
where you want to store this workspace layout. Or, you can use
Quick Record – just touch an empty workspace button and it
will turn red with a +. Type a name for the workspace and
touch again to store it.
Troubleshooting
If you cannot see anything on any screen, there are some keyboard
shortcuts that should in most cases reset all the screens back to their
correct settings. You will need to connect an external keyboard
(standard PC type) to activate these.
Ctrl+Shift+Alt+Esc reset to factory default settings (1024x768 for
external monitor)
Ctrl+Shift+Alt+F1 (600x800 for external monitor)
Ctrl+Shift+Alt+F2 (1024x768 for external monitor)
Ctrl+Shift+Alt+F3 (1280x1024 for external monitor)
Ctrl+Shift+Alt+F4 (1600x1200 for external monitor)
All of the above will reset the touch screen to the required resolution.
The first shortcut is the preferred choice, however none of these
should be used unless it’s necessary (using the menu or Display
Setting where possible). Once any of these keyboard shortcuts has
been used, power off and restart the console to complete the
changes.
one of the non-editable system ones, you are prompted to add a new
profile or select an existing editable profile.
The current settings for the [blue], [grey] and (where available),
[touch] buttons are shown on the left side of the screen.
The groups of keys you can set are as follows. The blue or grey
fixture/palette buttons only exist on the Pearl Expert, on other
consoles these settings will not do anything.
Fixtures: the blue, grey or touch key can be allocated to Disabled,
Select, Flash, Swop, Latch. The “Latch” function is equivalent to
putting the fader to full for that fixture and touching again returns the
fader to 0.
Palettes: the palette (grey) key can be allocated to Disabled or
Select Palette. You can select if the palette function takes precedence
over the flash function (if a handle has both palette and flash
functions) or vice versa.
Groups: the group (grey) key can be allocated to Disabled, Select
Group. You can select if the group function takes precedence over the
flash function (if a handle has both group and flash functions) or vice
versa.
Cues: the blue or grey key can be allocated to Disabled, Flash, Swop,
Latch, Preload, Go.
Chases: the blue or grey key can be allocated to Disabled, Flash,
Swop, Latch, Go, Stop, Preload, Connect, Tap Tempo.
Cue Lists: the blue or grey key can be allocated to Disabled, Flash,
Swop, Go, Go Back, Stop, Preload, Connect, Next Cue +, Next Cue -,
Review Live Cue, Cut Next Cue To Live, Snap Back, Release.
Macros: can be set to Select or Prefer Macro (the Macro function will
take precedence over other functions stored on the button).
Quick Record: allows you to disable the quick record function.
A window will open showing the user settings, or you can also set the
same options using the softkey options. User Settings are individual
for each User and you can change the User from this screen.
13.5.1 General
Chase Snap: If enabled the Next Step and Prev Step buttons will
snap to the new state. If disabled, programmed fades will be shown.
This is the same function as the Snap button which features on some
consoles.
Cue List Snap: If enabled the Next Step and Prev Step buttons will
snap to the new state. If disabled, programmed fades will be shown.
Clear Record Mask: sets whether the record mask is cleared back to
All Enabled when you enter the Record function, or whether it
remains as you previously set it.
Copy Cues: sets whether tracked values will copy when you copy a
cue from a tracked cue list.
13.5.2 Handles
Grand Master Fader: sets whether the Grand Master fader is
enabled or disabled (some consoles do not have this fader). This can
be handy if it gets broken or if you wish to disable it to avoid
confusing inexperienced operators. The default setting is ‘Disabled’.
Delete Default: sets whether items are deleted when you press
Delete and double tap them, or whether they are released from the
handle and become unassigned. Unassigned items can be reused
from the Show Library.
Prompt Replace: sets the console action when you try to save to a
handle or playback which is already used.
[Prompt for Merge or Replace] - the console will always prompt
[Always Merge] - the console will never prompt
[Palettes Always Merge] - the console will prompt unless you are
saving a palette.
Display Halo: Allows you to turn off all coloured halos on buttons.
Fixture Halos: Sets how coloured halos are displayed on fixture
buttons.
[Custom] – Only user defined halo colours are shown.
[Auto] – Fixture buttons are coloured using automatic fixture colours
Handle Buttons: sets the default size of the touch buttons to
[Small], [Normal], [Large] or [Super Size]. This can be overridden
separately in any window.
Text Size: sets the default size of the text used in touch buttons.
Can be overridden in any window.
Playback Paging: [Playback paging] sets how the playback faders
behave when you change page with a playback active.
[Normal] - sets the normal mode for the console type.
[Always Hold] - sets the standard behaviour for non-motorised faders
where the fader keeps control of the active playback when the page is
changed and has to be lowered to zero before a playback on the new
page can be fired.
[Never Hold] - the standard behaviour for motorised faders where the
fader always relates to the current page. To regain control of a
playback from another page you have to go back to that page and
level match the fader. When a playback is active from another page
the display area goes purple and the apge number is shown at the
top in light blue.
Current Handle World: Sets the handle world. See 2.4.2.
13.5.4 Patching
Warn Before Parking Fixtures: sets the console action when you
patch a fixture which overwrites the DMX channels of another fixture.
This causes the overwritten fixture to be “parked”.
[Always] - console will warn you.
[Never] - console will park the fixture without warning you.
13.5.5 Times
Tempo Units: sets the units for displaying tempo. The options are
[Beats per Minute] or [Seconds].
Connected View Sets: sets the console action when you change the
speed of a connected chase. [Connected View Sets Temporary Chase
Speed] means that the console will not save the modified speed, and
the next time the chase is fired it will go back to its programmed
speed. [Connected View Sets Chase Speed] means that the console
will modify the saved speed of the chase.
Preload Time: sets a fade time for the Preload function, normally 2
seconds. This value would normally be set for quiet fixture
movement.
Times Format: selects between HH:MM:SS format and Seconds
format. In HH:MM:SS format the console will convert any number you
enter into hours minutes and seconds.
13.5.6 Formatting
Channel Levels: sets how you enter channel levels when using
numeric entry of levels.
[Channel Levels Set In Tens] - enter one digit for the channel level
(e.g. 5 = 50%).
[Channel Levels Set in Units] - enter two digits, i.e. 50 = 50%.
Number Style: sets how channel values are displayed in Cue View
and Palette View.
[Precise] - will include all decimal places.
[Rounded] - round to nearest whole number.
[Dynamic] - show decimals where appropriate, remove trailing zeros.
13.5.7 Palettes
Quick Palettes: enables or disables the Quick Palette function. See
section 5.2.3.
Minimum Palette Mode: Sets whether global or shared palettes will
be created when recording palettes.
Add New Palette Channels: sets whether new channels added into
palettes will be added to playbacks using those palettes.
Auto Legend: sets whether new items will automatically have
legends generated for them (colour scribbles for colours or descriptive
legends for other functions).
Highlight Active Palettes: sets whether active palettes are shown
as highlighted in the workspace windows.
13.5.8 Release
These settings can also be changed from the Release menu.
Release To Home: If enabled, when the last playback is released
fixtures will return to home values. If disabled, LTP channels will
remain set.
Master Release Time: Sets the default release time.
13.5.9 Clear
These settings can also be changed from the Clear menu.
Auto Reset Mask: When enabled, the Clear Mask will reset to
include all attributes after every clear.
Zero Preset Fader Levels: When enabled, intensity levels set on
fixtures patched to fader handles will be zeroed when Clear is
pressed. If disabled the levels will remain set but will be removed
from the programmer.
Release to Playback Values: If enabled, LTP channels will release
to the values set in the last playback when Clear is pressed. If
disabled, LTP channels will not change when Clear is pressed.
Clear Cue Times: If enabled, resets cue times in the programmer to
defaults when Clear is pressed. If disabled, cue times set in the
programmer will remain.
13.5.10 Effects
Swop Shapes: Sets how shapes react to Swop mode.
[All Shapes] – All running shapes from other playbacks are stopped
[Intensity Shapes] – Only intensity shapes from other playbacks stop
Shape Behaviour: sets whether Key frame shapes will overlay all
other values or will work in LTP mode where later changes will
override the shape. See page 6.2.3.
13.5.11 LEDs
Fixture LEDs: Sets how the button LED behaves when a fixture is
patched to a fader handle.
[Show Occupation] – the LED shows handle empty and selection state
[Mimic Intensity] – the LED shows fixture intensity level.
The options below only function when [Show Occupation] is selected.
LED Empty Level: Sets level for unpatched handle.
LED Occupied Level: Sets level for occupied but unselected handle.
13.5.12 Timecode
Kill Out of Range Playbacks:
MIDI Device ID: Sets the Device ID when using MIDI show control
commands.
MIDI Glitch Detection: Enables the glitch options below.
MIDI Glitch Tolerance: Sets the maximum amount of time a MIDI
timecode can jump by without being seen as a glitch.
MIDI Glitch Timeout: Sets the amount of time the console should
ignore MIDI timecode for after a glitch has been detected.
13.5.13 Wheels
Wheel Sensitivity: The sensitivity of the encoder wheels, and the
pan/tilt threshold settings can be adjusted using this option. Wheel
sensitivity is adjusted using Wheel A and the current level is shown
on the display.
Pan & Tilt Threshold: Enables or disables the pan/tilt threshold
options below.
Pan Threshold: Sets the sensitivity of the Pan control if above
option enabled. Larger numbers make Pan work slower.
Tilt Threshold: Sets the sensitivity of the Tilt control if above option
enabled. Larger numbers make Tilt work slower.
Auto Connect: sets whether Chases and Cue Lists will auto-connect
to the wheels when the playback is fired. The options are [Off],
[Chases], [Lists] and [Chases and Lists].
Press and Hold Fan: [Press and Hold Fan] changes the Fan
function so that it only works while the Fan button is held. This avoids
the common user error of leaving Fan turned on accidentally.
You can individually assign Nodes to Lines using the arrow button, or
assign all Nodes of the same type using the group assign button. For
example, to assign each XLR output socket on the back of the console
to a DMX line, you would click on the Group Assign button of the
ExpertDMX nodes.
Group assign Individual assign
To assign a node to a line, click on the arrow on the node (the node
will be highlighted), then click the line you want to assign to it.
To delete a node from the DMX lines, click on the X button. To delete
all nodes from a line, click on the Group delete button
You can show information about the DMX nodes, or the DMX lines, by
clicking the i button. For Ethernet/network type nodes, this allows
you to set detailed properties such as IP address ranges and net
masks.
The left side of the screen shows the 64 possible DMX output lines on
the console. To the right of this are the processing nodes which are
connected, the top one being the console itself. Each node shows how
the lines are allocated to the physical outputs on the device. Clicking
this area will open the detail tab for the node.
Clicking any one of the nodes will show detailed information about
that node on the right, including the IP address, number of available
processing slots, number of lines assigned, status of the connection
with the node, and the processing load of the device. If more lines
are assigned than the maximum number of slots, a warning will be
displayed.
If a show is loaded that had fixtures and lines assigned to processing
nodes which are no longer found on the TitanNet network, a screen
will appear listing nodes in use and available nodes, giving you the
option to reassign the lines.
13.7 Curves
The console provides a variety of curves which set how the console
tracks fades in playbacks; either the same speed all the way (linear),
or starting and ending gently but faster in the middle, and various
other options. Curves are used in various places in the console, one
example is in the [Playback Options] menu (see section Playback
options on page 168).
1> Copy the installer file to a USB drive and insert into the console.
2> On the screen tools menu, stop the console software using the
Shutdown Software button at the bottom of the list.
3> Open the tools menu again, touch the Folders icon and open the
drive where the upgrade file is found.
4> Run the installer.
5> When the installation has completed, shut down the console
and restart it. This will allow any operating system updates to
install.
After you have installed the software, go back into the BIOS and
change boot back to the internal hard disk.
Using the recovery stick will delete all settings and files
from the console including show files and user
personalities. Any files should be saved to a USB stick
before continuing.
After starting the console will install all the software and drivers
required to run. This takes approximately 30 minutes to complete
during which the console will reboot a number of times. Please do not
switch off the console during this process.
All available fixture personalities are listed down the left side of the
screen. You can use the boxes on the top left to filter the list to show
fixtures from specific manufacturers, or fixtures available for a certain
console, or to search for a specific fixture name.
Ensure you have selected the correct console type in the
“Desk” field. All Titan consoles use the same
personalities, but the installer program is customised to
the different consoles.
Click on the fixture name to open the details in the right hand
window. This shows all the personalities available for that fixture
type (if you have entered the console type on the top left, only
personalities for that console will be displayed).
If the personality is included in the standard library (cache) then the
column will be ticked.
If there is a personality listed for your fixture, download it by clicking
on the Disk icon. This will download a copy of the complete
personality library.
1> Copy the downloaded file onto a USB pen drive and plug in to
the console.
2> Click the 'Tools' menu on the toolbar, then the folder icon on
the menu.
3> Locate the downloaded file on the USB drive and double click on
it to run it. Click 'Ok' on the warning box.
4> Shut down and then restart the console (using the Restart
Software button on the screen Tools menu is OK).
You can incorporate your custom personality into the standard fixture
library on the console, however there is a danger that it will be
overwritten when you next update the Fixture Library from Avolites.
To avoid this the console provides a special folder for user-provided
personalities located at
D:\Personalities
If you are using the Titan Simulator, the folder is located at
\My Documents\Titan\Personalities
When patching fixtures, this folder is searched first before the library.
If a suitable Fixture Personality is found, the console will use it rather
than using the library. This folder is not affected when the personality
library is updated.
14.1.6 In an emergency
The console contains a selection of “Generic” fixtures which you can
use in an emergency if you need to operate a fixture with no
personality. When patching, go through the manufacturer list until
you find [Generic]. In this section (among other fixtures) are the
following:
Multi-DMX: Has up to 10 DMX channels, all channels are LTP. You can
select from 1-10 channels on the Mode screen. Press Attribute Bank
and use the softkeys to select channels.
Generic RGB: Allows you to control an RGB fixture such as LED colour
changers. This offers 5 modes:
1=Dim 2=R 3=G 4=B
VDim 1=R 2=G 3=B
1=R 2=G 3=B 4=Dim
VDim + 4xRGB
4xRGB.
If the console has multiple network ports, DMX will be output on all
ports. You can set this from the DMX module properties in the DMX
Settings window, each port is listed with a switch to enable or disable
it.
5> Press the small ‘i’ button to show the node properties. Ensure
that the correct Network adapter is set (this may not be the
Default Adapter)
6> If you wish to turn off the Art-Net output, you can unselect the
"Enable DMX output" option. This will stop the Console from
outputting Art-Net on any Lines.
7> Art-Net normally only sends Data when it is changed, rather
than a continuous stream. There are times when it is preferable
to send Art-Net all the time. to do this, select the "Continuous
Art-Net Data Stream" option.
8> The "Always broadcast Art-Net" option enables you to send Art-
Net to the entire network, rather than a specific IP address.
9> Press the blue → arrow on the Art-Net node to connect it to a
DMX output line.
10> Select a console DMX line from the right hand side of the
window.
11> The DMX line will now be outputting over the selected Art-Net
node.
12> Click ‘i’ on the node you have added to make sure the
properties are correct. (Problems can be caused if you attach
multiple DMX lines to a single node.)
13> Make sure that the Universe is set to 1 for Line 1, and 2 for Line
2.
Art-Net uses a subnet mask with its universe. For Titan
purposes:
Titan universes 1 - 16 are subnet mask = 0, Art-Net universes
= 1 – 16
14> You can close the DMX settings window.
15.3.1 ACDI
Computer
running Titan
Simulator
1> Connect the console and Hippotizer to the network. (You can
connect the Hippotizer directly to the console, if no other
devices are being connected, using a crossover patch cable).
2> Set up the IP addresses and subnet masks of the console and
Hippo so that they are on the same address range, for example
192.168.0.1 and 192.168.0.2.
3> If you are using Titan Mobile or Titan Simulator ensure the
firewall on your PC is disabled. Also ensure the Hippo machine
is not running a firewall.
4> Run the Hippo system. Make sure the CITP component is
running.
5> Switch the console to System mode and select [DMX Settings].
6> On the left hand side under Art-Net you should see the Hippo
with its IP address. Click on it and then on the right hand side
click on the DMX line you want to use it with.
7> On the Hippo node on the left hand side, click the ‘i’ button and
set the Universe number to match the universe setting on the
Hippo.
8> Exit System mode back to the default menu.
9> Restart the console software using the option on the Tools
menu.
10> Go into Patch mode and select [Active Fixtures]. You should see
the Hippo with its IP address as a softkey option.
11> Select the Hippo, then set the DMX line to match the line you
set in Step 6.
12> Press an empty fixture handle to patch. The console will
automatically patch the required layers and master layer as a
series of fixture buttons.
13> Now if you select a fixture and open the Attribute Editor window
you should see the media thumbnails.
The next time you start the system, ensure the Hippo is powered up
before you start the console.
If you decide to re-patch to a different DMX address you will need to
re-start the Hippotizer software. You will also need to reset the Art-
Net nodes if you are moving across DMX lines.
Fixtures
Where a combination of x, y and z are unique for these fixtures.
Never set the last number of an IP address to be 255.
This is a special address which will not function
correctly.
You can copy fixtures you already have in your show. The new copy
will come complete with all the cues and palettes of the original
fixture you’ve copied.
Multiple times
The Titan software allows multiple timers for cues. This means in a
complicated show you can have lots of fades going on from different
cues each under the control of a different timer.
Playback priorities
You can configure how playbacks will behave if you turn on two
playbacks controlling the same fixture. For each playback, priority can
be set to Low, Normal, High or Very High. If a fixture is being
controlled by a playback and you turn on a playback of the same or
higher priority, then the new playback will take over. However, if the
new playback is set to lower priority than the first playback, the
fixture will not change.
This is useful if, for example, you’ve programmed looks using all your
fixtures, then you decide you want a couple of them to spotlight a
singer. If you set the Spotlight playback to be high priority, then
while it is active no other playback will affect the spotlight fixtures.
Undo/Redo
Undo/Redo buttons allow you to undo an action if you do something
and later regret it.
Release
When a playback is killed, you can set how the LTP channels release.
The default setting is to not release any attributes (i.e. LTP channels
will not change when the playback is killed), but you can set
attributes to revert to their state in the most recently active playback.
PC any version
Please note that as of version 7.0 Windows XP and Vista operating
systems are no longer supported. Supported versions on Windows are
Windows 7, Windows 8, Windows 8.1 and Windows 10. This affects
Titan One, Titan Mobile, Titan Simulator and Personality Builder.
Please ensure you save and backup your shows before attempting to
upgrade any software. You can download the latest Titan software by
clicking on the relevant console
http://www.avolites.com/software/latest-version. Please download
the setup file to your computer. When it has finished downloading
find the setup file and double click to run it. Follow the instructions
presented by the installer, taking care to read each step carefully.
Once the setup completes you need to restart the computer.
the off position (for example if you are using a theatre created in a
stand-alone version of Capture). Note that the Auto Update function
will not work for compatible fixtures patched in previous versions of
Titan until they are exchanged or updated using the Update
Personality function.
2. Cue Undo
The Undo function has been significantly expanded to allow
undo/redo of cue programming and a large number of other console
functions along with an accompanying command history.
The touch prompt area layout has been changed with current user
shown on the top left and current key profile on the top right. The
remaining space now shows a command history when in the root or
shift menus. A new [Undo History] window is also available providing
an enlarged view of the command history. Touching on the prompt
area will automatically open the Undo History window. The current
step is shown in bold and with an arrow (in the prompt) or in red (in
the Undo History window). Use Undo and Redo to step backwards
and forwards through the command history or touch in the Undo
History window to go directly to a particular restore point. Where at
least one step has been undone subsequent steps will be greyed out
indicating they can be 'redone'. Up to 20 'programmer' and 100
'engine' restore points are remembered for undo and where
commands cannot be undone they are tagged with a 'no-entry'
warning symbol (red circle with a slash through it).
There is a context menu toggle [Show only current user] (default) /
[Show all users and consoles]. When set to [Show all users and
consoles]a separate column will appear for each user with the user
name at the top and the current user in the left-most column. If one
or more consoles are connected in a session a console type icon and
console legend will also be shown at the top of each column.
Undo/redo operations only apply to the current user.
3. Intensity View
A new 'Intensity View' window has been added. This provides an
easy way to view and edit just the intensity level of fixtures in one
place.
This can be opened either by pressing Open/View followed by
Intensity/Dimmer or via the [Open Workspace Window] softkey
menu.
There are various filters and options available to customise the view
but the core elements are a handle representing each fixture with a
bar meter and numeric value displaying the current intensity level as
a percentage where 'FL' indicates 100%. Both live and blind values
are shown. If the level is at zero the handle will also slightly grey
out.
Additionally, colours and symbols are used to indicate fade
transitions, tracking and effects where applicable:
• Intensities fading in are represented in light blue with an up
arrow.
• Intensities fading out are represented in green with a down
arrow.
is being filtered in this way the current filter syntax will appear at the
top of the window. This can be selected at any time to modify the
filter. Pressing the [X] button on the right-hand side of this bar will
remove the filter and restore any filtered handles.
There is also a context menu button to [Open Channel Grid]. This
provides a quick way to jump to the channel grid which has a similar
context menu button to open intensity view so you can flip-flop
between them should you wish.
In the window appearance settings there are further customisation
options. The handle size will automatically adjust depending on the
appearance option settings to maximise the available space:
• Fixture Filters Shown/Hidden. When set to 'Shown' (default), a
column on the left of the view will appear with buttons to filter
the view by fixture type.
• User Number Hidden/User Number Shown/DMX Address Shown.
When 'User Number Shown' is selected the user number of the
fixture will appear in the top left of the handle. When 'DMX
Address Shown' is selected the DMX address for the fixture will
appear in the top left of the handle.
• Legend Shown/Hidden. When set to 'Shown' the fixture text
legend will appear in the top right of the handle.
• Cue Information Shown/Hidden. When set to 'Shown', if the
current intensity value for a fixture is coming from an active
playback, the playback legend will be shown in the handle.
Where the playback is a chase or list the cue number or legend
(if set) will be shown underneath.
• Attribute Mask Shown/Hidden. When set to 'Shown' the
IPCGBESFX indicators will appear and highlight when related
attribute groups are in the programmer.
• Halo Colour Custom/Auto. When set to 'Auto', the border for
any handles where the fixture does not have a user defined
halo will be drawn with the automatic fixture type colour.
Wherever fixtures have user set halo's these will take
preference. When set to 'Custom', only the borders for handles
where the fixture has a user set halo will be shown. This is the
same as the options in User Settings and the Fixture workspace
context menu.
• Fixture Cells Shown/Hidden. When set to 'Shown', separate
handles will appear for every cell of any multi-celled fixtures
along with the 'master' fixture handle. This can provide a
convenient and quick way to select and manipulate cell
attributes.
When the view is filtered to 'Live Cues' or 'Connected Cue', there is
extra window appearance toggle 'Tracked Fixtures Shown/Hidden'.
When set to 'Shown', fixtures with values tracked from previous cues
will be shown/ When set to 'Hidden' any fixtures with intensity values
tracked from previous cues will not be shown.
4. Custom Workspaces
Workspaces can now be set to custom sizes and are no longer limited
to the 'quad' view layouts.
An extra window layout button has been added to the workspace title
bar. Selecting this opens the Window Layout menu and puts all
available screens into window layout mode with a 12 x 8 grid
superimposed and the outlines of any background windows showing
through to the foreground so that you can see the current size of all
windows even if they are normally obscured by windows in front.
With the softkey option [Edit All Windows] set to 'Off' (default), the
currently selected window will be highlighted with arrows in the top
left and bottom right corners. Touching and dragging one of the
corner buttons will resize the window to the nearest grid position.
Touching and dragging anywhere other than the corners will set a
new position and size accordingly. Tapping once anywhere other
than the corners will set a start corner position which will highlight in
red and prompt to tap elsewhere to set the opposite corner. With the
softkey option [Resize Neighbours] set to 'On' (default), dragging by
the corners will cause any adjacent windows to resize to accomodate
wherever possible. When [Resize Neighbours] is set to 'Off' the size
and position of windows not being edited will be maintained. After
dragging or tapping twice the window layout mode will automatically
exit. If you tap once on a corner arrow or tap twice in the same place
the previous window size will remain and the layout mode will exit.
This is to prevent accidentally setting a window that is only 1x1 grid
size.
With the sofkey option [Edit All Windows] set to 'On', corner arrows
will appear for all open windows in the display allowing adjustment of
all window sizes and positions at once. This option can also be
toggled on/off with the latch menu button. Once you have completed
editing windows in this mode press exit, <enter> or the [Ok] softkey
to finish.
In both modes the window contents are shown while editing so that
you can see how the changes look.
In window options two buttons called 'Rows' and 'Columns' have been
added to the appearance section. By default these are set to
dynamic meaning the number of rows and columns will adjust to best
fit the window and button size. Selecting the rows or columns button
changes the button size toggle to a new option [Button Size Set Rows
& Columns] and makes it possible to input specific quantities for
the number of rows and columns. In this mode the buttons will
resize to fit the current workspace size maintaining the set number of
rows and columns (including whether pages are set to show or hide).
This is particularly useful when fixtures are laid out to represent their
locations on stage and you want to maintain the layout regardless of
window size or position. The rows and columns values are
remembered for each window meaning you can toggle back in/out of
standard handle sizes without having to input the quantities again.
The last position, size and appearance settings will be remembered
for each window type and will be restored each time the window is
opened. The size, position and appearance are all stored in
workspace shortcuts meaning you can have an unlimited number of
preset positions and handle layouts for any window or combination of
windows.
Toggling Size/Position and Min/Max (either via dedicated buttons
where available or via the Window Options softkeys) at any time will
override any custom size and position and use the standard quad
5. Shape Tracking
Tracking for shapes in cue-lists has now been fully implemented.
In the cue list playback options there is a new [Shape Tracking]
option.
• [Shape Tracking Local] follows the main playback option
[Tracking (on/off)].
• [Shape Tracking On/Off] turns shape tracking on/off
independently of the main tracking setting.
By default this is set to local except for shows from older versions of
Titan where it will be turned off.
With tracking turned on, cues containing source shape(s) have
buttons for each shape with subsequent cues representing tracked
shapes as greyed out. Where a shape is tracking from a previous cue
a toggle switch will appear to set whether to continue tracking to the
next cue (blue 'T', default) or block (white 'B'). When set to block the
shape will be removed from subsequent cues. Similarly, while a cue
is set to block any tracked shapes will be removed from it and any
subsequent cues. If a cue is set to Solo any tracked shapes will be
removed from that cue only.
There are two additional cue tracking options - [Solo Excluding
Shapes] and [Block Shapes]. If a cue is set to Solo Excluding Shapes
any tracked shapes other than dimmer will still function, providing a
way to have a cue that solos everything except non-dimmer shapes.
Setting to Block Shapes will ensure any tracked shapes will not
continue beyond this cue, even if a shape is added later to a
preceeding cue. This provides a way to guarantee all shapes will stop
at this point independently of other controls. Where a cue is disabled
any cue or individual shape blocks will be ignored and tracking to
subsequent cues will be restored where appropriate.
It is also possible to block and unblock per attribute during recording
via the @ menu. Pressing an @ key for a wheel connected to an
attribute will cause the shape button LED to flash on consoles with
the dedicated button. Pressing the Shape button or FX attribute
group button at this point will reveal [Block Shape] and [Unblock
Shape] softkeys and selecting one of these options will set the
attribute currently connected to that wheel to block or unblock
respectively. @ Shape/Shape will shortcut to block. If an attribute
has been set to block or unblock a watermark will appear in the touch
wheel display reflecting this.
7. Size Masters
An new set of assignable 'Size' masters have been added. These can
be found either via Record/[Create Master] or from the System
Menu/[Assign Masters].
A new [Size Source] option has been added to the playback options.
When set to 'Local' (default), the size of effects in the playback will be
controlled according to the local settings. When set to one of the four
masters the size of any effects in the playback will be proportionally
controlled by the selected size master.
There is also a 'Size Grand Master'. When assigned this will
proportionally control the size of all running effects (including those in
the programmer).
By default the fader scale for size masters is set to 200%. This can
be toggled via playback options between 100/200/400/600 and
1000%. Additionally the scale for any size master can be set
numerically by inputting the number as a percentage then selecting
the relevant size master. The current value for each size master
along with a graphical bar representing the current level proportional
to the chosen scale is shown in the playbacks touch area.
9. Shape Direction
Direction options are now available for 'normal' shapes. These make
use of the 2D fixture layout stored in groups to quickly create shapes
that run across fixtures in particular directions.
In the Shape Generator menu the [Reverse Selected Fixtures] softkey
has been replaced with [Direction]. Pressing this will reveal the
direction submenu where you can chose from the various new
direction softkeys along with reverse selected fixtures which has now
moved here. This menu can be latched so that you can quickly try
different directions and see the results.
While in the Effect Editor, pressing the [+] button and selecting the
Animations tab will reveal the motion blur effect in the 'Global Effects'
section. This is represented as a white box moving left to right with a
trail behind it. Selecting this will add it to the top of the pixel map
effect tree and open the 'Blur Amount' parameter slider. Adjust this
(or select the value box to input numerically, connect to wheels and
reset) to set how much trail is left where zero means no trail and 100
is the maximum.
New buttons have been added to the bottom-right of the set list
window to add macros and workspace shortcuts. After touching the
add workspace button either select an existing workspace shortcut or
press the [Record Workspace] softkey to add the shortcut or current
workspace to the current track respectively. If a track already
contains a workspace, softkey options to [Overwite] or [Cancel] will
appear. When a track containing a workspace shortcut is fired (either
by pressing play or by changing page in set list mode) the associated
workspace will open.
Touching the add macro button will reveal a popup submenu with
options for [Set List] or [Track]. [Set List] will apply chosen macros
globally to the whole list (even if new tracks are added later) which
will fire with every track. [Track] will apply to the current track only.
After choosing the global or track option, a softkey menu will appear
containing all available macros. Selecting a macro will then link it to
the whole list or current track. There is no limit to the number of
macros that can be linked. Any macros linked to a track will fire
when the associated track is fired (either by pressing play or by
changing page in set list mode). Any macros linked to the global set
list will fire when any track is fired.
At the top of the set list window there are also two new tab buttons.
When [Notes] is selected the right-hand side of the window will show
any notes associated with the current track. When [Workspace
& Macros] is selected any global macros and any macros or
workspaces associated with the current track will be shown. Global
macros will appear as handles at the top under the section 'Set List
Macros'. 'Track Macros' are macros specific to the current track and
'Workspaces' are workspace shortcuts assigned to the current track.
Any workspaces or macros assigned can also be fired directly by
touching the respective handle. To delete an item press the Delete
key, select the item and then use the [Remove] softkey to confirm.
17. Halo
It is now possible to set colour 'halos' for handles in addition to text
or picture legends. This changes the colour of the border drawn
around the handle to make it easier to find or identify items. In the
touch playbacks area the halo is drawn around the playback text
legend space at the top.
Pressing [Set Legend] and selecting one or more handles will reveal
the new softkey option [Halo]. Pressing this will open the 'Set Halo'
menu and reveal a colour picker popup on touch consoles with some
'system colours' palettes underneath. Alternatively selecting the
[System Colours] softkey will reveal the system colours on softkeys.
Selecting one of the system colours softkeys or touching on the
colour picker or on one of the system colour palettes will set the
chosen handle(s) halo to the selected colour and exit the set legend
menu completely unless it was latched. Halos can be removed via
[Set Legend]/select handle(s)/[Halo]/[Remove Halo]. The colour
picker can also be latched open providing a way to quickly set a
different halo for a number of handles in turn.
For fixture handles it is also possible to use the fixture type colour
automatically assigned during patch by changing the User Setting
Fixture Halos to 'Auto'. In this mode any fixture handles that do not
have a user set halo will use the automatic colour. When set to
'Custom' only user set halo's will be displayed. All handle halo's can
be globally toggled on/off via the User Settings 'Display Halo' setting.
Note that fixture handles (and the associated user settings) are also
used (and can be set via) the Intensity View workspace. Fixture
Halo's Auto/Custom can also be toggled in the Fixture and Intensity
workspace appearance settings. Where a custom halo has been set
on a fixture this will also be shown in Fixture View. If a custom halo
has not been set, Fixture View will show the automatic fixture type
halo.
When turned on, handle halo's are also shown in the Show Library
workspace, including in import and mapping. Additionally, it is
possible to set halos for other items such as set lists and tracks,
playback view column filters and capture cameras.
A new static colour tag column has been added to the left side of
DMX view, Channel Grid, Cue View and Palette View to help identify
fixtures. Where user halo's have not been set for fixture handles the
automatic fixture type colour assigned during patch will be used.
Wherever fixture handles have user set halo's these will take
precedence, including in patch view. These columns are always on
and not affected by the halo user settings.
Two new tabs have been added to the Show Library workspace.
When the current show is selected, switching to the [Users] tab will
present a view showing the currently selected user and a list of all
available users represented by their text and picture legends.
Selecting the [Change Current User] button will reveal a popup with
all available users where you can select a new user. Pressing
[Legend User] will open the set legend menu from where you can set
text and/or picture legends for the current user. [Add User] will open
the 'Create a New User' menu. Inputting a new name here and
pressing [Ok] or <enter> will create a new user based on the
current settings and immediately change to this user. Selecting the
User Setting button will open the new User Settings window where
you can view and edit the settings corresponding to the current user.
Where at least one show has been added to import, selecting an
imported show will reveal all available users in that show. Touching a
user will highlight it in red and open the 'Import User' menu where
there are softkey options to either [Import Over Current User] or
[Import as New User]. Importing as a new user will automatically
select this as the current user and preserve the previous user. When
set to on (default) the [Force Import Key Profiles] toggle softkey will
cause all the key profiles to import from the selected show at the
same time as importing the user. If you prefer, this option can be
turned off allow key profiles to be managed manually.
Switching the Show Library tab to Key Profiles, available key profiles
for the selected show will appear on the left of the window and
selecting these will reveal a visual description showing the various
assignments for that profile. Where an imported show is selected the
profile will also highlight in red along with the softkey [Import Key
Profile]. Pressing this will add the chosen key profile to the current
show.
• Clear options.
Tooltips have been provided to help understand the various settings.
Clicking on the small 'i' button or any where on the setting title will
reveal a popup with relevant information. Touching again anywhere
will close the prompt.
The current user is shown at the top of the window with both picture
and text legend. Selecting the [Change Current User] button will
reveal a popup with all available users where you can select a new
user. Pressing [Legend User] will open the set legend menu from
where you can set text and/or picture legends for the current user.
[Add User] will open the 'Create a New User'. Inputting a new name
here and pressing [Ok] or <enter> will create a new user based
on the current settings and immediately change to this user.
Pressing [Import User] will open the Show Library from where you
can import users (and the associated settings) from other shows.
When the User Setting window has automatically been opened via the
shift or system menu options, pressing exit will automatically close it
again. The window is also available in the [Open Workspace Window]
menu and when opened this way will remain open until manually
closed.
27. Multiversion
It is now possible to install multiple versions of Titan on consoles.
This is particularly useful for showfile compatibility where you need to
use a show created in an older version. To change version go to
Tools/Switch Software.
6. Button styling
Various buttons including softkeys, toggle switches, context menu
and window appearance options have been restyled to make it clearer
and easier to see when certain items have been selected/enabled or
switched on/off etc. Where available, the window title bar context
menu popup now also animates on opening.
7. Tooltips
Tooltip help prompts have been added to many of the touch options.
Wherever available an 'i' inside a circle will be shown. Touching this
or anywhere on the option title will reveal a popup with information
about the particular setting. Touch again anywhere to close.
3. Legacy Visualiser
With the integration of Capture the old Visualiser has been changed
to 'Legacy Visualiser'.
18.1.1 Fixtures
[Fixture] 1 [THRU] 10
Select fixtures 1 through to 10.
[Fixture] 1 [THRU] 10 [AND] 20 [AND] 25
Select fixtures 1 to 10 and 20, 25
[Fixture] 1 [THRU] 10 [AND] [.]2
Select the second cell of fixtures 1 to 10.
[Fixture] 1 [THRU] 10 [AND] [.]2
Select the second cell of fixtures 1 to 10.
[Fixture] 5 [@] [@]
Put fixture 5 at full intensity.
[Fixture] 1 [THRU] 60 [@] 75
Put fixtures 10 to 60 at 75% intensity.
[Group] 2 [@] [@]
Put group 2 at full intensity.
[Group] 2 [@] 75
Put group 2 at full intensity.
Celled Fixtures (Sub Fixtures)
[.] m
Select cell m in the selected fixtures.
[.]
Select all the cells in the selected fixtures.
n [.]
18.1.2 Select If
[Select If] [Select If]
Select all fixtures above 0% intensity.
[Select If] [@] [THRU] 50
Select all fixtures above 50% intensity
[Select If] [@] 50 [THRU]
Select all fixtures below 50% intensity
18.1.3 Record
[Record] [Cue] [Cue]
Merge the live cue with the programmer.
[Record] [Cue] 90.1
Merge cue 90.1 with the programmer.
[Record] [Cue] 1 [Through] 10 [And] 20
Merge programmer contents into cues 1 to 10 and 20.
[Record] [Position] [Cue] [Cue]
Merge all but position from the programmer with the live cue.
[Record] [Options] [Position] [Cue] [Cue]
Merge only position from the programmer with the live cue.
18.1.5 Delete
[Delete] [Cue] n
Delete cue n from the connected cue list.
18.1.6 Include
[Include] [Cue] n
Include cue n into the programmer from the connected cue list.
18.1.7 Times
[TIME] 5
5sec fade in
[CUE] 3 [TIME] 5
5sec fade in on connected playback's cue 3
[TIME] [FIXTURE] 5
5sec fade in for all attributes of selected fixtures
[TIME] [FIXTURE] [Gobo] 5
5sec fade in for gobo attribute group of selected fixtures
[TIME] [FIXTURE] [@] [B@] 5
5sec fade in for attribute connected to wheel B on selected fixtures
[TIME] 5 [@] 3
5sec fade in, 3 sec delay
[TIME] 5 [AND] 2
5sec fade in, 2sec fade out
[TIME] 1 [THRO] 10
times spread across fixtures according to selection order
Index
Softkey Menu items are indicated with capital letters (for example
“Activate A Timecode Cuelist”)
E H
Edit Times · 164 halo colour for buttons · 32, 62
editing a cue · 159 handle · 51
editing values · 91 handle paging · 170
Editor · 151 handle worlds · 40
effect editor, key frame shapes · 119 headphone · 225
effects generator · 113 HiLight button · 86
effects palette · 105 HTP and LTP, explanation of · 154
enter numeric values · 82
exchange mapping · 65
external monitor · 241
I
import show · 46
F Include button · 162
Insert (in unfold mode) · 194
fade curves · 253 Insert (rec chase) · 177
Fade Out Time · 166 insert chase step · 177
Fade Time · 166 intensity window · 92
fade times for cues · 164 Invert attributes · 69
fading palettes · 110 IP address, setting · 267
fading palettes over time · 217, 218 IP addressing explained · 273
Fan button · 87 IPCGBES groups · 85
Fan curves · 88 iPod/iPhone · 229
filter relevant palettes · 107
filtered palettes · 107
find fixture · 57
firing a chase · 174 J
fixture exchange · 64
fixture layout · 95 jump to step in chase · 176
fixture macros · 97
fixture offset · 70
fixture order · 166, 200
fixture order in a shape · 128
K
Fixture Overlap · 166
Fixture Overlap (chases) · 179, 200 key frame shapes · 118
Fixture Overlap (cue lists) · 200 key profiles · 244
fixture overlap (palettes) · 218 keyboard not working · 38
keyboard shortcuts · 38
N
part number
Price £30
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