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Arena Man v10.0

This document provides an operator's manual for the Avolites Arena lighting console. It includes useful contact information for Avolites support, instructions to obtain the correct software and manual version numbers when requesting support, as well as legal disclaimers. The manual was written by Tim Mitchell of Sabre Technology Ltd. with example content provided by Nic Morris. It has multiple sections that cover topics such as quick start, patching fixtures, controlling fixtures, programming cues and chases, palettes, and more.

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© © All Rights Reserved
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0% found this document useful (0 votes)
29 views318 pages

Arena Man v10.0

This document provides an operator's manual for the Avolites Arena lighting console. It includes useful contact information for Avolites support, instructions to obtain the correct software and manual version numbers when requesting support, as well as legal disclaimers. The manual was written by Tim Mitchell of Sabre Technology Ltd. with example content provided by Nic Morris. It has multiple sections that cover topics such as quick start, patching fixtures, controlling fixtures, programming cues and chases, palettes, and more.

Uploaded by

davidhourani1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 318

Avolites Arena

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.

Reprint and revision history:


Titan Universal Manual v10: March 2016

TitanUniversal_Man_v10_AR.doc 15 March 2016


Written by Tim Mitchell, Sabre Technology Ltd
http://www.sabretechnology.co.uk
with examples by Nic Morris

TitanUniversal_Man_v10_AR.doc 15 March 2016


Reference Manual Contents - Page 5

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 important information which you should


know about to avoid damage to your console or loss of
important data.

This icon shows information which is useful to know.

This icon shows handy tips which will help you use the
console more efficiently.

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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

2. Setting up and using the console 19


2.1 Guide to the Arena ................................................................ 19
2.2 Connecting up....................................................................... 23
2.2.1 Cautions ............................................................................................ 23
2.2.2 Connecting mains power ...................................................................... 23
2.2.3 Starting up and shutting down.............................................................. 23
2.2.4 Titan Healthcheck ............................................................................... 24
2.2.5 Connecting DMX lines .......................................................................... 24
2.2.6 Connecting console wings .................................................................... 25
2.3 Using the touch screens and monitor........................................ 27
2.3.1 Workspace windows ............................................................................ 27
2.3.2 The menu area of the touch screen ....................................................... 33
2.3.3 The toolbar ........................................................................................ 34
2.3.4 The Heads-Up Display (HUD)................................................................ 35
2.3.5 Visualiser ........................................................................................... 36
2.3.6 Key profiles ........................................................................................ 36
2.3.7 Undo/Redo......................................................................................... 36
2.3.8 Key macro buttons .............................................................................. 37
2.3.9 Locking the console ............................................................................. 38
2.3.10 Keyboard shortcuts ........................................................................... 38
2.4 Multi-user operation............................................................... 40
2.4.1 Users ................................................................................................ 40
2.4.2 Handle Worlds .................................................................................... 40
2.4.3 Linking to other TitanNet sessions ......................................................... 41
2.5 Titan Simulator ..................................................................... 42
2.5.1 Installing Titan Simulator ..................................................................... 43
2.5.2 Running Titan Simulator ...................................................................... 43
2.5.3 Using Virtual Panel with a console ......................................................... 44
2.6 Loading and saving shows ...................................................... 44
2.6.1 Saving the show ................................................................................. 44
2.6.2 Loading a show................................................................................... 45
2.6.3 Importing parts of other shows............................................................. 46
2.6.4 Autosave ........................................................................................... 48
2.6.5 Backing up existing show files to USB pen drive ...................................... 48
2.7 Clearing the console............................................................... 48
2.8 Creating reports .................................................................... 48

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

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3.3.1 Copying or moving a patched fixture ..................................................... 67


3.3.2 Using copied fixtures ........................................................................... 68
3.3.3 Deleting a patched fixture .................................................................... 68
3.4 Advanced options .................................................................. 69
3.4.1 Swap pan and tilt................................................................................ 69
3.4.2 Invert attributes ................................................................................. 69
3.4.3 Attribute limits.................................................................................... 70
3.4.4 Fixture Offset ..................................................................................... 70
3.4.5 Fixture / Attribute curves ..................................................................... 71
3.4.6 Freeze fixtures or attributes ................................................................. 71
3.4.7 Editing the personality ......................................................................... 72

4. Controlling dimmers and fixtures 73


4.1 Using the select buttons and wheels......................................... 73
4.1.1 Selecting fixtures and dimmers for control ............................................. 73
4.1.2 Setting fixtures to a start position (Locate)............................................. 74
4.1.3 Clearing selection................................................................................ 75
4.1.4 Fixtures with multiple cells/subfixtures .................................................. 76
4.1.5 Changing attributes using the wheels .................................................... 77
4.1.6 Setting attributes on the touch screen ................................................... 79
4.1.7 Setting attributes from the softkeys ...................................................... 82
4.1.8 Adjusting attributes with the @ buttons ................................................. 82
4.1.9 Selecting fixtures and dimmers by number (Channel) .............................. 83
4.1.10 Selecting using a pattern.................................................................... 84
4.1.11 Selecting fixtures which are in a palette or playback .............................. 84
4.1.12 Attribute groups – IPCGBES-FX........................................................... 85
4.1.13 Stepping through selected fixtures one at a time................................... 85
4.1.14 Highlighting the selected fixture with Prev/Next .................................... 86
4.1.15 Flash selected fixtures to full .............................................................. 86
4.1.16 Turn off unselected fixtures ................................................................ 86
4.1.17 Align fixtures .................................................................................... 86
4.1.18 Flip.................................................................................................. 87
4.1.19 Fan mode......................................................................................... 87
4.1.20 Setting fixture/attribute times............................................................. 90
4.2 Viewing and editing fixture values ............................................ 91
4.2.1 The Channel Grid window..................................................................... 91
4.2.2 Intensity window ................................................................................ 92
4.3 Fixture groups....................................................................... 94
4.3.1 Using fixture groups ............................................................................ 94
4.3.2 Fixture Order and Fixture Layout in groups............................................. 95
4.4 Advanced options .................................................................. 97
4.4.1 The ML Menu button........................................................................... 97
4.4.2 Lamping fixtures on and off.................................................................. 97

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

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5.5.3 Manual fixture overlap when recalling palettes .......................................111


5.5.4 Master Time for palettes .....................................................................111

6. Shapes and Pixel Mapper effects 113


6.1 Shape generator.................................................................. 113
6.1.1 Selecting a shape...............................................................................114
6.1.2 Changing size and speed of a shape .....................................................115
6.1.3 Changing the phase of a shape across multiple fixtures...........................116
6.1.4 Shape direction .................................................................................117
6.1.5 Using shapes in cues ..........................................................................117
6.2 Key frame shapes ................................................................ 118
6.2.1 Creating a key frame shape.................................................................118
6.2.2 Changing shape parameters in the Effect Editor .....................................119
6.2.3 Saving a key frame shape to a cue.......................................................122
6.3 Pixel mapper....................................................................... 123
6.3.1 Creating Pixel Mapper effects...............................................................123
6.3.2 Pixel mapper Layer Masters.................................................................126
6.4 Editing shapes and effects .................................................... 127
6.4.1 Editing shapes and effects in cues ........................................................127
6.4.2 Selecting a running shape to edit .........................................................127
6.4.3 Resynchronise shapes ........................................................................127
6.4.4 Changing fixture order in a shape ........................................................128
6.4.5 Removing or adding fixtures................................................................128
6.4.6 Reversing a shape..............................................................................128
6.4.7 Deleting shapes .................................................................................128
6.5 Advanced options ................................................................ 128
6.5.1 Fading shape size and speed ...............................................................128
6.6 Pixel Mapper examples ......................................................... 129
6.6.1 Randomising effects ...........................................................................129
6.6.2 Overlaying effects ..............................................................................132
6.6.3 Creative use of fixture layouts .............................................................135
6.6.4 Other Layout Editor tools ....................................................................139
6.6.5 Playback Order and Priorities ...............................................................140
6.6.6 Displacement and Layer Properties.......................................................144
6.6.7 Spawn and Pre-Spool .........................................................................147

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

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7.5.4 Editing times in the programmer..........................................................168


7.6 Playback options ................................................................. 168
7.6.1 Playback options - Playback ................................................................169
7.6.2 Playback options - Handle ...................................................................170
7.6.3 Playback options - Fader .....................................................................170
7.6.4 Playback options - Effects ...................................................................171
7.6.5 Playback options - Release ..................................................................171

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

9. Cue Lists 185


9.1 Creating a cue list................................................................ 185
9.1.1 Programming a cue list .......................................................................185
9.1.2 Changing legends for cues in a cue list .................................................187
9.1.3 Shape tracking in cue lists...................................................................187
9.1.4 Autoloading a playback within a cue list ................................................188
9.1.5 Running a key macro from a cue list.....................................................189
9.1.6 Keyboard shortcuts/syntax for cue lists.................................................189
9.2 Cue List playback ................................................................ 189
9.2.1 Running a cue list ..............................................................................189
9.2.2 Killing a cue list .................................................................................191
9.2.3 Tracking ...........................................................................................191
9.2.4 Move In Dark (MID) functions..............................................................192
9.3 Editing cue lists ................................................................... 193
9.3.1 Playback View window ........................................................................193
9.3.2 Editing values in Cue View window .......................................................193
9.3.3 Moving and copying cues ....................................................................193
9.3.4 Editing a cue list using Unfold ..............................................................194
9.3.5 Using Update to change tracked cues ...................................................195
9.3.6 Editing a cue list which is running ........................................................195
9.3.7 Editing a cue list while recording ..........................................................196
9.3.8 Updating values in a range of cues .......................................................196
9.3.9 Disabling a cue ..................................................................................197
9.4 Copying, moving, linking and deleting .................................... 197
9.4.1 Copying or moving a cue list ...............................................................197
9.4.2 Deleting a cue list ..............................................................................197
9.4.3 Deleting a cue from a cue list ..............................................................197
9.5 Cue list timing..................................................................... 197
9.5.1 Time and fade options for Cue Lists......................................................197
9.5.2 Cue linking & Link Offset.....................................................................198
9.5.3 Individual attribute fade times .............................................................199
9.5.4 Fixture overlap ..................................................................................200

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9.5.5 Running a cue list to timecode .............................................................201


9.6 Cue list options ................................................................... 202
9.6.1 Cue List options - Playback..................................................................202
9.6.2 Cue list options – Handle ....................................................................203
9.6.3 Cue list options - Fader.......................................................................203
9.6.4 Cue list options – Effects.....................................................................203
9.6.5 Cue list options - Release ....................................................................203
9.6.6 Renumber all cues .............................................................................204
9.6.7 Cue Options ......................................................................................204

10. Capture visualiser 207


10.1 Setting up the rig ................................................................ 207
10.1.1 Setting up the stage and rigging ........................................................207
10.1.2 Setting up fixtures............................................................................208
10.1.3 Setting up cameras (views) ...............................................................209
10.1.4 Capture Appearance options ..............................................................210
10.2 Visualising using Capture ...................................................... 211
10.2.1 Fixture selection...............................................................................211
10.2.2 Camera views ..................................................................................211
10.3 Capture Show files............................................................... 211
10.3.1 Exporting shows...............................................................................211
10.3.2 Importing shows ..............................................................................212
10.3.3 Clearing the capture show .................................................................212

11. Running the show 213


11.1 Playback controls................................................................. 213
11.1.1 Back up the show.............................................................................213
11.1.2 Label the console .............................................................................213
11.1.3 Grand Master fader ..........................................................................213
11.1.4 Assignable Master faders...................................................................213
11.1.5 Speed and Size Masters ....................................................................214
11.1.6 Group Masters .................................................................................215
11.1.7 Flash and swop buttons ....................................................................215
11.1.8 Playback priority ..............................................................................216
11.1.9 Locking a playback onto the same handle on every page.......................216
11.1.10 Viewing active playbacks .................................................................216
11.1.11 Blind mode ....................................................................................217
11.1.12 Busking with palettes ......................................................................217
11.2 Using multiple on-screen workspaces ..................................... 218
11.2.1 View menu ......................................................................................218
11.3 Organising the console ......................................................... 219
11.3.1 Using the Move function ....................................................................219
11.4 Set List window ................................................................... 219
11.4.1 Creating a Set List............................................................................220
11.4.2 Configuring tracks ............................................................................220
11.4.3 Track Workspace and Macro links .......................................................220
11.4.4 Playback control Macros ....................................................................221
11.5 MIDI, DMX or audio triggering ............................................... 222
11.5.1 Connecting remote trigger sources .....................................................222
11.5.2 Setting up remote triggering..............................................................222
11.5.3 Classic Pearl MIDI triggers.................................................................224
11.5.4 MIDI show control ............................................................................224
11.5.5 Audio control (sound to light) ............................................................225
11.6 Linking consoles for multi-user or backup................................ 226
11.6.1 Setting up consoles for multi-user ......................................................226
11.6.2 Setting up consoles for backup ..........................................................226

12. Remote control 229


12.1 Setting up the remote .......................................................... 229
12.1.1 Using an existing network .................................................................230
12.1.2 Network setup using a dedicated access point......................................230
12.2 Operating the remote........................................................... 231
12.2.1 Keypad ...........................................................................................231
12.2.2 Controlling fixtures ...........................................................................232
12.2.3 Recording groups and palettes ...........................................................233

13. User Settings and other options 235


13.1 The System menu ............................................................... 235

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13.1.1 TitanNet Security .............................................................................235


13.1.2 Network Settings .............................................................................235
13.1.3 User Settings...................................................................................235
13.1.4 Key Profiles .....................................................................................235
13.1.5 Wipe...............................................................................................235
13.1.6 DMX settings ...................................................................................236
13.1.7 DMX Merge Settings .........................................................................236
13.1.8 Triggers ..........................................................................................236
13.1.9 Display Setup ..................................................................................236
13.1.10 Assign mastering............................................................................236
13.2 Configuring workspaces........................................................ 236
13.2.1 Opening workspace windows .............................................................236
13.2.2 Selecting and positioning workspace windows ......................................236
13.2.3 Controlling button layout...................................................................239
13.2.4 Saving workspaces ...........................................................................239
13.2.5 Compatibility windows for Pearl Expert shows ......................................240
13.2.6 Configuring an external monitor .........................................................241
13.3 Show Library window ........................................................... 242
13.3.1 Show Library tab..............................................................................242
13.3.2 Mapping shows for import .................................................................243
13.3.3 Users tab ........................................................................................243
13.3.4 Key profiles display ..........................................................................243
13.4 Key Profiles ........................................................................ 244
13.4.1 Creating and editing key profiles ........................................................244
13.4.2 Selecting a Key Profile ......................................................................246
13.4.3 Individual Key profiles for playbacks ...................................................246
13.5 User Settings ...................................................................... 246
13.5.1 General...........................................................................................246
13.5.2 Handles ..........................................................................................247
13.5.3 Key Profiles .....................................................................................247
13.5.4 Patching..........................................................................................247
13.5.5 Times .............................................................................................248
13.5.6 Formatting ......................................................................................248
13.5.7 Palettes ..........................................................................................248
13.5.8 Release...........................................................................................249
13.5.9 Clear ..............................................................................................249
13.5.10 Effects ..........................................................................................249
13.5.11 LEDs.............................................................................................249
13.5.12 Timecode ......................................................................................250
13.5.13 Wheels..........................................................................................250
13.6 DMX output mapping ........................................................... 250
13.6.1 Configuring DMX outputs...................................................................251
13.6.2 TitanNet Overview............................................................................252
13.6.3 DMX merge .....................................................................................253
13.7 Curves ............................................................................... 253
13.8 Upgrading the software ........................................................ 257
13.9 Recovering/reinstalling the system......................................... 258
13.9.1 Booting from USB recovery stick ........................................................258
13.9.2 Installation Instructions ....................................................................258
13.9.3 Software licensing ............................................................................259

14. Fixture Personalities 261


14.1.1 Downloading fixture personalities from Avolites....................................261
14.1.2 Updating the personality library on the console ....................................262
14.1.3 User/custom personalities .................................................................262
14.1.4 Requesting a new fixture personality ..................................................263
14.1.5 Reporting a personality bug to Avolites ...............................................263
14.1.6 In an emergency..............................................................................263

15. Networking the console 265


15.1 Connecting the Arena to a network ........................................ 265
15.1.1 Optical connections ..........................................................................265
15.1.2 Wired ethernet outputs .....................................................................265
15.1.3 Changing the IP address of the network switch (TNS) ...........................266
15.1.4 Power and UPS behaviour .................................................................267
15.2 Controlling fixtures over a network......................................... 267
15.2.1 Setting the console’s IP address .........................................................267
15.2.2 Setting up DMX outputs ....................................................................267
15.2.3 A simple Art-Net system ...................................................................267

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15.2.4 Setting up an Art-Net system.............................................................269


15.2.5 Additional Art-Net Resources .............................................................270
15.3 Connecting to a simulator with ACDI ...................................... 270
15.3.1 ACDI ..............................................................................................271
15.4 Module Setup...................................................................... 272
15.5 Using Active Fixtures with CITP ............................................. 272
15.5.1 Example CITP setup .........................................................................272
15.6 All about IP addressing......................................................... 273
15.6.1 Setting your IP address.....................................................................273
15.6.2 Subnet Masks ..................................................................................274
15.6.3 Choosing an IP address and Subnet Mask............................................274
15.6.4 Automatically assigning IP addresses (DHCP).......................................275
15.6.5 Private IP address ranges..................................................................275

16. Using different Avolites consoles 277


16.1 The console controls ............................................................ 277
16.2 Programming features in Titan .............................................. 277

17. Release notes 279


17.1 Version 10.0 ....................................................................... 279
17.1.1 Upgrade procedure...........................................................................279
17.1.2 New Features in v10.0 ......................................................................280
17.1.3 Improvements in v10.0.....................................................................297
17.1.4 Changes in v10.0 .............................................................................298
17.1.5 Bugs fixed in v10.0 ..........................................................................299

18. Titan Commands quick reference 303


18.1.1 Fixtures ..........................................................................................303
18.1.2 Select If ..........................................................................................304
18.1.3 Record ............................................................................................304
18.1.4 Copy, Move .....................................................................................305
18.1.5 Delete.............................................................................................305
18.1.6 Include ...........................................................................................305
18.1.7 Times .............................................................................................305
18.1.8 Cue Lists .........................................................................................306

19. Glossary of words 307


INDEX 313

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1. Quick Start - Page 15

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].

1.1 Patching fixtures


Press Patch, [Dimmers] or [Fixtures].
For Fixtures, from the softkeys choose fixture manufacturer (type on
keyboard to filter the list) then fixture type, then fixture mode.
Set [DMX Line] and [Address]. Console will automatically set these if
you don’t change them.
Press buttons in the Fixtures window to patch the fixture. You can
also patch fixtures on the left hand playback faders using the blue
select buttons. (Section 3.1.3, p53).
To patch a number of dimmers or fixtures at once, drag over buttons
to draw a selection box on the screen. Or, set [Quantity] in the patch
menu.
To change DMX address or line, use [Repatch Fixtures]. (Section 3.2,
p58).

View fixture patch


To see an overview screen of how the console is patched, press Open
View then Patch (Section 3.2.1 , p58).

Setting fixture options


Press Patch, [Edit Fixtures], or use the Patch View screen.

1.2 Controlling fixtures


Select fixtures for control by pressing select buttons.
Press Locate to “home” selected fixtures with lamp on. If fixture is
patched on a handle with a fader, the fader controls the dimmer.
(Section 4.1.2. p74). Hold locate and press attribute button to
remove that attribute from the locate (e.g. to locate without changing
pan/tilt, hold Locate and press Pan/Tilt).
Select attribute to control using attribute bank buttons (labelled
Intensity/Dimmer, Colour, Gobo etc), then turn the wheels to set
fixture. Display shows which attribute each wheel is controlling.
(Section 4.1.5, p77).
Open Attribute window onscreen (Open View, Attribute Options) to
select attributes from buttons and to control subfixtures of
battens/arrays. (Section 4.1.6, p79).
Use Palettes to store often-used colours, positions etc. for instant
recall, see next page.

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Page 16 – 1. Quick Start

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 ).

1.3 Programming cues and chases

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).

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1. Quick Start - Page 17

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].

1.4 Programming palettes


Set up the attributes to be recorded. If attribute is the same for all
fixtures of one type (e.g. colour), only one fixture need be set up and
palette will be “shared”.
Press Record, Palette.
Use [Set Mask] to choose attributes to record/exclude. If you are
storing in a palette touch button the mask is automatically set.
Press a grey palette button to store, or touch a button in one of the
Colours/Positions/Gobos windows. (Section 5.1.2, p100).
To recall palette, select fixtures, select recall mask using Attribute
Bank buttons, press palette button.
To set a legend, press [Set Legend] then the palette’s button. Press
[Picture] to draw a picture legend.

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).

Busking with palettes


To fade palettes when busking a show, select fixtures, type fade time
on the keypad then recall the palette (you have to do this each time).
If no fixtures selected, palette will recall to all applicable fixtures.
To set fixture overlap, type 0-100 then press [Set Overlap], then
recall the palette.

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Page 18 – 1. Quick Start

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.

1.5 DMX / network setup


The console can output up to 12 universes of DMX (called DMX Lines)
which may be routed to the 8 XLR sockets or over Ethernet. The Pro
versions of Pearl Expert and Tiger Touch can output 16 Universes.
The Titan One dongle is limited to a single universe. By connecting
further Titan Processing Nodes to the network using TitanNet, you
can control up to 64 universes.
Multiple consoles can be linked by Ethernet to provide a multi-user
system, or to provide tracking backup (Section 11.6,p226).
Switch to System mode by holding Avo and pressing Disk, press
[DMX Settings].
Select a Node on the left (where the DMX is going to), click the blue
arrow. On the right, select the DMX line it will be fed by. The ‘i’
buttons set properties for Nodes/Lines. (Section 5.5, p251).
To change the IP address of the console, press [Network Settings] in
System mode (Section 15.2.1, p267).
To change User Settings which let you personalise how the console
works, hold down Avo and select [User Settings] (Section.13.1.3,
p235).

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2. Setting up and using the console - Page 19

2. Setting up and using the console


Welcome to the Arena from Avolites. This manual is a reference
guide to all the functions of the console.
We explain things in the order you’re most likely to use them, so we
start with how to set up the console, then look at patching lights,
controlling lights and how to program cues.

2.1 Guide to the Arena

The Arena has five main control areas:


Mini screen and macro
Touch screen buttons

Additional playback Playback faders and Programming and setup controls


faders master

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

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Page 20 – 2. Setting up and using the console

Rotary encoders
Workspace windows with System display
touch buttons and menu softkeys Mini screen Macro buttons
Attribute display
Playback legends
and info

Page select Additional Main playback Main playback Function


buttons for plabacks page select faders buttons
additional buttons Numeric
Master fader Control Mode Attribute
playbacks keypad and select buttons
wheels switch
DBO (blackout) controls
button Chase/cuelist
control buttons

The main controls


The Workspace windows on the touch screen contain touch buttons
for fixtures, palettes, groups, playbacks, macros and more. You can
also set fixture attributes and show information windows.
The System display and menu area of the touch screen is the
nerve centre of the console and shows you what is going on. This part
of the display shows various screens of information depending on
what you are currently doing.
The Menu Softkeys (labelled A – G) are used to select control
options. The display next to the buttons shows what each one will do.
The options for each key change depending on what the console is
doing. Softkey commands are shown in the manual with square
brackets like this: [Edit Times]
The Mini screen displays additional workspace windows. The four
rotary encoders act like normal handles and can be allocated as
masters or playbacks. Pressing the encoder is like pressing the blue
button on a handle.
The Macro Buttons store frequently used sequences of keypresses
which can be replayed with a single button press. Playbacks can also
be stored here.
The Master fader controls the overall output of the console. You will
normally have this set at Full. The DBO button allows you to
blackout the whole console.

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2. Setting up and using the console - Page 21

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

Monitor and network

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DMX and MIDI

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.

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2. Setting up and using the console - Page 23

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.

2.2.2 Connecting mains power


You can safely connect the Arena to any voltage from 80 to 260V.
The Arena is fitted with an internal UPS (uninterruptible power
supply) module. The UPS will protect you from most power problems
and give you chance to shut down the console normally. The internal
network switch is also powered by a separate UPS.
In case of power loss, the toolbar at the top of the screen will turn
orange and display how long you've got before the console shuts
down.

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.

2.2.3 Starting up and shutting down


The console runs a Windows-based operating system internally, so
you need to make sure it is shut down properly rather than just
turning off its power.
Start up the console by pressing and releasing the Power switch
above the wheels. The console display should come alive. The console
takes about 1 min 30 seconds to start up.
Shut down the console by pressing and releasing the Power switch
again. The console will perform a controlled shutdown. Wait until the
Power light has gone off (about 30 seconds) before you disconnect
power from the console.
To carry out a Forced Shutdown of the console, if the normal shut
down does not work, hold down the power switch for 5 seconds. You
will lose any changes to your show since the last save.
Because of the UPS, you cannot just pull out the power to shut down
the console if it is not possible to shutdown the console by any of the
above means. In this case you should press the Battery Disconnect

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Page 24 – 2. Setting up and using the console

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.

2.2.4 Titan Healthcheck


When the Titan software starts up, it runs a small utility called Titan
Healthcheck which checks the file system and the installed firmware
and software for anything that might cause you problems. If any
problems are found, a warning screen is displayed which offers the
option to fix the problems.

Only run fixes if you have plenty of time as some fixes can take up to
an hour to complete.

2.2.5 Connecting DMX lines


The console communicates with lighting fixtures using the DMX512
system. The console itself can output 12 universes of DMX (each 512
control channels). If you need to output more universes, it is
recommended to network the console to one or more Avolites
TitanNet processing nodes. This off-loads the DMX processing,
allowing the console to control up to 64 universes of DMX in total (see
section 13.6.1 on page 251 for more details).

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2. Setting up and using the console - Page 25

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.

2.2.6 Connecting console wings


“Wings” are additional control surfaces which can be connected to the
console to provide more faders and buttons, and in some cases extra
touch screens.
Tiger Touch Wing
The Tiger Touch wing provides 30 additional handles each with an
associated legend display. The handles can be used as playbacks or
to patch fixtures/dimmers. Each row of 15 faders has its own
independent paging control.

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Page 26 – 2. Setting up and using the console

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.

Titan Mobile Wing


The Titan Mobile Wing adds 20 additional playback faders and 30
macro/executor buttons to the main console. It connects by a single
USB cable to the console.
It is designed to fit next to the Titan Mobile panel, but it can also be
used with the Tiger Touch, Quartz, Arena and Sapphire Touch
consoles.
If you want to see the legends and function information for the wing
controls, you can open the Wing View workspace window.

Sapphire Touch Wing


The Sapphire Touch Wing gives you another touch screen and 30
additional motorised playback faders for the Sapphire Touch console.

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2. Setting up and using the console - Page 27

Two wings may be used with the console, connected to the USB and
DVI ports for the left or right external monitor.

2.3 Using the touch screens and monitor


The heart of the Arena is the main touch screen, but the Arena also
has a smaller Mini touch screen on the right hand side of the console
for additional workspace windows. The adjacent encoders can be set
as Masters or Playback handles.

2.3.1 Workspace windows


The main area of the screen contains the workspace windows. These
contain buttons for selecting fixtures, groups, palettes, playbacks and
so on. Information windows such as Playback View and the integrated
Visualiser application can also appear as a workspace window. The
Mini Screen can display additional workspace windows.

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Page 28 – 2. Setting up and using the console

standard window positions Context menu buttons

Opening and positioning workspace windows


You select which workspace windows you want to see using the
[Open Workspace Window] menu command on the root menu. You
can also press the Open View button to access the [Open Workspace
Window] option while in another menu and there are shortcuts to
open some windows as listed in the next section.
You can change the positions and sizes of the windows by using the
Window Control buttons above the numeric keypad or the Window
Options button (cog icon) at the top of each screen. The min/max
button swaps the active window between full screen and quarter size.
The size/position button moves the active window around the possible
positions. You make a window active by clicking/touching its header
bar.
You can move the active window to a different monitor by pressing
Avo and the Size/Position button, or Open View then [Window
Options] then [Move Screen].

Shortcuts to open workspace windows


Press Open View then an Attribute Bank button to open the Palette
window for that attribute.
Press Open View then Patch to open the Patch View window.
Press Open View then a fixture select button to open the Fixture View
window showing patch details for that fixture.
Press Open View then Connect to open the View Cue window.
Press Open View then Off to open the Active Playbacks window.
Press Open View then Macro to open the Macro window.

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2. Setting up and using the console - Page 29

Window setup buttons


At the top right of each window are three or four buttons which
access other functions for the window.

Context Window Resize Close


menu options window window

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].

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Page 30 – 2. Setting up and using the console

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:

1-Workspace window(s) with encoder legends on the right

2-Workspace window(s) with macro button legends below

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2. Setting up and using the console - Page 31

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.

4-Workspace window(s) fill the full screen, no button/encoder legends


shown.

Saving workspace layout


You can save different workspace layouts to the Workspaces touch
buttons (to the left of the menu) by pressing Open View then [Record
Workspace], then touching one of the Workspaces buttons. This
allows you to reconfigure the workspace at the touch of a button.
Workspaces are saved with the show.
Setting up and recording workspaces is described in more detail in
section 13.1 on page 235.

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).

Legends and picture legends


All touch buttons can have legends set to remind you what they do.
In addition, you can draw picture legends on the buttons. To do this,
select [Set Legend] then press [Picture]. A drawing space will open
on the touch screen for you to draw the legend. There is also a library
of pictures to choose from including popular gobo designs.

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Page 32 – 2. Setting up and using the console

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.

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2. Setting up and using the console - Page 33

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

2.3.2 The menu area of the touch screen


The right hand side of the touch screen is used for the operating
menu display.

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.

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Page 34 – 2. Setting up and using the console

At the bottom of the screen, the current function of the wheels is


shown on a simulated roller. If fixture attributes are being set, this
shows the possible settings which are available on the fixtures. Above
the roller image a legend shows which attributes are being controlled
by each wheel and the centre of the roller shows the current
attribute. Touch the upper or lower segment of the roller to set the
attribute to maximum/minimum.
If a chase is being controlled, information about the chase is shown
here.
Above this, the screen shows which attribute group (Intensity,
Position, Colour, Gobo, Beam, Effect and Special) is selected (grey
box) and which are currently modified (blue circle).
The appearance of the softkeys varies to indicate the type of actions
available:

Action button: Option button: New menu Text entry


console will carry cycles through a button: jumps to button: press
out the action range of options a new menu and enter text
shown using the touch
keyboard

2.3.3 The toolbar


Across the very top of the screen is the toolbar.

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).

About gives you information about the software version.

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2. Setting up and using the console - Page 35

Help shows you the online manual.


Control Panel opens a sub-menu allowing changes to monitor
settings and to the USB expert console which links the front panel
controls to the system. The 'More…' option opens Windows Control
Panel allowing you to change the operating system configuration.
Touch Screen Setup (in Control Panel) opens the setup utility which
allows you to align touch positions on the screen. See next section.
Usb Expert Console (in Control Panel) sets up the connection
between the front panel controls and the software. If you are having
problems this can be used to troubleshoot.
Folders opens the file explorer. You might need this when backing up
show files or when updating the operating software.
Switch Task allows you to show other programs (may be needed
when upgrading software) on the touch screen or move them
between screens. Touch the Switch Screen icon to swap the program
between different screens. Touch the Centre icon to centre the
window on the screen. Touch Close to close the program. The
appearance of this window varies depending on the console.
Switch screen Centre Close

Additional Programs allows you to run some diagnostic programs


which might help Avolites Support find problems you’re having.
Restart and Shutdown Software restarts and closes the Titan
software. You would normally only need to use these when upgrading
the software.

2.3.4 The Heads-Up Display (HUD)


The HUD window is shown as one of the workspace windows. Most of
the HUD information is now shown in other windows, but if you’re
used to using it you might like to have it displayed.
Fixtures are highlighted in dark blue if in the programmer and in light
blue if selected.

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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.

2.3.6 Key profiles


The console allows you to change the function of the blue select and
grey flash panel buttons. You can also change the way some of the
touch keys work. You can save your settings as a Key Profile.
Different profiles can be selected for different users or to enhance the
operation of the console for a particular use. See section 13.3 on
page 242 for details.

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.

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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].

2.3.8 Key macro buttons


Lighting programming can sometimes require a repeated sequence of
button presses. You can record sequences of keypresses and play
them back with a single keypress – this is called a macro. The macro
can reproduce the timing of your button presses (Real Time mode) or
just repeat the sequence of buttons with no timing (Full Speed
mode).
Real Time mode is useful when you are using a macro to reproduce a
lighting effect, for example a sequence of flash buttons. Full Speed
mode is more useful for admin tasks such as changing console mode.
Macros can be stored in the 20 dedicated buttons below the Mini
screen, and there is also a Macro button window which can be shown
in the workspace. The macro buttons correspond to the first 20
macros in the window. There are 2 additional Macro buttons on the
bottom left corner of the console.

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To record a macro:

1> Press the Macro button (above keypad)


2> Select [Full Speed] or [Real Time].
3> Press [Record]
4> Press an empty Macro button on the panel, or an empty button
in the Macro window on the screen. Recording starts. The
Insert/Macro button flashes during recording.
5> Press the sequence of buttons you want to record.
6> Press Record Macro to finish recording.

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.

2.3.9 Locking the console


You can place a simple lock the console controls to prevent people
fiddling with it while you’re not looking. Hold down Avo and press
[Lock], then type a password (numbers or letters). To unlock, enter
the password again, or restarting the console will also unlock it. This
is not a high-security lock, it’s just to prevent idiots messing with it.
While the console is locked, all functions are disabled except the DMX
outputs and currently running playbacks.

2.3.10 Keyboard shortcuts


Many features of the console can be controlled by shortcuts on the
keyboard. These are especially useful when using Titan Mobile or
Titan Simulator.
The Titan application “captures” the keyboard on start up, meaning
that if you try to use other applications at the same time they will not
receive keypresses. Pressing Break on the keyboard releases the
keyboard for other applications but disables all text entry for Titan
including the shortcut keys; changing menus will reconnect the
keyboard to Titan.
Shortcuts are shown on the next page.

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F1 Move to other screen Ctrl X Cut text


F2 Activate window Ctrl C Copy text
F3 Minimise/Maximise Ctrl V Paste text
Shift F3 Next window Ctrl A Select all text
F4 Size/Position Ctrl Z Undo
Shift F4 Move to other screen Ctrl Y Redo
F5 Close window Alt C Clear
Shift F5 Close all windows Alt R Record menu
F6 Open Playbacks window Alt A Toggle Avo (shift) menu
F7 Open Fixtures window Alt L Locate
F8 Open Groups window Alt P Patch
F9 Open Colours window Alt ⇑ D Disk menu
F10 Open Positions window Alt ⇑ S System mode
F11 Gobos/Beams window Alt V Open/View menu
F12 Open Channel Grid Alt G Go
Esc Exit menu Alt D Delete
Enter Enter Alt ⇑ C Copy
Alt 1 Softkey A Alt M Move
Alt 2 Softkey B Alt U Unfold
Alt 3 Softkey C Alt I Include
Alt 4 Softkey D Alt ⇑ R Release
Alt 5 Softkey E Alt S Shape
Alt 6 Softkey F Alt T Fixture Tools/ML Menu
Alt 7 Softkey G Alt B Blind
Alt ⇑ F Fixture Alt O Off
Alt ⇑ P Palette Alt F Fan
Alt ⇑ M Macro Alt ⇑ O Attribute options
Alt ⇑ G Group Alt ⇑ L Latch menu
/ (num) Thro Alt ← Previous fixture
* (num) @ Alt → Next fixture
- (num) Not Alt ↑ All
+ (num) And Alt ↓ Highlight

⇑ means shift
(num) means on the numeric keypad

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2.4 Multi-user operation


You can connect multiple consoles together to work together on a
show. You can also have multiple user setups on a show on a single
console to allow different layouts, for example for a support band LD.

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.

To change or create users, go to the Users menu.

1> Press the Disk button.


2> Press [Users].
3> To switch to a different user, press [Change Current User] and
select a new user from the list (the current user is highlighted).
4> To create a new user, press [Add a User], enter a name for the
new user and press [OK].
5> You can also quickly change user from the root menu by
holding Avo shift and pressing [User … ]

• If multiple consoles are connected in a collaborative session,


any user added to one of the consoles will be available on any
of the other consoles.

2.4.2 Handle Worlds


Each show can have multiple Handle Worlds, each having its own
layout of handles. This allows each user to have their own layout of
cues, palettes and chases which can be easily switched, for example
when a support band and headline band are using the same console,
or when multiple programmers are working collaboratively on a
number of consoles.
When a new user is selected, the handle world they were using is also
loaded.
All handle worlds are stored within the showfile, the default handle
world is called “Mapping World 1”.
Handle Worlds are managed from the Disk menu.

1> Press the Disk button.


2> Press [Handle Worlds].

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3> To switch to a different handle world, press [Select Handle


World] and select a new handle world from the list (the current
one is highlighted).
4> To create a new handle world, press [Add Handle World], enter
a name for the new world and press [OK].
5> [Delete Handle World] will delete the world, any handles used
only in that world will become unassigned (and can be retrieved
using the Show Library if needed).

• Items created in a different handle world can be accessed using


the Show Library workspace and assigned to handles in the
current handle world.
• The [Follow World Page Change] option sets whether the handle
page will change if a user using the same handle world on
another console changes the page.

2.4.3 Linking to other TitanNet sessions


If multiple Titan consoles are connected in the same network you can
choose to connect them as multi-user, tracking backup, or both. This
is also how you connect TitanNet processors to expand DMX outputs.
For details of how to connect Titan consoles together on a network,
see section 15 on page 265.

1> Press the Disk button.


2> Press [TitanNet Sessions].
3> [Sessions View] opens a window that shows you how your
console is connected to others, and what other TitanNet
sessions are available. You can touch on another console in the
window and click [Connect] to start a connection, or use the
other buttons to leave a session.
4> Or select [Backup], [Multi-User] or [Backup & Multi-User] to
show a list of sessions which you can connect to. Click on the
session to start the connection.

• A green line shows a good connection, a dotted red line shows a


problem with a connection. Unavailable consoles are shown with
a red background.
Initially all consoles are “Master” consoles. If you connect to a session
on another console as multi-user you become a “Slave” on that
console. The show on the Master is transferred across the network to
the Slave. On the Slave you can choose to save the show locally or to
save changes back to the Master console.

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The toolbar will show details of the master/slave status. Console


legends can be changed in the System menu using the [Console
Legend] option.

Consoles connected in a multi-user session work on the same show.


If the same handle worlds are selected then an action on one console
is mirrored across them all, for example firing a cue on the slave
console will also fire the cue on the master. If the master has
motorised faders, the fader will move; if not, fader levels must match
before they can take over. If different handle worlds are selected,
users can work independently on their own pool of handles.
In all situations the master console outputs DMX and channels in a
remote programmer are shown with a blue dot on the touch wheel
views. If two or more consoles are editing the same fixture, the last
console to change any attribute will take over control of the fixture.
Slaves can leave a session using the [Leave Session] button in the
Sessions View or in the TitanNet menu. The console will restore the
local show it had loaded prior to joining. Master consoles have the
option to [Terminate Session].
If a console is running as backup, it has options to [Takeover], [Sync
now] and [Leave Session]. If [Takeover] is selected, the console will
immediately become the master and take over DMX output with the
chosen user and handle worlds selected. The console which was
master will go into a dormant state with DMX disabled.
• Consoles must be running Titan v8 or above to join a multi-user
or backup session with another Titan v8 console.
• Tracking backup operation is also described in section 11.6.2 on
page 226.

2.5 Titan Simulator


Need to pre-program or tweak your show before you get to the
venue? No problem, just run the Titan Simulator on your PC. You can
then load your show and simulate any of the Titan consoles, using an
on-screen “virtual panel”.
You can also use the Titan One software without the Titan One dongle
within the simulator for pre-programming.

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2.5.1 Installing Titan Simulator


You will need a Windows user account with Administrator privileges to
install or run Titan Simulator.
From v7, Windows XP and Vista are no longer supported
by Titan software. Your PC must be running Windows 7,
Windows 8 or Windows 10.
Capture visualiser requires a capable graphics card. If
you have problems, ensure you have installed the latest
drivers from the graphics card manufacturer.

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.

2.5.2 Running Titan Simulator


When you start the simulator you need to select which console you
are simulating. The simulator will then open a Virtual Panel, which
replicates the controls of your chosen console, and monitor windows
for each of the monitor outputs.

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The Tiger Touch and Sapphire Touch simulators show


the touch screen display separately from the Virtual
Panel.

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.

2.5.3 Using Virtual Panel with a console


As well as its use with the simulator, you can also run the Virtual
Panel on a console. This could be handy to keep things going if you
are suffering hardware problems with the real console controls.
To show the Virtual Panel, click the Tools menu on the toolbar, then
select Other Programs, then Virtual Panel. The Virtual Panel controls
will work in parallel with the real controls.

2.6 Loading and saving shows


You can save any number of different shows on a USB drive or the
console’s internal hard disk. The console will also autosave the show
periodically.
Shows created on the Arena can be loaded into any
other Avolites Titan console, but not to older non-Titan
consoles as the showfile format is different.
Showfiles from newer versions of Titan may not load
correctly into consoles with older versions of Titan.

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.

2.6.1 Saving the show


You can save your show at any time either with its current name or
with a new name. If you save your show with its current name, a new
version of the show will be created. This allows you to go back to
previous versions of your show if needed.
To save your current show:

1> Press the Disk button.


2> Press [Save Show].
3> If you have a USB drive connected, use the softkeys to select
whether to save on [Removable Disk] or [Internal hard drive].
4> If this is a new show, enter a name for the show on the
keyboard. If this is a new version of an existing show you can
enter a tag to help identify the version, which will be shown on
the Show Browser screen when you load shows.
5> Press Enter or [Save] (or [Overwrite] if the show already
exists). The show will be saved.

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6> Press Exit or [OK] to leave Disk mode.

• 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’.

2.6.2 Loading a show


The console will automatically reload the last show when it is turned
on.

Available List of shows List of versions


disks/drives
Search bar

Filter list of shows

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:

1> Press the Disk button.


2> Press [Load Show].
3> If you have a USB drive connected, select which drive you want
to load from.

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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.

2.6.3 Importing parts of other shows


If you are doing a show which is similar to a previous one, you might
want to import parts of the previous showfile, for example you might
want the palettes for some Robe Robins from another show, but not
the other fixtures. This is where the Import Show function comes in
handy.
For Import Show to work, you need to map fixtures from your
imported file to fixtures in the current show so that Titan knows
where to import the programming to.
Button for
imported show Import new show

Filter fixtures in Arrow shows Fixtures in Filter fixture list in


current show mapped fixture imported show imported show

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You can then select items from the imported show and store them
onto workspace or panel buttons in your current show.

Filter display of The items which


items in show can be imported

1> Press the Disk button.


2> Press [Import Show] (The plus button at the top right of the
Show Library window also opens this menu).
3> The Show Browser window opens. Select the show you want to
import from and press [Load Show].
4> The Show Library window will now open. Your current show and
the imported show will appear as buttons at the top of the show
browser. You can import items from more than one show at
once by repeating steps 1-3.
5> Click on the Mapper tab, and select your imported show.
6> Select a fixture in your imported show, then click the arrow
beside the fixture it maps to in the current show. To remove a
mapping, click the [Clear Fixture Mapping] context button.
You can select multiple target fixtures by dragging a box over
the fixtures, or click on the source fixture again and map to
another target.
7> When you have mapped all fixtures you want to import data
from, click on the Show Library tab.
8> Select the items you want to import (single or multiple). Use
the buttons on the left to select Palettes, Groups etc.
9> Select handle(s) where you want to store the imported items.
10> When you have imported all the items you want, press Exit.

• 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.

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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.

2.6.5 Backing up existing show files to USB pen drive


If you just want to save a copy of your current show, you can use the
normal save function to save it to the USB drive instead of the hard
drive.
To copy an existing show file on the hard disk to a USB drive, first
ensure your current show is saved, then use the Disk functions to
load the existing show from hard disk, then save it to the USB drive.
Alternatively you can use the Folders command on the Tools menu.

2.7 Clearing the console


When you start a new show on the Arena it is usually a good idea to
clear the console. All programming and patching is deleted, but user
options are not changed.

1> Press the Disk button.


2> Press [New Show].
3> Press [OK] to confirm.
4> Press Exit to leave Disk mode.

• 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.

2.8 Creating reports


When preparing a show it is often useful to create a report of how the
show is patched or programmed on the console, for example to give
to a crew when pre-rigging fixtures, or just for your records.

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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:

1> Press the Disk button.


2> Press [Reports].
3> Select the item(s) you want to include in the report
4> Select the format in which you want to output the report
5> Select the drive where you want to save the report

Reports are output to the Documents/Titan/Reports folder. When the


report is complete, Titan will open the folder where the report is
stored so you can see where it went.

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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.

3.1 Patching new fixtures or dimmers


3.1.1 Fixture select buttons and handles
To control intelligent fixtures or dimmer channels, they must each be
patched to a button (sometimes referred to as a “handle”). You can
patch onto touch buttons in the Fixtures window, to a fader handle or
to a Macro/Executor button. If the handle you patch to has a fader,
the fader will control intensity.
presets
If the Fixtures window is not shown, press Open View then [Show
workspace window] then [Fixtures].

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Fixture buttons can be shown either in pages with Page buttons, or


you can use the scroll bar on the right to show different pages. Use
the [Pages Show/Hide] button on the right of the screen to select
between page buttons and scrolling mode. You can change the fixture
page at any time.
You can allocate fixtures and dimmers to Groups, which allows you to
quickly select a set of fixtures with one button. Groups are described
in the next chapter.
Once you have patched fixtures or dimmers, the Patch View screen
shows you an overview of what is patched where and lets you edit
the patch. See section 3.2.1 on page 58.

3.1.2 Patching dimmers


Each fixture button can control single or multiple dimmer channels.
You allocate a button using the Patch menu (described below) or the
Patch View window (see section 3.2.1).

1> Press Patch (one of the ), then [Dimmers].


2> [DMX Line=] shows you which of the DMX output lines you are
patching onto. Enter a new number to change the line. [Address
= ] shows the DMX address about to be patched. You can
change this by typing in the new address on the numeric
keypad and pressing Enter.

3> To patch a single dimmer, press a Fixture touch button, a


Macro/Executor button or the blue Select button of a fader

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3. Patching - Page 53

handle. To patch a sequence of dimmers each to its own


button, press [Quantity] and set the number of dimmers then
press the first select button. Alternatively, run your finger or
draw a selection box round the touch buttons, or for physical
buttons hold down the first button in the range and press the
last button in the range. The range of dimmers will be patched
to sequential DMX addresses.
4> A fixture button turns dark blue and shows fixture details when
it is patched. If you patch to a fader handle the select button
will light up dimly.
5> Repeat from step 2 for other dimmers.

• 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.

3.1.3 Patching moving light fixtures


Moving light fixtures are more complicated to patch than dimmers
because they have more attributes to control, such as pan, tilt and
colour, whereas a dimmer channel just has intensity.
Avolites consoles use a “personality” system to control fixtures. This
means you don’t have to know how each fixture works, you just tell
the Arena what you want to do and it will send the right control
commands. The console has built-in personalities for most types of
fixture, which tell it what attributes are available and how to control
them. If the console does not have the personality for your fixture,
you can download further personalities from the Avolites website,
create your own using the Personality Builder application installed on
the console, or Avolites can create one for you. See section 14 on
page 261 for details of how to find personalities.
You can patch either using the Patch menu (described below) or the
Patch View window (see section 3.2.1).

1> Press Patch (one of the).


2> Press [Fixtures].

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3> Select the correct fixture manufacturer from the softkeys


([Previous] and [Next] page through the list of manufacturers).
Or use Quick Search and type the first few letters of the
manufacturer’s name on the keyboard to find the one you want.
4> Select correct fixture from the softkeys (F and G show other
pages). You can use Quick Search here as well.
5> Select the correct fixture operating mode from the softkeys.
6> [Address =] shows the first free DMX address. Type the new
address on the numeric keypad if you want a different one.
[DMX line=xx] lets you patch to a different DMX line, or you
can enter the address as [line].[address], e.g. 2.45 would set
address 45 on line 2.

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7> Patch the fixture by pressing a Fixture touch button, a


Macro/Executor button or the blue Select button of a fader
handle.
8> A fixture touch button turns dark blue and shows fixture details
when it is patched. If you patch to a fader handle the select
button will light up dimly.
9> Repeat from 7 to patch more of the same fixture type. The DMX
address automatically updates so you can just keep patching by
pressing Select buttons.

• To patch multiples of the same fixture, use the [Quantity]


option. Or you can run your finger or draw a selection box
round the touch buttons, or for physical buttons hold down the
first button in the range and press the last button in the range.
The fixtures will be patched to sequential blocks of DMX
addresses.
• [Options], [Offset] allows you to leave gaps in the DMX
channels between fixtures when patching multiple fixtures,
which is useful if you are planning a show which may involve
exchanging fixtures. The Offset number is the size of the block
which will be allocated to the fixture, for example if you want to
allow 32 channels for each fixture you would set Offset to 32.
• You cannot patch more than one fixture onto a handle. If the
handle is already used, the patch will fail.
• If you are patching a fixture which uses a separate dimmer
channel, such as a VL5, you can patch the dimmer channel onto
the same handle as the moving light part of the fixture so you
can control it all together. This is called a Pending Dimmer (in
the Patch View window this is indicated with a flash symbol
behind the user number).
• [Options], [Preset Palettes] sets whether the console will create
default colour, gobo and position palettes for the new fixture.

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These are created in the Position, Colour and Beam workspace


windows. This option is turned off by default but it’s quite a
useful starting point so is worth turning on.
• [Options], [AutoGroups] sets whether the console will
automatically create groups from the fixtures you patch. If
Enabled, a group is created for all fixtures of the same type,
and another if you patch a quantity of fixtures.
• To show the DMX address for fixtures, press Open View then
Patch. To show patch details for a single fixture press Open
View then the fixture select button. On touch buttons the DMX
address is displayed on the top right of the button in the format
{DMX line}.{Address} (this display can be disabled using the
context menu).
• If a patch goes over the capacity of a DMX line, the console will
patch at the beginning of the next line. For example if you try
to patch a Mac500 at channel 1.510, it will actually be patched
at 2.1.

3.1.4 Capture Visualiser Auto Patch


If you want to use Capture Visualiser, start it by pressing Open View
then [Open Workspace Window] then [Visualiser]. Some consoles
also have a dedicated Visualiser button. Capture will open in a
workspace window with an automatic representation of your patch.
If you have another monitor connected, you can move the Visualiser
window to it by pressing Open View then [Window Options] then
[Move Screen], or by holding Avo and pressing Size/Position.
You will see the fixtures you have patched laid out on screen in
handle number order. You can then use the Visualiser controls to
reposition the fixtures if you wish – see chapter 10.
• You can turn off Auto Patch in the Capture Visualiser settings.

3.1.5 Patching fixtures with multiple cells (sub fixtures)


Some fixtures have multiple cells of control within a single fixture (for
example an RGB LED batten). To avoid having to patch every cell as
a single fixture, you can patch the whole fixture as one “super
fixture” and each cell will then appear as a “sub fixture”. This is very
useful when laying out fixtures for use with the Pixel Mapper as it
allows you to move and rotate the fixture as a single fixture, but keep
individual control over the cells.
If you access the fixture using the handle it is patched on, all cells of
the fixture will be controlled together. To access the sub fixtures
independently, use the Attributes window or you can press Unfold
then the select button of the fixture. In the Fixtures workspace, the
current page of fixtures will be replaced by select buttons for each
individual fixture cell. You can also select subfixtures from the
numeric keypad. See section 4.1.4 on page 76 for more details of
working with fixture cells.
To go back to normal, press Unfold then [Exit Unfold].
The Sub fixtures feature has to be defined in the
fixture’s personality. If sub fixtures does not work on
your fixture you may need to obtain the latest fixture
personality from Avolites.

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3.1.6 Patching by RDM


RDM (Remote Device Management) is a system which allows the
console to interrogate the lighting rig to find out what’s there. It can
then patch itself to match the existing DMX addresses. You can also
remotely change modes and other settings on the fixture.
Fixtures must be equipped with RDM for this to work;
many fixtures are not. Also if you have DMX buffers or
splitters in your rig, they must be RDM enabled or they
will block the information being sent back to the
console.

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.

3.1.7 Finding a lost fixture


Sometimes a fixture may be rigged with the wrong DMX address set,
or connected to the wrong DMX line.
The Find Fixture function allows you to find the start address of the
fixture by scrolling a “locate” state through all possible DMX
addresses, avoiding a trip up the rig to look at it. When the fixture
responds with its Locate state, you know its DMX address.

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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.

• On consoles with 3 wheels, wheel C (DMX Slot) jumps through


DMX addresses using the fixture channel count (for example if a
fixture uses 16 channels, it will jump through in 16’s).

3.2 Changing the patch


3.2.1 Patch View
The Patch View window gives a full overview of how all the fixtures in
your show are patched, and allows you to patch, repatch, legend,
renumber, invert, pan/tilt swap, freeze, exchange, park and view
fixtures. If you need to change the settings of multiple fixtures (for
example, changing the DMX address of several fixtures) then it’s
really easy to do in one operation in the Patch View.
To show the Patch View window press Open View then Patch, or use
the Open Workspace Windows menu command.

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

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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.

3.2.2 View detailed fixture information


In the Patch View window click on the View button for the fixture you
wish to view, or press Open View followed by a fixture handle. A
Fixture View window will open showing details for that fixture,
including the personality and mode used to patch, and the individual
DMX channel addresses for each attribute. Attributes can be inverted
or frozen by clicking on the checkboxes at the right hand side.

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.

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There is also a Personality tab (not shown in the pictures) which


shows history information about the personality file for the fixture.
This can be useful for checking the version of the personality file.

3.2.3 Changing DMX addressing using Patch View


You can easily change the DMX address of one or more fixtures from
Patch View. Select the DMX address cells you want to modify.

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].

3.2.4 Changing DMX address using Patch menu


As well as using the Patch View screen, you can use the Patch menu
to re-patch a fixture to a different DMX address or a different DMX
output line. All programming is kept.

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1> Press Patch (if you’re not already in Patch mode).


2> Press [Repatch Fixtures].
3> Press the Select button of the fixture you want to change.
4> To change DMX press [Address], type the new address and
press enter. If this address is already in use, a warning icon will
be shown.

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).

3.2.5 Setting legends


You can set a legend for each fixture or dimmer you’ve patched which
is displayed in the Fixture Select touch button. This can be really
useful to help you identify the fixture.

1> At the main menu press [Set Legend].


2> Press the Select button for the fixture you want to legend.
3> Type the legend on the keyboard.
4> Press Enter when you have finished.

• 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

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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.

3.2.6 Fixture button halo


You can configure fixture buttons to have a “halo” colour which helps
you to find them quickly. Halo colours can be set manually for each
fixture (the default setting), or automatically by fixture type using the
fixture colours used in the patch window..
To set a manual halo colour, click [Set Legend], click the fixture
button (or select multiple buttons) then select the [Halo] option. A
colour picker will open to let you set the colour, or pressing [System
Colours] will give you colour options on the softkeys. A [Remove
Halo] softkey lets you remove the colour.

To enable automatic halo colours, hold Avo and select [User


Settings], then [Handles], then set Fixture Halos to [Auto]. Fixture
buttons will then be coloured to match the automatic fixture colours
used in the Patch window.
Halo colours are also shown in the Intensity View and Show Library
workspace. In list views such as DMX, Channel Grid, Cue View and
Palette view the halo colours are shown as a bar to the left of the list
– this uses the user halo colour if one is set, otherwise the automatic
colour is used. The User Setting does not affect this display.

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Fixture colours

3.2.7 DMX view window


When you’re having problems getting fixtures to work it can be useful
to see the actual DMX output values coming from the console. Press
Open View, then [Open Workspace Window], then select [DMX].

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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.

3.2.8 Fixture Exchange


The Fixture Exchange function enables you to repatch fixtures in your
show using alternative fixtures, retaining important elements such as
cue times, shapes and legends. This is very useful for touring shows
and venues with a high turnover of events.
Fixture Exchange works best if you use Palettes to create your cues.
This allows you to adjust for position differences and so on by
reprogramming a few position palettes, rather than having to
reprogram every cue. Cues recorded with absolute values will need to
be re-recorded, preferably using palettes.
The pan, tilt and dimmer will always be preserved from one fixture
type to the next. For other attributes, the console will attempt to
match the functions between the fixtures, but you can change the
details of this using the Exchange Mapping function (see next
section). All programmed items including palettes will be preserved,

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so the programming can be easily adjusted by updating your palettes


as normal.
Fixture exchange also gives you a powerful way to re-use an existing
show with new lights, so you can give yourself a programming head
start when faced with a new fixture.
• It’s a good idea to save your show before performing major
changes such as fixture exchange. Should you change your
mind or have problems, you will easily be able to return your
show to its previous state.

1> Enter patch mode by pressing Patch.


2> Select the new fixture type you wish to use.
3> Touch the select button of the fixture which is to be exchanged.
4> The console will warn you that the fixture is in use. Press the
[Exchange Fixture] option.
5> Repeat from step 3 to exchange other fixtures with the same
type of new fixture.

After exchanging fixtures you need to update the


palettes which used those fixtures. If you have trouble
switching values off in a palette, set new values for all
the attributes in the attribute group and re-record the
palette. You should then be able to switch off an
attribute group as required.

3.2.9 Exchange Mapping


When you exchange fixtures the console will attempt to map the
functions on the new fixture to the same functions on the old fixture
so that your show does not look any different with the changed
fixtures.
However, this may not always work out quite right, so using
Exchange Mapping you can manually map functions between the
fixtures. For example this allows you to map the old gobos to similar
new gobos even if they are not in the same wheel position, and to
ensure that rotation speeds work the same.
Any changes made will apply immediately to the show. Mappings are
remembered and will be used whenever you exchange the same
fixtures in the future (though you can restore to factory mappings at
any time should you need to using the [Clear All Mappings] softkey).

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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.

• Where a fixture has been exchanged from more than one


source fixture you can switch between them by selecting the
relevant source fixture under the 'exchanged from' column.
• When you change the mapping, the 'Unsaved Changes' options
will pop up at the bottom of the screen. Here you can store the
new mappings by pressing Apply, forget the changes by
pressing Cancel or restore all mappings to Avolites factory
default by pressing Reset. All these actions have to be
confirmed by pressing the [Confirm] softkey.

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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.

3.2.10 Update personalities


This option allows you to update the personality for a fixture used in
your show. Normally a copy of each fixture personality in the show is
saved in the showfile, so updating the personality library on the
console does not update fixtures which are already patched.
• It’s a good idea to save your show before using Update
Personalities, then you will be able to undo any changes if you
change your mind or have problems.

1> Enter patch mode by pressing Patch.


2> Press [Update Personality] to update an individual fixture type,
or [Update All] to update all patched fixtures to the most recent
version in the library.
3> If updating individual fixtures, the console shows you a list of
personalities used in the show which can be updated.
4> If updating individual fixtures, press the personality you want to
update.

• The new personality is loaded from the Titan/Personalities


folder.

3.3 Copying, moving and deleting fixtures


3.3.1 Copying or moving a patched fixture
Using the Copy button you can make a copy of an existing fixture or
move it to a new button. You cannot link fixture buttons. You can
copy or move multiple fixtures in one operation.
Move is useful for tidying up the console.

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1> Press the Copy button.


2> Select [Copy] or [Move]. Pressing the Copy button again will
also toggle through these options.
3> Press the Select button of the fixture you want to copy/move.
You can select multiple fixtures.
4> Press the empty Select button where you want it to go.

• The Menu Latch button latches the Copy/Move/Link menu, so


you can keep copying or moving things without having to keep
pressing the Copy/Move/Link button. Press again to unlatch.
• There is also a Move button for instant access to the move
function.
• The [Retain Layout] or [Bunch Up] option is used when copying
a group of fixtures with empty handles in the group – you can
either keep the empty handles, or bunch up the used handles
together. There is also a [Bunch Up With Offset] option which
allows you to leave a gap in the DMX channels, if you are
running a show where you need to exchange fixtures to ones
which use more DMX channels.
• When in Copy mode, option [Copy Legends] can be changed to
[Don’t copy legends] so that the copied fixtures are given
default legends.
• When in Move mode, [Swap Items if Required] will attempt to
reposition any existing handles which are in the way of the
move. This is useful when rearranging buttons on a page which
is nearly full.

3.3.2 Using copied fixtures


Fixture copying is very useful if you need an additional fixture of a
type you’ve already patched and programmed. The new copy will
come complete with all the cues and palettes of the original fixture
you’ve copied.
The copied fixture will be “Parked” (have no DMX channel allocated)
and you will need to repatch it before you can use it (see section
3.2.1 above).

3.3.3 Deleting a patched fixture


You can delete a fixture or dimmer from a button if you patched it
accidentally or if you change your rig and want to use the button for
something else.
All programming for the fixture is also deleted. You
cannot undo deletion of a fixture or get the
programming back by repatching a fixture to the same
handle.
If you might need the fixtures again later, move them to
an unused fixture page.

1> Enter Patch mode by pressing the Patch button.


2> Press the Delete button.
3> Press the Select button of the fixture you want to delete.

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4> The button will light up red and the console asks for
confirmation. Press the Select button again to confirm.

• You can delete a range of fixtures in one operation.

3.4 Advanced options


All of the options below can also be set from the Patch View window.

3.4.1 Swap pan and tilt


This allows you to make the pan channel control tilt and the tilt
control pan. This can be useful for fixtures rigged in strange
orientations.

1> Press Patch.


2> Press [Edit Fixtures].
3> Press [Swap Pan and Tilt].
4> Select the fixtures to be pan-tilt swapped. Press [Pan and Tilt
…] to select either [Swapped] or [Normal] for the selected
fixtures.
5> Press Exit when finished.

3.4.2 Invert attributes


This option inverts individual attributes of fixtures. Useful if you have
a fixture which pans right when the rest pan left, saving a trip up the
rig to set fixture options, but you can invert any attribute.

1> Press Patch.


2> Press [Edit Fixtures].
3> Press [Invert Attribute].
4> Select fixture(s) to be changed.
5> Select the attribute to invert from the softkeys. The display
shows [Inverted] when the attribute is inverted.
6> Press Exit to finish.

• You can change the invert on multiple fixtures by selecting


more than one, but the “Inverted” display will not show if there

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is a mixture of inverted and non-inverted fixtures in the


selection.
• Some attributes cannot be inverted.
• Invert can also be set from the Attribute Behaviour tab of the
Patch View window.

3.4.3 Attribute limits


You can set upper and lower limits for any attribute. This can be
useful for example to limit the pan/tilt movement of a fixture, or if a
fixture has a combined dimmer/strobe function and you only want the
dimmer part of the operation.
Attribute limits are set either from the Edit Fixtures menu or using
the Attribute Behaviour tab of the Patch View window.

1> Press Patch.


2> Press [Edit Fixtures].
3> Press [Set Limits].
4> Select the fixtures to be set.
5> Use the softkeys to select which attributes are to be set, then
select upper or lower limit.
6> Input a percentage value for the limit value, or press [Set To
Current Value]. To remove a limit press [Remove Limit].
7> Press Exit when finished.

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.

3.4.4 Fixture Offset


You can set an offset to any attribute of any fixture. The normal use
for this is to correct pan/tilt positions when fixtures are rigged in a
different orientation to how they were programmed. The offset is
applied to channels just before final output.
There are 4 ways to set an offset:
• Select fixture, Locate, then adjust attributes to the desired
locate value. Then press Record, Locate, [Update Offset]. This
does not change the actual locate value but sets the difference

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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.

3.4.5 Fixture / Attribute curves


Curves set how an attribute behaves over the full range of values.
They are most often used for dimmer attributes to set the way the
dimmer level follows a slider, but can be applied to any attribute.
Curves are set either from the Edit Fixtures menu or using the
context buttons on the Attribute Behaviour tab of the Patch View
window.

1> Press Patch.


2> Press [Edit Fixtures].
3> Press [Set Curve].
4> Select the fixtures to be set.
5> Use the softkeys to select which attributes are to be set.
6> Use the softkeys to select the type of curve required. The
normal setting is Linear.
7> Press Exit when finished.

See section 13.7 on page 253 for details of the different curves
available.

3.4.6 Freeze fixtures or attributes


This option allows you to freeze individual attributes of a fixture, or to
freeze the whole fixture. Attributes or fixtures which are frozen are
not affected by playbacks or by the programmer.

1> Press Patch.


2> Press [Edit Fixtures].
3> Press [Freeze Fixture or Attribute].
4> Select the fixtures to be frozen/unfrozen.
5> Use the softkeys to select which attributes are frozen, or to
freeze the whole fixture. Frozen attributes are indicated on the
softkey.
6> Press Exit when finished.

• 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.

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3.4.7 Editing the personality


Sometimes you may find a fixture personality contains errors and
needs editing. You can edit personalities directly on the console.

1> Press Patch.


2> Press [Edit Fixtures].
3> Press [Edit Personality].
4> The softkeys show a list of all fixture types patched in your
show. Select the fixture type to be edited.
5> Personality Builder will open allowing you to edit the
personality.
6> When you save changes, your show will be updated with the
edited personality. Your changes are also saved to the fixture
library on the console.

• Edited personalities will be saved in the User/Custom


personality folder at D:\Personalities (if using the simulator, the
folder is at \My Documents\Titan\Personalities). Personalities in
this folder are searched and loaded before those in the library
and are not overwritten when a new fixture library is installed.
• A separate user guide for Personality Builder is available from
the Avolites website.

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4. Controlling dimmers and fixtures


When you are programming a show, and sometimes when you are
running a show, you need to manually control the fixtures and
dimmers to set the intensity, position, colour, etc. To do this you first
select the fixtures you want to change using the select buttons, then
you set the attributes of those fixtures using the Wheels and Attribute
buttons.
You can also set fade/timing information for each attribute of each
fixture which is treated as an additional attribute of the fixture.

4.1 Using the select buttons and wheels


4.1.1 Selecting fixtures and dimmers for control
To select the fixtures or dimmer channels that you want to control,
you use the Fixture Select buttons to select the fixtures into the
Editor. You can select fixtures or dimmers individually, or several at
once. You can also use Groups to select multiple fixtures, see section
4.3.1 on page 94.
If the fixture is patched on a fader handle, press the blue button to
select the fixture.

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.

Here are some other useful things to know:


• Press Locate (at the bottom right of the console) to light up the
selected fixtures in open white and move them to a central
position. See the next section for more Locate options.
• You can deselect a fixture by pressing the select button again.
• In the system display area of the touch screen, the console will
show you which fixtures are currently selected.

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• Press Clear (right of numeric keys) to deselect all fixtures and


remove all changes from the programmer. See the next section
for more Clear options.
• Once you have changed any attribute, pressing a Select button
will deselect all fixtures and start the selection process again.
All previously selected fixtures (since you last pressed Clear)
stay in the programmer. Once a fixture has been edited, Fixture
buttons show a darker blue. The picture above shows the first
two fixtures selected, with the second three in the programmer
and the others unselected.
• You can select fixtures on another page by touching one of the
page buttons to the left of the fixture buttons, if you have
'Pages' set to Show (using the context button). Otherwise you
can use the scroll slider to show more buttons. On fader
handles, Page buttons are provided to change pages – on the
Pearl Expert these are above the numeric keypad, on other
consoles they are next to the faders.
• Using Key Profiles (see section 13.4.1 on page 244) you can set
the fixture touch button to latch mode so that it turns the
fixture’s dimmer channel on (like putting a preset fader to full).

4.1.2 Setting fixtures to a start position (Locate)


The Locate button (the button on the bottom right corner of the
console) is used to put the fixture into a known position with light
coming out, so that you can start programming it.
A quick press of the button will move all selected fixtures to a central
position and reset all the attributes so that you get a white light.
However you sometimes might not want to move the fixture, and by
holding down the Locate button, you get some more options.
• You can mask off some of the Locate settings (such as only
turning the fixture on, but not changing its position or colour)
by holding down Locate and pressing [Set Mask to Exclude All].
Then (still holding Locate) turn on the Attributes you want to
change using the Attribute buttons. Only the lit attributes will
be changed by Locate. Pressing the Attribute Options button will
clear the mask.
• Option [Auto Reset Mask] sets the mask to be automatically
reset to include everything each time Locate is pressed, or you
can toggle the option to [Remember Mask] which will keep the
mask setting you used last time.
• Option [Clear/Don’t Clear Located Attributes] sets whether the
attributes changed by the Locate function will be saved into any
cues you store. If the option is set to “Clear” then the Located
attributes will not be stored in the Programmer unless you
modify them using the wheels. This is useful if for example you
want to program a cue which sets the position of fixtures, but
does not turn them on. The Locate button will light up the
fixtures for programming, but the lit state will not be stored in
any cues you save.
To quickly locate without changing pan/tilt, hold Locate
and press the Pan/Tilt (or Position) button, then release
Locate.
To quickly locate pan/tilt only, hold Locate, press

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4. Controlling dimmers and fixtures - Page 75

Attribute Options (just above Locate), then press


Pan/Tilt (or Position), then release Locate.

Changing the locate state


You can permanently change the locate state of each fixture by
recording a new Locate State. This can be shared (applies to all
fixtures of the same type) or individual. To store, set up the desired
locate state, then press Record, then Locate. Select [Shared] or
[Individual] from the softkeys. Press Record or Locate a second time
to confirm.

4.1.3 Clearing selection


The Clear button (on the right of the numeric keypad) is used to
remove all changes from the Programmer and deselect all fixtures. A
quick press of the Clear button just clears everything, however if you
hold down the Clear button, then more options are available.
• You can mask which attributes are to be cleared (for example,
leaving the pan/tilt in the programmer but clearing everything
else) by holding down Clear and pressing [Set Mask to Clear
Nothing]. Then (still holding Clear) turn on the Attributes you
want to change using the Attribute Bank buttons down the right
hand side, or press [Set Mask] and use the softkeys. Only the
lit attributes will be cleared. Pressing the Attribute Options
button will clear the mask. The Time mask option allows you to
clear or retain the fade/delay times in the programmer for all
attributes (clearing individual attributes will also clear times for
that attribute, for example setting a P mask will clear position
times).
• [Clear Options] opens a submenu showing some further options
(described below).
• [Clear All Fixtures/Selected Fixtures] sets whether all fixtures
will be cleared from the programmer, or if only currently
selected fixtures will be cleared. This is useful if you want to
clear specific fixtures.
• [Individual Attributes] allows you to clear individual attributes
from the Programmer. When you press the softkey, you are
given a list of attributes in the Programmer – press the
appropriate softkey to clear that attribute.
• [Clear All Programmers] will clear all programmers that are
currently active on the console. This will be used for multi-user
programming in future and is currently used to clear values
added to the Titan Remote programmer.
The options in the “Clear Options” submenu are:
• [Auto Reset Mask] sets the mask to be automatically reset to
clear everything each time Clear is pressed, or you can toggle
the option to [Remember Mask] which will keep the mask
setting you used last time.
• [Leave/Zero Preset Fader Levels] is used to set whether latched
fixtures are cleared (the fixture key profile can be set to “Latch”
mode, which turns on the fixture dimmer channel when the
fixture button is touched. See section 13.4.1 on page 244.)

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• [Freeze current values] sets what happens to LTP (non-


intensity) channels you have modified. If set to [Freeze Current
Values] the channels remain as you set them. If set to [Release
To Playback Values] the channels will go back to how they are
set in the current playback. For example: you have an active
playback making some lights green, then you select the lights
and change them to red. If you press Clear with this option set
to [Freeze] then the lights remain red. If the option is [Release]
the lights will go back to green.
• [Clear/Maintain Cue Times] - determines whether or not to
clear the cue time information from the programmer (this will
not affect fixture attribute times in the programmer).
You can use the Channel Grid window to selectively view and remove
attributes from fixtures. See section 4.2.1 on page 91.
If you type a number then press Clear, HTP values in
the programmer will fade out over that time, for
example 5 Clear would fade over 5 seconds. This can be
very useful if you are trying to be subtle when making
changes during a show.

4.1.4 Fixtures with multiple cells/subfixtures


If a fixture has multiple cells of control (for example an RGB LED
batten) and its personality supports it, you can select and control the
fixture either as a whole or as independent cells. This is particularly
useful when using Shapes or the Pixel Mapper.
If you select the fixture using the handle it is patched on, all cells of
the fixture will be controlled together.
You can use the buttons which appear at the top of the attribute
editor window to select the main fixture, or individual cells for control
(use the [Open Workspace Window] softkey to open the Attribute
Editor window).

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.

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To go back to normal, press Unfold then [Exit Unfold].


You can also use the numeric keypad to quickly select cells. The
syntax is as follows:
all sub fixtures of all sub fixtures of
. n.
selection fixture n
. THRO .j sub fixtures 1Æj of n. THRO all sub fixtures of
all selected fixture nÆlast
fixtures consecutive of
type n
THRO .j shorthand for n. THRO i sub fixtures 1Æi
above of fixture n
.m sub fixture m of all n. THRO i.j sub fixtures 1Æj
selected fixtures of fixtures nÆi
.m THRO sub fixtures n.m sub fixture m of
mÆlast of all fixture n
selected fixtures
.m THRO .j sub fixtures mÆj n.m THRO sub fixtures
of all selected mÆlast of fixture
fixtures n
.m THRO j shorthand for n.m THRO i sub fixtures mÆi
above of fixture n
n THRO i. all sub fixtures of n.m THRO i. sub fixture
fixtures nÆi mÆlast of fixtures
nÆi
n THRO i.j sub fixture j of n.m THRO i.j sub fixtures mÆj
fixtures nÆi of fixtures nÆi
n THRO .j sub fixture 1Æj of n.m THRO .j sub fixtures mÆj
fixture n of fixture n

4.1.5 Changing attributes using the wheels


“Attributes” are the functions of the fixture, like pan, tilt, colour,
dimmer, etc. You select which attributes you want to modify using
the Attribute Bank buttons and set values using the wheels. The
attributes available depend on the fixture type. Dimmer channels only
have a dimmer attribute.
You can also select attributes by touching the IPCGBES buttons on
the touch screen, and modify them using the Attributes workspace
window; this is described in the next section.
Each attribute button controls several attributes, one on each wheel.

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.

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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.

3> Repeat from 1 to change other attributes of the selected


fixtures.

Some other things to know about attributes:


• If an attribute is in the programmer, it is highlighted (as shown
with the “Green” setting in the screen picture above). This
provides a quick way to see which attributes are in the
programmer.
• You can also select the attribute to be changed from the
softkeys by pressing the “Attribute Options” button.
• If the display above the wheels does not show the attribute
when you press the button, that attribute is not available on the
selected fixtures.
• If the wheel display shows a small arrow next to the legends,
this means that there are further attributes to control. Press the
Attribute button again to toggle through the attributes.

• The wheels operate in an “acceleration” mode. If you spin the


wheel fast, the fixture changes in larger steps. If you move the
wheel slowly, the fixture moves in its smallest increment.
• Holding down the Avo button while turning a wheel puts the
wheel into “Fast” mode. When in this mode, a single rotation of
the wheel changes the attribute you are controlling over its full
range. For example, if while moving the Pan wheel you hold
down Avo the fixture will make a complete pan movement
between end stops in one rotation of the wheel.
• Some LED colour mixing fixtures have a Virtual Dimmer
function (using the Intensity wheel) which offers intensity
control by mastering the RGB levels when the fixture itself does
not provide an intensity channel.

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4.1.6 Setting attributes on the touch screen


The touch display above the wheels shows the attribute bank
(Intensity, Position, Colour and so on) and the current values on the
wheels.
Touch here to change
Touch here to open attribute bank
attribute editor

Touch here to change attribute


values up and down

Touch the IPCGBESFX attribute bank buttons to change to a different


bank. You can also use the physical attribute bank buttons as usual.
The current attribute bank is shown with a grey background.
If attributes have been modified, the attribute button has a pale blue
highlight.
The Roller display shows the attributes available on each wheel.
These may be shown as a percentage value, or named values for
attributes with fixed positions such as a colour wheel. If the attribute
has been modified, the current value in the programmer is
highlighted in blue.
You can touch the roller image to change the attribute to the
next/previous value. For continuously variable controls like a dimmer,
touching the roller will set the attribute to full or zero.
Attribute editor window
For attributes with fixed values such as gobos and fixed colour
wheels, the Attribute Editor window can be easier to work with than
the wheels. It also offers a colour picker window for fixtures with RGB
or CMY colour mixing.
Press Open View then [Open Workspace Window] then [Attribute
Editor] to show it. As a shortcut you can also show it by touching the
attribute name text just below the IPCGBES buttons.
The buttons on the left of the window select the attribute to change.

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The rest of the window contains buttons or controls to set the


attribute value. For attributes such as gobos and fixed colours, a
button is provided for each one, making selection a lot quicker than
scrolling through on a wheel.

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 LED fixtures with RGBW, RGBA or WW/CW


attributes, the colour picker will also control the
White/Amber channels. In versions previous to Titan v9
the White/Amber elements were not controlled by the
colour picker and had to be set independently.

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.

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Active fixtures such as media servers will display a thumbnail of the


media clip in the button. The media server must support CITP and be
patched as an active fixture.

Fixtures which support keystoning or blades/shutters can be


controlled graphically in the attribute window. Select and drag the
corners or sides of the image to control the fixture.

Updated personality files may be required to support the


keystone/blade functions.

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.

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4.1.7 Setting attributes from the softkeys


You can directly enter a numeric value for the attributes which are
live on the wheels. You must be at the main Program menu to do this
(keep pressing Exit until the vertical menu bar shows “Program
Menu”).
Type a number on the numeric keypad then press one of the softkeys
to set the value to the fixture. The Softkey legend will show what
effect your value is going to have (such as [Gobo 5], or [Deep Blue]).

For attributes displayed in percent, such as Dimmer, or Colour Mix,


you enter a value from 0-100 to set the percentage output. For
attributes where the output is divided up into ranges, such as colour
wheels, you enter the index of the range you want. For example to
select the 3rd colour (as displayed in the list above the wheel) you
would enter 3.

4.1.8 Adjusting attributes with the @ buttons


Pressing the @ button next to a wheel opens the Adjust Attribute
Value menu for that attribute.
You can also open this menu by touching the centre of the wheel view
for the attribute, or by clicking on the attribute in the Channel Grid
window.
The menu gives you the following functions:
• Select Function: gives you shortcuts on the softkeys to the
possible settings for the attribute (for dimmers, a range of
values is provided).
• Touch/Clear: places the attribute in the programmer or
removes the attribute from the programmer
• Locate: locates the attribute (does not place in programmer)
• Release: releases the attribute

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4. Controlling dimmers and fixtures - Page 83

• Off: sets the attribute to Off. This temporarily disables the


attribute, though its value is stored and can be restored with
On.
• On: sets the attribute to On (when merged to a cue or palette,
On will restore a value which has previously been set to Off)
• Freeze/Unfreeze: freeze or unfreeze the attribute

4.1.9 Selecting fixtures and dimmers by number (Channel)


In some situations, for example when programming lots of dimmers,
it can be easier to type in the dimmer channels you want to program.
The Channel menu allows you to do this for dimmers or fixtures. To
access the Channel menu, press the Fixture button on the top left of
the numeric keypad. You can also simply start typing numbers on the
keypad, when you press Through, And or @ then the Channel menu
will be shown.
Through, And and @ are provided as softkey functions or (depending
on console) are buttons adjacent to the numeric keypad.
Fixtures may be selected by User Number, Handle Number or DMX
Address, as set by the option on Softkey A.
When using the Channel menu it is helpful to latch it by pressing the
Menu Latch button.
• To select a fixture, type the number and press Enter.
• To select more than one fixture, press the [And] softkey
between each number. For example 1 And 2 And 5 Enter will
select 1, 2, 5.
• To select a range of fixtures, press [Through]. For example 1
Through 8 Enter will select 1-8.
• To miss out fixtures in a range, use [Not], for example 1
Through 4 Not 3 Enter will select 1, 2, and 4.
• The @ softkey sets a dimmer level to the selected fixtures, for
example 1 Through 8 @ 5 Enter will set 1-8 at 50%. (You can
choose whether 50% is entered as “5” or “50” in the User
Settings – see section 13.1.3 on page 235). When you press @
there are softkey options for Full, Off and +/- (increase or
decrease brightness).
• You can work with Groups using the Group button, for example
Group 1 And Group 2 Not 5 Enter will select all fixtures in group
1 and group 2 except for fixture 5.
• You can use the Locate button instead of Enter, to select
fixtures and locate them. For example 1 Through 4 Locate will
select fixtures 1 to 4 and locate them.

• When entering a command, the command line is shown on the


display. You can go back using the grey Back button and you
can abandon the line using the grey @ button.

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• The AND, THRO and @ functions are also provided as individual


buttons above the numeric keypad.

4.1.10 Selecting using a pattern


When programming you will often want to select patterns of fixtures.
Rather than having to individually select and deselect fixtures, the
Arena has an easy way of selecting odd then even fixtures in a range
of fixtures, or it can, for example, select every 4th fixture.

1> Select some fixtures.


2> Press the All button (to the left of the locate button).
3> Select a pattern from the softkeys. Your selection is modified so
you will only be controlling, say, the odd fixtures.

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.

• For example, if you are programming a chase using 16 fixtures


and you want every 4th fixture to do the same thing, you just
select the 16 fixtures, then press All, then D [1 in 4]. You will
see that the 1st, 5th, 9th and 13th fixtures are now selected, and
you can create the look for those fixtures. Then press Next, and
the 2nd, 6th, 10th and 14th fixtures will be selected ready for
programming. After you have programmed the fourth set of
fixtures, the pattern will go back to the first position again, until
you press All twice to end.
• You can enter your own patterns using the numeric keypad and
softkeys, for example “2” A [In] “6”.

4.1.11 Selecting fixtures which are in a palette or playback


To select fixtures which are controlled by a particular palette or
playback use the Select If function.
To select fixtures used in a playback or palette, press Select If then
the palette or playback button. (The Fixture button is at the top left
of the numeric keypad and may be labelled Channel on older
consoles.)

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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).

4.1.12 Attribute groups – IPCGBES-FX


To make life a bit simpler, the console groups together attributes
which have similar effects, using the letters IPCGBES-FX.
I-Intensity (dimmer, strobe shutter)
P-Position (pan, tilt)
C-Colour (colour wheel, CMY mixing)
G-Gobo (gobo wheels, gobo rotate, gobo position)
B-Beam (iris, focus, zoom, beam shaper)
E-Effects (prism)
S-Special (motor speeds)
FX-Shapes, Pixel Mapper
These groups are used to select which attributes you want to work
with in many of the functions on the console, particularly when you
are “masking off” certain attributes from being saved.

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.

4.1.13 Stepping through selected fixtures one at a time


If you have selected a range of fixtures, or a group, the console has
functions to step through the selected fixtures one at a time. This can
make it easier to program a range of fixtures because you don’t have
to select each one manually.
This mode uses the Prev/Next/All/Hilight buttons.

1> Select a range of fixtures or a group.


2> The Prev and Next buttons will select the fixtures in the range
one at a time (in the order you selected them).
3> The ALL button will select all fixtures in the programmer
(everything which has been selected since Clear was last
pressed).

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• The Hilight function can be used to highlight the output of the


selected fixture (make it brighter onstage), see the next
section.

4.1.14 Highlighting the selected fixture with Prev/Next


When stepping through a fixture selection using the Prev/Next/All
buttons, you can highlight the selected fixture on stage. This makes it
very easy to see which fixture you are controlling. The other fixtures
in the selection go to a dimmed “lowlight” level.
• Press the HiLight button to enable highlight mode. Press HiLight
again to disable. When you are in highlight mode, the
highlighted attribute is overridden and any changes you make
to it are not stored in the programmer (so if the highlight uses
intensity, you cannot change the intensity of the fixture).
• You can change the levels used for Highlight/Lowlight by then
pressing HiLight, [Store Highlight State] or [Store Lowlight
State].

4.1.15 Flash selected fixtures to full


It can be useful when programming to see on stage which fixtures
you have got selected. Press the Flash Full button to do this (Avo +
Page+1 button). You may also want to turn off selected fixtures, the
Flash Out button does this.

4.1.16 Turn off unselected fixtures


To turn off all unselected fixtures use the Remainder Dim function by
pressing Rem Dim (Avo+All). The zero intensity is placed in the
programmer and will be recorded into any cue. This is useful when
removing fixtures from cues.

4.1.17 Align fixtures


You can copy attributes from one fixture to another using the Align
Fixtures function. This is very useful, for example, if you’ve
accidentally left a fixture out of a cue you can copy settings from its
neighbour.
You can align multiple fixtures to others in one operation, either using
groups or individual selection. If you are aligning different numbers of
fixtures there are options to set how this is handled, see below.

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 fixture selection order is used to determine how the aligned


values are copied.

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• 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.

1> Select the fixtures you want to Flip.


2> At the top level menu press Menu Latch then C [Flip Pan and
Tilt].

The settings used for Flip are defined in the fixture


personality. If Flip doesn’t work you may need to update
to the latest personality.

4.1.19 Fan mode


Fan mode automatically spreads out the values on a selected range of
fixtures. If used on pan and tilt, the result is spreading out “rays” of
light beams. The first and last fixtures of the range are affected most,
and the central fixtures are affected least. The amount of fan can be
set using the attribute wheels.
As with shapes, the order in which you select the fixtures sets how
the fan effect works. The fixtures you select first and last will be the
ones which change most. If you use a group to select the fixtures,
the order you selected the fixtures when you recorded the group is
used.
The fan effect, while normally used on pan or tilt attributes, can be
applied to any attribute.

1> Select the fixtures you want to fan.


2> Press the Fan button.
3> Select the attribute you want to Fan using the attribute bank
buttons.
4> Set the amount of fan using the attribute wheels.
5> Turn off Fan by pressing the Fan button again when you have
finished.

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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

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4. Controlling dimmers and fixtures - Page 89

colour mixing, tilt and dimmer.

• 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):

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2:

3:

4.1.20 Setting fixture/attribute times


Fade and delay timings can be directly set for each fixture or
individual attributes of a fixture. When you store the settings into a
cue, the time settings will then become part of the cue.
There are a number of ways to set the times:
• You can set individual attribute times by switching the wheels to
Fade Time / Delay Time mode using the [Wheels=] softkey on
the root menu.
• Individual attribute times can also be set using a combination of
the wheel @ keys and the TIMES key.
• They can also be set by selecting fixtures and entering into the
attribute times sub-menus from the TIMES key.
• There is also command syntax that allows various options to set
attribute time values - e.g. TIMES FIXTURE Position 5 @ 3
would set a 5s fade, 3s delay time onto the current fixture
selection P group. Wheel @ keys can also be used in the
syntax. Fan options are also available through syntax using
THRO.

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Setting a time attribute value will cause the 'in programmer'


indication to light up.
The Channel Grid window has a Times context menu button which
allows you to view or edit all the attribute times currently in the
programmer. You can set a time to Off to temporarily disable it; the
On option will restore the previous setting.
You can try out time settings by pressing Avo Shift + Time or double
tap the Time button. (previously the SET button on Titan
Mobile/Sapphire Touch and the NEXT TIME button on Tiger
Touch/Pearl Expert).

4.2 Viewing and editing fixture values


4.2.1 The Channel Grid window
It can sometimes be useful to display and edit exactly what each
fixture is doing. The Channel Grid window allows you do to that.
Display it by pressing Open View then [Show workspace window]
then [Channel Grid].

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

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• Selected: shows only selected fixtures


You can select fixtures by touching the fixture names on the left of
the screen, or if you select any fixture values, the appropriate fixture
will automatically be selected.
You can clear attributes in the channel grid by selecting them (touch
or touch and drag to select multiple attributes). Then press Clear.
You can edit values by selecting one or more values in the grid, then
modify the values using the wheels, or type a new value on the
numeric keypad and press Enter.
You can filter what is shown in the grid either by IPCGBES attribute
(using the buttons top left) or by fixture type (using the buttons
below that).

4.2.2 Intensity window


If you want to see at a glance the intensity setting of each fixture,
the Intensity window is the place to be. To show the window, press
[Show workspace window] then [Intensity].

Each fixture has a block showing the intensity as a number and as a


bar down the left side. The header bar shows selection/programmer
state like fixture buttons – blue for selected and cyan for in
programmer.
Rising or falling intensity is shown with a blue up arrow or a green
down arrow.
Tracked values from previous cues are shown with a magenta equals
sign.
In a solo or block cue a red “not permitted” symbol is shown.

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If intensity levels are controlled by an effect they are shown in yellow


with a tilde symbol (~).
If the intensity is controlled from a cue or cue list the name of the cue
will be shown.
The IPCGBESFX states of the fixture are also highlighted if any
attributes have been set in the programmer.
If colour halos are set for the fixture buttons, the halo is also
displayed around the fixture intensity. This option can be changed to
show the automatic fixture colours, see below.
• Filter the view to show only a certain type of fixture using the
buttons on the left
• Change the display order of the fixtures using the [Sort]
context menu buttons – User Number, Last Selected or DMX
Address.
• Click on a fixture to select it, you can then edit the intensity
directly.
• Press Open View followed by a fixture button to show more
detailed information about the fixture.
The context menu options give you settings to change how the
window is displayed.
The first option lets you only show fixtures in a particular state:
All – all fixtures (default)
Stage – fixtures with intensity above zero
Programmer – fixtures in the programmer
Selected – fixtures which are selected
Live cues – only intensities coming from active cues
Connected cue – only fixtures in the currently connected cue (for cue
lists or chases)
Frozen – fixtures with frozen intensity
The second option changes sort order as described above
[Search] allows you to enter characters to search for in the legend or
user number, matching fixtures will be shown as you type. When
Search is active a search bar is shown at the top of the window, click
the X to remove the search filter or click on the text to modify the
search string.
[View If] lets you click on a group and/or playback to show only the
fixtures in that group or playback. For a chase or cue list, this will
include all fixtures in all the cues of the chase/list. The filter settings
are shown in a bar at the top of the window, click the X to remove
the filter or click on the bar to change the group/playback.
[Open Channel Grid] opens the Channel Grid window described in the
previous section.
In the Window Appearance Settings (cog button) there are further
display options. Turning off some of the options will reduce the size of
each fixture button which may be useful if you want to get more
fixtures on the screen.
• Filter Fixtures Shown/Hidden: Shows or hides the fixture
selection buttons on the left

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• User Number Hidden/User Number Shown/DMX Address


Shown: Sets what information is shown in the top left corner of
the button
• Legend Shown/Hidden: Sets whether the fixture legend is
shown in the top bar
• Cue Information Shown/Hidden: Sets whether the button shows
the current cue information
• Attribute Mask Shown/Hidden: Sets whether the button shows
the IPCGBESFX settings
• Halo Colour Custom/Auto: If set to Custom, buttons will have a
halo colour if you have set one, otherwise they will not have a
halo. If set to Auto, buttons will be coloured using the
automatic fixture type colour used in the filter buttons on the
left.
• Fixture Cells Shown/Hidden: If set to Shown, separate buttons
are shown for cells (sub-fixtures) of any multi-celled fixture,
along with a master intensity.
• Tracked Fixtures Shown/Hidden: (This option only appears
when the view is filtered to Live Cue or Connected Cue). Sets
whether fixtures with tracked intensity are shown or not.

4.3 Fixture groups


4.3.1 Using fixture groups
You can create groups of fixtures or dimmer channels, which can then
be quickly selected together by pressing a single button or typing the
group number. You can, for example, make a group for each type of
fixture, then also group by stage left / stage right, etc.
If you have a lot of fixtures, clever use of groups will greatly increase
your programming speed.

Groups can be stored in the Groups window, on the grey button of


fader handles or on Macro/Executor buttons.
If you assign a group to a handle with a fader, the fader becomes an
intensity master for the group. See section 11.1.6 on page 215 for
more details.
If the Groups window is not visible, you can show it by pressing Open
View, Group (above numeric keys).

1> Select the fixtures/dimmers you want in the group (the order in
which you select them will also be stored in the group).

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4. Controlling dimmers and fixtures - Page 95

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.

• To select all the fixtures/dimmers in a group, just press the


button for the group.
• The order in which you originally selected the fixtures when
creating the group is also stored. This takes effect when you
use the last fixture – next fixture functions described in the
next section, and when you use Shapes, Fan mode and Fixture
Overlap functions. You can change this later, see the next
section.
You can override the selection order while recalling a group by
holding down the group button and using the softkey options.
• You can also recall a group by its number:

1> Press the grey Group button.


2> Type in the number of the group you want to recall.
3> Press [Recall Group].

• 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.

4.3.2 Fixture Order and Fixture Layout in groups


Fixtures in a group are stored with a selection order, which is used
with Shapes, Fan, and Overlap. You can also store a 2D position
layout for fixtures, giving the actual physical location of fixtures for
use with the Pixel Mapper effects.
To change fixture order:

1> Press [Edit Times].


2> Select the group you want to edit.

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3> Press [Fixture Order].

The fixtures in the group will be shown numbered in the fixtures


window.

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:

1> Press [Edit Times]


2> Select the group you want to edit.
3> Press [Edit Layout]. The Layout Editor window will open.

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).

• The X-coordinate of the fixture layout is the same as the Fixture


Order. Changing one will cause the other to change.
• It is possible to accidentally overlay one fixture on another,
making the bottom fixture hidden. To access overlaid fixtures,
drag off the fixture which is hiding it, or select the hidden
fixture and use the wheels to move it somewhere visible.

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• 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].

4.4 Advanced options


4.4.1 The ML Menu button
When the console is at the top level menu, this button opens the
Moving Light Actions menu which contains options to Locate Fixture
(same as the Locate button) and to run Macros on fixtures such as
Lamp On, Lamp Off, Reset etc. The Align Fixtures and Flip functions
as described above are also in this menu.
On the Pearl Expert and Tiger Touch Mk1, this button also latches the
current menu when the console is not at the top level menu. Press
Exit to get back to the top menu so that you can access the Moving
Light menu. On other consoles there is a dedicated Latch Menu
button.

4.4.2 Lamping fixtures on and off


Many fixtures have a control channel which allows you to perform
functions like lamp on, lamp off, fixture reset, and so on. This can be
useful to shut down fixture lamps at the end of a show while the fans
continue to run, or to reset a fixture which has gone haywire.
The console allows you to access these functions using Fixture Macros
(not to be confused with keypress macros).

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.

• Some macros involve timed sequences and can take up to 30


seconds to execute.

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5. Palettes - Page 99

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.

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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.

5.1 Creating palettes


5.1.1 Which attributes are stored in palettes
Although each palette entry could store all attributes of a fixture, it’s
easier to operate the console if you create some palettes which only
set positions, some for colour, some for gobo and so on. The console
helps you with this by providing separate windows for Colour
palettes, Position palettes, and Gobo/Beam palettes.
When you store a palette, it will only contain what’s in the
programmer (the attributes you have changed since you last pressed
Clear). For example to create a colour palette you would just set the
colour, and not change any other attribute. You can also make
palettes which contain effects such as shapes and pixel mapping. If
fade or delay times are programmed for fixtures or attributes, these
will also be stored in the palette, and you can also create palettes
which contain only time information.
If the programmer contains more than one attribute, you can set a
mask to restrict which fixture attributes will be stored in the palette.
Palette information may be Global, Shared or Normal. Global
palettes work on any type of fixture. Shared palettes apply the same
value to all fixtures of the same type – for example when setting
colours, the “Red” palette would set the same colour values for “Red”
to all MAC 2000 fixtures. Normal palettes are used when each fixture
requires its own value - for example when programming positions,
each fixture will have a different setting.
It is possible, by merging information into palettes, to create a
palette which contains global, shared and normal attributes.
Available attributes for Global palettes are Dimmer, Pan, Tilt and
Colour. When creating a global palette for a colour mixing fixture,
both CMY and RGB attributes are calculated and a special “dynamic”
value is added to colour wheel channels, the console will attempt to
match the closest fixed colour wheel colour to the selected mix
colour.

5.1.2 Storing a palette


This is how you save a palette value:

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5. Palettes - Page 101

1> Press Clear to clear the programmer.


2> Select the fixtures for which you want to store palette values.
3> Using the attribute buttons and wheels, set the attributes you
want in the palette entry. You can store any or all attributes of
a fixture in each palette entry.
4> Press the Palette button, then [Record Palette]. Using Quick
Record (see next section) you can skip this step.
5> Set the palette Mask – this sets which attributes will be
recorded in the palette. Select attributes using the Attribute
Bank buttons – anything lit up will be saved. [Set Mask] and
[Record by] softkeys also control the Mask (see below).
6> Press an unused Palette button to store the palette (available
buttons will flash). Or enter a palette number and press [Store]

• The console will automatically set the palette as Global, Shared


or Normal (by checking if the values to be stored are the same
across all fixtures of the same type). You can override the
setting by pressing softkey C. See below for more details of
how this automatic choice works.
• [Set Mask] allows you to specify which attribute groups will be
included in the palette. You can also use the grey Attribute
Bank buttons on the right hand edge of the console to set the
mask.
An attribute group is included when the softkey is inverted (like
the Colour group in the picture) and when the LED is lit on the
Attribute Bank button. If you use Quick Record (see next
section) the mask is automatically set by the workspace window
you save the palette in – Positions only includes P, Colours only
C and Beams includes IGBES. If you use the Record Palette
button then you need to set the mask manually.
• Press the Attribute Options button to toggle each mask group
between Include and Exclude.

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• [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

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5. Palettes - Page 103

fixture settings. Pressing the palette button again will


automatically merge. The palettes are merged using Quick
Merge, which has a mask to include or exclude attribute types.
• The console will select Global mode if the programmer contains
the same values for all selected fixtures and one or more of the
attributes is suitable for Global. If the values are the same but
none of the attributes are suitable for Global the console will
select Shared. If some attributes are suitable and some aren’t,
the console will record the suitable ones as Global and the
others as Shared. If the values are different the console will
select Normal.

5.1.3 Nested palettes


Palettes can contain references from other palettes. For example an
odd/even colour palette could be created using two other colour
palettes as the masters. If you wanted to change the colours,
changing the master colour palettes would also change the odd/even
colours.
The [Record/Don’t Record Nested Palettes] option in the Record
Palette menu sets whether nested palettes are recorded (default) or
whether the attribute values are recorded instead.
When palettes are used in cues, you can disable the nested palettes
using the playback option [Fire/Don’t Fire Nested Palettes]. If set to
Don’t Fire, the nested palettes are treated as the fixed values they
held at the time the cue was recorded and won’t change if the nested
palette is updated.

5.1.4 Quick record


The palette windows allow you to quickly record a new palette. Just
touch the button where you want to record – the button will turn red
with a + sign. At this point you can enter a legend for the new palette
or change mask settings. A second press on the button will save the
palette.

• When using Quick Record, the palette mask is automatically set


to match the window, so if you touch a button in the Position
window, the mask will be set to only store position attributes.
This does not happen if you use the Record Palette button.
Quick record also works for groups, workspaces and the playback
window.

If you are loading a show which was programmed on a


Pearl Expert, you can use the Groups and Palettes
workspace window to access the fixtures/palettes on the
blue/grey preset buttons on the Pearl. See section
13.2.5 on page 282 for more details.

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5.1.5 Setting legends for palettes


You can enter a legend for each palette which is displayed on the
palette touch button; for palettes stored in the additional playback
faders the legend is shown on the display above the fader.

1> Press [Set Legend] at the top level menu.


2> Press the palette button for the palette you want to legend.
3> Type the legend on the keyboard.
4> Press Enter when you have finished.

• On touch buttons, the palette number is shown top left. The


IPCGBES attribute groups contained in the palette are displayed
below your legend, so for example Position palettes will show a
P, colour palettes a C and so on. In the top right corner is
shown G for Global, N for Normal or S for Shared palette.

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.

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5. Palettes - Page 105

5.1.6 Creating an effects palette (shape or pixel mapper)


Speed up your programming by creating some palettes which apply
shapes or pixel mapping effects. You can’t save a keyframe shape to
a palette.
For an effects palette to be useful, it needs to contain only effect
settings (for example, for a pan/tilt circle you want it to move the
fixtures around their current set position, not to change the position
as well). To achieve this you can either use the FX mask when saving
the palette, or you can just remember not to set any other values
when programming.

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.

5.1.7 Creating a time palette


You can create palettes which contain only time information. These
can be used to set cue times and fixture attribute times without
needing to set times manually. Using a time palette also means that
you can go back and change the times once in the palette, and the
changes will automatically apply to all cues which use the 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.

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4> Press Palette, [Record Palette].


5> If you moved the fixtures in step 1, press [Set Mask] and
exclude everything except Time.
6> Press a palette button to store the Time palette.

5.2 Recalling palettes


5.2.1 Recalling a palette value
To recall a palette value from a button, this is what you do:

1> Select the fixtures to be changed. Shared palettes can be set to


any fixture of the same type. Normal palettes will set individual
values to each fixture. If no fixtures are selected, the palette
will apply to all fixtures it is relevant to.
2> Press the Palette button you want to recall. The palette will be
set to the selected fixtures.

• 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.

1> Select some fixtures.


2> Press the Palette button above the numeric keypad.
3> Type in the number of the palette you want to recall.
4> Press Enter or [Apply Palette].

• The [Apply Palette] softkey shows the legend of the palette


which will be applied.

5.2.2 Palette pages


To change the pages of Palettes stored on the additional playbacks
you use the Pages of Fixtures buttons to the left of the fader bank. If
you want a palettes to be locked on its handle and not change when
the page is changed, you can set a lock or transparent lock on the

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palette handle. See section Error! Reference source not found. on


page Error! Bookmark not defined. for more details about locks.
Each of the palette windows can either display pages of palettes, with
page buttons on the left, or a continuous scrolling window of palettes.
To change between pages and scrolling, touch the Pages Show/Hide
button in the context button area to the left of the menu buttons.
using the page buttons to the left of the palette buttons.
• You can recall a palette from any page using its number as
described in the previous section.

5.2.3 Only showing relevant palettes


If the User Setting [Filter Relevant Palettes] is enabled, when you
select fixtures any palettes which are not applicable will grey out. This
is very useful to see which palettes are available for the fixtures you
are working with.

5.2.4 Quick palettes with no fixtures selected


If you press a palette button when no fixtures are selected, the
palette will be set to all the fixtures the palette applies to. This is
called a Quick Palette. For example if you’ve got some colour palettes
programmed for your MAC 2000’s, pressing one of the palettes when
no MAC 2000’s are selected will set the colour to all the MAC 2000’s.

5.2.5 Setting palettes to all fixtures in a playback


You can apply a palette to all fixtures in a particular playback. Hold
the palette button and press the select button of the playback which
the palette is to apply to.

5.3 Editing palettes


5.3.1 Viewing and editing the content of palettes
You can view the contents of a palette in the Palette View window.
This lists all fixtures in the palette and the attribute values stored for
them. A context menu button allows you to switch to displaying
Times.
Press Open View, then the palette button. The Palette View window
will open.

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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.

5.3.2 Changing the content of palettes


To edit a palette entry, press the Update Palette button, select the
palette to edit (this will automatically select the fixtures used in the
palette), make the changes you want, then press the [Update Palette
x] softkey to save the changes.
The Update Palette button also allows you to change the palette name
and number.
You can also load the palette into some fixtures, modify the attributes
and record the new information back on top of the existing palette
entry. The console will give you options on the softkeys to Replace,
Merge or Quick Merge the palettes. If you select Merge, anything you
haven’t changed will not be affected, values you have changed or
added will be amended. Quick Merge will only update the attributes
stored in the original palette and ignore others (for example if you are
merging with a position palette, but have also modified the colour
attributes, the colour attributes would not be merged in).
When double clicking a palette button to update, the default option is
Quick Merge.
• You can set the console to “Always Merge” (so it doesn’t ask
you) using the User Settings (hold down the Avo button to set
these). You can also press the palette button a second time to
select the Merge option.
• You can add additional fixtures to a palette without affecting
existing ones. For example, if you have colour palettes for Mac
600s, you can add colours for your Mac 500s without affecting
any previously recorded values in the palette.
• You can remove attributes from palettes using the Off function,
see section 7.3.5 on page 162.

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• When editing a palette the state of the programmer will be


preserved; when the modified palette is saved, your original
programmer contents will be restored and the programmer will
be left in the same state as when you started editing the
palette.

5.3.3 Updating palettes used in a playback


If you need to quickly update a palette during a show, for example
you fire a green cue and the Green palette used turns out to be not
quite the right colour, the Update function lets you automatically
update the palette used in the cue.

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.

• You can also select multiple palettes to be updated by


highlighting them in the softkeys then pressing Enter to
confirm.

5.4 Copying, moving and deleting palettes


5.4.1 Copying or moving a palette
Using the Copy button you can make a copy of an existing palette or
move it to a new button. You can copy or move multiple palettes in
one operation. You cannot link palette buttons.
Move is useful for tidying up the console.

1> Press the Copy button.


2> Select [Copy] or [Move]. Pressing the Copy/Move/Link button
again will also toggle these options.
3> Press the Select button of the palette you want to copy/move.
You can select multiple palettes.
4> Press the empty button where you want it to go.

• The Menu Latch button latches the Copy/Move/Link menu, so


you can keep copying, moving or linking things without having
to keep pressing the Copy button. Press Exit to unlatch.
• [Retain Layout] or [Bunch Up] is used when copying a group of
palettes with empty handles in the group – you can either keep
the empty handles, or bunch up the used handles together.
• When in Copy mode, option [Copy Legends] can be changed to
[Don’t copy legends] so that the copied palettes are given
default legends.
• When in Move mode, [Swap Items if Required] will attempt to
reposition any existing handles which are in the way of the
move. This is useful when rearranging buttons on a page which
is nearly full.

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5.4.2 Deleting palettes


You can delete a palette entry by pressing the Delete button, then
pressing the palette select button to be deleted. Press the palette
button again to confirm the deletion. For palettes stored on physical
buttons you can delete a range of palettes in one go by holding down
the first one while pressing the last one.
Other ways to delete a palette:
• Press the Update Palette button, select a palette, use the
[Delete] softkey option.
• Press the Palette button above the numeric keypad and use the
[Delete] option in the [Palette Utilities] menu.
• Press Delete then [Palette], type the palette number, press
Enter.
• If you have playbacks which use the deleted palette, they will
go back to the values which were stored in the programmer
when the playback was recorded.

5.5 Timing with palettes


Palettes may be saved with timing information, or you can manually
override the timing when recalling the palette.

5.5.1 Palettes with saved times


If you have saved time information in a palette, it will normally recall
with this timing information. So if you programmed a 2 second fade,
the palette will recall with a 2 second fade.
You can turn this off (which can be useful during programming) using
the key profile setting for palette keys (see section 13.4.1 on page
244). You can set [Palette Is Fired With Its Times] or [Palette Is Fired
Ignoring Its Times].

5.5.2 Manually overriding palette times


Being able to recall palettes with a manual fade allows easy "busking"
of shows. When a palette is recalled in this way, a time is added and
the palette fades in over that time.

1> Select some fixtures.


2> Type in the fade time for the palette on the numeric keypad.
3> Press a palette button to recall the palette.

• This overrides any timing stored in the palette itself.


• You have to re-enter the time each time you recall a palette. To
use the same fade every time, set a Master Time: Press Palette,
[Master Time]. To disable Master Time set to 0.
• Palette fading can be very useful when recalling a palette live
during a show, as you can smoothly move fixtures to a new
position or change colour slowly (on colour mixing fixtures).
• Palettes applied with a fade time do not get put into the
programmer, so will not be saved in any cues; don’t use fade
times when programming. This is to ensure that when used in a
live situation, the next cue will override the palette and play
back as intended.

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5.5.3 Manual fixture overlap when recalling palettes


You can set a Fixture Overlap when recalling a palette, which means
that the palette will be applied in sequence to each fixture in the
group. This is a very quick way to busk some amazing effects. Fixture
Overlap=100% means that all fixtures will change together. Fixture
Overlap=0% means that each fixture must complete its fade before
the next will start its fade.

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%.

5.5.4 Master Time for palettes


Option [Master Time] on the Palette menu (press the grey Palette
button above the numeric keypad) allows you to set a default fade
time. This fade time will be used for all palettes unless you manually
type in a different time. This can be useful when “busking” a show
with palettes.
The [Master Overlap] option similarly sets the default Overlap for
palette recall.

You can create macro buttons to set different palette


fade times. Press Macro, Record, press a button to store
your macro on. Then press Palette, [Master Time], 3
(for 3 sec), Exit, Macro.
Repeat these steps to create a Palette Snap button (0
sec), or a 1 sec fade button, and so on.

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6. Shapes and Pixel Mapper effects


The Shape Generator in the Arena (sometimes known as an Effects
Generator on other consoles) allows you to quickly create exciting
light shows using lots of movement and changes, with the minimum
of programming.
You can use the conventional Shape Generator with preset patterns,
or the Key frame Shape Generator which allows you to create your
own custom patterns.
The Pixel Mapper is used to generate animated textures using the
colour or intensity of a group of fixtures (often LED battens,
starcloths or LED web type fixtures). When viewed at a distance the
effect becomes clearly visible.

6.1 Shape generator


A shape is simply an automatic sequence of values which modify a
particular attribute of a fixture. A circle shape, for example, applied to
the pan and tilt attributes, would cause the fixture to move its beam
in a circular pattern around its current position. You can set the size
of the circle and the speed of the circle movement.
In addition to position shapes, there are a large number of other
shapes available in the Arena . The shapes are defined for a particular
attribute such as colour, dimmer, focus and so on.
A further category of shapes is the Block Shape. This type of shape
blocks out other shapes, preventing them from running. For example,
if some fixtures are running a Circle shape, and then a playback is
fired which has a Block Pan/Tilt shape on some of the fixtures, those
fixtures will stop running the circle shape. This can be very useful to
modify playbacks at showtime when used with the playback priority
feature (see section 7.6.1 on page 169).
When you use a shape with more than one fixture, you can choose to
either apply the shape identically to all the fixtures, or offset them so
that the shape runs along the fixtures creating “wave” or “ballyhoo”
type effects. This is called the Phase of the shape.

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6.1.1 Selecting a shape


To run a shape, select some fixtures, pick the attribute of the shape
from a list on the softkeys, then choose the shape you want from the
Shapes window. Shapes are organised using the IPCGBES attribute
groups, so you can pick from a list of Dimmer shapes, or a list of
Pan/Tilt shapes, or Colour shapes, and so on. You can also pick from
a list of All Shapes.

When you create a shape, it will be applied to all selected fixtures.

1> Select the fixtures the shape is to be applied to.


2> At the main menu press [Shapes and Effects] then [Shape
Generator].
3> Press [Create] to start a new shape.
4> Press a softkey to select the attribute type to use in the shape
or press [All shapes] for a full list.
5> Press a softkey to select a shape, or touch the desired shape in
the Shapes window. You can type a search word on the
keyboard to search for a particular shape.
6> The shape will be applied to all selected fixtures.

• 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.

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• Shapes are based on the current settings of the fixture, so a


position circle would move around the current pan-tilt position
of the fixture.
• You can change the base value of a shape (e.g. the centre of a
circle) by changing the attributes using the wheels in the usual
way. You can reduce the Size to zero (see next section) to help
you see what the base value actually is.
• You can run more than one shape at a time by repeating the
above procedure. You can run several shapes on one fixture
and the output will combine in interesting ways.
• Press [Shapes and Effects], [Shape Generator] then [Edit] to
show what shapes are running.
• If you apply the same shape to two different groups of fixtures,
the shape will appear twice on the shape list. You can edit the
two shapes separately to give different directions, speeds etc
(see later)
• If the selected fixture has subfixtures (cells) then you will be
given the option to run the shape on the main fixture, keeping
all cells identical, or spread across the subfixtures/cells.
• Each shape is designed to work on a particular attribute.
Obviously if the fixtures don’t have the attribute, you will not
see any effect if you use the shape.
• Each shape has a default size and speed setting (defined in the
shape file).
When using a Rainbow colour shape, to get the full
range of colours you need to set the CMY or RGB
attributes to 50%.

6.1.2 Changing size and speed of a shape


It is easy to change the size and speed of a shape after it has first
been created. If the display above the wheels is showing Spread and
Offset rather than Size/Speed, press softkey E to select [Adjust
Speed, Size and Phase].

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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.

Other things to know about size and speed of shapes:


• If you have more than one shape running, the controls operate
on the most recent one. You can edit the parameters of any
shape that’s running using the Edit Shape function, see section
6.4.1.
• The minimum size is zero. This will “hide” the shape, and the
fixture will resume its previous settings. The shape is, however,
still active.

6.1.3 Changing the phase of a shape across multiple fixtures


Shapes get more interesting (and look more impressive) when you
apply them to multiple fixtures. You can control how a shape is
phased across several fixtures. You can also control Spread, which is
a different way of selecting the same thing.
The sequence of the shape across the fixtures is controlled by the
order in which you selected the fixtures when you created the shape.
You can edit the order by selecting [Fixture Order] in the Shape Edit
menu.

1> Press softkey E to select [Adjust Phase, Spread and Offset]


2> Control the phase of the shape using the left hand wheel, or to
set in terms of Spread, use the middle wheel.

Spread=12 (Phase=30 degrees)

Spread=6 (Phase=60 degrees)

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Spread=2 (Phase=180 degrees)

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.

6.1.4 Shape direction


The [Shape Direction] softkey opens a menu allowing you to set a
direction for the shape. If you have defined a 2D layout for the group
(see *) this allows you to have shapes that visibly move in particular
directions.
You can keep the shape direction menu open using the Menu Latch
button, to allow you to try different options and see the effects.

6.1.5 Using shapes in cues


When you save a shape into a cue, you can set the playback fader to
control the size and/or speed of the shape to give you more options
at show time; you can also control the size and speed from Size
Masters and Speed Masters. . See 7.6.3 on page 170.

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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.

6.2 Key frame shapes


Key frame shapes allow you to create your own shape sequences.
You store a series of attribute settings as key frames and the shape
fades between them.

6.2.1 Creating a key frame shape


A key frame shape is created a bit like a chase, but the shape is more
flexible because you have lots of control over the way the attribute
changes between key frames, and you can change the way it spreads
across multiple fixtures. It’s also (unlike chases) easy to save in cue
lists.
You can create the key frames either in Channel Mode by manually
setting up a state and pressing [Add Frame], or in Quick Build mode
by selecting palettes or cues which will be automatically saved as a
frame as you select them. Use the [Record Mode] softkey to select
the mode.
In this example we’ll create a colour shape, but you can create key
frame shapes for any attribute or mixture of attributes. If you create
key frames using palettes, the key frames will update if the palette is
changed.

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

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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.

6.2.2 Changing shape parameters in the Effect Editor


Once you have finished creating a key frame shape it will be shown in
the Effect Editor window.

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

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• Width: sets how much of the frame time is taken up by the


fade. For example you could fade in 20% of the frame time
then hold for the remaining 80%.

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.

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Start time
Edit frame Add more frames

Output current Delete frame


frame
Change order of Add new layer or
frames shape

• To add more frames to a key frame shape click the pencil


button to the right of the layer name.
• To edit a key frame click the pencil button to the right of the
frame name.
• To delete a key frame select the frame in the list then click the
rubbish bin icon at the bottom
• To change the order of the frames, select a frame then use the
up and down arrows at the bottom.
• To change multiple key frames at the same time, click on the
multi-select button at the bottom of the window, or you can
drag a selection box over the frames.
Key frame shapes can have multiple layers where different effects run
simultaneously. To add another layer, click the plus button at the
bottom, then select Layers. The new layer will appear in the list on
the left.

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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.

6.2.3 Saving a key frame shape to a cue


By default when a key frame shape is saved to a cue, the playback
fader will fade the shape. If the playback is set to have Speed on
Fader, the fader will master the speed of all layers in the shape.
When a key frame shape is running in a playback it can behave as
Overlay or LTP. A global value for Shape Behaviour is in the User
Settings, but you can also set the mode in Playback Options for each
playback.
• In Overlay mode (default) the shape will have control of the
programmed attributes regardless of whatever else you do. For
example if a key frame shape is controlling fixture colour, firing
another playback, recalling palettes or changing colour using
the wheels will have no visible effect. Once the shape is
stopped, the changes you made will become visible. This means
that if you want to you can preset what will happen when you
stop the shape.
• In LTP mode, changes of the same or higher priority will
override the shape output. For example if your key frame shape
is set to normal priority, firing a playback with normal priority
will block the shape output. Killing the playback will restore the
shape output. Quick Palettes and manual changes (the
programmer) have High priority. Setting the shape priority to

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“Very High” would prevent the programmer taking over (see


section 7.6.1 on page 169 for how to set priority).
For details of how Key Frame Shapes behave in Cue Lists, see 9.1.3
on page 187.

6.3 Pixel mapper


6.3.1 Creating Pixel Mapper effects
The Pixel Mapper works on a group of fixtures, which you have set up
using the Fixture Layout function. This tells the console where the
fixtures are physically located on the stage. The console then maps
the fixtures as pixels and uses them to output a 2D effect. See
section 4.3.2 on page 95 for details of how to layout the fixtures.
At the end of this section (Section 6.6 on page 129)
there are a number of step-by-step examples of
creating effects with the pixel mapper.

You set up the Pixel Mapper as follows.

1> Select the group of fixtures.


2> From the top level menu select [Shapes and Effects] then [Pixel
Mapper]
3> Select [Create effect]. The Pixel Mapper Editor will open with a
blank background. You can overlay your fixture layout on the
window, to help you see where your fixtures are, by clicking on
the [Fixture Overlay 50/50] context menu button.

Click on the + button at the bottom to add an effect, and choose a


graphic element. The graphic buttons as shown below provide the
following effects:
• Square
• Circle

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• 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.

Available animations are:


• Rotate
• Slide
• Zoom
• Opacity/Fade
• Random
• Grid Fit (elements will accurately align with the pixel grid)
• Linear gradient
• Radial gradient
• Motion blur (adds a trail to objects)

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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.

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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).

6.3.2 Pixel mapper Layer Masters


You can assign each of the four layers to a master. The master allows
you to adjust the layer controls in real time. When the master is
assigned to a fader handle using the [Assign Masters] [Pixel Mapper]
controls, the fader will control opacity of the layer.
This means you can create cues and palettes which can manipulate
the layer settings of effects which are running in other cues.
To enable the layer master, turn on the Use Master switch in the
effect editor window.
• Layer masters may require an updated personality file.

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6.4 Editing shapes and effects


6.4.1 Editing shapes and effects in cues
Shapes and pixel mapper effects stored in cues can be edited from
the Cue View window.

To view and/or edit the parameters of the shape or effect, click on


the View Shape or View Pixel Effect button. If more than one shape or
effect is stored, the button will show […]. A Shape View window or
Pixel Mapper Effect View window will open, listing the shapes or
effects in the cue. You can then edit parameters of the shape or
effect by clicking on the parameter and editing on the softkeys.

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.

6.4.2 Selecting a running shape to edit


You can only edit shapes which are in the programmer; if you fire a
cue with a shape in it, the shape will not show up in the list of
editable shapes. To get the shape into the programmer you need to
use the Include function (see section 7.3.4 on page 162).

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.

• If you applied the same shape several times to different


fixtures, you can change each copy of the shape independently.

6.4.3 Resynchronise shapes


The [Restart Shapes] option in the Shape Edit menu allows you to
restart all running shapes, this is useful if you have multiple shapes
running and you need to see how they will interact.

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6.4.4 Changing fixture order in a shape


The way a shape spreads across a number of fixtures is set by the
order in which you selected them when you create the shape. You
can change this order using the [Fixture Order] function in the [Edit]
menu. The current fixture order is shown in in the fixture touch keys .
See section 7.5.2 for details on how to set fixture order.

6.4.5 Removing or adding fixtures


You can add or remove individual fixtures from a shape using the
[Add/Remove Fixtures] option in the [Edit] menu, or use the context
menu button in the Shapes Fixture view window. All fixtures currently
included in the shape will be selected. You can select or deselect
fixtures to add or remove them from the shape.

6.4.6 Reversing a shape


You can reverse the direction of a shape by pressing [Reverse
Selected Fixtures] from the shape menu. The shape will be reversed
only on fixtures which are selected, allowing you to run the shape
forward on some fixtures and backwards on others.

6.4.7 Deleting shapes


You can delete a running shape by pressing [Delete] from the shape
menu, then pressing the softkey for the shape you want to delete.

6.5 Advanced options


6.5.1 Fading shape size and speed
When a shape is stored in a cue, you can set how the shape fades in
using the Edit Times and the Playback Option settings.

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.

When you use dimmer shapes, set the playback to


[Shape Size on Fader] so that the shape fades in as you
push up the fader. Otherwise the dimmer shape will
snap in at full brightness when the fader passes the
trigger point. From Titan v9 this is the default setting.

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.

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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.

6.6 Pixel Mapper examples


6.6.1 Randomising effects
This example shows you how to use the pixel mapper to create an
effect where random dimmer cells turn on. This effect will overlay
any existing intensities.

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.)

5> Select [Effect] and drag 'Background Opacity' slider to 0%.


(This will allow the whole effect to overlay any related
intensities.)

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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.

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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.)

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10> Record to a playback.

6.6.2 Overlaying effects


This example shows you how to create a diagonal white wipe with a
rotating red fan on top.

1> Select a group containing a fixture layout as described in


previous example.
2> Start creating an effect by selecting the group then [Shapes
And Effects]/[Pixel Mapper]/[Create Effect]
3> Select [Layer 1], click [+] at the bottom of the screen and then
choose Block from the elements that appear.
Drag the 'Rotation' slider to the right to angle the element at
approximately 25 degrees.
Drag the 'Width' slider to the left to make a thinner block.
Drag the 'Height' slider to the right until the block fills the
height of the entire window.
Drag the 'X' slider to the right until the block is just off the
screen.

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4> Click [+] again and choose Linear Movement animation


(represented as a block moving left to right).
On the right side of the 'Direction' slider there is a compass
button. Click on this four times until the direction reads 270
degrees. (By default the animation is set to 90 degrees or left
to right. Because we placed the block on the far right of the
screen we want it to move the other way. The compass gives
shortcuts to the more common directions in 45 degree
increments.)

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.

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6> Click on [+] and add a spin animation.


Reduce the speed until it just causes a light breeze.
7> Click in the top of this layer to get the layer controls.
Click on the colour bar to open the colour picker.
Click and drag to the top left of the picker window to get a
strong red.

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.

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• 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.

6.6.3 Creative use of fixture layouts


Because each fixture group can contain a different layout it is possible
to create more than one arrangement of the same fixtures for pixel
mapping.
By arranging fixtures in certain layouts you can easily achieve
complex effects.
Example 1: Odd/Even

1> Select your fixtures.


2> Open the Selection Pattern menu by pressing the 'All' key.
3> Choose [Odd] from the softkey options. (This will select all the
odd numbered fixtures according to fixture order.)
4> Record a group.
5> Press '+1' (or 'Next') key. (This will select all the even
numbered fixtures.)
6> Merge this into the first group.
7> Open the Layout Editor. ([Shapes And Effects]/[Pixel
Mapper]/[Edit Group Layout]/(select group).)

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:

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1> Click on the vertical resize tool and drag down until the grid is
at least twice the original height.

2> Drag a marquee select across the even fixtures.

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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.)

Now a block element animated to run vertically from top to bottom


will run down the odd fixtures followed by the even fixtures.
Example 2 - Pseudo random

1> Select your fixtures and create a group.


2> Open the Layout Editor.
3> Click on the vertical resize tool and drag down until the grid is
at least twice the original height.
Note that to help with creation and manipulation of larger grids
you can use the zoom control on the left-side of the window.
Clicking on the magnifying glass gives a quick shortcut to zoom
in/out.
4> Select the group again. (This will quickly select everything in
the layout.)
5> Press '+1' key. (This will select the first fixture.)
6> Use the wheel to adjust 'Position Y'.

Repeat steps 4 and 5 until all the fixtures are at different heights in
relation to one another.

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If you create an effect using this group it will appear to be random.


Adjustments can be made to the layout at any time to fine-tune the
end result.

Example 3 - Angles (or 'when straight just isn't good


enough..'):

Sometimes we like to hang fixtures at artistic angles to look pretty.


By default the software assumes you have hung them vertically but
fear not - Titan has a solution:

1> Select your fixtures and create a group.


2> Open the Layout Editor.
3> Select the fixture(s) that you want to angle and use the
appropriate wheel to control. (If wheels are not assigned to
control the cell layout you can toggle this on/off using the
context menu item 'Wheel Control'. Also, on the Pearl Expert
you may need to select 'Adjust Angle' and to return wheels to
controlling position select 'Adjust X,Y'.)

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Note that underneath the visual representation of the fixtures the


actual cells used are shown in light grey.
If any of your fixtures have been naughty and ended up beyond the
bounds of the grid after rotating you can use context menu item
'Crop Grid' to make them behave.

6.6.4 Other Layout Editor tools


The Layout Editor’s context menu has some useful tools for laying out
fixtures quickly.
Context menu - 'Arrange Fixtures'
This is a very useful tool to quickly layout fixtures in a grid. For
example you might have 20x Colourblocks across four towers, each
with five blocks.

1> Select the fixtures and create a group.


2> Edit the layout of this group.
3> Select 'Arrange Fixtures' from the context menu.
4> Select the [Height] softkey and type '5'. (Width will
automatically be calculated.)
5> Toggle [Crop Grid to fixtures] so that it is highlighted. (This will
make the grid adjust to fit.)
6> Toggle [Arrange in..'] to 'Columns' or 'Rows'. 'Rows' will
arrange fixtures left to right and 'Columns' will arrange top to
bottom.
7> The [Shape] option allows you to arrange in Rectangle, Oval or
Triangle.
8> Select [OK] to complete.

Context menu - 'Highlight'


When enabled this will highlight selected fixtures live on stage. This
can be useful to see which fixture you are positioning in the layout.

Context menu - 'Arrange/Select Only'

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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.

Context menu – ‘Wheels Move Full Pixel/Sub Pixel’


Allows you to position fixtures across pixel boundaries when using the
wheels. The Snap option centres the fixture on the nearest cell.

Context menu – ‘Wheels Rotate Individual Fixtures/Selection


Sets whether individual fixtures rotate, or whether the whole
selection rotates.

6.6.5 Playback Order and Priorities


Suppose you wished to create a white pulsating oval on one playback
and a blue spiral on a second playback. Normally these effects would
layer differently depending on the order you fire the playbacks, but
you can use playback priorities to make them always layer the same
way
To create first effect:

1> Select a group containing a fixture layout as described in


previous example and go to [Create Effect].
2> Select [Effect] to access the global effect controls and change
'Background Opacity' to zero. (This will allow it to overlay the
other playback.)
3> Double-Click [Layer 1] (or press [+]) and choose Circle from
the elements that appear. (Double-click is a shortcut to
elements and animations.)
Reduce height to make a rugby ball (or American football if you
insist).

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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.)

6> Click on [Effect] again and reduce 'Master Speed' to your


preference. (Adjusting the global speed control ensures the
zoom and opacity animations are synchronised instead of

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having to manually match the individual values.)

7> Record the cue.

Next we will create the second effect:

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.

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Increase 'Exponent' to around 25%. (This causes the spiral to


'expand' at a faster rate.)

4> Add a Spin animation for genuine psychedelic effect.


Adjust speed until you are unable to look away from the screen.
5> Select the Layer to show the layer controls and change the
colour to blue using the colour picker.

6> Record the cue.

Now let's look at how they interact on the playbacks:


• Fire the blue spiral effect.

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• Fire the white pulse.


Notice how the white takes priority over the spiral. The blue spiral
only appears as the white oval fades out and gets smaller.
• Kill both effects.
• Fire the white pulse.
• Fire the blue spiral.
This time the blue spiral sits on top of the white pulse. That is
because the playbacks are following a 'latest takes precedence' rule
(LTP).
To guarantee the blue spiral always sits on top you can set it to be a
higher priority:
• Kill both effects.
• [Playback Options]/Select the blue spiral playback.
• Press [Previous] or [Next] until you can see [Priority Normal] on
the softkeys. Press this to toggle it to [Priority High].
• Now fire the blue spiral followed by the white pulse.
Even though you fired them in the same order as the first example
the blue spiral now sits on top of the white pulse because it has a
higher priority.

6.6.6 Displacement and Layer Properties


In this example we create random flashing bars, and use layer
controls to make global adjustments to the whole effect.

1> Create a group and adjust the fixture layout as described in


previous examples.
2> Select this group and begin creating an effect.
3> Select [Layer 1] and add a 'Block' element.
4> Adjust the width and height sliders until we have a thin strip
that covers at least one cell vertically and the whole grid

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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.

7> Add an Opacity animation.

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Reduce 'In Time' and 'Out Time' to create a snapping effect.

8> Click on 'Displacement' in the Layer to get back to the controls


for this animation again.
Now increase 'Distance Random' to 100%. (This will make the
bar draw at a random offset around the 'Distance' setting, in
this case making it anywhere within the grid.)

9> Return to the Opacity animation controls and increase speed


until you're happy.
10> At this point you may decide actually the effect would be better
if it was a vertical bar. To make this easy we can make
adjustments on the layer controls rather than on the individual
element and animations:
Select [Layer 1] to bring up the layer controls.
Change 'Rotation' to 90 degrees by clicking on the compass
button twice.

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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.

6.6.7 Spawn and Pre-Spool


The director has asked for lots of animated spinning shurikens that
slowly move across a backdrop while pulsating. It is a mystery why,
but you know how it is with directors.

1> Select a group with an appropriate layout.


2> Add a Star element.
Change 'Points' to 4 for a classic shuriken.

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Reduce 'Zoom' so that we can fit lots of baby shurikens in the


grid.

3> Add a Spin animation.


Reduce 'Speed' so they are relatively harmless.
4> Add a Linear Movement animation.
Slow it down so it looks like it is rolling along.
5> Select the Star element again and change 'X' so the shuriken
starts further from the left and rolls along the whole grid.

6> Add a Displacement animation.


Now each new shuriken starts rolling at a different height on
the grid.
7> Go back to the Linear Movement animation and increase 'Spawn
Rate' so that more shurikens are on screen at once. (This
determines how frequently a new element appears.)

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Increase 'Direction Random' slightly. (This will allow a random


variation in the direction of travel based upon the 'Direction'
value.)

8> Add a Zoom animation.


Reduce 'Spawn Rate' to zero. (This is a special setting that will
allow the zoom animation to run continuously during the life of
a shuriken. If the rate is set to 1 it will only run once and the
shurikens will quickly disappear as a result.)
Increase 'Out Time' to 100%. (This will make the shurikens
pulse in and out with a 'bounce' type effect. I have no idea why
they would be doing this in reality.)
Slow the zoom down a bit.

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9> Click on [Effect] and set 'Pre-Spool' to zero. (This is to


demonstrate the purpose of the property.)

10> Store the cue.


11> Press clear, open the Pixel Mapper Preview workspace and fire
the cue.
You will notice that initially there are no shurikens on the
screen and it takes a while to build up to a nice random
collection. To fix that we can use 'Pre-Spool'.
12> Include the cue and open the Effect Editor workspace if it is not
already.
13> Select [Effect] and increase the 'Pre-Spool' value to around 20s.
(This means the software will pretend 20 seconds has already
elapsed when the effect is started.)

14> Store the cue, clear, fire and view again in the Pixel Mapper
Preview.

This time there should already be plenty of shurikens on screen. Pre-


Spool is particularly useful for animations that rely on high spawn
rates but run at a low speed.

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7. Cues - Page 151

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.

7.1 Creating a cue


7.1.1 How the Arena works when programming
When you select one or more dimmers or fixtures for control, they
are loaded into the Editor. You can then use the wheels and palettes
to change the settings on the fixture. You can also apply shapes to it.
If a fixture is selected after you have changed some attributes then
the current list of fixtures in the Editor is emptied and a new list is
started.
All fixtures and attributes that have been edited since the last Clear
are stored in the Programmer. The order in which you selected the
fixtures is also stored, and is used with shapes and the Fixture
Overlap function. When you record a cue, the contents of the
Programmer are saved into the cue.

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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).

7.1.2 Creating a cue


1> Press Clear to clear the programmer. This ensures that you are
starting with a clean slate.
2> Set up the look using the fixtures. You can save shapes in a
cue. Remember that only fixtures which are selected or have
been modified will be saved in the cue (in Record by Fixture
mode).
3> Press the Record button.
4> Press the Swop button of an empty Playback to record the cue.
The handles where you can record the cue will flash. You can
also record a cue onto a touch button in the Playbacks window.
5> Press Clear to clear the programmer. Repeat from 2 to program
more cues.

Other useful things to know about recording cues:


• Cues can be recorded into the playback faders, and the
onscreen Playbacks window.
• [Record Mode] lets you select Record By Fixture (all attributes
of any modified or selected fixture are saved), Record By
Channel (only modified attributes are saved), Record Stage (all
fixtures with a non-zero dimmer channel are saved) or Quick
Build (see next section).
• Record By Channel is useful if you want to layer multiple cues
to create an effect.
• If you are recording a lot of cues, you can press the Menu Latch
button to keep the Record Cue menu active. Press Exit to leave
Record Cue mode.
• The screen immediately above each fader shows a legend for
the playback. To set this, press [Set Legend], then the playback
Swop button (or the touch select button), then enter a legend
on the keyboard. Press Enter to store it.

• A Static Playbacks workspace is available to show the contents


of the macro/executor buttons and (on the Tiger Touch) the 10
static playback faders.

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7.1.3 Quick Build cues


Setting [Record Mode] to Quick Build allows you to build a cue from
existing playbacks or palettes (you can also use the Include function
to do this).
After setting the record mode to Quick Build, the console will wait for
you to select playbacks or palettes.
To insert specific fixtures from a palette or playback, select the
fixtures first and then select the palette or playback.
Press [OK] once you have selected all the playbacks or palettes
required.

7.1.4 Using shapes/effects in cues


As you would expect, any shapes or Pixel Mapper effects you have set
up will be saved as part of the cue.
You can create a cue which contains a shape with no base reference
values; a shape cue like this can then be fired with other cues to
overlay the shape on the cue and give you instant effects based
around the settings in that cue. When recording the cue, use Record
by Channel mode or use the “Off” function to remove the other
attributes from the programmer as described on page 162.

7.1.5 Blind mode


Blind mode allows you to program cues without affecting the current
look on the stage. This can be very useful for making changes during
a live show. Your changes are still shown in the Visualiser window.
To select Blind mode, hold down the Avolites button and select the
[Blind] option (some consoles also have a dedicated Blind button).
The option shows [Active] or [Inactive].
Individual playbacks can be set to Blind mode using [Playback
Options]. The playback will then output only to Visualiser, not to the
stage.
You can fade your blind state to the live output by typing in a fade
time number then pressing Avo+[Blind]. This allows you to recall
several palettes together, or create a live state to be output without
needing to save it to a cue.

7.1.6 Recording cue with a mask


You can set a mask when recording a cue so that only certain
attributes are recorded, the same as you can when recording a
palette. In the Record menu, select the [Set Mask] option.
There is an additional option [Clear Record Mask], if this is enabled
the mask will automatically be cleared after this record operation.
This is good to stop you accidentally leaving the mask set and
causing havoc with future cues.

7.1.7 Convert cue to chase or cue list


If you want to convert an existing cue into chase or cue list by adding
further steps, press Record, select the cue, then select [Convert to
Chase] (or Cue List). The existing cue will become cue 1 and the
contents of the programmer will become cue 2.

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7.2 Using a cue


Because it’s possible to play back a large number of cues at the same
time, the console has to have rules on how it combines the output
from different cues. These are called HTP and LTP rules.

7.2.1 HTP and LTP


Control channels are handled in two ways:
• Dimmer or intensity channels work on the principle of “Highest
Takes Precedence” (HTP). If an HTP channel is active at
different levels in several cues, the highest level will be output.
When you fade out a cue, the HTP channels fade out with it.
• All other channels work on the principle of “Latest Takes
Precedence” (LTP). The latest change takes over from any other
values, so the most recent cue to be turned on is the one which
is output. When you fade out a cue, LTP channels retain their
values until changed by another cue.

7.2.2 Playing back a cue


To fire (play back) a cue, raise the fader. (Make sure there are no
values in the programmer by pressing the Clear button, because
anything in the programmer will override the playback).
• You can fire several cues at once.
• The HTP levels in the cue will be mastered by the fader level;
for example if you set the fader at 50% then all HTP levels will
be 50% of their programmed values.
• LTP channels are triggered as soon as the fader goes above
0%. If a fade time is programmed the LTP channels will start to
fade; if there is no fade time they will snap to position (unless
the cue is set to Mode 2; see the timings section 7.5 on page
164 for details of modes).
• You can Flash the cue by pressing the grey flash button. You
can Swop (solo) the cue by pressing the blue Swop button (all
other active cues will turn off while the button is pressed). This
assumes you haven’t reassigned the function of the buttons
using Key Profiles, see below.
• You can Preload the cue by assigning the Preload function to
the blue or grey buttons using Key Profiles. Preload sets the
attributes of fixtures in the playback which are not currently
active in any other playbacks. This is useful to avoid the fixtures
visibly moving into position or changing colours or gobos when
you raise the fader of the cue. To assign Preload, hold Avo Shift
and press [Edit Key Profile], then press the button you want to
assign (also see section 13.1.4 on page 235.) Note that this will
assign the function to all buttons of the same type.
• You can fire a one-shot cue with timings by assigning the Go
function to one of the handle buttons using Key Profiles. This
allows you to fire the cue without needing to hold down a
button while the timing completes. You can also fire the cue
again without needing to release it.
• You can set playbacks to high priority if you do not want them
to be overridden by other playbacks using the same fixtures.
For example, if you have a couple of fixtures acting as a

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spotlight, but they are also programmed into some colour


washes, you probably want the spotlight cue to take priority
over the colour washes. See section 7.6.1 on page 169.

7.2.3 Changing playback pages


You change playback pages for the main playbacks using the +1 and
-1 buttons to the left of the playback faders. You can also touch the
'Pages' roller graphic and enter a page number. The upper and lower
bank of the additional playback faders has its own page select
buttons for each bank, to the left of the faders.
• If you have stored cues on the touch select buttons, you select
different pages using the Playbacks page touch buttons.
• Playbacks which are fired when you change page remain active.
If you want to fire a cue on a fader which is already up from a
previous page, lower the fader to zero then raise it again. The
cue from the previous page will stop and the cue from the new
page will fire.
• If you return to a page with an active playback, the fader will
not resume control of the playback until it matches the current
level of the playback. This prevents the playback level jumping
when the fader is first moved. If a playback is active from
another page the display area is purple and shows the page
number at the top in light blue. You can change this behaviour
using the [Playback Paging] user setting, see section 13.1.3 on
page 277 .

• 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.

7.2.4 Viewing active playbacks


The Active Playbacks window shows details of which playbacks are
active. When you have a number of layered playbacks with different
effects, this provides an easy way to see which playback is causing
which effect. Each button shows the playback legend, which page
they are from and which attributes are affected. To show the window
press Open View, [Open Workspace Window], [Active Playbacks].

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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.

7.2.5 Speed and Size Masters


Playbacks can be assigned to Speed and Size Masters which allow you
to modify the speed and size of shapes or effects stored in a cue (or
in the case of chases, to modify the speed of the chase). This is really
useful to modify the look when several playbacks are running at the
same time.
A playback is assigned to a Speed Master by pressing [Playback
Options] then [Effects].
The following speed sources are available:
• Local (no Speed Master)
• BPM 1-4 (override the local speed with a fixed value from the
master)
• Rate 1-4 (proportionally modify the local speed using the
master)
Also four different Size sources are available.
The 4 different BPM Masters and 4 different Rate Masters allow you to
individually control the speed of different playbacks.
You will also need to assign one or more handles to act as the master
faders; to do this, switch the console to System mode and select
[Assign Mastering]. Special key profile options are available for Speed
Masters, BPM Masters default to Tap Tempo.
Speed and size masters can have various scales, 0-100%, 0-200%
and so on. A 0-200% speed scale would allow you to slow down and
speed up the speed to double the programmed setting. Scales are set
by selecting [Playback Options] then press the Select button of the
master.
Tap Tempo can be used on Rate Masters. This lets you synchronise
playbacks while still allowing control using the fader and wheels.
Tapping the tempo of a Rate Grand Master will update and
synchronise all rate masters. If you tap a tempo it is shown in the

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BPM display of target playbacks. The tapped tempo is mastered by


the fader position and scale, so if you tap 100BPM but then set the
fader to 50%, you will get 50BPM.

7.2.6 Releasing running playbacks


You can release a running playback to its previous state by pressing
the Release button, then the Select button of the playback to be
released. Channels will release back to their state in the previous
playback until no playbacks are left to be released. If the [Release to
Home] setting on the Release menu is Enabled, channels will go to
the power-on state, which you can program (see next section). If the
option is disabled, channels will remain in the state of the last
playback. You can release all running playbacks by pressing the
Release button then [Release all playbacks].
You can also configure the key profile so that the blue or grey buttons
can be used to release the playback.
Channels will always release with a fade time, this defaults to 2
seconds but you can change it using [Master Release Time] in the
Release menu.
• You can instantly kill a playback by pressing Avo+the swop
button of the playback.
• You can set a mask so that only certain attributes release from
the playback when the playback is killed. This uses the [Release
Mask] option in the Playback Options menu (see section 0 on
page 169). Normally all attributes will remain in the state last
used in the playback – for cues which trigger strobing or other
effects this might not be what you want.

7.2.7 Releasing a whole page of playbacks


You can use the Release function to release a whole page of
playbacks in one operation. Press Release then the Goto Page button,
or touch the current page in the playbacks view. You will get the
following options:
[Release this Page]: releases all active playbacks on the current page
and playback fader group
[Release Playbacks Not On This Page]: releases any active playback
on the same fader group from another page
[Release All Playbacks In This Group]: releases any active playback in
the fader group.
“Fader Group” refers to a particular area of the console, for example
the main faders below the screen on a Tiger Touch or the top row on
the left hand side of the Arena.

7.2.8 Release mask - releasing individual attributes


You can release individual fixtures or attributes, and remove fixtures
from shapes in playbacks using the release mask. There is a Global
release mask which affects all release operations, or you can set a
Local release mask which affects only the current playback.
Global release mask
If no local release mask is set for the playback, attributes release
according to this mask. The default is for no attributes to release.

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To set the mask, press Release then [Global Release Mask]. The
softkey shows which attributes are enabled.

Local release mask


To set the local release mask for a playback, select [Playback
Options] and press the select button of the playback. Then press
[Release Mask]. If the option is set to [Mask Source Global] then
press the option again to change to [Mask Source Local].

7.2.9 Programming the Release / Power On state


You can program the state which fixtures will go to at power on, or
when all playbacks are released. It can be useful to program this as a
general lighting state so that there is some light on the stage when
the console powers up, or when all playbacks are released.
The release state can be programmed in Shared mode or Individual
mode. In Shared mode you just have to set the desired state for one
of each type of fixture, and that state will be used for all fixtures of
that type. In Individual mode, the state of each fixture will be
recorded individually as you have set it.

1> Set up the look you want.


2> Press Record , then Release.
3> Select [Shared values] or [Individual values].
4> Press the [Record] softkey.
5> The Release state is saved.

• To test, fire some playbacks, then release them by pressing the


Release button followed by the select button of the playback.
The fixtures should return to your programmed release state.

7.2.10 Turning off individual fixtures


You can turn off individual fixtures or certain attributes of them using
the Off menu. This will cause the attributes/fixtures to release to their
previous state before the playback was fired.
Press Off button followed by a playback to open the 'Off Playback with
Mask' menu. Select the fixtures to be turned off, set mask as required
and then press [Off] to turn the fixtures/attributes/shapes off.
Note that on other Titan consoles that do not have separate Release
and Off buttons, pressing Off followed by a playback will release it. In
these cases select the softkey [Off Playback Values] then select the
playback.

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7.3 Editing cues


7.3.1 Editing a cue by merging
You can edit any part of a cue you have already saved simply by
making the changes and saving the new information on top of the
cue.

1> Press Clear to empty the programmer.


2> Fire the cue you want to edit, so you can see what you are
doing. Kill all other cues to avoid confusion.
3> Select the fixtures you want to change, and make the changes.
4> Press Record Cue.
5> Press the Swop button for the cue you are editing.
6> Press [Merge] (the cue being edited is highlighted on the
screen).
7> The console will merge the existing cue with your changes.
Unchanged information is not affected.

• If you want to overwrite the cue entirely, use the option


[Replace] at step 6 – but remember that unless you are in
“Record by Stage” mode, any fixtures you haven’t changed
won’t be saved.
• To speed up editing, you can set the console to “Always Merge”
the cue. This is option A in the User Settings (press Avo and
select User Settings).
• You can also press the Swop button for the cue a second time
to select the “Merge” option (quicker than selecting the softkey
Merge option).

7.3.2 Updating stored values and palettes used in a cue


If during a show you need to quickly update a cue, or a palette used
in a cue (for example you fire a green cue and the fixtures turn out to
be not quite the right colour) the Update function lets you quickly
update either the cue itself or the palettes used in the cue.
For instant update of a fired cue, change the fixture settings and
press Update twice.

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 also select which palettes will be affected by pressing


the palette’s button twice.
• If you manually set an attribute in the cue which was set by a
palette, then press Update-Update, the palette will be removed
from the cue. If you want to update the palette, use the softkey
options or press the palette button.

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• If you change an attribute using a different palette, the new


palette will be stored instead.

7.3.3 Playback and Cue view


To see the current timings of the cue, touch the playbacks display for
the fader, or press Open View then the swop button of the playback
you want to view. The screen will show details of the delay, fade,
overlap and curve settings for the cue. You can touch each item to
enable editing.
The Times button on the left removes some of the columns, showing
only timing related information.

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.

1> Press [Edit Columns] on the context menu.


2> Using the softkeys, enable or disable the columns to get the
view you want.
3> Press Record. An [Add] button will appear at the bottom of the
screen.
4> Press the [Add] button to create a filter button for this view.
5> You can set a legend and colour halo for the filter button using
the normal [Set Legend] function.
6> You can delete filter buttons by pressing Delete then the
button.

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.

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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.

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7.3.4 Using parts of existing cues - the Include function


The Include function lets you load selected parts of a cue back into
the programmer. (Normally, only manual changes to fixtures are put
in the programmer). You can then use this to make a new cue. This is
useful if you want to make a cue which is similar to one you already
have, or to build a new cue from various parts of other cues. It’s also
useful when editing shapes in cues.
There are two modes, Quick Include and Advanced Include. Quick
Include simply reloads the whole cue. Advanced Include allows you to
specify which attributes of which fixtures you want to load into the
programmer. So, for example, if you have a cue which contains
position, colour and gobo information for 8 fixtures, you can use the
include function to load only the colour information for 4 of the
fixtures into the programmer. You could then Include position
information from another cue into the programmer, and build up a
new cue using information from several existing cues.
If you Include a chase or cue list, the screen shows you a list of the
cues within it, and you select the one you want to Include using
Wheel A or by touching the cue. You can also type in the cue number
to Include.

1> Press Include (above numeric keypad).


2> Press [Quick Include] or [Advanced mode] if you want to
change the mode.
3> Press the Swop button of the cue you want to include into the
programmer. If you are in Quick Include mode, this Includes
the cue and finishes.
4> If you are in Advanced mode, all fixtures in the cue will be
selected. If you don’t want them all, deselect the fixtures you
don’t want. The fixtures in the cue are highlighted on the HUD
and on the fixture buttons.
5> Use [Set Mask] or the Attribute Bank buttons to select which
Attributes you want to include (All are included by default –
Softkey C turns them all off and D turns them all on). Softkey E
lets you include or exclude Shapes from the cue.
6> Press Enter. The selected attributes of the selected fixtures will
be loaded into the programmer.
7> Repeat from 2 to include other attributes from the same
fixtures, or repeat from 1 to include other fixtures.

• 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.

7.3.5 Removing attributes from cues using “Off”


The “Off” button allows you to remove an attribute which has been
stored in a cue, as if you’d never recorded it.
For example, suppose you recorded a cue which had scans at a
certain position, with the colour set to green. If you later decide that
you don’t want a colour recorded at all in the cue, so that the colour
set by previous playbacks will remain, you set the colour values to Off
in the programmer, which when saved will remove those values from
the cue. You can also use the Off function to remove complete
fixtures from a cue by selecting all the attributes.

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Setting an attribute to Off is not the same as recording an attribute at


zero, since this would change the attribute when the cue was fired. It
is the same as excluding that attribute using the mask when
recording, so the attribute will remain unchanged when the cue is
fired.

1> Press Off followed by the playback to be changed. (On consoles


which do not have a Release button, you need to press Off,
then [Off Console Values], then the playback)
2> Select fixtures to be set to Off.
3> Set the attribute mask to determine which attributes will be set
to Off.
4> Press the [Off] softkey.

You can also use Include to set values to Off.

1> Use the Quick Include function (described in previous section)


to load the cue you want to change into the programmer.
2> Press the Off button to display the Off menu.
3> All fixtures in the cue will be selected. If you don’t want to
change them all, deselect the fixtures you don’t want.
4> Use the softkeys to select which Attributes you want to remove.
5> Press Record Cue, then set the record mode to [Replace], and
press the Swop button of the cue to update it.

• You can merge “Off” attributes into a cue without including it


first.
• You can also remove attributes from palettes using the Off
function.
• Another way to remove attributes is from the Cue View window.
See section 7.3.3 on the previous page.
• Attributes set to Off can be restored to their previous value
using the On function. Set the attribute to On and merge it into
the cue.

7.4 Copying, moving, linking and deleting


7.4.1 Copying or moving a cue
Using the Copy button you can make a copy of an existing cue, move
it to a new playback, or create a new playback which is linked to the
existing playback. You can copy, move or link multiple playbacks
(which may be cues, chases or cue lists) in one operation.
Move is useful for tidying up the console. Linked cues are handy if
you want a cue to appear on more than one page for ease of
operation; also the linked cue can have different timings and
playback options from the cue it’s linked to.

1> Press the Copy button.


2> Select [Copy], [Move] or [Link]. Pressing the Copy button again
will also toggle these options.
3> Press the Select button of the cue you want to copy/move/link.
You can select a range of playbacks by holding the first button
while pressing the last in the range.

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4> Press the empty Select button where you want it to go.

• The Menu Latch button latches the Copy/Move/Link menu, so


you can keep copying, moving or linking things without having
to keep pressing the Copy button. Press Exit to unlatch.
• [Retain Layout] or [Bunch Up] is used when copying a group of
cues with empty playbacks in the group – you can either keep
the empty playbacks, or bunch up the used playbacks together.
• When in Copy mode, option [Copy Legends] can be changed to
[Don’t copy legends] so that the copied cues are given default
legends.
• When in Move mode, [Swap Items if Required] will attempt to
reposition any existing playbacks which are in the way of the
move. This is useful when rearranging playbacks on a page
which is nearly full.

7.4.2 Deleting a cue


To delete a cue:

1> Press the Delete button.


2> Press the Select button of the cue you want to delete.
3> Press the Select button again (or press Enter) to confirm the
delete.

• 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.

7.5 Cue timing


The console allows a wide variety of timing functions to be set for
each cue.

7.5.1 Setting fade times and Overlap for a cue


When programming a cue, you can set a delay, fade in and fade out
time for each attribute of each fixture, or globally for the cue. Shapes
in the cue will also be affected, depending on the fade mode.
If you enter times more than 60 seconds, Titan will
automatically split the time into minutes and seconds,
for example enter 115 to set 1:15 (1min 15 seconds).
Entering more digits will set hours, minutes, seconds.

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

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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:

1> Press [Edit Times] at the top level menu.


2> Press the Swop button of the cue.
3> Press [Fade Mode x] to set the cue mode. This sets how the
times are used, see below.
4> Press [Delay time] to set the delay before the cue starts, [Fade
time] to set the fade-in time of the cue, and [Fade out time] to
set the fade-out time of the cue.
5> Type the new time (in seconds) using the numeric keypad and
press Enter to save it.
6> Press [Fixture Overlap] to change the overlap, then enter 0-100
on the keypad. 100% means all fixtures fade together. 0%
means that the first fixture will finish its fade before the next
one starts. 50% means that the 2nd fixture will start fading
when the first one is half way through its fade. The order of the

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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.

7.5.2 Changing fixture order


You can change the order of the fixtures stored in a cue. Normally
this is set to the order in which you selected the fixtures when the
cue was created, but you might want to change this (for example to
pair up fixtures so they move together when using Overlap).

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1> Press [Edit Times] at the top level menu.


2> Press the Swop button of the cue to be changed.
3> Press [Fixture Order].
4> Set the sequence number to start from using option A.
5> If you want the sequence number to increase automatically, set
[Autoincrement] to On. If you want some fixtures to have the
same sequence number, set it to Off.
6> Touch the Select buttons of the fixture(s) you want to place in
that position in the sequence. The sequence number is shown in
the top right hand corner of the fixture select touch buttons.

7> Press Exit to finish.

• You can set several fixtures to have the same sequence


number. This means, for example, when used with Overlap they
will all do the same thing at the same time.
• You can remove a fixture from the sequence by turning off
[Autoincrement] and pressing the fixture button twice. The
fixture sequence will show X. Touch the button again to put it
back in the sequence.

7.5.3 Setting attribute fade times for a cue


You can set individual fade times for each attribute group (such as
Position). If you set a time, it overrides the normal times.
To set an attribute group fade time:

1> Press [Edit Times] at the top level menu.


2> Press the Swop button of the cue to be changed.
3> Press the Attribute Bank 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.

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.

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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.

7.5.4 Editing times in the programmer


You can check and edit the times which are set in the programmer
before saving a cue. You can also set times into the programmer and
merge them into cues as a quick way of updating times, just like you
would with attribute values.
Press the Time button to access this menu.
• On Titan Mobile and Sapphire Touch, the Time button is the key
above Clear (previously labelled SET). On Pearl Expert and
Tiger Touch it is the key previously labelled NEXT TIME.
The menu allows you to set cue times, or times for all attributes of a
fixture, attribute groups or individual attributes.
Using the Time button there are various quick shortcuts to setting
times.
• TIME 5 = 5 sec fade in.
• CUE 3 TIME 5 = 5 sec fade in on connected playback's cue 3.
• TIME FIXTURE 5 – 5 sec fade in for all attributes of selected
fixtures.
• TIME FIXTURE G 5 – 5 sec fade in for gobo attribute group of
selected fixtures.
• TIME FIXTURE @B 5 – 5 sec fade in for attribute connected to
wheel B on selected fixtures.
• 5 @ 3 – 5 sec fade in, 3 sec delay.
• 5 AND 2 – 5 sec fade in, 2sec fade out.
• 1 THRO 10 - times spread across fixtures according to selection
order.

Individual attribute times can also be set from the wheels, using the
[Wheels] softkey option on the root menu.

7.6 Playback options


To set options for a cue, chase or cue list, press [Playback Options]
on the root menu, then press the select button of the playback to be
edited. A list of option categories will open in a list on the softkeys.
You can also open a touch-friendly version of the playback options
from the Playback View by pressing Open View then the select button
of the playback. Then press the Options tab on the left of the
playback view.

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Click on the button for a help window on each setting.

7.6.1 Playback options - Playback


Blind: Sets this individual playback to Blind mode. The playback will
then output only to Visualiser, not to the stage. This can be very
useful if you need to program and test a cue during a live show.
Priority: allows you to configure how playbacks will behave if you
turn on two playbacks controlling the same fixture. The priority can
be set to Low, Normal, High, Programmer or Very High. (Programmer
gives the same level as manually set attributes in the programmer).
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.
Priority is useful when using Swop buttons for strobe-
type effects where you want to black out everything
else. If you have a position shape running on other
fixtures, you don’t want that to stop during the Swop, or
it will look messy when you release the Swop button. So
set the shape playback to have a higher priority than
the strobe playback, and it will keep going during the
strobe and continue smoothly when you release the
Swop button.

• Attributes set by manually applying a palette to a fixture will


override all playback priorities except Very High.
Shape behaviour: Controls the behaviour of Key Frame Shapes in
this playback.
Global – Use global setting from User Settings.
Overlay - Shape continues to run over changes to attributes

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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.

7.6.2 Playback options - Handle


Handle paging: allows you to lock the playback on a handle so that
it always appears on that handle no matter what page is selected.
This is useful if you have some general playbacks you want on every
page, without having to copy the playback onto each page.
Unlocked – playback will change with the pages as normal
Transparent lock - playback will appear on all pages when the handle
is unprogrammed
Locked – this playback will appear on all pages. Playbacks
programmed on this handle on other pages will not be accessible.
Key profile: Sets the key profile individually for this playback. Global
sets the key profile back to the global setting for playbacks.

7.6.3 Playback options - Fader


Fader mode: same as in Playback tab, see above
Shape size: sets whether the fader position affects the size of
shapes in this playback
Fixed – no effect
Fader –size of all types of shape set by fader position
HTP fader – only dimmer shapes are controlled by fader position
Shape & effect speed: sets whether the fader position affects the
speed of shapes in this playback
Curve: Allows you to set a different curve shape for this playback –
curves are listed on the softkeys. The various curves are illustrated in
section 13.7 on page 253.

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.

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7.6.4 Playback options - Effects


Shape behaviour: same as in playback tab, see above
Speed source: Allows you to allocate a Speed Master to this
playback. See section 7.2.4 on page 155.
Size source: Allows you to allocate a Size Master to this playback
Shape size: same as in fader tab, see above
Shape & effect speed: same as in fader tab, see above
If you have a cue which contains only shapes to overlay
on other cues, set the cue to [Size on Fader] and
allocate a Speed Master. You can then create lots of
different looks out of the shape by varying the size and
speed at show time using the playback fader and the
speed master.

7.6.5 Playback options - Release


Release Mask: lets you specify which attributes will be released to
the state they were in from a previously fired playback when this
playback is killed (you lower the fader to zero). You can also use the
Attribute Bank buttons to set the mask.
The mask can be set to Global or Local. Local means you can make
individual mask settings for this playback. Global uses the global
release mask which is set in the Release menu (press Release).

Release mask is useful when creating a temporary


strobe effect on a playback. Press [Release Mask] then
the Intensity/Shutter attribute button. Now when you
turn off the playback the shutter will release to its
previous state and the strobe will stop.
When using with chases you need to press [Mask]
before pressing the Intensity/Shutter button.

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).

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8. Chases - Page 173

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.

8.1 Creating a chase


8.1.1 Programming a chase
To program a chase, you have to set up the look for each cue in the
chase, then save it.
You can either set all the fixtures and dimmers manually for each cue
in the chase, you can use Quick Build to create a state from palettes
and cues, or you can use Include to load in cues.

1> Press the Record button, then select [Chase] .


2> Press the Swop button of the playback where you want to store
the chase (you can also store chases on touch buttons in the
Playbacks window).
3> Set up the look for the first cue, either manually or by using
“Include” on existing cues.
4> You can change the number given to the step using [Step
Number].
5> Press the Swop button of the playback to store the programmer
contents as a step of the chase. You can also press [Append
Step] on the menu.
6> Press Clear (unless you want to re-use the contents of the
programmer), then repeat from step 3.
7> Press Exit to finish when you have stored all the cues you want.

• [Record Mode] lets you select Record By Fixture (all attributes


of any modified or selected fixture are saved), Record By
Channel (only modified attributes are saved), Record Stage (all
fixtures with a non-zero dimmer setting are saved), or Quick
Build (see next section).
• The cue number currently being saved, and the total number of
cues, is shown on the top line of the display.
• Press Clear when you have finished recording the chase,
otherwise when you try to play it back the programmer will
override the chase and you won’t see the chase properly.
• You can record shapes in a chase. If the same shape is saved in
subsequent cues it will continue from step to step and if not it
will stop at the end of the cue. (The shape is the same if you
didn’t press Clear after the previous step, and didn’t change the
speed, size or phase of the shape from the previous step; or if
you Included the shape from the previous step and have not
modified it)

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• 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.

8.1.2 Creating a chase with Quick Build


Quick Build mode, as the name suggests, allows you to build a chase
very quickly from existing palettes and playbacks.
Start recording a chase as described in the previous section, set
[Record Mode] to Quick Build.
Select any palette or playback to insert that item as a step in the
chase. If you select multiple palettes by selecting a range of buttons,
each palette will be added as a separate step.
To insert specific fixtures from a palette or playback, select the
fixtures first and then select the palette or playback.

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.

• The HTP (intensity) channels in the chase will be controlled by


the fader; if fade times are programmed, the fade will stop at
the fader level. The other channels (LTP) will be set as soon as
the fader moves above zero according to the fade times
programmed in the chase. You can set the point at which the
LTP channels activate from the User settings menu.
• While the chase is running, the area of the screen above the
wheels shows details of the chase steps.

• You can temporarily pause the chase by pressing the Stop


button near the wheels. Press Go to resume playback.
There are many options you can set to determine the way the chase
runs and these are described in the rest of this chapter.

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8.2.2 Connecting a chase for control


When you fire a chase, the wheels and Stop/Go buttons are
automatically allocated to control the speed and crossfade of the
chase – this is called Connecting the chase. If you have more than
one chase running, you can choose which chase is connected to the
controls using the Connect button.
• Connect a different chase to the controls by pressing the
Connect button then the Swop button of the chase you want to
control.
• Disconnect a chase from the controls by double pressing the
Connect button.
• You can turn off the “chase autoconnect” option in the User
Settings menu if you don’t want to connect to a chase when
you fire it. You will have to use the Connect button to control
the chase if you do this.
• Normally if you change the speed or crossfade of a chase, the
new setting is saved. However you can set this change to be
temporary, so that when the show is reloaded the speed and
fade will go back to the previously saved settings. Go to User
Settings (Avo button + [User Settings] and set option C to
[Connected View Sets Temporary Chase Speed]. You can still
save a temporary speed by pressing [Save Temporary Speed]
in the Set Times menu.

8.2.3 Setting speed and crossfade for a chase


The left wheel is assigned to control the speed of the chase it is
connected to. The speed is shown in Beats Per Minute (BPM) on the
display. You can also enter a speed from the keypad as described
below. The last speed you set on the wheel is always remembered,
you do not have to tell the Arena to save it.
Crossfade is the “slope” between cues; with a crossfade of 0, the
fixtures snap instantly to the next cue, but with a crossfade of 100,
the fixtures spend the whole cue time fading to the next cue. With a
crossfade of 50, the fixtures delay for half the cue time and fade for
the other half of the time.

You set the crossfade and speed as follows:

1> Press [Edit Times] from the top level menu then the Swop
button of the chase.

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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.

8.2.4 Manually controlling the steps of a chase


You can pause a chase, if the chase is connected to the wheels, by
pressing the Stop button next to the wheels. Press the red Go button
to resume playback of the chase.
While the chase is stopped you can use the Prev Step/Next Step
buttons next to the Connect button to move to the next or previous
step. The programmed fade time will be used when moving between
steps, unless you enable the user setting [Chase Snap], or press the
Snap button if the console has one.
You can also configure the blue and grey buttons of the playback
handle to be Stop and Go. This uses the Key Profiles function.

1> Hold Avo and press [Edit Current Key Profile].


2> If you are using the default Key Profile which is not editable,
you will be prompted to add a new profile.
3> Press [Chases] then choose either the Blue key or the Grey key.
4> Select Go or Stop from the list of functions. Then press Exit and
set the function for the other key if required.
5> Press Exit to continue using the console.

8.2.5 Changing chase direction


The buttons next to the Connect button set the direction of the
connected chase.

8.2.6 Jumping to a step


You can jump directly to a step in a chase by pressing the Connect
button, then typing in the desired step number, then pressing Enter
or softkey A. Alternatively at the top level menu you can type the
step number then press Connect.

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8.3 Editing a chase


8.3.1 Opening a chase for editing
You can open a chase for editing by pressing Chase then the Swop
button of the chase. This does not affect any existing cues in the
chase. You can then save new cues at the end by pressing the Swop
button just like normal recording.
To see a list of the cues in the chase, use Playback view (touch the
playback display above the fader or press Open View then the Swop
button of the playback). To edit any of the time settings in each cue,
select the setting to be modified by touching or dragging in the grid,
then use the softkey options to change the setting.

8.3.2 Editing a chase using Unfold


Unfold provides another way to edit chases. The Unfold button places
each cue in a chase on one of the playback faders, allowing you to
fire and edit each cue individually as if it was a stand-alone cue.
Unfold also allows you to set individual timing for cues in the chase.

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 edit the contents of a cue: Press Clear to empty the


programmer, raise the fader to output the cue, make the
changes, press [Record Step], then the Swop button for the cue
number.
• To Insert a new cue at the end of the chase, set up the look for
the new cue, press [Insert Step], then press the swop button of
the first free playback.

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• 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.

8.4 Copying, moving, linking and deleting


8.4.1 Copying or moving a chase
Chases can be copied or moved to a new playback, or you can create
a linked copy of a playback. Move is useful for tidying up the console.
Linked chases are handy if you want a chase to appear on more than
one page for ease of operation; the linked chase can have different
timings and playback options.
This operation is exactly the same as for Cues and is described in
detail in section 7.4.1 on page 163.

8.4.2 Deleting a chase


You can delete an entire chase by pressing the Delete button followed
by the Swop button of the chase to delete. Press once more to
confirm.

8.4.3 Deleting a step from a chase


To delete a single step from a chase:

1> Press the Delete button.


2> Press the Swop button of the chase.
3> The steps in the chase are listed on the screen. Use the left
hand wheel to select the step you want to delete, or type in the
number of the step to be deleted.
4> Press [Delete Cue x] to delete the step.
5> Press [Confirm] to confirm the delete.

• Alternatively you can use the Unfold function to delete a step


from a chase.

8.5 Chase timing


8.5.1 Global timings for chases
When a chase is first programmed, each cue in the chase has
identical timing. This is called the global timing for the chase. If you
want you can then set each cue to have its own timings using the
Playback View window or Unfold. This is described in the next section.

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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.

• Press [Fixture Overlap] then enter 0-100 on the keypad to


change how fixtures overlap in the cue. 100% (the normal
setting) means all fixtures fade together. 0% means that the
first fixture will finish its fade before the next one starts giving a
“rolling” change across a range of fixtures. 50% means that the
2nd fixture will start fading when the first one is half way

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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.

8.5.2 Individual cue times in chases


You can configure each cue in a chase to have its own timing
information. You can use the Playback View window, or the Unfold
function to set individual times for cues in chases.
It is easier to use a Cue List rather than a chase if you
need a lot of different timings or link/unlinks. Cue lists
are described in the next chapter.

Using the Playback View window:

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.

2> In the grid, touch the times you want to edit.


3> Use the softkey options to change the times or settings.
4> Repeat from 2 to change other times or settings.

• You can change a range of cues all at once by dragging across


the grid to select multiple cells, or you can use wheel B to select
multiple cells for editing.
Using Unfold:

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.

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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.

8.5.3 Setting attribute fade times for a cue in a chase


For each cue in a chase, you can set individual fade times for each
attribute group (such as position). If you set a time, it overrides the
normal times. You can use the Cue View window, or the Unfold
function to set attribute times.
To set an attribute group fade time:

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.

8.6 Chase options


To set options for a chase, press [Playback Options] on the root
menu, then press the Select button of the playback to be edited. To
view the options window, press View then the Select button of the
playback, then click the Options tab.

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Most of the options are the same as for Cues (see section on page
168), only the additional Chase options are described here.

8.6.1 Chase options - Playback


Blind, Priority, Shape Behaviour are described in the Cues chapter.
Loop Action: Sets what happens at the end of the chase.
[Stop on Final Cue] – chase stops at the end
[Loop] - the chase will loop back to the beginning
Play Order: sets the direction of the chase.
Linking: Sets how the cues in the chase are linked. The options are:
[Link according to individual steps] - Each step in the chase will obey
its individual link settings which are set using the Playback View
window or the Unfold function.
[Always Link Steps] - The chase will run on its own using the times
[Never Link Steps] - The chase will pause after every delay/fade time
for the user to press Go.
When a chase is unlinked, raising the fader does not fire
the first cue, which can be a problem. To get round this,
if the chase is not looped, simply link the first cue to the
previous one. If the chase is looped, add a dummy step
at the end with 0 sec fade, 0 sec delay and link the first
step to this one.

Speed: Provides another way of setting chase speed.


XFade: Provides another way of setting chase crossfade.
Fixture Overlap: Allows you to set the fixture overlap for the chase.

8.6.2 Chase options – Handle


All options in this section are described in the cues chapter.

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8.6.3 Chase Options – Effects


All options in this section are described in the cues chapter.

8.6.4 Chase Options - Release


Release Mask and Release Time are described in the cues chapter.
Cue Release: allows you to create an overlay chase with gaps in it
where the fixtures will return to their previous state. For example you
could create a chase where every alternate cue sets the fixtures to
white, with the in between cues being blank. If this option is on, the
fixtures will bump to white then return to the colour set from a
previous look.

8.6.5 Renumber All Cues


This option is only available on the softkeys, not the option screen.
This will renumber all the cues in the chase starting from 1.

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9. Cue Lists - Page 185

9. Cue Lists

Cue Lists (sometimes known as stacks or cue stacks) allow you to


record a sequence of cues, each of which can have its own timings
and can be triggered by the Go button or run automatically to the
next cue. This allows you to build a complete show in a single list and
is ideal for theatrical shows where the show must be exactly the
same each time. Cue lists can also be useful in busked shows,
especially on consoles with a small number of playback faders, to
offer a number of different looks on one fader.
Cue lists differ from chases in the way the console handles changes
between cues. Cue lists track fixture state from previous cues and will
only change the fixture state if you have modified that fixture in the
cue; if there are no changes stored for the fixture, it will remain in
the same state. Chases on the other hand would crossfade between
cues, fading out all fixtures which have no stored information in the
new cue.
You can change the tracking behaviour of cue lists using the tracking
option for each cue: Block, This Cue Only and Solo (see section
Tracking on page 191).
To view the contents of a cue list, touch the playback screen relating
to the fader or press Open View then the swop button of the
playback.

9.1 Creating a cue list


9.1.1 Programming a cue list
Programming a cue list is similar to recording a chase.
You need to set up the look on the stage for each cue and then add it
to the cue list. If you want to set fade times, you can either set them
while saving the cues or later.

1> Press Record then [Create Cue List].


2> Press the blue Select button of the playback where you want to
store the Cue List (you can also store cue lists in the Playbacks
window).

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3> Select the Record Mode of the console: by Fixture, Channel,


Stage or Quick Build; if you are using tracking, [Record Mode
Channel] is best as you are sure to only record the attributes
you have explicitly set, but you do need to make sure you have
changed all the things you want to be recorded so they are in
the programmer.
4> Set the default Fade and Delay times, and automatic cue
linking, using [Set Times]. These settings will be allocated to
every new cue.
5> Set up the look for the first cue, either manually or by using
“Include” on existing cues. You can use the Shape Generator
and the Pixel Mapper.
6> If you require a legend for the cue, set it now using [Legend].
You can also change this later using Unfold or Set Legend (see
next section).
7> Press the Select button of the handle or [Append Cue] to store
the programmer contents as Cue 1 of the cue list.
8> Repeat from step 5 for the next cue. Do not press Clear in
between cues, unless you want levels to track through from
previous cues, as any faders moving to zero will not be stored.
If you do press clear, you must make sure that all channels you
want to record are selected or in the programmer (inverted
display).
9> Press Exit to finish when you have stored all the cues you want.

• [Record Mode] lets you select Record By Fixture (all attributes


of any modified or selected fixture are saved), Record By
Channel (only modified attributes are saved), Record Stage (all
fixtures with a non-zero dimmer channel are saved) or Quick
Build (allows you to build a cue from other playbacks or
palettes; select the playbacks/palettes you wish to use and
press [OK]).
• Record By Channel is useful if you want to layer this cue list
with other playbacks to create an effect.
• You can reopen the cue list to add more cues by repeating the
procedure above; this does not affect any cues already stored
in the cue list.
• To add more cues to the end of the existing cues press [Append
cue].
• To edit an existing cue, press [Cue Number=] and type the cue
number to edit. Make the changes then press [Update Cue x].
• To insert new cues, see section 9.3.5.
• The Advanced Options menu allows you to renumber all the
cues, and to change the number of an existing cue.
• There is no limit to the number of cues in a cue list.
• Cue lists offer a Move In Dark function which will move fixtures
to the correct position for their next cue while they are set to
zero intensity. See section Move In Dark (MID) functions on
page 192.

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• You can change the tracking mode of each cue. See section
9.2.3 on page 191.

9.1.2 Changing legends for cues in a cue list


You can set a legend for each cue, which is shown on the screen
when running the cue list and can be helpful for keeping track of
where you are.

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.

9.1.3 Shape tracking in cue lists


Shapes can track between cues in cue lists. If shape tracking is
enabled, a shape started in a cue will continue through following
cues. Shape tracking is enabled using the [Shape Tracking] option in
the Playback Options for the cue list – see section 9.6.4.
Cues containing shapes have a button for each shape.

In the following cues where shapes are tracking, an option switch is


shown for each active shape.
T – Allows the shape to track to the next cue
B – Blocks the shape so it will not appear in following cues
The cue itself can also have options set to block all shapes, see
section 9.6.7.
You can also block attributes for shapes independently during
recording using the @ menu. Select the Attribute using the attribute
bank buttons, press @ then the FX group button. The softkeys will
then give the options [Block Shape] and [Unblock Shape]. If an
attribute is set to Blocked the wheel display will show a “Blocked”
watermark.
If Shape Tracking is not enabled, shapes in each cue are independent
from each other. If an identical shape (with the same size and speed)

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is saved in a following cue then the shape will continue running rather
than restarting.

9.1.4 Autoloading a playback within a cue list


You can program a cue within a cue list to automatically load one or
more playbacks when the cue fires. The playback can be a single cue,
a chase or another cue list. This can be a useful way to trigger chases
or effects from the cue list.
You can either automatically save active playbacks as Autoloads, or
you can manually allocate Autoloads to cues.
To automatically record active playbacks as Autoloads:

1> After selecting Cue List Record, turn on [Autoload Live


Playbacks] in the [Advanced Options] menu of the cuelist
record screen.
2> Turn on the playbacks you wish to load for this cue.
3> Save the cue. Active playbacks will be saved as Autoloads.

To manually edit autoloads use the playback view for the cue list:

1> Press View


2> Press the blue Select button of the Cue List.
3> The cues in the cue list are shown on the screen. Click on the
Autoload you wish to change. (You will need to set the window
to full screen size or scroll across to see the Autoload column. If
the Autoload column is not show, click on the Show All button
on the left of the window.)
4> Press the Select button of the playback which is to be loaded.
The playback legend appears on the softkeys.
5> You can continue to add Autoloads to other cues, or press Exit
to finish.

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.

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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.

9.1.5 Running a key macro from a cue list


You can program a cue within a cue list to trigger a key macro. This
allows you to set up custom actions which can be performed when a
cue in a cue list fires; for example you may want to lamp on your
fixtures as the first cue in the cue list.

1> Press [Playback Options].


2> Select the cue list.
3> Select [Macros].
4> In the Playback View window, select the step you want to add a
macro to.
5> Press the button(s) for the macro(s) you want to attach to the
step. Or press [Add] and choose an action from the list.
3> The “Macros” column shows the macros you have added.

• You can remove macros by selecting the cue, pressing the


softkey for the macro you wish to remove and then pressing
[Remove Link].

9.1.6 Keyboard shortcuts/syntax for cue lists


The following keyboard syntax can be used for fast cue list recording
and editing. These commands work for the selected or currently
connected playback where <n> is the cue number.
Record , Connect, <n>, Enter (Record cue n)
• Copy, Connect, <n> (Copy cue n)
• Delete, Connect, <n> (Delete cue n)
• Include, Connect, <n> (Include cue n)
• Connect, <n>, Go. (Go cue n)

9.2 Cue List playback


9.2.1 Running a cue list
Raise the fader of the cue list and press the Go button to run the first
cue. The bottom section of the display shows the cue list; the current
cue is highlighted in grey and the next cue has a box round it.

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Also the display relating to the playback fader shows information


about the cue list, including the current and next cue, fade progress
of the current cue, and fade in/out times.

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.

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• You can jump directly to a cue by pressing the Connect button,


then typing in the desired cue number, then pressing Enter or
softkey A. Alternatively at the top level menu you can type the
cue number then press Connect.
• You can use Key Profiles to set the blue and grey buttons of the
playback to have various functions including Go, Stop, Connect,
Next Cue, Prev Cue, Cut Next Cue To Live, and Snap Back.
• When you lower the fader for a cue list, the HTP channels will
fade out, but the cue list will remain active. The section below
details how to kill the cue list.
• You can use timecode to play back a cue list automatically. See
section 9.5.5 on page 201.
• You can change the time for the next cue by entering the time
on the keypad then pressing Go. You can jump to another cue
and set a different time by typing the cue number then press
Connect, then type the time and press Go.

9.2.2 Killing a cue list


Once a cue list is fired, it remains active until you kill it. You do this
by holding down the Avo Shift button and pressing the blue Select
button of the cue list’s handle.
You can change this in the Playback Options to make the cue list
automatically clear when the fader reaches zero (press [Playback
Options] at the program menu, then press the Select button of the
cue list, then select [Fader] [Fader Mode Intensity Kill At 0].
You can also use Key Profiles to configure one of the handle buttons
to release the cue list.
While the cue list remains active, any shapes/effects
stored in the current cue will run even if the fader is at
zero. If you are working with a cue list and have
unexplained shapes occurring, check all cue lists have
been killed.

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.

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• [Solo Excluding Shapes]: No states are tracked into or out of


the cue, but shapes will track into the cue, except for dimmer
shapes which will not track. This lets you have a cue that solos
all levels but allows non-dimmer shapes to continue.
• [Cue Only]: changes in this cue will not track to subsequent
cues. Unchanged states from previous cues will be restored in
subsequent cues.
• [Solo]: No states are tracked into or out of a solo cue. States
from previous cues will track to subsequent cues but will not
appear in the solo cue.
• [Block Shapes]: Any tracked shapes will stop from this cue.
Other attributes will continue to be tracked. This lets you create
a point where you can guarantee all shapes will stop.

9.2.4 Move In Dark (MID) functions


When using moving lights in theatre, often you would like them to be
positioned ready for the next cue so that you do not see them
moving. The Move In Dark function does this by automatically
positioning the fixture for the next cue when it is not lit.
Move In Dark options can be set either for the whole cue list or for
individual cues.
Options for the whole cue list are set by pressing [Playback Options]
then the select button for the cue list, then [Playback].
• [Disabled] prevents Move In Dark functions for all cues in the
cue list regardless of the individual cue settings.
• [Early] will attempt to position a fixture as soon as possible
unless overridden in an individual cue.
• [Late] will position the fixture as late as possible.
• [Off] turns off Move In Dark unless enabled in individual cues
(default).
For individual cues the options are set using the Playback Window.
• [Global] uses the cue list’s global setting (default)
• [Cue Number] specifies a cue where you would like the move to
occur
• [Cue Offset] specifies a preferred number of cues in advance
• [Disabled] prevents Move In Dark for this cue
• [Early] will move as early as possible
• [Late] will move as late as possible.

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.

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9.3 Editing cue lists


9.3.1 Playback View window
The easiest way to edit a cue list is using the Playback View window
(press Open View then the select button for the cue list to open it).
This shows a grid with each cue and allows you to change most
features of the cue. Click on the item you want to change in the grid,
and the softkeys will offer you the different options.
To change multiple cues at once, draw a box across the items you
want to change.
The Intensity View window is useful for seeing the state of all
fixtures, see section 4.2.2 on page 92.

9.3.2 Editing values in Cue View window


You can edit the value of every fixture in each cue using the Cue View
window. Press the View Cue button at the right hand end of the
Playback View window.

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.

9.3.3 Moving and copying cues


You can copy or move cues within a cue list or to other cue lists.
Either click and drag the cue in the Playback View window (press
Open View then the select button for the cue list), or use Unfold (next
section), or you can use a command-line style series of keypresses.
Copy/Move within the same playback:

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• COPY/MOVE <playback> <cue> [THRO <cue>] [NOT <cue>]


[AND <cue>] @ <cue> ENTER
• COPY/MOVE <playback> <cue> [THRO <cue>] [NOT <cue>]
[AND <cue>] ENTER <cue> ENTER
Copy/Move to the end of the same playback:
• COPY/MOVE <playback> <cue> [THRO <cue>] [NOT <cue>]
[AND <cue>] @ @
• COPY/MOVE <playback> <cue> [THRO <cue>] [NOT <cue>]
[AND <cue>] ENTER ENTER
Copy/Move to a different playback:
• COPY/MOVE <playback> <cue> [THRO <cue>] [NOT <cue>]
[AND <cue>] [@][ENTER] <playback> <cue> ENTER
Copy/Move to the end of a different playback:
• COPY/MOVE <playback> <cue> [THRO <cue>] [NOT <cue>]
[AND <cue>] [@][ENTER] <playback> ENTER
• COPY/MOVE <playback> <cue> [THRO <cue>] [NOT <cue>]
[AND <cue>] [@][ENTER] <playback> <playback>
(<playback> is a playback swop key, <cue> is the cue number and
sections in square brackets are optional)

9.3.4 Editing a cue list using Unfold


The Unfold button places each cue of the cue list on one of the
playback faders. This allows you to fire and edit each step individually
as if it was a stand-alone cue.

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 edit the contents of a cue: Press Clear to empty the


programmer, raise the fader to output the cue, make the
changes, press [Record Step], then the Select button for the
cue number.
• To merge the programmer into the live step, double tap [Record
Step].
• To change the times or cue linking for the cue, press [Edit
Times], then the Select button for the cue, then set the times
(see Timing on the following page)
• To Insert a new cue, set up the look for the new cue, press B
[Insert Step], then press the playback button where you want
the new cue to go. All following cues will be shifted on by one
and the new cue will be given a number in between the two
existing cues (for example, if you press playback 3, your new
cue will be 2.5).
• To move or copy a cue, press the Move or Copy button, press
the select button for the cue you want to move or copy, then
press the select button where you want it to go.

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• 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.

9.3.5 Using Update to change tracked cues


Because fixture settings in a cue list are tracked through from
previous cues, if you want to edit a setting you need to find the cue
where it was originally set.
The Update function will go back through the cue list from the
currently fired cue and automatically update the correct cue.

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.

• If the attributes you have changed were tracked through from a


previous cue, Update will update that cue rather than the
current one.

9.3.6 Editing a cue list which is running


You can also edit cues in a cue list while you are running it without
using Unfold.

1> Fire the cue list by raising its fader.


2> Use Wheel A to select the cue number you want to change then
the to jump to it.
3> Press Clear to make sure the programmer is empty.
4> Make the changes that you want to the current step.
5> Press , then select [Replace], [Merge] or [Insert After] to save
the changes (pressing Rec.Step again will select Merge).
6> Press the to jump on to the next step.

• You can edit the times for a cue using the Live Time and Next
Time buttons (not on all consoles) as follows:

1> Fire the cue list by raising its fader.


2> Use Wheel A to select the cue number you want to change then
the to jump to it.
3> Press the Live Time button to set the times for the current step,
or the Next Time button for the next step. The Live and Next
step numbers are shown on the display above the controller
wheel.

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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.

9.3.7 Editing a cue list while recording


You can edit cues while you are in the Record Cue List menu.

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.

• The [Update Mode] softkey allows you to set how changes in


the cue will be tracked. [Update Mode Forwards] updates the
channels in the current cue and tracks following cues until the
channels are next changed. The values in cues before this one
will not be changed. [Update Mode Backwards] updates the
current cue and tracks backwards through cues until the
channels were last changed. [Update Mode Both] will update
the current cue, tracking backwards through previous cues from
the previous change and forwards through following cues to the
next change. [Update Cue Only] will just set the current cue.

• 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.

9.3.8 Updating values in a range of cues


You can merge or replace values in a range of cues in a cuelist (or a
chase). This can be done either from the keypad or from the Playback
View.
From Playback View, press Record then select a cue or range of cues
by touching and dragging over the required cues. Select [Merge] or
[Replace] (or press Enter to merge). The current programmer will be
merged into all of the selected cues.
From the keypad, connect the cue list (or chase) and press Rec Step.
Then use the syntax <n> THRU <m> to select a range or <n> AND
<m> to select cues which aren’t together. The selected cues will

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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).

9.3.9 Disabling a cue


You can temporarily disable a cue using the Disable option at the
right hand end of the Playback View window. Select the Disabled box
and the softkeys let you set [Cue Disabled]. When a cue is set to
Disabled it will be skipped. This can be a useful way to remove a cue,
but still be able to put it back in later.

9.4 Copying, moving, linking and deleting


This section tells you how to copy or move the entire cue list from
one playback to another. For details of copying and moving cues
within a cue list please see the previous section.

9.4.1 Copying or moving a cue list


Cue lists can be copied or moved to a new playback, or you can
create a linked copy of a playback. Move is useful for tidying up the
console.
This operation is exactly the same as for Cues and is described in
detail in section 7.4.1 on page 163.

9.4.2 Deleting a cue list


You can delete a whole cue list by pressing Delete then the Select
button of the playback to be deleted. Confirm the deletion by pressing
the select button again, the [Confirm] softkey, or Enter.

9.4.3 Deleting a cue from a cue list


To delete a single cue from a cue list:

1> Press the Delete button.


2> Press the Swop button of the cue list.
3> The cues in the cue list are listed on the screen. Use the left
hand wheel to select the cue you want to delete, or type in the
number of the cue to be deleted.
4> Press [Delete Cue x] to delete the cue.
5> Press [Confirm] to confirm the delete.

• Alternatively you can use the Unfold function to delete a cue


from a cue list.

9.5 Cue list timing


9.5.1 Time and fade options for Cue Lists
Time settings are independent for each cue in the cue list. The display
shows which cue you are working with. You can select which cue is
active using Wheel A or softkey A of the Cue Times menu.
See the diagrams in section 7.5.1 on page 164 and section 8.5.2 on
page 180 for more information about overlaps and fade times.

1> Press A [Edit Times] at the main Program menu then the Swop
button of the Cue List.

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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.

9.5.2 Cue linking & Link Offset


Cues in cue lists may be linked together, allowing you to build up
complex self-timed sequences. The link options are set using the
softkeys and are:
• [Link Wait For Go]: the cue waits for the Go button to be
pressed then fires immediately. Link Offset is disabled.
• [Link After Previous Cue]: The cue fires when the previous cue
has finished its delay in and fade in times. A Link Offset can be
set to add a delay between the previous cue finishing and this
cue firing. The offset can be given as a time in seconds, or as a
percentage of the fade time of the previous cue.
• [Link With Previous Cue]: The cue fires at the same time as the
previous cue fires. A Link Offset can be set to add a delay
between the previous cue firing and this cue firing, set either in
seconds or as a percentage of the fade time of the previous
cue.

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These options allow you to create complex self timed sequences by


building up simple steps. For example if you wanted the following
effect:
• Go is pressed, fixture one starts fading up over 20s
• After 10s fixture two fades up over 15s
• Both lights stay on for 5s
• Both lights go off in 3s
You could program
• Cue 1 - Fixture 1 @ 100%, Fade In 20s, Link Wait For Go
• Cue 2 - Fixture 2 @ 100%, Fade In 15s, Link With Previous,
Link Offset 10s
• Cue 3 - Fixture 1 AND 2 @ 0%, Fade Out 3s, Link After
Previous, Link Offset 5s
To obtain the effect which was called “cue overlap” in
previous versions of software, use [Link With Previous
Cue] and set a percentage Link Offset time. Link Offset
of 100% is equivalent to Cue Overlap of 0% and vice
versa.

9.5.3 Individual attribute fade times


You can set individual fade times for each IPCGBES attribute group.
You can also select which fixtures this is applied to. For example you
can make the position change take 2 seconds, but the colour change
take 10 seconds.
Additionally you can set individual times for each attribute so you
could make the pan fade over a different time to the tilt.
To set times for an attribute group, first select the Set Times menu
and go to the cue you want to set as described above, then press G
[Next] to go to the second page of options.

1> Press C [Attribute times].

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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.

9.5.4 Fixture overlap


For each cue you can set a (linked together) fixture overlap, which
causes the Arena to apply the settings in the cue to each fixture
sequentially giving a “rolling” change across the fixtures in the cue.
This can create some great effects without much programming on
your part.
• Press [Fixture Overlap] (on the second page of the Cue Times
menu) then enter 0-100 on the keypad to change how fixtures
overlap in the cue. 100% means all fixtures fade together (the
normal setting). 0% means that the first fixture will finish its
fade before the next one starts. 50% means that the 2nd fixture
will start fading when the first one is half way through its fade.
• To change the fixture order when using overlap, press [Set
Fixture Order]. Normally this is the order in which you selected
the fixtures when you programmed the cue. The Fixture window
shows the fixture order in large green numbers. Reorder the
fixtures by pressing [Step Number] then type the start number
on the numeric keys, then press the fixture Select buttons in
the order you want them. For example, to set the order of 8
fixtures, press 1 on the keypad, then press the Select button of
the fixture to be first, then the Select button for the second,
and so on. You can set several fixtures to the same number if
you want them to change simultaneously.
If you press a fixture button twice, it will show X and be
excluded from the sequence.
Press Exit to finish setting the fixture order.

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9.5.5 Running a cue list to timecode


The console can run a cue list automatically to a timecode. This is
very useful for complex performances which must be exactly the
same time after time, or for unattended operation. Each step in the
cue list is assigned a time at which it will run.
The timecode can be read from the system clock, from an internal
timecode source, from MIDI or from Winamp. Internal timecode is
useful for programming a sequence which will later be triggered by an
external timecode source.

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].

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9.6 Cue list options


Cue list options are set from the Playback Options menu. You can
enter the playback options menu by doing the following

1> At the top level menu press [Playback Options].


2> Press the select button for the cue list you wish to edit.

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.

9.6.1 Cue List options - Playback


Blind, Priority, Shape Behaviour are described in the Cues chapter on
page 169.
Tracking: Enables or disables Tracking mode (where unchanged
settings persist from the previous cues)
Shape Tracking: Sets how shapes are tracked between cues.
Off – Shapes will stop when the next cue starts
On – Shapes will track until stopped or changed in a cue
Local – Follows the tracking option above
Move In Dark: Sets the mode for the whole cue list (see section
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.

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[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.
[Solo Excluding Shapes]: No states are tracked into or out of the cue,
but shapes will track into the cue, except for dimmer shapes which
will not track. This lets you have a cue that solos all levels but allows
non-dimmer shapes to continue.
[Cue Only]: changes in this cue will not track to subsequent cues.
Unchanged states from previous cues will be restored in subsequent
cues.
[Solo]: No states are tracked into or out of a solo cue. States from
previous cues will track to subsequent cues but will not appear in the
solo cue.
[Block Shapes]: Any tracked shapes will stop from this cue. Other
attributes will continue to be tracked. This lets you create a point
where you can guarantee all shapes will stop.
Move In Dark (MID) functions on page 191).
Off – obeys settings for individual cues
Disabled – no move in dark even if set in cues
Early – moves as soon as fixture is off
Late – moves in the last cue before the fixture is needed

9.6.2 Cue list options – Handle


All these options are described in the Cues chapter.

9.6.3 Cue list options - Fader


Fader Mode: Sets how the cue list fader behaves.
Fader Mode Intensity Kill With Off - the fader masters the overall
HTP level and the cue list remains active (connected) even when the
fader is lowered to zero.
Fader Mode Intensity Kill At 0 - the fader masters the overall HTP
level and the cue list is killed when the fader is lowered to zero.
Manual Crossfader - the fader behaves as a manual crossfade control,
and the cue list will automatically step on to the next cue when the
fader reaches the top or bottom of travel.
Fire first cue: Sets whether the first cue automatically fires when
the fader is raised.

9.6.4 Cue list options – Effects


All these options are described in the Cues chapter.

9.6.5 Cue list options - Release


Release Mask and Release Time are described in the Cues chapter
Cue Release: allows you to create an overlay cue list with gaps in it
where the fixtures will return to their previous state. For example you
could create a cue list where every alternate cue sets the fixtures to
white, with the in between cues being blank. If this option is on, the
fixtures will bump to white then return to the colour set from a
previous look.

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9.6.6 Renumber all cues


Allows you to renumber the cue list if the numbering has got mixed
up after lots of editing.

9.6.7 Cue Options


This option allows you to change settings for each cue in the cue list.
To select the cue number to edit, use the left hand wheel or press
softkey A then enter the cue number on the numeric keypad.
• [Curve] allows you to set a different fade curve for the cue; this
affects how the fade progresses from one cue to the other (for
example you can select a fade which starts off slow, speeds up
in the middle and then slows down at the end). Press [Curve]
then select a new curve from the softkeys. The effect of the
various curves is described in section 13.7 on page 253.
• [Link] can be set to Wait for Go, With Previous Cue or After
Previous Cue. See section 9.5.2 on page 198.
• [Move in Dark] opens the menu for Move In Dark options, see
section 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.
• [Solo Excluding Shapes]: No states are tracked into or out of
the cue, but shapes will track into the cue, except for dimmer
shapes which will not track. This lets you have a cue that solos
all levels but allows non-dimmer shapes to continue.
• [Cue Only]: changes in this cue will not track to subsequent
cues. Unchanged states from previous cues will be restored in
subsequent cues.
• [Solo]: No states are tracked into or out of a solo cue. States
from previous cues will track to subsequent cues but will not
appear in the solo cue.
• [Block Shapes]: Any tracked shapes will stop from this cue.
Other attributes will continue to be tracked. This lets you create
a point where you can guarantee all shapes will stop.
• Move In Dark (MID) functions.

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• [Move In Dark Inhibit] disables the Move In Dark function for


this cue.
• [Tracking] disables or enables tracking for this cue.
• [Legend] allows you to set a legend for the cue which is
displayed on the cue list display.
• [Notes=] lets you enter a note for the cue (“Leaves stage
pursued by bear” or “wake up spot operator”).
• [Autoload] see next section
• [Cue disabled] allows you to temporarily disable this cue, see
section 9.3.8.

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10. Capture visualiser - Page 207

10. Capture visualiser


From Titan v10, the Capture visualiser is integrated into the console.
This can provide a realistic simulation of your lighting which is really
useful for pre-programming or making changes in blind mode during
a show.

To open the visualiser, select [Capture Visualiser] from the [Open


Workspace Window] menu.
Always pre-program using palettes, because things
never quite line up the same in a visualiser as they do in
the real world. Using palettes means that you just need
to reprogram the palettes when you get onto the real
rig, rather than having to change lots of cues
separately.

The previous visualiser is still available using the [Legacy Visualiser]


workspace window.

10.1 Setting up the rig


10.1.1 Setting up the stage and rigging
To help you see what your rig will really look like you can add fixed
elements of staging and rigging.
Open the Capture Visualiser Settings window from the Open
Workspace Window menu, or the Open Settings context button in the
Capture window. Click the Stage tab.

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“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.

10.1.2 Setting up fixtures


Fixtures are automatically placed into the visualiser when they are
patched if the Auto Update switch in the Capture Settings “Show”
window is set to On.
If you load a Titan show from a previous version, or have some
patched fixtures which are not placed in Capture, use the [Edit
Fixtures] [Update Personality] option on the Patch menu to place
missing fixtures into the visualiser.
Fixtures are positioned using the wheels. Select one or more fixtures
using the Fixture select or Group buttons and turn them on by
pressing Locate. Press the [Position – Orientation] context menu
button to switch the wheels to Visualiser mode (or press Softkey G at
the top level menu until the display shows Wheels-Visualiser.)
Select Position attribute, then use the wheels to change the X/Y/Z
position of the fixture(s). If you select multiple fixtures, pressing the
[Scale-Fan] context menu button or the Fan button allows you to
evenly spread out the fixtures. The Fan curve/group/split options also
work.
Touch above or below the wheel value to nudge the setting up or
down by one step. For rotation this will be 45 degrees.
If you are viewing the stage from the front then
X moves left and right
Y moves up and down
Z moves towards and away from you
Press the Position button again to switch the wheels to Orientation
mode. The wheels will now pivot the fixtures in the X/Y/Z axes. Again

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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.

10.1.3 Setting up cameras (views)


Four cameras (selectable views) are provided by default but you can
add more.
The context menu buttons provide camera options.

Camera controls are in the Capture Visualiser Settings window which


you can open using the [Open Workspace Window] button or using
the [Open Settings] context button.
The view buttons across the top select the four default views. Press
the Plus button at the right hand side to add a new view.
The top button on the left toggles between single view or quad split
mode. If quad split is selected, the other 4 buttons select which view
you are controlling.

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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.

10.1.4 Capture Appearance options


The Appearance tab of the Settings window allows you to set the
following parameters:
• Ambient lighting (background light level)
• Atmosphere (haze/smoke density)
• Atmosphere contrast (mix between haze and moving smoke
effects – 0%=all haze, 100%=all smoke)
• Atmosphere speed (rate of change of moving smoke effect)
• Exposure adjustment (camera brightness control)
• Bloom amount (visible halo around lights)
• Rendering settings detail (this affects the refresh rate of the
simulator. If you have a lot of beams visible you may need to
change this to Low to improve the refresh rate).

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10.2 Visualising using Capture


Mostly you don’t have to do anything special with Capture once you
have it set up. Just operate the console as normal and Capture will
show you what would be happening on the stage.
If you use the visualiser a lot, it’s very handy to have an
external monitor to show it on. Otherwise you
constantly have to switch between the workspace
windows and the visualiser window.

10.2.1 Fixture selection


If you select fixtures on the console, the fixtures will highlight in
Capture so you can see where they are in real life.

10.2.2 Camera views


Capture lets you can see how the lighting will look from any seat in
the house. Even if you’re in the venue with the full rig in front of you
this means you can see the look without having to run all over the
venue.
Set up multiple cameras as described in the previous section and you
can either click between them or show the 4 standard camera views
as a quad split.

10.3 Capture Show files


The Capture stage is automatically saved within the Titan showfile.
The Capture stage can also be exported and imported separately from
the Titan show. This allows standard stages or rigs to be transferred
between Titan shows.
Select the Show tab in the Capture Settings window to export and
import shows.

10.3.1 Exporting shows


Exported Capture shows can be loaded into other Titan shows or into
the full version of Capture for producing documentation.

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10.3.2 Importing shows


Shows can be imported from the full version of Capture, this can be
useful to import existing stage structures or rigging designs.
You can import fixtures from full Capture but you need to ensure that
fixtures are correctly patched in Capture to match the patch on the
console. There is no way to edit an externally created Capture patch
on the console.
Some fixture types and other Capture elements may not work when
you import a show that has been created in full Capture. We
recommend you use the auto-patch function to allow the console to
patch the fixtures into Capture.

10.3.3 Clearing the capture show


The Wipe button at the bottom of the Show tab will clear the current
Capture show.
If you need to reload patched fixtures from your Titan show into
Capture, select the [Edit Fixtures] [Update Personality] option on the
Patch menu. This will place all patched fixtures from the Titan show
into the visualiser.

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11. Running the show


So, it’s showtime. This chapter describes the functions of the console
which are useful when running a show.

11.1 Playback controls


11.1.1 Back up the show
At regular intervals while you are programming, and when you have
finished programming (or you’ve run out of time) and it’s showtime,
the most important thing is to save the show (see section 2.3.6 on
page 36 for instructions). It is important to also back up the show by
saving it to a USB drive, enabling you to swap to a different console if
there are problems.

11.1.2 Label the console


When you are running your show you will need to know where
everything is. Use the Legend functions to set onscreen labels, or you
can’t beat the low tech method of marker pen and tape.

11.1.3 Grand Master fader


To the left of the main playback faders is the Grand Master Fader.
This controls the intensity of all output from the console. Normally
you would set this at full, and use it if you need to quickly fade out all
the lights.
The Grand Master fader is disabled by default. It can be enabled in
the user settings if required.

11.1.4 Assignable Master faders


Any playback fader on the console can be assigned to be a master
fader, which allow you to set the overall intensity of various areas of
the console. Different types of master fader are available:
• Grand Master controls the intensity of all output from the
console.
• Swop and Flash masters control intensity of the swop/flash
buttons
• Preset master controls intensity of the preset faders
• Playback master controls intensity of all playbacks.
To assign master faders, go to System mode and select [Assign
Mastering].
By default, master faders are set to have a transparent lock, which
makes the master fader remain in position even when the playback
page is changed. If you don't want this to happen you can change it
by pressing [Playback Options] from the root menu then press the
Swop/Select button of the master.

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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).

11.1.5 Speed and Size Masters


Playbacks can be assigned to a Speed Master and/or a Size Master
which allow you to control the speed and size of shapes or effects
stored in a cue (or in the case of chases, to modify the speed of the
chase).
There are eight possible Speed Masters and four Size Masters which
allow you to separately control the parameters of different playbacks,
if you need to.
A playback is assigned to a Speed/Size Master by pressing [Effects]
then [Speed Source] or [Size Source] in the Playback Options. The
following speed sources are available:
• Local (default - no Speed Master)
• BPM 1-4 (override the local speed with a fixed value from the
master)
• Rate 1-4 (proportionally modify the local speed using the
master)
There is also a Rate Grand Master which, if used, proportionally
controls the four Rate Masters (BPM Masters are not affected).
To use Speed or Size Masters you will need to assign some handles
on the console to act as the Master faders. Switch the console to
System mode and select [Assign Mastering]. Special key profile
options are available for Speed Masters, BPM Masters default to Tap
Tempo.
Speed or Size masters can have various scales, 0-100%, 0-200% and
so on. A 0-200% scale would allow you to slow down and speed up
the speed to double the programmed setting. Scales are set in normal

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(non-system) mode by selecting [Playback Options] then press the


Select button of the master.

11.1.6 Group Masters


You can assign a fader to control the master intensity of each fixture
group. To do this you simply save (or move) the group button to a
handle with a fader.
The blue button will then select fixtures in the group and holding the
blue button gives you softkey options to filter the selection according
to a pattern.
Press [Playback Options] and then the blue select button above the
fader to set the fader mode to the following:
• Scale master (proportional control). Scale masters can be set to
variable scales of 100%, 200%, 400%, 600% and 1000%. The
higher settings allow you to increase an intensity above its
recorded level.
• HTP (override level if higher than current output)
• Limit (sets hard limit)
• Take Over (place fixture and its intensity in programmer when
level matched)
• Disabled (ignore fader)
If the playback fader has a display area on the screen, the level and
mode of the master will be shown.

• When a group master is set to disabled or moved to a handle


without a fader, it will become locked at the current fader level.
Re-enable or move back to a fader to adjust the level.
You can release all masters by pressing Release then
[Release All Masters]. This can be useful if something is
being controlled by a master but you are not sure where
it is.

11.1.7 Flash and swop buttons


The Flash and Swop buttons on the playback faders may be used at
any time to flash and solo cues and chases. The Flash button adds
the playback into the current output, the Swop button turns off all
other output. . The Flash button can also be set to Flash With Times
which will use the pre-programmed timings of the cue when flashing.

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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.

11.1.8 Playback priority


You can set playbacks to high priority if you do not want them to be
overridden by other playbacks using the same fixtures. For example,
if you have a couple of fixtures acting as a spotlight, but they are also
programmed into some colour washes, you probably want the
spotlight cue to take priority over the colour washes. See section
7.6.1 on page 169.

11.1.9 Locking a playback onto the same handle on every page


Sometimes you might want to keep a playback accessible on a handle
no matter which page you are on. The [Handle Paging] option in the
[Playback Options] menu lets you do that without having to copy the
playback onto multiple pages.
[Locked] ensures the playback always appears on that handle no
matter what page is selected. Any other playbacks programmed on
that handle on other pages will not be accessible.
[Transparent Lock] means the playback will appear on the current
page only if the handle is empty on that page. If the handle is in use
on the new page, then that playback will appear instead of the locked
one. This can be useful if you only need the locked playback to
appear on certain pages but wish to reuse the handle on other pages.
You can also lock Palettes stored on the grey handle buttons, and
macros stored on the macro/executor buttons which is useful with the
Macro page change buttons.
• Lock options are also available for master faders.

11.1.10 Viewing active playbacks


The Active Playbacks window shows details of which playbacks are
active. This provides an easy way to see what is currently running.
The top line of the button shows the page number and tells you
where on the desk the playback is stored. The second line shows the
legend, and the third line shows which attributes are affected by the
playback.

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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.

11.1.11 Blind mode


You can set the console to Blind mode by holding down the Avo
button and selecting [Blind], or some consoles have a dedicated Blind
button. This allows you to program palettes or cues without affecting
the look on the stage (changes will be shown in the Visualiser
window).
You can convert Blind output to Live output with a fade. This is useful
to set up a live state in blind mode then output it without having to
save to a playback. It also allows you to select multiple palettes then
fade to them all at once.
To convert blind to live, type a number to set fade time then press
the Blind button.
If any attribute fade times have been set in the programmer, these
will be used instead of the fade time you type.

11.1.12 Busking with palettes


If you have not had as much programming time as you would have
liked, you might need to make up some additional effects during the
show. This is sometimes called “busking”, and is where the fun starts!
You can create instant variations by recalling palette values to modify
your existing cues. Palette values can have fade times saved with
them, or you can set a fade at showtime for added effect.

1> Select some fixtures which are already in use on stage.


2> Type “2” (or any time, in seconds) on the numeric keypad.
3> Touch a Palette button to recall a palette.
4> The selected fixtures will change to the new palette over a time
of 2 seconds.

If the palette contains programmed times, you can change the Key
Profile of the palette button to set whether the programmed times will

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be used or not. (Press Avo Shift+[Key Profiles], then [Palettes] to set


the key profile). Options are [Palette is fired ignoring its times] or
[Palette is fired with its times]. You can also set whether the palette
will take precedence over a flashed cue or not. A time entered
manually as above will always override a programmed time.
When a fade is entered, you can also change the “Fixture Overlap”
using softkey A. This allows you to create “roll” or “peel” effects when
using a series of fixtures. With overlap=100%, all fixtures change at
the same time. If overlap=50%, the second fixture will not start its
fade until the first fixture is half way (50%) through fading. The order
of the fixtures is set by the order in which you selected them.
The palette fade time remains active while the Palette Fade menu is
open. Press Exit to leave the menu and return to instant palette
recall.
If you apply a palette with a fade time, then it will be overridden by
the next cue (so if you fade to green using a palette, then fire a cue
which sets those fixtures blue, they will go blue). If you apply a
palette without a fade time, it will go into the programmer and
override any subsequent cues (so if you use a green palette with no
fade, the fixtures will be locked in green until you press Clear).
Having the palette overridden by the next cue is quite useful when
“busking”. If you need to “snap” a palette but still have it overridden
by the next cue, set a fade time of 0 (leaving the Palette fade menu
open).
When programming your palettes, group all the colour palettes in one
area of the console, position palettes in another area, and so on. This
helps you to find them when the show is running and the pressure is
on.
If you are lighting a band, make position palettes for every person on
stage so you can spotlight them for those unplanned solos.
You can use the Off function (see section 7.3.5 on page 162) when
programming to set some cues to only affect position, and other cues
to set colours, gobos, add shapes, and so on. By combining two or
more cues you can produce a much wider range of effects than if all
your cues set all the attributes. However, for this to work well you
need to make sure you know what attribute is going to be affected by
each cue; as if you fire two “colour only” cues then nothing is going
to light up.

11.2 Using multiple on-screen workspaces


On the screen you can configure different “workspaces” which store
how the various windows are displayed. This allows you to quickly
recall different setups. Workspaces are stored and recalled from the
touch buttons to the left of the menu buttons, or may be stored to
any grey button on the console.
You can also create a Set List which will automatically recall a
workspace layout for each song.

11.2.1 View menu


Pressing Open View (by numeric keys) takes you into the View menu.
From here you can set up what is shown on the screen.
• [Window Options] allows you to reposition and resize windows.

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• [Open Workspace Window] gives a list on the softkeys of all the


possible windows, allowing you to open the one you need.

11.3 Organising the console


If the layout of the fixture buttons, palettes or playbacks has become
a bit mixed up during programming, you can use the Move function to
move recorded items around and produce a better layout. When an
item is moved, all links to other recorded items are retained.

11.3.1 Using the Move function


To move fixtures, palettes, groups and playbacks is very simple.

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.

When moving a range, it is possible to select a range containing


different types of items, and there can be gaps between them. In this
case, you can set option B to [Bunch Up] to have all of the gaps in
the range removed.
[Swap Items if Required] will attempt to reposition any existing
handles which are in the way of the move. This is useful when
rearranging handles on a page which is nearly full.
• If there is not enough space, (there is an item in the way or
there is not enough space before the end of the page) then the
action will not be completed.
• Press the Latch Menu button to keep Move mode active if you
have a number of things to move around.

11.4 Set List window


The Set List window is a handy way of linking playback pages to
songs/events in your show which you can then easily step through.
You can also make notes, handy for avoiding bits of paper lying
around. You can have multiple set lists in a show.
To open the Set List window, click [Open Workspace Window] then
[Set List].
The Set List feature works best if you arrange your playbacks to have
a page of playbacks for each song in the show.

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A set list is made up of tracks. When a track is added it automatically


links to the current page. Pressing the play button next to the track
will automatically select the correct playback page (except on Pearl
Expert, because the rollers cannot be moved automatically).

11.4.1 Creating a Set List


To create a Set List, click the plus button in the top right corner of
the window. You can choose Empty, Pages, and Build. Pages will
automatically create a set list using the legends of your existing
playback pages, one page per track. Build allows you to select the
pages in the order you want them. Or you can manually add a track
using the plus button below the track list.

11.4.2 Configuring tracks


Enter notes by selecting a track and clicking the text entry button,
bottom right, or the Edit Note context menu button.
• You can temporarily remove a track from the set list using the
Park Track context menu button.
• If you prefer to operate by using the Page+/Page- buttons, you
can change the function of these buttons to step through the
tracks in the set list window, using the Page Mode context
menu button. When Page Mode is set to Set List, the
Page+/Page- buttons are reassigned to step through tracks in
the Set List, and the playback pages will automatically change
as programmed in the Set List. Set Page Mode to Normal to
restore normal operation. (Not available on Pearl Expert).
• You can copy, move and delete tracks using the appropriate
function buttons on the console.
• You can change the legend of the Set List or of individual tracks
using the [Set Legend] option.

11.4.3 Track Workspace and Macro links


You can trigger macros and workspace shortcuts from tracks using
the [Workspace] and [Macro] buttons in the bottom right hand corner
of the window.

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To add a workspace link to the current track, click [Workspace], then


either click a workspace shortcut or press the [Record Workspace]
softkey to save the current workspace.
Macros can be added either to the whole Set List or just to the
current track. Set List macros will fire every time a new track is
selected, this is useful for setting the console to a preset state at the
start of every song. Track macros will just fire for that individual
track.
To view or edit the workspace links and macros, click the Workspace
& Macros tab on the right hand half of the window. The window will
then show a button for each programmed link.

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].

11.4.4 Playback control Macros


Key Macros allow you to record a sequence of actions on the console
then play them back (either instantaneously or as a timed sequence).
This can be very useful for reducing a complex sequence of actions to
a single button push. See section 2.3.8 on page 37 for more details.
Some special preset macros are available to help with controlling
playbacks when used with a Set List.
[Fire First Playback] - fires the first playback on the current page.
[Fire First Playback Page 1] - fires the first playback on page 1,
regardless of current page.
[Fire Playback 1] - fires the playback with user number 1.
[Kill First Playback] - kills the first playback on the current page.
[Kill First Playback Page 1] - kills the first playback on page 1,
regardless of current page.
[Kill Playback 1] - kills the playback with user number 1.
[Release First Playback] - releases the first playback on the currently
selected page.
[Release First Playback Page 1] - releases the first playback on page

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1, regardless of current page.


[Release Playback 1] - releases the playback with user number 1.
[Release Me] - releases the associated playback (cuelist).
[Goto My Cue 1] - go to cue 1 of the associated cuelist.

11.5 MIDI, DMX or audio triggering


You can set up the console to allow most features to be triggered by
external events. This is very useful in complex shows or when using
in an automated setup.
Audio trigger (sound to light) requires special hardware
which is currently only available on the Quartz and
Arena consoles. The line in socket on other consoles
cannot be used for audio trigger.

11.5.1 Connecting remote trigger sources


To connect a MIDI source, connect it to the MIDI in connector on the
console.
DMX inputs are connected to one of the DMX output connectors using
a DMX male to male gender changer cable. (This is a simple plug to
plug cable with all pins wired straight through, i.e. 1-1, 2-2 and 3-3).
Audio input is connected to the dedicated audio in jack (not the line in
jack on the motherboard).
The Arena console has a switch trigger input on a jack socket.

11.5.2 Setting up remote triggering


Enter System mode and select [Triggers]. The Triggers window will
open.

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.

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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.

You can continue to add other triggers to the mapping.

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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.

11.5.3 Classic Pearl MIDI triggers


This trigger map sets up the console to mimic the MIDI setup of the
classic Pearl software. It is used for triggering playbacks from MIDI.
In this section MIDI commands are shown in hexadecimal using the $
sign, for example $Cn, where n represents the MIDI channel being
used. n is a number from 0 to 15 representing MIDI channels 1 to 16.
So to send “program change value 4 on channel 2” you would send
$C1 $04 (193 004 in decimal).
Most MIDI equipment or software will do all this for you without you
needing to know about the numbers.
Set playback page : program change ($Cn xx)

Page 1 2 3 4 5 … 28 29 30

xx $00 $01 $02 $03 $04 … $1B $1C $1D

example $Cn $02 Console changes to Page 3

Turn on a playback: note on ($9n pp ll)


Note number (pp) = playback number, from 0 - 14 (decimal)
Key velocity (ll) = playback level, from 0 - 127 (decimal). 127=Full
example $9n $03 $40 Playback Fader 4 at 50% level.
(Note that Playback Fader numbers start at zero, so subtract one
from the number on the console to get the MIDI note number).
To turn off a playback, send a note on command with velocity=0. The
console does not recognise MIDI note off ($8n) commands.

Stop/run/step a chase etc: after touch ($An pp cc)


Note number (pp) = playback number, from 0 - 19 (decimal)
Aftertouch value (cc) = control codes:
$00 stop chase
$01 run chase
$02 restart from step 1
$03 fade to next step using programmed fade times
$04 snap directly to next step

11.5.4 MIDI show control


The following MIDI Show Control messages are supported:
Command Action
GO Fire the specified playback or cue
STOP Pause the specified playback or cue
RESUME Un-pause the specified playback or cue

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LOAD Set the playback level to full


ALL OFF Release all playbacks
RESET Same as ALL OFF
GO OFF Same as resume
Playbacks/Cues are identified by their User Number. To set the user
number, press [Set Legend] then the select button of the cue, then
[User Number].

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.

11.5.5 Audio control (sound to light)


On supported consoles the audio input is divided into frequency
bands which can be used to provide the trigger. The [Band] option
selects which of the bands is being used.
Audio triggers are adjusted in the Audio Triggers workspace.

If the console does not have suitable hardware a warning message is


displayed. Currently only the Quartz and Arena consoles have the
audio hardware.
• The Enable switch below the gain slider disables all audio
triggers
• The left hand gain slider sets the overall input gain, which can
be used to boost weak signals
• Auto gain will automatically adjust the gain, this disables the
slider from manual changes
• The Enable switches below each band disable triggers on that
particular band
• Trigger level sets the threshold for triggering on each band. The
band shows red when triggered.
• The Auto switches on the bands automatically adjust the trigger
level on each band when no triggers are occurring.
You can quickly allocate a playback to a trigger by clicking the top
Band button above the trigger, then select the playback to be
triggered.
On the Arena console, the Audio LED (just above the power switch)
will flash when audio is received. Note that the headphone socket on

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the Arena is linked to the motherboard audio output and can’t be


used for monitoring the audio trigger input.

11.6 Linking consoles for multi-user or backup


On large shows it is sometimes necessary to have multiple operators
programming or running different aspects of the show. The Titan
system allows a number of consoles to be connected together to give
an integrated system with multiple control surfaces.
In addition, on many shows it is important to have a backup console
running in case the main console fails during the show. Titan allows
you to run a second console over the network which it keeps
synchronised with the main console. Should the worst happen, a
single keypress can transfer control to the backup console.

11.6.1 Setting up consoles for multi-user


Titan consoles may be connected to each other for collaborative
programming or show operation. Multi-user operation is described in
detail in section 2.4 on page 40.

11.6.2 Setting up consoles for backup


Any Titan console can act as backup for any other console, they do
not have to be the same model. For example you could run Titan
Mobile as backup.
However do plan ahead and think about what parts of your show will
become inaccessible if the backup device has less faders/handles than
the main console.

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.

In backup mode the backup console screen displays the current


connection and sync status including current show name.

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A green line between consoles represents a good connection. If a red


line is shown there is a problem with the network connection. A blue
line will appear during sync operations.

• Shows will automatically sync whenever a show is saved on the


main console (including autosave). You can also choose to sync
at any time by selecting [Sync Now].
• Pressing [Exit] will abort backup.
• [Takeover] will enable control on the backup console and
disable DMX output on the main console. A prompt will appear
on the main console to warn that DMX has been disabled. On
touch consoles touching on this prompt will open the 'Exit Safe
Mode' menu with a softkey option to re-enable output. On the
Pearl Expert you can re-enable DMX output via the shift (Avo)
menu.

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12. Remote control - Page 229

12. Remote control


With the addition of an external Wireless Access Point, the console
can be remote controlled using Wi-Fi from an Android or iOS mobile
device such as a smartphone or tablet. This can be invaluable when
rigging, testing and focusing. You can also run and store playbacks
and palettes from the remote.
You can connect multiple remotes to the console and the console
itself remains functional while the remote is connected. Each remote
has a separate programmer so an operator can continue to work on
the console while another user programs other cues or palettes on
the remote.

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.

12.1 Setting up the remote


All you need to do is make sure that the console is on the same
network as your mobile device. The app will automatically detect all
the consoles on the network.
Ensure that Wifi security is enabled on the network you
are using, as anyone who can connect to the wifi will be
able to control the console. You don’t want someone in
the audience taking over the show.

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• You may experience problems with the remote if you have an


internet router on the network, as this may route show traffic to
the internet rather than between the remote and the console. If
the remote does not work properly, disconnect your router from
the network.

12.1.1 Using an existing network


If you are connecting to an existing network, DHCP will probably be
enabled which will automatically set suitable IP addresses on the
console and mobile device. All you should need to do is to plug the
console’s Ethernet connection into the network.
If the console is set to have a fixed IP address you will need to
manually set a suitable IP address for the network – consult the
person who manages the network.

12.1.2 Network setup using a dedicated access point


This is a basic setup assuming that the console is connected directly
to an access point. For information on setting up your Wireless Access
Point please refer to the documentation provided with it.
• We advise using a proper wireless access point rather than a
wireless router (ADSL router). Although routers are cheaper,
the WiFi connection through to the Ethernet can be flaky. Some
routers can be switched to an “access point” mode to avoid this
problem.
You need to set up the network settings on the Wireless Access Point,
the mobile device and the console so that they can communicate with
each other. In this example we use an Android smartphone but other
devices are similar.

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.

If you are using the remote at showtime, on the Access


Point you should select the option to hide the SSID. If
you do not do this, every smartphone in the audience
will find your wifi and try to connect to your Access
Point which will make the remote operation very
sluggish.

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12.2 Operating the remote


To connect to the console, open the Titan Remote app and a list of
available consoles will be shown - hopefully if you have done the
network setup correctly, you will see your console listed.
There is also a local emulator which can be used to test or
demonstrate the remote when no real console is connected.

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 @ @

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To locate one or more fixtures, press Locate instead of the @ button.


You can select multiple ranges of dimmers or fitures using the And
button, for example 1 Thro 10 And 20 Thro 30 @ 6.

12.2.2 Controlling fixtures


The fixture screen allows you to select fixtures exactly as you would
on the console.

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).

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The wheels show function values (such as colours or gobo names). To


go to the next function, just touch the arrows at the top or bottom of
the wheel. To manually scroll the value, spin the wheel with your
fingers. If there are more than three functions, touch the IPCGBES
button again to change to the other functions.
Press the Clear button to clear the selection and all changes in the
remote programmer. Hold down the clear button to clear all
programmers (for example if someone has been doing something on
the console at the same time, this will clear the console’s programmer
too).
You can also play back cues using the Cue screen. Hold down a
playback button to kill or release an active playback.

If you update the legends of palettes or cues on the


console while the remote is running, the legends on the
remote will not be updated. Exit and restart the remote
app to show legend changes made on the console.

12.2.3 Recording groups and palettes


You can record groups and palettes using the Rec button on the
remote, then click a workspace button as normal. You can also hold
down an empty button to quick record a group or palette.
If you hold down a used palette button, the current programmer will
be quick merged into the existing palette.
You cannot record cues using the remote.

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13. User Settings and other options


The console has a large number of options to help you set it up just
the way you like it. Commonly used options can be set from the User
Settings menu which is available on a softkey when you hold down
the Avo button.
In this chapter there is also information on how to upgrade the
application software.

13.1 The System menu


The System menu is accessed by holding Avo and pressing Disk.
Some consoles are also fitted with a key switch or mode switch to
select System mode.
The options in this menu are separated from the other options on the
console because you would normally only change them occasionally,
or because they can have serious effects on the way the console
works and you wouldn’t want to change them accidentally.
When the console is in System mode, playback control,
preset controls and programming buttons are all
disabled.

13.1.1 TitanNet Security


This option sets how the console communicates with other Titan
devices as a backup console. See section 11.6 for information about
backup.

13.1.2 Network Settings


This option sets up networking (Ethernet) parameters for the console.
See section 15 for details.

13.1.3 User Settings


The User Settings menu may also be accessed from Program mode:
hold down the Avo Shift button and press [User Settings]. See section
13.5.

13.1.4 Key Profiles


Allows you to modify the functions of some buttons. See section 13.3.

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.

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13.1.6 DMX settings


Allows you to configure how the console outputs DMX. This option is
described in detail in the next section 13.6.

13.1.7 DMX Merge Settings


Allows you to select how DMX will be output across multiple consoles
or processing nodes. See section 13.6.3.

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.

13.1.9 Display Setup


This option gives you a menu for enabling and disabling external
monitor(s). If you don’t have a monitor connected, set this option to
“Disabled” to improve the performance of the console.

13.1.10 Assign mastering


This option allows you to assign any playback fader to be a master
fader. Various different types of master fader may be assigned. See
section 11.1.4 on page 213 for more information.

13.2 Configuring workspaces


The main area of the touch screen(s) can show a configurable
arrangement of workspace windows. Workspaces can be saved to a
touch button and called back immediately.
Some windows have associated commands called a Context Menu. These
are shown in the “context buttons” area on the right of the screen or on
some consoles by pressing the Context Menu button at the top right of
each window.

13.2.1 Opening workspace windows


You select which workspace windows you want to see using the
[Open Workspace Window] menu command on the root menu or the
View menu, or by using a View shortcut (see 2.3.1 on page 27 for a
list).

13.2.2 Selecting and positioning workspace windows


Windows can be freely sized and positioned, or you can use one of
the standard size/position settings.

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Context Window Resize Close


menu options window window

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.

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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

Some possible standard window sizes/positions are shown below.

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Quarter size Double wide Double height Maximised

If you accidentally set a window to a single grid size,


you can’t then get to the Window Layout button to
resize it. Select the window and use the [Min/Max]
softkey to set the window to a fixed size.

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.

13.2.3 Controlling button layout


Buttons normally resize automatically to suit the screen size and
resolution, however this means that 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.

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.

13.2.4 Saving workspaces


You can save different workspace setups to the Workspaces touch
buttons (to the left of the menu) by pressing Open View then [Record
Workspace], then touching one of the Workspaces buttons. This
button will then reconfigure the entire workspace with a single touch.
You can also save workspaces onto any grey handle or macro button.
Workspaces are saved with the show.

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As an example of setting up a workspace, suppose while


programming you wanted to be able to access fixtures, position
palettes, fixture attributes and shapes:

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.

• [Record Visible/All Windows] lets you set whether the


workspace will contain only the windows which are currently
visible, or will also include any windows which are hidden
underneath other windows.
• [Remove/Leave other windows on recall] sets whether all other
windows will be closed when this workspace is recalled.
• To delete a workspace button, press Open View, Delete, then
the workspace button to be deleted.

13.2.5 Compatibility windows for Pearl Expert shows


The “Fixtures and Playbacks” and “Groups and Palettes” windows
allow you to access the preset fader handles in shows which have
been programmed on the Pearl Expert.
When either of these windows is opened, there is a context button
option to [Move to workspace]. This will move the handles from the

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compatibility window to the appropriate workspace window. You need


to do this twice, once with the “Fixtures and playbacks” window
selected, and once with the “Palettes and groups” window selected.

13.2.6 Configuring an external monitor


For extra workspace you can connect an external monitor to the DVI
port on the console.
The external monitor is disabled by default and will show a 'disabled'
message. To enable, switch to System mode and select [Display
Setup] then press [External Display Disconnected]. The option will
change to [External Display Connected] and the display will be
enabled.
For best performance of the console, disable monitor outputs you
aren’t using.

If you need to change the monitor resolution or settings, click 'Tools'


at the very top of the touch screen and select 'Control Panel', then
'External Monitor', then select the option to match the resolution of
your monitor.

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.

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If the console software is running, you may have to press Esc to


unlock the keyboard before the shortcuts will work.

If none of the above works, the second solution is reinstall the


graphics drivers.

1. Press F8 on start up and enable VGA MODE (use an external


keyboard, or the Zoom/Focus/Iris attribute button is also mapped to
F8 – see section 1.1.1).
2. In Tools, Folder Options, View - enable Show hidden files and
folders.
3. In Control panel, System, Hardware, Device Manager, Display
Adapters - right click on 945GME and update driver.
4. Select the driver to install as C:\Windows\Inf\iegd.inf.

13.3 Show Library window


The Show Library window collects all the information about your show
into a single place. It is mainly used to transfer programming when
importing between different shows, but can also be used to move
items around within your show.

13.3.1 Show Library tab


The Show Library lists all programmed elements of your show
including fixture patch, fixture groups, palettes, playbacks, macros
and workspaces. Use the buttons down the left hand side to filter
what types of information are displayed.

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Clicking on the buttons in the Show Library window will activate


them.

13.3.2 Mapping shows for import


Press the Plus button top right to map another showfile to allow you
to import elements of it.
Using the Mapper tab you can map similar fixtures from an imported
show to the current show. This lets you load in your favourite
programming from other shows. See section 2.6.3 on page 46 for
more details.

13.3.3 Users tab


This tab allows you to set up and select users for the console. This is
the same as the [Users] option found in the Disk menu.

13.3.4 Key profiles display


Selecting the Key Profiles tab shows all information about the
different Key Profiles available on the console. The available profiles
are listed down the left hand side, and the key allocations are shown
on the right. Key Profiles are described in the next chapter.

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13.4 Key Profiles


The console allows you to reconfigure how the front panel buttons
work to suit your method of working. You can save your settings as a
Key Profile. Different profiles can be selected for different users or to
enhance the operation of the console for a particular use.
There are standard Key Profiles for Run mode, Takeover Run mode,
Program mode and Theatre mode. These standard profiles cannot be
edited, so you always know how they will behave. You can create
your own editable profiles using one of the standard profiles as a
starting point.
The current settings of the playback buttons are shown on the screen
related to each playback fader.

13.4.1 Creating and editing key profiles


To create or edit a profile, switch to System mode then select [Key
Profiles]. You can then use the Manage Profiles menu to View, Edit,
Add, Delete or Rename profiles.
Key Profiles can also be viewed from the Show Library window as
described in the previous chapter.
When Adding a new profile, you can select an existing profile to copy
settings from.
You can also edit Key Profiles from Program mode by holding Avo,
then selecting [Edit Current Key Profile]. If the current key profile is

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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.

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13.4.2 Selecting a Key Profile

13.4.3 Individual Key profiles for playbacks


Each playback can have an individual Key Profile allocated to it. This
allows you to customise the panel button functions differently for
each playback. The Key Profile for the playback is selected using the
[Key Profile] option on the Playback Options menu (softkey B on the
main program menu). If the playback Key Profile is set to “None”, the
default global profile is used.

13.5 User Settings


The User Settings menu may also be accessed from Program mode:
hold down the Avo Shift button and press [User Settings].

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.

Click on the button for a help window on each setting.


Options are divided into categories on the softkeys or down the left
hand side.

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.

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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.

13.5.3 Key Profiles


Allows you to select and edit key profiles using the softkeys. See
13.3.

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.

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DMX Address: sets whether the DMX address of fixtures is shown in


the fixture touch buttons.
Auto Groups: sets whether the console will automatically create new
groups for fixtures when you patch.
Preset Palettes: sets whether preset palettes should be created
when fixtures are patched.
[Do Not Create] – no palettes will be created.
[Create On Workspaces] – palettes will be created in workspace
windows.
[Create On Presets] – palettes will be created on preset buttons.

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.

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Filter Relevant Palettes: sets whether palettes which do not apply


to the selected fixtures will be greyed out.
Master Palette Time: Sets the default fade time to be used when
recalling palettes live. See 11.1.12.
Master Palette Overlap: Sets the default overlap to be used when
fading palettes.
Record Nested Palettes: If enabled, palettes containing other
source palettes will be updated when you change the source palette.
Preset Palettes: This is the same as the option in the Patching
section, see above.

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.

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LED Programmer Level: Level if fixture is in the programmer.


LED Selected Level: Level if fixture is selected.

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.

13.6 DMX output mapping


There are various ways to connect fixtures to the console. As well as
the XLR sockets on the console, you can connect fixtures using
Ethernet and wireless links.
The console itself can output up to 12 universes of DMX. “Pro”
versions of consoles can output 16 universes. Titan One outputs one
single universe.
If you need to output more universes, it is recommended to network
the console to one or more Avolites TitanNet processing nodes. This
off-loads the DMX processing, allowing the console to control up to 64
universes of DMX in total.
• The software will allow you to configure more than 12 universes
from a single console but performance of the console will be
degraded. A warning will be shown in the processing load
section of the TitanNet overview.

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13.6.1 Configuring DMX outputs


Switch the console to System mode and select [DMX Settings] on the
second page of options.
The screen will initially show the node tab relating to the console
itself. It shows a list of available DMX nodes (places where you can
send the DMX to) on the left, and a list of the 12 available DMX lines
(outputs generated by the console) on the right. Each DMX line can
send data to one or more nodes. If you assign more than one node to
a line, those nodes receive duplicated data.
On the right hand side, under each DMX Line there is a list of which
nodes are linked to that line. The default setting is for DMX Lines 1-4
to be linked to DMX Nodes Output A-D, the four XLR sockets on the
console (on consoles with eight XLR sockets, the first 8 lines are
linked).

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.

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Group delete Individual delete

If you have further networked DMX processing nodes connected,


these can be individually configured using the tabs across the top of
the screen.

13.6.2 TitanNet Overview


If you select the TitanNet Overview tab at the top of the screen, you
can see all the DMX nodes which are connected and which output
lines they are allocated to.

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.

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13.6.3 DMX merge


The DMX merge window allows you to set up where DMX will be
output in a system where you have multiple consoles or processing
nodes connected.

To configure an output port, click on Patch Titan Lines, enter universe


number then click on a port to assign.
To remove an assignment, click on Clear sACN Merge then select a
port.
The DMX Output switch can be used to disable all DMX output.

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).

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(also called Relay)

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13.8 Upgrading the software


The console operating software is under constant revision by the
Avolites team. You can always download the latest version of the
software from the Avolites website:
http://www.avolitesdownload.com.
From v10 it is possible to install multiple versions of
Titan on a console, which is useful for backwards
compatibility if you need to load a show created in an
older version. To swap between versions go to Switch
Software on the Tools menu.

• If you are upgrading the software from a version earlier than


v7.4, you will have to obtain a licence from Avolites. See the
next section for details of how to do this.
Software upgrades for the Tiger Touch, Quartz and Arena must be
installed from a USB pen drive. The Sapphire Touch and Pearl Expert
has a CD-ROM drive which can be used instead of USB if you prefer.
Having downloaded a new version of software, copy it to the media
and install it on the console like this:

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.

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13.9 Recovering/reinstalling the system


The console runs on an embedded PC system, and like all computers,
there is a possibility of system failure. The console software can be
reloaded using the recovery USB stick (or CD, if a drive is fitted)
provided with the console, or you can download a recovery disk
creator application from the Avolites download website which will
automatically create a recovery stick.
Some consoles may require you to change the BIOS settings to allow
them to boot from the USB recovery stick. If the console does not
boot into the recovery application, use the procedure below. You will
need to have a USB keyboard attached if the console does not have
one fitted as standard.

13.9.1 Booting from USB recovery stick


1> Ensure memory stick is plugged in.
2> Start up console pressing Delete button to enter the BIOS.
3> When prompted, type in the password '68340', to enter the
BIOS.
4> Once in the BIOS, press down arrow once then Enter button to
open the second menu.
5> Then again, press down arrow once then Enter button to open
the second menu.
6> Press the PgDn button repeatedly until 'USB-HDD0' is in
position 1.
7> Press F10 then Enter, to save changes.
8> When the console starts it will boot automatically into the
memory stick.

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.

13.9.2 Installation Instructions


1> Wait while the memory stick boots up, this can take up to 3
minutes.
2> Once the memory stick has booted, the touch screen will
display 'Welcome to (Console Name)', touch Next to continue.
3> Please read to the bottom of the licence agreement then touch
Agree to accept.
4> On the next screen type in the serial number of the console
(using the numeric keypad) - this is the number written on the
back of the console.
5> Touching Install will then format the hard drive and copy the
setup files to it.
6> Once complete unplug the memory stick and touch the Restart
button.

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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.

13.9.3 Software licensing


Once complete the console will boot into the operating system and
you will be required to load a licence code to unlock Titan. Each
console has a unique licence code which is obtained from the Titan
Licensing section of the Avolites website. The licence code is manually
processed and can take up to 5 days to be returned to you. However,
an instant automatic temporary licence code is also sent to you which
will work for 14 days, in case you are reloading the console in an
emergency.
The licence code remains the same unless the console hardware is
changed, so if you are reloading the software from an Avolites-
provided recovery stick the licence code should already be on the
stick and you can just select Import

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14. Fixture Personalities


For each type of fixture, the console has a “personality” file which
tells it how to control the fixture, which channel is the dimmer (HTP)
channel, and a large amount of other fixture-specific information.
When you patch each fixture, you tell the console which personality
to use for it.
The console holds a personality library containing all commonly used
fixtures, but new fixtures are appearing all the time and Avolites are
constantly updating the library.
We recommend that you should update the library from time to time
to take advantage of new fixtures, as well as receiving bug fixes for
personalities and new features which may be added such as
subfixtures.

14.1.1 Downloading fixture personalities from Avolites


The Avolites website lists all fixtures for which personalities have
been created. You should look here first if the console does not
contain a personality for your fixture. The address is
http://www.avolitesdownload.com/personalities/

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.

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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.

14.1.2 Updating the personality library on the console


Download the current Titan personality library by clicking on the disk
icon in the Cache column for any fixture. Alternatively you can get
this file by clicking on the Download link at the top of the screen,
then clicking on the link for your console.
Updating will overwrite any custom personalities you
have stored in the library. To avoid this, store your
custom personalities in the user personalities folder (see
next section for details).

To update use the following procedure:

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).

• The console caches the FixtureLibrary folder into memory when


the Patch option is first used, so you need to restart the console
software (from the Tools menu) to ensure new fixture
personalities are loaded.
• Once a fixture is patched, its personality is embedded in the
show file. Any changes to the fixture library will not affect
fixtures patched in the show. You can use the [Update
Personality] option in the patch menu to update patched
fixtures if you need to.

14.1.3 User/custom personalities


Using the Personality Builder application installed with the console
software, you can create your own personality if you wish to modify
the behaviour of a standard personality or you have a fixture the
console has never heard of and need to get it working quickly.

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The console loads the fixture library into memory when


the Patch option is first used, so after creating a new
personality you need to restart the console software
from the Tools menu or it will not show up.

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.

14.1.4 Requesting a new fixture personality


If a personality does not exist for your fixture, Avolites will create one
for you. Click on the “Request” link on the above web page to submit
your request. A list of current requests is shown, so you can check if
someone else is asking for the same thing.
Your new personality will be incorporated into the library – to install
the new personality, download and install the latest personality
library as described above.

14.1.5 Reporting a personality bug to Avolites


If you find a problem with a fixture personality, Avolites would like to
know about it so it can be fixed. Search for the personality on the
website then click on the “Report Bug” icon on the right of the screen.
If you click on the “Bug Reports” tab at the top of the window, a list is
shown of currently outstanding problems, so you can check if
someone else has already reported the problem.

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.

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VDim is a virtual overall dimmer channel for fixtures without a DMX


dimmer control. When you use the Dimmer attribute the console will
adjust the RGB levels accordingly.

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15. Networking the console


There are a number of ways for the console to communicate with
lighting fixtures beyond the traditional DMX sockets, and these are
described in this chapter.
You can also connect networked processing nodes, which allow you to
control up to 64 universes of DMX (the console itself can produce up
to 12 universes).
The console may also be networked with other Titan consoles for
multi-user control, and for tracking backup.
At the end of the chapter is a section which aims to cover the basics
of IP addressing, which is essential for various features on the
console such as Art-Net.
Lighting networks need to transfer of large amounts of
data. For best reliability you should use network wiring
which is dedicated to the lighting system and physically
isolated from other networks, and uses simple hubs
rather than intelligent switches.
Connecting to an existing network with other network
traffic is possible but can lead to problems both with the
lighting equipment and with other IT equipment on the
network. Intelligent Ethernet switches may drop or
block lighting data. If you need to do this please read
about the IP addresses you should use, in section
15.6.5.

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.

15.1 Connecting the Arena to a network


The Arena console has a built-in network switch and an optical
network connection (optionally 2 optical connections).

15.1.1 Optical connections


The optical network connector is an Opticon Duo which uses
multimode fibre. A single connector is fitted as standard, but a
second can be fitted on request. The stage end of the connection
normally plugs into the Avolites TitanNet Switch (TNS) rack unit
which provides standard wired ethernet connections. If you want to
connect to a different optical switch you should contact Avolites for
advice.

15.1.2 Wired ethernet outputs


The Arena console has an in-built 1Gb TitanNet switch (TNS) that is
directly connected to the console Main board on network connection
1. The network switch has 4 ports available on the back of the
console.

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The mainboard Network Connection 2 is available on the EtherCon


connector at the back of the console and marked as secondary
Ethernet on the back. We recommend that this should only be used if
you need to connect to two different networks, for example the show
network and an office network for documentation.
The network switch and the controller for the switch both use an IP
address. When the controller IP address is set, the network switch
will use the next one (for example controller 10.19.0.50, network
switch becomes 10.19.0.51)

15.1.3 Changing the IP address of the network switch (TNS)


The controller and network switch IP address do not need to be
changed unless they overlap other devices on the network. The
factory default is 10.19.aa.bb where aa.bb is the serial number of the
console. (01.124 is serial number 379 or 255+124)
To change the IP address of the TNS in the console:
1-Open USB expert from the Tools menu
2-Select the TNS panel

3-In the IP Address dialog, set the new IP address.

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15.1.4 Power and UPS behaviour


The TitanNet switch in the console runs from the same UPS as the
console itself, so if power fails the switch will continue working.
If you have connected a backup console via the Arena switch, be
careful not to power down the Arena as this will disconnect the
backup console.
To restart the Arena when the switch is being used for backup
connection, use the Restart Software option on the Tools menu rather
than the power switch

15.2 Controlling fixtures over a network


Before the console can talk to another device over the network, it has
to be given a unique network address. This is called its “IP address”.

15.2.1 Setting the console’s IP address


We recommend that you use the console’s automatic IP setting
function. However, if you need to you can also set the IP address
using Windows Control Panel as shown on page 273.

1> Switch to System mode and press [Network Settings]


2> Press [Local Area Connection].
3> Press [Subnet Mask] and set to 255.255.255.0
4> Press [Set IP 2.*.*.*]
5> Press [Save settings]
6> Exit system mode.

• Some equipment may operate on IP addresses 10.*.*.*


(softkey D) – see later in this chapter for details.
• If you need a non-standard IP address range you can use
softkey A.

15.2.2 Setting up DMX outputs


The console has 64 DMX output lines (up to 12 on the console itself,
with further lines available using networked DMX processing nodes).
The Titan One dongle is limited to one DMX line. The lines may be
routed to physical DMX sockets and/or to network nodes.
Section 13.6.1 on page 251 tells you how to set up this routing, and
an example is given in section 15.2.4 on the next page.

15.2.3 A simple Art-Net system


There are various different systems for sending lighting control
information over a network. One of the most widely supported is Art-
Net.
Art-Net is not specific to one range of products, and is recognised and
implemented by a growing number of manufacturers. Many products
(such as Dimmers and Moving lights) can accept the Art-Net signal
directly, so there is no need to convert the signal to DMX. Most
people will, however, need to output DMX to their equipment and this
can be done using an Art-Net to DMX converter.
In the following diagram, an Art-Net compliant Console (such as a
Titan console) is connected via a network hub to an Art-Net
compatible dimmer and 2 DMX conversion boxes.

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Once the system is connected together, the different outputs (or


Nodes) can be configured.
• The dimmer is given the start address of 200
• The 1st DMX box is set to universe 1 and universe 2
• The 2nd DMX box is also set to universe 1 and universe 2
The console is then used to set the DMX lines to the Art-Net nodes.
It is important to remember:
• Each Art-Net to DMX box (or compatible Dimmer, or compatible
moving light) is a device,
• Each device may have one or more nodes(i.e. the Art-Net to
DMX box has 2 nodes, these are the 2 DMX outputs; the dimmer
itself is a node),
• Each node can be set to a Universe (1-256). This universe is
equivalent to a 512 channel DMX line
You can then specify which console line is assigned to each node. A
console line can be assigned to multiple nodes (this will duplicate the
DMX universe), but each node should have only one console line
assigned to it.
Here, the console assigns the following:
• Line A to Box 1 universe 1 and box 2 universe 1
• Line B to Box 1 universe 2
• Line C to Box 2 universe 2 and the dimmer rack

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15.2.4 Setting up an Art-Net system


For this example, it is assumed that you will connect the console to
an Art-Net DMX output box (such as an Artistic License Net-Lynx) via
a network hub.

Using standard RJ45 ethernet cables, attach the devices together.


• If you are using a hub/switch as shown above, use straight-
through patch cables. If you are directly connecting the console
to another Ethernet device you need to use crossover cables.
Set the Net-Lynx box as follows:
• Subnet Mask = 0
• DMX A Universe = 1
• DMX B Universe = 2
A lot of Art-Net devices, including the Net-Lynx box, are set to IP
address 2.x.x.x as default, and can be set to 10.x.x.x using an option
jumper, so you should check what the setting of your device is.
If your Art-Net devices need to be set to a non-standard IP address,
then in steps 1 and 2 you need to use Windows Control Panel to set
the console to that address range instead of 2.x.x.x
With everything connected, start the console.

1> Ensure the console has an IP in the 2.x.x.x range as described


at the start of the chapter.
2> Switch the console to System and select [DMX Settings].
3> The DMX Settings window should open.
4> Select the Art-Net module from the node list in the left hand
side of the window.

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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.

The console should now be working correctly.


To remove a node from a DMX line, select the node and click the blue
X button.
"Unpolled" and "unknown" devices may appear as Art-Net nodes.
• An unpolled device is a 'rolling extra' which allows more than 4
connections to be made to a particular Art-Net device. The Art-
Net specification only allows each device to advertise a max of
4 universes so if you need to add more the console has to
invent the 5th, 6th, etc universes.
• An unknown device is one which doesn’t format an Art-Net poll
reply properly so the console doesn't known if it is an input or
output device.

15.2.5 Additional Art-Net Resources


To find out more information about Art-Net please refer to the Art-Net
Standard published by Artistic Licence.

15.3 Connecting to a simulator with ACDI


ACDI is Avolites' Application for Interfacing Consoles and Simulators
with lighting software such as Visualiser, Capture or Show designer.

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15.3.1 ACDI

Computer
running Titan
Simulator

The network link connection can be made through either a crossover


cable, or through a network hub.
For this example, both computers are connected together via a
crossover cable.
First, we will set up the Network setting for both computers. It is
important that both computers use an IP address in the same range
(2.0.0.x in this example) and have the same subnet mask, or they
won’t be able to communicate.
On the console, set the address to 2.x.x.x as described in section
15.2.1 at the start of this chapter. If you need to set a custom
address to match the visualiser PC you can use Control Panel to do
this.
On the computer running the Visualiser:

1> Click Start, Control panel, Network connections.


2> Right click on the connection you wish to use.
3> Click Properties.
4> In the connection properties window select TCP/IP and click
Properties.
5> Set the PC network adapter to a free address on the network in
the range 2.0.0.x.
6> Set the subnet mask to 255.0.0.0.
7> Click OK.

Close any network windows on both machines.


Install and run ACDI on the Visualiser Computer.
In ACDI change "Source" to "Simulator"
Do not close the ACDI window
Refer to the previous section to setup a DMX line on the console to be
sent to the Visualiser.
Finally, start the console, and open or create the theatre file. (See the
Visualiser manual for more information on this)
Once ready to connect to the console, go to run mode in the
Visualiser, and select simulator under DMX.

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The console should now be working with the Visualiser.

15.4 Module Setup


A module is a method of sending DMX and can be thought of as a
collection of nodes.
For example, consider using wireless networking technology to
transmit DMX to several individual receivers. Each receiver is
configured to output a specific universe of DMX. In this case, the
wireless system as a whole is the module, and each receiver is a
node.
You can set the specific properties of the Modules used with the
console by going to the DMX Settings window (switch to System
mode and select [DMX Settings]) and then click the small ‘i’ at the
right hand side of the module name.
This allows you to adjust settings for each module, and to select a
network adapter for ACDI and Art-Net. The consoles only have one
network adapter, however on Titan Mobile and Simulator this depends
on your computer; many laptop users will have their standard
network adapter and also a Wi-Fi (wireless) adapter, both of which
will be shown.

15.5 Using Active Fixtures with CITP


CITP is a standard system allowing lighting devices to communicate
and share information. This is often used with media servers to allow
the console to get media thumbnail images and layer information
from the server. The thumbnail images can then be used on the
console to select media clips.

15.5.1 Example CITP setup


This example shows how to set up a Hippotizer with the Arena .

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.

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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.

15.6 All about IP addressing


This section attempts to explain the basics of IP addressing, and what
you will need to know when setting up a lighting control network.
IP addresses will normally come in the format “w.x.y.z” where w, x, y
and z are numbers between 0 and 255. For example “192.168.0.1”.
Every object (or node or device) on a network should have a unique
IP address. This is the same concept as DMX as each fixture requires
a unique DMX address, for IP addresses the same is required.

15.6.1 Setting your IP address


The console has a setup function to quickly set its IP address as
described on page 267.
There is a strong possibility that if you set the IP address on one
network device you will have to set it on all of them, therefore if you
manually set your IP address on the console you will have to do it on
any TitanNet devices you are using and any Art-Net fixtures. Beware
that some Art-Net fixtures have a fixed IP address in the range
2.x.x.x, in which case you have to set the console to that range.

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15.6.2 Subnet Masks


These are best kept simple. All devices or nodes on a network who
wish to communicate with each other must have the same subnet
mask. The mask determines which parts of the IP address are unique
in that network to each node. If the part of the subnet mask is a 0
then the corresponding digit in an IP address must be unique for each
fixture. If the part in a subnet mask is 255 then this part of the IP
address needs to be the same for each node.

15.6.3 Choosing an IP address and Subnet Mask


This is the hardest part of setting up a network as your IP address
totally depends on what you are using on the network and what IP
addresses you can and cannot change. Below are a number of
different scenarios for standard lighting networks using a Titan
console and what IP addresses should be set. These aren’t
guaranteed to work but try them if the scenario matches your
network:
Titan and ShowSafe, all output is standard DMX.
IP Address Subnet Mask
Titan console 192.168.1.30 255.255.255.0
ShowSafe 192.168.1.31 255.255.255.0

Titan outputting over Art-Net Fixtures (and DMX).


IP Address Subnet Mask
Titan console 2.100.100.100 255.0.0.0
Art-Net 2.x.y.z 255.0.0.0
Fixtures
Or
IP Address Subnet Mask
Titan console 10.100.100.100 255.0.0.0
Art-Net 10.x.y.z 255.0.0.0
Fixtures
Where a combination of x, y and z are unique for these fixtures.
Titan and ShowSafe outputting over Art-Net (and DMX).
IP Address Subnet Mask
Titan console 2.100.100.100 255.0.0.0
ShowSafe 2.100.100.101 255.0.0.0
Art-Net 2.x.y.z 255.0.0.0
Fixtures
Or
IP Address Subnet Mask
Titan console 10.100.100.100 255.0.0.0
ShowSafe 10.100.100.101 255.0.0.0
Art-Net 10.x.y.z 255.0.0.0

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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.

15.6.4 Automatically assigning IP addresses (DHCP)


There is another way of assigning IP addresses via an automatic
system called DHCP. For this you need one of the devices on the
network to be a DHCP server. If you know none of your devices are
a DHCP server then this is irrelevant however, if you have a router
on the network or some such similar device then it is likely that you
have a DHCP server. If you do then in the 8 step instructions in
section 15.6.1 on page 273 when you come to step 7 you should
ensure that “Obtain an IP address automatically” is selected then
press ok. When you are using DHCP all the devices on the network
must be capable of obtaining an IP address automatically. If one
device cannot (eg some Art-Net devices) then you must manually
set all the IP addresses.

15.6.5 Private IP address ranges


If your network is connected to the internet it is important to use a
private IP address range. These are special IP addresses that will not
be routed onto the internet. They are:
Start Address Final Address Subnet Mask
10.0.0.0 10.255.255.255 255.0.0.0
172.16.0.0 172.31.255.255 255.255.0.0
192.168.0.0 192.168.255.255 255.255.255.0

For Art-Net, the 10.x.x.x range must be used.

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16. Using different Avolites consoles - Page 277

16. Using different Avolites consoles


If you are used to other Avolites consoles, this section will help you to
cope with the differences between each console.
Shows from a Titan console can be loaded into any
other Titan console, but not into the Pearl Expert
running Classic software, or a Diamond 4, or a Pearl
2000/2004/2008 console, because these consoles have
a different show file format.

16.1 The console controls

Cues and Chases on the touch screen


In addition to the playback faders, you can store cues (memories)
and chases on the touch screen using the Playbacks window. For
playbacks which don’t need a fader, this gives you instant fingertip
access to an enormous number of effects.

Change button functions


You can change the functions of the blue and grey buttons on the
console to give you quick access to the functions you want, such as
Preload, Stop and Go for chases, Tap Tempo and so on. This feature
is called Key Profiles (see page 235).

16.2 Programming features in Titan


There are some great programming features in Titan consoles which
previously were only found on the Diamond 4.
Fixture Overlap, Attribute Overlap
The overlap functions allow you to sequence the way a cue plays
back. Normally when you fire a cue, everything would move to its
programmed setting all together. The Fixture Overlap feature causes
each fixture to move to the new setting in sequence, giving some
amazing roll or peel effects without any programming. Attribute
overlap is a similar effect with different attributes. When “busking”,
palettes can also be applied with overlap.
Fixture Exchange and Copy Fixture
The Fixture Exchange function enables you to replace fixtures which
are used in your show with alternative fixtures, retaining important
elements such as cue times, shapes and legends. It is very useful for
touring shows and venues with a high turnover of events, allowing
you to cope with different house rigs or equipment availability.

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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.

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17. Release notes


This section describes changes in the most recent version of software.
Please ensure you save and backup your shows before attempting to
upgrade any software.
This section only lists the changes in the most recent
update; for changes in earlier versions, please check the
release notes provided on the console using the VDU
menu option Help → Release Notes.

17.1 Version 10.0


17.1.1 Upgrade procedure
All Consoles
Please note that version 10 and above will not work on original Tiger
Touch and Pearl Expert consoles without the 'Pro' upgrade including
the UPS board. Additionally all consoles require 4GB of RAM and a
40GB SSD. Please contact Avolites for further information.

Consoles Before 6.0


For consoles on versions prior to 6.0, the instructions in the V6
Upgrade Guide must be followed before installing version 10.0. A
copy of the guide and all the files required can be found at
http://www.avolites.com/V6Upgrade. After V6 Upgrade is complete,
please follow the instructions below to upgrade from version 6 to
version 10.0.

Consoles 6.0 and above


For consoles the software must be upgraded by running a version
10.0 recovery stick. You can download the 10.0 recovery stick from
http://www.avolites.com/software/latest-version. Please follow the
instructions given when downloading the recovery stick to install
version 10.0. When running the recovery stick, selecting Standard
Recovery will retain any shows saved on the console and preserve
your previous license. If you are running a Full Erase recovery then
you can reuse the license which was emailed to you previously.

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.

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Titan Remote Apps


Users wishing to use Titan Remote with version 10.0 should download
the new Titan Remote V10 app from the relevant app store. The
existing apps will continue to work with previous Titan software
versions.

17.1.2 New Features in v10.0


1. Capture Integration
The Capture Visualiser engine has been integrated into Titan. This
provides high quality three dimensional simulation for pre-
visualisation and blind mode output over 64 universes.
Where consoles have a dedicated Visualiser key (including factory
workspace shortcuts on executors) pressing this will now open the
new Capture Visualiser window. Alternatively there is a new [Capture
Visualiser] option in the Open Workspace Window softkeys.
By default the window will show a perspective view facing the stage
and any compatible fixtures patched will automatically appear in the
Capture theatre. Where fixtures are selected in Titan they will also
highlight in Capture to help idenfity which are being edited. Capture
theatres are automatically saved inside normal Titan showfiles.
There are a number of buttons available in the Capture Visualiser
context menu:
• 'Quad View Mode Disabled/Enabled' toggle. When set to
'Disabled' (default), the whole window shows the view currently
assigned to Camera 1. Setting to 'Enabled' changes the
display to show four camera views simultaneously. This also
reveals a new context menu button that toggles between the
four camera's. When in this mode the camera selection
determines which view is being controlled when adjusting
camera positions.
• 'Move Camera' links camera position controls to the wheels and
also opens the 'Set Coordinates Values' menu with relevant
softkeys representing the available values. These adjust the
camera position left/right, up/down and in/out relative to the
current view. Selecting a softkey provides a way to input
values numerically where the [-] softkey provides a way to
input negative values and the [+/-] softkey will toggle the
current value between positive and negative.
• 'Rotate Camera' links camera rotation controls to the wheels
and softkeys. These rotate the camera on its spot.
• 'Orbit Camera' links camera orbit controls to the wheels and
softkeys. These move the camera around the stage.
• 'Position - Orientation' links the wheels to adjust the position
and orientation of any selected fixtures. This also automatically
changes the Wheel mode to 'Visualiser' where the visualiser
controls are assigned to the position attribute group. To regain
control of fixture attributes (or times) by wheel, toggle softkey
G in the root menu as required. To return to capture controls
either toggle back to [Wheels=Visualiser] and select the
position attribute group (if different) or select the option from
the Capture window context menu again. Pressing the 'Position
- Orientation' context option or position attribute group key

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repeatedly will cycle the wheels through the pages of options.


Position moves the fixtures left/right, up/down and
forwards/backwards relative to the current view and Orientation
rotates each fixture (for example to match the focus position of
a conventional fixture or the rigging orientation of a moving
head).
• 'Rotation' links the wheels to adjust the whole selection around
its centre point (for example to match the location/angle of a
truss).
• 'Scale - Fan' provides a way to quickly adjust the relative
spacing of the selected fixtures. The Fan function can also be
switched on and off using the Fan button and will obey the fan
settings (ie. curve, group and split).
Pressing the associated @key or touching the appropriate value in the
wheel display will open the Adjust Attribute Value menu where you
can input values numerically. Pressing the [Reset to default value]
softkey will return the selected value to default. [Mirror Values] will
swap between positive and negative values to provide a way to
quickly position something symmetrically. The [-] softkey provides a
way to input a negative value.
Touching in above or below the wheel value in the touch wheel
display will nudge values up or down respectively. For fixture
orientation and rotation this will jump in increments of 45 degrees,
providing a quick way to align with common real-world scenarios.
'Open Settings' will open a new window called 'Capture Visualiser
Settings'. This can also be opened from the Open Workspace Window
menu.
Selecting the Cameras tab reveals three touch pads in the main
display area. Touching and dragging in these pads provides a quick
and intuitive way to position the camera with the option of
maintaining attribute wheel control at the same time. The right-most
pad can be switched between rotate and orbit modes by selecting the
relevant button underneath.
To the left of the pads are quad view buttons. The top-most button
toggles in/out of quad view. When in single view the four buttons
underneath are greyed out. When in quad view you can use the four
buttons to determine which view is currently being controlled.
Above the quad view and pad sections are shortcuts to camera
positions. These can be used to quickly recall and assign camera
positions for the currently selected view. Four factory positions are
provided by default. Pressing the [+] button opens the 'New Capture
Camera Position' menu. After inputting a name for the camera
position touch the dashed area or press enter to store. You can
change the legend for custom positions by pressing [Set Legend] and
selecting the position. To delete a position press Delete, select the
position and select again or press [Confirm] to remove.
The Stage tab provides a way to add elements such as risers to the
theatre. In default theatres there is a floor and back wall element.
To add a new element press the [+] button and select an element
from the popup. Once added, selecting one or more elements will
reveal relevant parameters. Touch the legend section to input a new
name for the element. Touch the colour section to reveal a colour
picker where you can set the colour of the element. Drag the various

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sliders to adjust associated values such as size and position or touch


the numeric field to connect the control to wheels and open the set
value menu. Connected wheel controls are grouped into related sets
(for example width/height/depth, position and orientation X/Y/Z).
Selected values can be input numerically while in the 'Set Value'
menu and can be reset to default by pressing the [Reset to default
value] softkey. Where a parameter can have both positive and
negative values additional softkeys are provided to set a negative
value and to swap the current value between positive and negative.
Tapping on the compass button on appropriate controls will snap the
parameter to a 45 degree step where each press will increment by 45
degrees. Holding the compass will reveal a popup dial where you can
drag to the desired direction. Double-tapping a parameter will reset
it to default. Selected elements can be removed by pressing the
trash button. Multiple elements can be selected by toggling the select
multiple button on. Adjacent elements can also be selected by
marquee.
The Appearance tab provides render and haze settings. Selecting a
value will connect wheels to control and allow numeric input along
with a [Reset to default values] softkey and, in the case of Exposure,
softkeys to input negative values [-] and toggle the current values
between positive and negative [+/-].
• Ambient Lighting adjusts the level of background light.
• Atmosphere adjusts the amount of haze.
• Atmosphere Contrast sets the variance in density - a level of
100% will have the most variance; a level of 0% will be
perfectly consistent.
• Atmosphere Speed sets the speed of simulated smoke
movement where 100 is fastest and 0 is stop (if contrast is set
to 0 this will have no effect).
• Exposure adjustment sets the simulated camera exposure.
• Bloom Amount sets the 'bloom' level at the light source. This is
the 'glow' or 'halo' effect of bright sources on cameras.
• Rendering Settings Detail sets the render quality between low,
medium and high. 'High' provides the highest quality
simulation but requires the most resources. Chosing lower
leves of detail reduces the resources required.
The Show tab provides options to import and export Capture
theatres. Available shows for import are shown on the right-hand
side with a Capture thumbnail. Where multiple drives are present
they can be filtered with the drive buttons on the left-hand side.
After selecting a show press [Import] to load the chosen theatre.
After the theatre has loaded press &lt;enter&gt; or [Confirm] to
finish. Pressing the Export button opens the 'Export Capture Show
Drives' menu. To save the current theatre ensure a drive is selected,
type a name for the theatre and then press &lt;enter&gt; or [Export].
Press [Confirm] or &lt;enter&gt; again to complete.
To clear the current theatre press Wipe followed by [Confirm].
When the Auto Update switch is set to the on position (default)
compatible fixtures patched, exchanged or deleted in Titan are
automatically added/changed/removed in the Capture theatre
respectively. This function can be disabled by toggling the switch to

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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.

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• Where values are tracking from previous cues in a cuelist they


are shown in magenta with an equal ('=') sign.
• Where the intensity is tracked in a solo or block cue it will show
in red with a 'no entry' symbol (red circle with a slash).
• Where intensity levels are being controlled by an effect they are
shown in yellow with a tilde symbol.
These handles are selectable providing a way to adjust values
directly. The bar at the top of the handle represents the current
selection state using the same style as other fixture handles (dark
blue = not in programmer, medium blue = in programmer and light
blue = selected).
The intensity view context menu provides various customisation
options:
Pressing the first option ([All] by default) will open a submenu of
options:
• [All] will show the current intensity level of all patched fixtures.
• [Stage] will show all intensities that are above zero.
• [Programmer] will only show intensities for fixtures currently in
the programmer.
• [Selected] will only show intensities for fixtures currently
selected.
• [Live cues] will only show intensities coming from active cues.
• [Connected cue] will show just intensities for fixtures in the
currently connected cue (for cue-lists or chases).
• [Frozen] will show all fixtures whose intensity is currently
frozen.
The [Sort] context menu option toggles between three different sort
options:
• [User Number] will display handles from left to right and top to
bottom following the user number order.
• [Last Selected] orders by selection history with the most
recently selected fixture top left.
• [DMX address] sorts in order of DMX address.
Pressing the [Search] button will open a prompt where you can input
characters to search for. This will search both legend and user
number for matches and will filter matching handles as you type.
When a view is filtered by search the current search string will be
shown in a bar at the top of the window. This can be selected at any
time to modify the search filter. Pressing the [X] button on the right-
hand side of this bar will remove the search and restore the filtered
handles.
[View If] can be used to filter handles to those in groups and/or
playbacks. Pressing View If will cause all playbacks and groups to
highlight in red and, where applicable, flash the handle LED.
Selecting one will filter the intensity view to just fixtures contained in
that group or playback. In the case of a chase or list this will be for
all cues in the playback. It is also possible to filter a combination, for
example all fixtures in group x that are in playback y. When the view

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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.

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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
&amp; 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

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view locations. This can be particularly useful if you cannot access


the window layout button on the title bar where windows are too
narrow.

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.

6. Live Shape Control


It is now possible to make live adjustments to shapes running from
playbacks.
After pressing connect, if there are any active shapes (either from
playbacks or in the programmer) the Shape button LED will flash on
consoles which have a separate key. Pressing the Shape button will
reveal the 'Select Shape' menu where each shape will be represented
on a softkey. Alternatively (particularly for consoles that do not have
the Shape key), the 'Select Shape' menu can be accessed via

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[Shapes and Effects]/[Shape Generator]/[Edit]. The shape source


(either 'Programmer' or 'Cue') is shown above the shape and by
default all available shapes are selected ready for editing. Pressing
the appropriate softkeys will toggle shapes in/out of the editor. Once
the selection is complete either press the shape key again or press
&lt;enter&gt; to connect the chosen shapes to the wheels.
Adjusting the parameters either by wheel or by numeric entry will
affect the live output of all connected shapes and propogates directly
into any source playbacks (much like changing connected chase
speeds). Softkey G will page between the various parameters on
wheels and is highlighted in blue to signify they are not controlling
level. Attribute control can be regained by pressing an attribute
group button. To get back to shape control press the shape key
again or select the FX attribute group in the touch wheels area

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.

8. New Key Frame Shape Directions


Two new directions have been added to key frame shape directions:
Outside -&gt; Inside and Random.

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.

10. Motion Blur


A new type of animation called 'Motion Blur' has been added to Pixel
Map Effects. This is a 'Global' effect that, when added, will create a
trail effect across all animated elements in a pixel map effect.

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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.

11. Blind to Live


You can now convert blind programmer values directly to live output.
This provides a way to send blind values live to stage without having
to record to a playback first. It also provides a method of firing a
number of palettes simultaneously (with or without timing) in a
busking scenario.
To invoke blind to live, while in blind mode with values in the
programmer, input a number representing the global fade time in
seconds (can be zero) and then press the Blind key to fire. Any
controls in the blind programmer with global times will then fade to
live over the set time. Where controls have times set in the
programmer (including those recalled from palettes) these will be
used in preference. Any fixture overlap values will also be obeyed.

12. Ignore Chase Fade Times On Paused Step


A new user setting [Chase Snap Enabled/Disabled (default)] has been
added. When enabled, using the next and prev chase control buttons
on a paused chase will fire the steps without fade times. This mimics
the Classic function.

13. Multiple Fixture Import Mapping


Import mapping now supports one to many making it possible to
duplicate controls from one source fixture to multiple target fixtures
in a show.
While in the show library mapper after selecting a source fixture you
can drag select over target fixtures to map to a range of fixtures.
Where the target fixtures are not adjacent you can select the source
fixture again and chose additional target fixtures.
There are two new options in the Show Library context menu. When
'Mapped Fixtures' is set to 'Hidden', any source fixtures that have
been mapped to at least one target fixture will be removed from the
list. When set to 'Shown', any source fixtures that have been
mapped to a target fixture will be denoted by a green tick watermark
along with a list of the user numbers of the target fixtures they are
mapped to. By setting 'Mapping Selection' to 'Latched', it is possible
to choose multiple target fixtures.
After selecting 'Clear Fixture Mapping' you can now select source
fixtures (assuming Mapped Fixtures is set to Shown), including
ranges of, to clear all target mappings associated with those
particular fixtures. Alternatively individual targets can be removed by
selecting the target fixtures and all mappings can be removed by
selecting the sofkey option [Clear All Mappings].

14. Set List Macros


It is now possible to fire macros and/or workspace shortcuts in set
lists.

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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
&amp; 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.

15. Playback Control Macros


A new set of macros has been added to control playbacks. These are
particularly useful when used within cue lists and set lists:
[Fire First Playback]. This will fire the first playback on the currently
selected page.
[Fire First Playback Page 1]. This will fire the first playback on page
1, regardless of current page.
[Fire Playback 1]. This will fire the playback with user number 1.
[Kill First Playback]. This will kill the first playback on the currently
selected page.
[Kill First Playback Page 1]. This will kill the first playback on page 1,
regardless of current page.
[Kill Playback 1]. This will kill the playback with user number 1.
[Release First Playback]. This will release the first playback on the
currently selected page.
[Release First Playback Page 1]. This will release the first playback
on page 1, regardless of current page.
[Release Playback 1]. This will release the playback with user
number 1.
[Release Me]. This will release the associated playback (cuelist).
[Gobo My Cue 1]. This will go to cue 1 of the associated cuelist.

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Note that if required it is relatively easy to create custom macros that


apply to other playbacks, pages or cues where relevant by using the
factory macro xml as a guide.

16. Web API


It is now possible to remotely control console functions via HTML
providing a way to create custom interfaces with specific layouts and
capabilities. This is available for all stand-alone consoles and Titan
Mobile. Further details will be provided in separate documentation.

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.

18. Import User Settings and Key Profiles


It is now possible to import users and key profiles from other shows.

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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 &lt;enter&gt; 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.

19. User Setting UI


User Settings have been separated into submenus and include a
number of settings that were previously only available in separate
menus. In addition to the softkeys these are all now available in a
touch friendly window.
Selecting User Settings from the shift or system menu will open the
new User Settings window. This provides an easy way to view and
adjust all the console user settings and switch or create new users.
The settings are divided into a number of sub-sections which can be
selected on the left side of the window. The settings that have been
added that were previously only available in separate menus are:
• Preset Palettes Disabled/On Workspaces/On Presets (from patch
fixture options menu).
• Show/Hide DMX Address (from fixture workspace context
menu).
• Record Nested Palettes On/Off (from record palette menu).
• Master Palette Time and Master Overlap Time (from the palette
menu).
• Manage Handle Worlds (from the disk menu).
• Release To Home and Master Release Time (from the release
playback menu).

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• 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 &lt;enter&gt; 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.

20. Playback Options


Playback Options have now been separated into submenus and, in
addition to the softkeys, are also available in a touch friendly window.
In Playback View there are two tabs on the left-hand side. When
[Cues] is selected the view will show the cues and various parameters
as before. Selecting [Options] will reveal all the available playback
options for the playback type. The options are divided into a number
of sub-sections which can be selected on the left side of the window.
Touching some options (such as key profiles and release mask) will
reveal popup submenus with further options. Tooltips have been
provided to help understand the various options. Clicking on the
small 'i' button or anywhere on the option title will reveal a popup
with relevant information. Touching again anywhere will close the
prompt.
The tab selection is remembered when selecting new playbacks
meaning you can easily move switch between playbacks and set or
compare the options.
Note that the fader mode option (mode 0/1/2/3) is also now available
from playback options as well as in [Edit Times] and for chases and
cue-lists, the 'Renumber All Cues' option has been moved into the
playback view context menu.

21. Playback View Columns


It is now possible to filter which columns appear in playback view to
make it easier to see the items you need and avoid having to scroll.
Multiple filter shortcuts can be stored and recalled.
There is a new Playback View context menu option called 'Edit
Columns'. Selecting this will open the Playback View Columns menu
with each column represented by a sofkey. Columns can be toggled
in/out of view by pressing the relevant softkey. Pressing Record will
reveal an [Add] button. Pressing this or anywhere in the column
filters area will add the filter to the left-hand side of the window. If

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an existing filter is selected softkey options to [Cancel], [Replace] or


[Add New] are provided.
Filters can be legended (including picture legends and halos) either
prior to recording by inputting a name or later via [Set Legend]/select
filter. Factory [Show All] and [Times] filters are available by default.
Filters can be deleted by pressing delete, followed by the filter and
then either a second press or [Confirm] to complete. Finally there is
a toggle option to show/hide column filters in the display appearance
options.

22. Playback View Cue Progress


Cue progress indicators have been added to playback view for chases
and cue lists to make it easier to visualise various timings.
For each cue a green bar will fill from left to right on top of the cue
number representing the entire progress of that cue. Additionally
there are separate bars underneath various timing parameter cells to
show the relative progress of these individual items. For chases
these are Delay In, Fade In and Fade Out. For cue-lists these are
Delay In, Fade In, Delay Out, Fade Out and Link Offset.
Where move in dark (MiD) is enabled an indicator will flash
underneath the MiD cells which are currently suitable for the move.

23. DMX View Fixture Filter


Fixture and attribute filters have now been added to the DMX output
window. This helps make it easier to find specific information,
particularly when problem solving on site.
Buttons representing all patched fixture types along with the
IPCGBES attributes are shown on the left-hand side. Selecting a
fixture type will filter the display to only show channels used by that
fixture type on the selected line. Selecting an attribute button will
filter to show just the channels associated with that attribute group.
Fixture type and attribute filters can be used in combination. All
fixtures and ALL attributes buttons are provided to restore the
relevant filter to show all.
Additionally, an extra static colour tag column has been added to
make it easier to identify multiple fixture types. Where a halo has
not been set on the fixture handle these follow the default fixture
type colours assigned in patch. If a halo has been set on the fixture
handle this will follow the user halo colour instead.
Two new toggles have been added to the window appearance settings
- [Attribute Filters Hidden/Shown] and [Fixture Filters
Hidden/Shown]. By default both are set to Shown. When toggled to
Hidden any related filters will automatically be reset to 'All' and when
both are hidden the filter section is removed from the window.

24. Ai Media Controls


Two new graphical UI interfaces have been added providing intuitive
control of various Ai functions.
After patching Ai these appear in the Attribute Editor under [Image
Control] and [Media Control].
[Image Control] provides UI controls for Image Size, Aspect Mode
and Aspect Ratio. The three Aspect Ratio options can be selected
from buttons at the top of the display. Aspect Ratio can be adjusted

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by touching and dragging in the screen representation. Image Size


can be adjusted by dragging the vertical slider. A grid scale grid is
superimosed over the screen representation and adjusting Aspect
Ratio will dynamically adjust this to reflect the current scale. All
controls can be reset to locate values by selecting the [Reset] button.
Touching on the zoom parameter will connect it for adjustment by
wheel or numeric input. A [Reset to default value] softkey will also
appear which will reset just Image Size to its locate value.
[Media Control] provides UI controls for Play Mode, Play Speed, In
Point, Out Point and Timecode. Play Mode controls are at the top of
the window. From left to right these are: 'In Frame', 'Loop REV',
'Once REV', 'Pause', 'Sync MTC', 'Stop', 'Once FWD', 'Loop FWD' and
'Out Frame'. Below these are MTC controls representing 'MTC Hour',
'MTC Minute', 'MTC Second' and 'MTC Frame'. Use the up/down
buttons above and below the control to raise or lower the respective
value or select the pencil button to input a time. The input syntax is
xx:xx:xx with a decimal point represeting frame. For example typing
0111 will set 1 minute and 11 seconds. typing 01.11 will set 1
second and 11 frames. An additional softkey will also appear which
will reset the timecode to zero. Below the MTC controls are three
sliders representing Play Speed, In Point and Out Point. Drag these
sliders to set the associated control value or touch the parameter
value for wheel or numeric control. An additional softkey will also
appear which will reset the associated control to its locate value.

25. Swap DMX Address


It is now possible to quickly swap the DMX addresses of patched
fixtures, for example if something has been rigged in the wrong
order.
From Patch View, after selecting one or more fixture address cells,
the 'Edit DMX Address' menu will appear with the new [Swap Fixture
Addresses] option on softkey G. Pressing this will open the Swap
Fixtures menu with a softkey toggle option [One for One]/[Retain
Layout]. When set to [One to One], selecting an identical number of
fixtures will cause the addresses of the original selection to swap with
those selected in the Swap Fixtures. If the quantity of source fixtures
doesn't match the quantity of destination fixtures the software will
prompt you to ensure the source and destination match. Pressing the
[Ok] confirmation softkey will return to the Swap Fixtures menu.
When the toggle option is set to [Retain Layout] and there is a
mismatch between the source and destination quantities it will
attempt to retain the same destination layout as in the source.
Where this conflicts with patched fixtures it will prompt with an option
to [Park Conflicting] or [Cancel].

26. Multiple Adapter Output


By default DMX is now output on all network adapters with options to
disable. This ensures Art-Net and sACN will work regardless of which
port is connected and allows simultaneous transmission (for example
one to live, one to visualiser etc.). This also solves a problem where
adapters might change on disconnect/connect of a network cable
even if it was to the same port, resulting in loss of output.
In the DMX Module Properties for Streaming ACN and Art-Net in DMX
Settings, each available Local Area Connection will appear with it's
current IP and a toggle switch to enable/disable respectively.

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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.

28. Arena and Quartz Simulator


The Arena and Quartz consoles have now been added to Titan
Simulator

29. Highlight with Orientation


Where fixtures with three or more cells are opened in the Layout
Editor the top left cell is now represented as a green cell and the
bottom right as red. Enabling highlight while in this view will cause
the top left and bottom right cells of selected fixtures to change to
green and red respectively to help orientate fixtures to match the real
world. Highlight can be toggled by the dedicated button or via a new
context menu item. Where the multi-celled fixtures only have
dimmers the top left cell will be highlighted at 40% (with the
remainder at full).

30. Page Release


Pressing Release followed by the Goto Page button or touching the
current page in touch page view will open the 'Release Playbacks on
Faders menu with three new softkey options.
• [Release This Page] will release all active playbacks on the
current page and playback fader group.
• [Release Playbacks Not On This Page] which will release any
active playbacks on other pages according to fader group
(particularly useful where different playbacks on the same fader
are active on multiple pages).
• [Release All Playbacks In This Group] will release all playbacks
according to fader group.
In all cases 'group' here refers to the particular area of the console,
for example the main faders below the touch screen in a Tiger Touch
or Arena is one group and the top and bottom rows on a Tiger Touch
wing or the left-hand side of the Arena are two separate groups.
[Release This Page] and [Release Playbacks Not On This Page] are
also available in the Goto Playback Page menu available when
touching the current page in the touch page wheel display.

31. Palette Fade Time Macros


A new set of macros has been added to set master palette time and
overlap values. For Master Time these are 0, 0.5, 2, 3, 5, 8, 10, 15
and 20 seconds. For Master Overlap these are 0, 25, 50, 75 and
100%.

32. sACN Priority Macros


A new set of macros has been added to set the Streaming ACN merge
priority. These are 0, 50, 75, 100, 125, 150 and 200.

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33. Range DMX Line Assignment


It is now possible to assign a number of Art-Net and sACN universes
to lines automatically. Selecting an sACN or Art-Net node now
reveals [Universe] and [Quantity] softkeys. Inputting a universe
start address and a quantity and then selecting a line will
automatically add to multiple lines sequentially from the line selected
incrementing the universe by one each time according to the quantity
value.

17.1.3 Improvements in v10.0


1. Minimum palette mode
An new user setting has been added called 'Minimum Palette Mode'
which determines the limits of the automatic palette type when
recording. Options are Global/Shared/Normal. When set to Global if
identical values are detected for all fixtures selected it will default to
Global. When set to Shared identical values for all fixtures will
default to shared. When set to Normal identical values will default to
normal. This is useful where the automatic selection was not
desirable, particularly in the case of global.

2. Master display refresh


The display refresh rate for masters has been increased for smoother
UI feedback when adjusting a master level.

3. Highlight wheel select softkey


When wheel control is not level the softkey is now highlighted in blue
to help make it clear which mode the wheels are in.

4. Patch view highlight during selection


Drag selecting fixtures in patch view while in the patch menu now
highlights during selection so you can see exactly what you are
selecting.

5. Set list re-run


Pressing the play button in a set list now restarts the current track
including any macros, workspace shortcuts and page changes.

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.

8. Reports include sub fixture cells


Previously patch reports showed all the cells of a multi-cell fixture
which was unhelpful. Reports now only show the master fixture.

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9. Numeric fields auto open keyboard


Editing numeric items such as fade times would cause the keyboard
to auto open which was unnecessary given that numeric values can
(and usually would) be input from the numeric pad. This has
therefore been changed so that the keyboard no longer automatically
opens for numeric fields.

10. Set cuelist notes from cell


It is now possible to input notes for a cuelist cue directly by touching
the associated notes cell in playback view.

11. Cue linking options


When selecting link or link offset cells in cuelist playback view there
are two new submenus to make setting the associated options easier.

12. Record tracking mode


It is now possible to set the tracking mode prior to recording via a
softkey in the record menu.

13. TNP clock sync warning


The software will now prompt if the TNP clock sync has been lost.
This would indicate there may be significant problems with the
network.

14. Additional Programs


Icons and new options have been added to the Tools menu. Notably
'Log Viewer Pro' provides an easy way to get to the log viewer and
'TeamViewer' for remote assitance. Both options are for support.

15. Record master flashes available handles


When assigning masters the LED on available handles will now flash.

16. Patch to handle restrictions


It is now possible to patch fixtures on playback faders and executors.

17.1.4 Changes in v10.0


1. Open Workspace Window menu sorted alphabetically
The Open Workspace Window menu softkeys are now sorted
alphabetically.

2. Master numeric entry


Numeric entry for all relevant masters is now restricted to the
maximum level set for the particular master. If a value higher than
the maximum is applied, the master will go to its maximum level.
This is to avoid the issue where it would not be possible to regain
fader control until a new value within the maximum range was set
numerically or tapped (where appropriate).

3. Legacy Visualiser
With the integration of Capture the old Visualiser has been changed
to 'Legacy Visualiser'.

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4. Blind active/inactive softkey


On consoles with a physical Blind button holding this presented a
blind active/inactive button on softkey A. This has now been
removed as it was not required.

5. Autoload and Macro playback options


Autoload and Macro playback option softkeys for cuelists have been
removed as they are only applicable to individual cues.

6. Removed wide/narrow button in channel grid context


The Wide/Narrow toggle option in the Channel Grid context menu was
a legacy function and no longer had any effect. It has therefore been
removed.

17.1.5 Bugs fixed in v10.0


1. Block shapes interfere with shapes fired on top
Previously if shapes with parameters on fader were fired after an
active block all cue then fader actions on one of the shapes could
affect the other unexpectedly. This has been resolved.

2. Timed flash on mode 2 or 3 shape playbacks snap out


Previously if a shape playback set to mode 2 or 3 was fired via timed
flash it would delay for the fade value and then snap out after
releasing the flash button. They now fade out over the specified time
correctly.

3. Shapes get stuck after timed flash


Where a cue containing a shape had a release mask set and was fired
via flash with times, the shape would continue after releasing the
flash button. This has been resolved.

4. Cue release breaks release to home


Previously where a chase playback had a release mask and the cue
release option was also enabled it would fail to release to home
values. This has been fixed.

5. Intensity shape flash in cue list


Previously dimmer shapes in cuelists would not fire by flash. This has
now been fixed.

6. Shape on sub fixture ignores selection pattern


Previously where a selection had been filtered by a pattern selection,
shapes on sub fixtures would ignore the selection filter and apply to
all fixtures originally selected. The shape now applies to the filter
correctly.

7. Looped timecode fires disabled cues


Previously where cues in a cuelist were fired from timecode disabled
cues would fire after the timecode looped. This has been fixed.

8. Autoload chase gets stuck


Where a cue autoloaded a chase and was linked with a subsequent
cue where the linked offset was set to zero seconds the chase would
never stop once fired. This has now been resolved.

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9. Clear All Blind Playbacks not working


Previously, on consoles with a physical Blind button, holding this and
selecting the [Clear All Blind Playbacks] did not work. This has now
been fixed.

10. Invert doesn't update DMX


Previously if a dimmer was inverted and values were changed directly
from 0 - 100% or vice-versa, the output would not update until
nudged. This has now been resolved.

11. Wheels across ranges


Previously when transitioning from a fixed value to a range by wheel
it was possible for the value to jump unexpectedly in certain
situations. This has been resolved.

12. Global shape palette import


In certain circumstances imported global shape palettes wouldn't
work. This has been fixed.

13. Handles disappear from show library when switching


users and handle worlds
Fixed an issue where handles would disappear from the show library
when switching users and handleworlds

14. Gaps in group layouts


When creating a group of cells a gap of empty spaces equivalent to
the number of master fixtures would incorrectly be inserted into the
group layout. This has now been fixed.

15. Filter relevant palettes delay after merge


Previously if you merged values into a palette that did not originally
contain relevant controls, it would remain greyed out for a few
seconds before showing as relevant. This now updates immediately.

16. Find Fixture corrupts output of patched fixtures


After using the Find Fixture function and turning it off, the output of
patched fixtures would not restore correctly until values were nudged.
DMX output is now refreshed correctly on exiting find fixture.

17. Find Fixture refresh after exchange


Previously find fixture would not locate fixtures following an exchange
operation until it was toggled off/on. This has now been resolved.

18. Workspace doesn't extend when required


Fixed an issue where workspaces would not always extend to show all
items when recalled from workspace shortcuts.

19. Rate grand master doesn't affect pixel map programmer


Fixed an issue where a rate grand master would not affect pixel map
effects in the programmer.

20. Pixelmap autolocate


When creating a combination of pixel map and key frame shapes it
was possible for the autolocate to turn off on the pixelmap fixtures.
This has been resolved.

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21. Off Playback Values results in empty playback view


Previously if you used the OFF/[Off Playback Values] function on a
cuelist an empty playback view would open. The fully populated view
now opens as expected.

22. Edit palette menu remains after quick record palette


Previously if you performed a quick record palette while in the edit
palette menu the softkeys would be wrong. It now returns to the
correct menu.

23. Key Frame Shape stuck after Clear All Programmers


After using the [Clear All Programmers] function while in record key
frames mode it would appear to get stuck. Selecting Clear All
Programmers will now exit the record key frames mode so that it is
obvious you have deleted the shape.

24. Pixel map masters occupy DMX channels


In certain circumstances (usually when loading a show from an older
version) if any pixel map masters were assigned they would show as
occupying DMX channels preventing patching to these addresses.
This has now been resolved.

25. Acn gateway loses settings


Previously the sACN gateway could lose settings if the network
adapter was disconnected on startup. This has been resolved.

26. Console in backup hang


Resolved a rare issue where a console left in backup mode for a long
time (approx 12 hours) could hang.

27. ProPlex Art-Net to DMX box crashes console


Previously with RDM enabled on a port connected to a Pro Plex Art-
Net converter box, connecting an RDM fixture to one of the Pro Plex
outputs would cause Titan to crash. This has been fixed.

28. Preload corrups memory


In certain situations it was possible for memory to become corrupt
when using preload in cuelists. This has now been resolved.

29. Fixture view attributes


Resolved an issue where it was not possible to set invert or freeze
attributes from fixture view when using certain languages.

30. Multi user level match


Previously in multi-user sessions with consoles without motorised
faders, fader level matching shared playbacks across consoles did not
work correctly. This has been resolved.

31. Multiple shapes across multiple types


Fixed an issue where, with multiple fixture types in the programmer,
it was not possible to adjust the spread of all shapes simultaneously.

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18. Titan Commands quick reference - Page 303

18. Titan Commands quick reference


Please note that some commands may require [Enter] to complete
the command. In this reference [Enter] has always been omitted for
clarity.
[] means a physical key on the console.
<> means an item handle (playback handle or fixture handle)
The available keys may differ depending on which console you are
using. Normally the function will be available as a macro if the key is
not present on your specific console.
Some of the keys in this guide have changed names and so here is a
list of the old key names and their new equivalents.
Old Name New Name
Connect Cue
SET TIME

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 [.]

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Page 304 – 18. Titan Commands quick reference

all sub fixtures of fixture n


1 [THRU] 5 [.] 2
Select the second cell of fixtures 1 to 5
[.] [THRO] [.] j
[THRO] [.] j
Select cells 1 to j of all selected fixtures
[.] m [THRO]
Cells m->last of all selected fixtures
[.] m [THRO] [.]j
[.] m [THRO] i
sub fixtures m->j or all selected fixtures
n [THRO] i[.]
all sub fixtures of fixtures n->i
n [THRO] i[.]j
sub fixture j of fixtures n->i
n [THRO] [.]j
sub fixture 1->j of fixture n
n [.] [THRO]
all sub fixtures of fixture n->last consecutive of type n
n [.] [THRO] i
sub fixtures 1->i of fixture n
n [.] [THRO] i[.]j
sub fixtures 1->j of fixtures n->i

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]

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18. Titan Commands quick reference - Page 305

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.

18.1.4 Copy, Move


[Copy] [Cue] n
Copy cue n at the end of the cue list.
[COPY/MOVE] <playback> 1 [THRO] 10 [NOT] 5 [AND] 20
[@] n
[COPY/MOVE] <playback> 1 [THRO] 10 [NOT] 5 [AND] 20
[ENTER] n [ENTER]
Copy or move cues 1,2,3,4,6,7,8,9,10,20 and insert after cue n.
[COPY/MOVE] <playback> 1 [THRO] 10 [NOT] 5 [AND] 20
[@] [@]
[COPY/MOVE] <playback> 1 [THRO] 10 [NOT] 5 [AND] 20
[ENTER] [ENTER]
Copy or move cues 1,2,3,4,6,7,8,9,10,20 and insert at the end of the
cue list.
[COPY/MOVE] <playback> 1 [THRO] 10 [NOT] 5 [AND] 20
[@] <target playback> n
[COPY/MOVE] <playback> 1 [THRO] 10 [NOT] 5 [AND] 20
[ENTER] <target playback> n [ENTER]
Copy or move cues 1,2,3,4,6,7,8,9,10,20 and insert at cue n in the
target playback.

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

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[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

18.1.8 Cue Lists


[Cue] n [Go]
Go to cue n
5 [Go]
Run the next cue with 5 sec fade instead of the programmed cue time
[Cue] 3 [Enter] 5 [Go]
Jump to cue 3 with 5 sec fade instead of the programmed cue time

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19. Glossary of words - Page 307

19. Glossary of words


ADDRESSES The DMX Channels occupied by individual Fixtures.
The first Channel occupied is usually encoded onto
the Fixture somehow (often by switches or using a
menu) and called its ADDRESS.
ALIGN A means of copying Attribute characteristics from the
first Fixture selected to other selected Fixtures,
resulting in the Fixtures being aligned to each other.
ATTRIBUTE One Channel or function of an Intelligent Fixture,
such as “Colour Wheel”.
ATTRIBUTE GROUPS see IPCGBES.
AUTOLOAD A playback which is automatically fired by a cue in a
cue list. Enables a chase to be fired by a cue list.
BACKUPS Copies of a show stored to an external storage device
for safety.
BPM Beats Per Minute. 60 BPM is equivalent to one step
per second.
BUSKING Operating the console live (usually for live music)
when you have insufficient programming and need to
make up stunning effects as you go along using
palettes etc.
CHASE A sequence of one or more pre recorded steps which
automatically run one after the other.
CHASE STEPS Individual cues within a Chase. See above
COLOUR CHANGER A mechanical Fixture for changing the colour of a
light source, usually by scrolling through a roll of
different coloured gels or by moving special filters
into the light beam.
COLOUR MIX / CMY A system of three filters that can each crossfade
from white to a colour, or one colour to another. It is
a feature of most Intelligent Fixtures, which enables
thousands of different colours to be created.
CONNECTED CHASE A Chase which has been brought under control of a
chase Controller by pressing the CONNECT button.
CUE A single stage look programmed onto a Playback
button or fader. Also known as MEMORY, STATE,
SCENE, LOOK.
CUE LIST A sequence of cues programmed onto a Playback
button or fader. Each cue can have its own delay and
fade times and can also start other cues or
playbacks. Also known as a CUE STACK or STACK.
CUE MODE A playback format programmed into a Cue. There are
Cue Modes 0 - 3.
DEVICE See FIXTURE.

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DIMMER Device used to control the intensity of an individual


light.
DMX DMX512(1990) a specification for communication
between control desks and Fixtures, Originally for
Dimmers it has been adopted as a control protocol
for most Intelligent Fixtures. It can carry 512
different Channels of data.
FADE A continuous transition from one level to another.
FIXTURE Any lighting instrument that is patched using a
Personality. Generally refers to a moving light or
colour changer, not an individual Dimmer channel.
Also called Intelligent Fixture, Device, Instrument,
Moving Light.
FLASH Pushbutton which adds a playback into the existing
output of the console. Historically called the ADD
button. See also SWOP.
FLIP A function for use with Moving Head Fixtures. They
have two possible Pan and Tilt positions for each
point on stage, and FLIP will alternate between them.
FOCUS What Palettes used to be called on older Avolites
consoles. See PALETTE.
May also be used in connection with moving fixtures
to focus (set the sharpness) of a gobo projection.
FUNCTION WHEEL A wheel which does not directly control an Attribute
channel on a fixture, rather it controls only part of an
attribute and another function wheel may control
other parts. For example a rotating gobo attribute
may have one function wheel to control continuous
or indexed mode, and another function wheel to
control rotation speed or position, though the actual
fixture only uses one DMX channel to control both
these functions.
GENERIC Term used to indicate a Dimmer channel. See also
FIXTURE.
GROUP A GROUP is a pre-programmed collection of Fixtures
that can be selected with a single button press.
HTP Highest Takes Precedence, a mechanism for
determining the output level of a channel being
controlled by more than one Playback. The Playback
outputting the Highest value at any given time will
determine the level of the channel. Also see LTP.
HUD Heads-up-display, an information window shown on
the screen.
INCLUDE A means of transferring the contents of a Cue or
Chase Step into the Programmer.
INSTRUMENT See FIXTURE.
INTELLIGENT FIXTURE
See FIXTURE.
IPCGBES The Attribute Groups, used by the console to
conveniently group together similar attributes. For

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19. Glossary of words - Page 309

example the P(osition) group includes Pan and Tilt


attributes.
LCD Refers to the console’s on-board displays (stands for
Liquid Crystal Display).
LED Refers to the small lights within the buttons on the
console (stands for Light Emitting Diode). Also a
much brighter LED is used as the light source in
some intelligent fixtures.
LINKS Connections between cues in a Cue List or Chase
enabling them to run on from one to another
automatically.
LOCATE A feature of the console that makes it easy to find
your selected Fixtures by putting them in Open
White. Pressing Shift+Locate additionally sets the
Pan and Tilt at 50%.
LTP Latest Takes Precedence, a mechanism for passing
control of a channel from one Playback to another on
the basis that the latest Playback Fader to be moved
has control, providing that Playback Fader has moved
past the Trigger point. (See TRIGGER POINT). Also
see HTP.
MACROS Macros allow functions programmed into an
Intelligent Fixture by the manufacturer to be
executed by sending a DMX command sequence from
the console. They can allow you to reset the Fixture
for example. The DMX command sequences are
defined within the Personality File. Also used in Titan
to refer to a stored sequence of button presses.
MEMORY The name for a Cue on older Avolites consoles.
MIDI Stands for Musical Instrument Digital Interface. It is
the established hardware and software specification
enabling the exchange of data between digital
musical instruments (such as keyboards) and other
devices such as computers, sequencers and sound
and lighting consoles.
MENU LATCH Provides functions for control of Moving Lights
(Moving Light Menu).
ON and OFF Any channel stored in a playback can be On or Off. A
channel which is ON is changed by the playback
when it is fired. A channel which is OFF is stored in
the playback for future re-use but has no effect when
the playback is fired.
OVERLAP Sets how the console allocates new values to a group
of fixtures. 100% means that all fixtures are updated
simultaneously. 0% means that the fixtures will be
updated one after the other.
PALETTE A term used to describe a referenced pre-defined
state for an Attribute that can be recalled whenever
required during programming. Each Fixture may be
set to a different value in the Palette, the entries can
be named, and recalled with a single button press.

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PARK A Parked fixture is one which is patched to a handle


but has no DMX address set. This happens to a
fixture when its DMX address is taken by another
fixture during a later patching session; the Repatch
function is used to give it a new DMX address.
PERSONALITY A description of what Attributes a particular
Intelligent Fixture has and how the console will patch
and use these. It also determines which Attribute
Wheel will control which Attribute.
PLAYBACK Area of the console that can replay recorded Cues or
Chases using Playback Faders.
PRELOAD A playback button which sets the LTP channels in a
cue but not the HTP channels. Used to pre-position
fixtures before firing a cue. Also a cue list function
which allows one cue to preload the LTP channels in
another cue.
PRESET FOCUS The old name for Palettes on previous Avolites
consoles. See PALETTE.
PROGRAMMER The part of the console which contains Channel
information which has been changed by the user,
prior to recording.
SAFE Desk mode in which all Playback functions are
enabled, but all programming functions disabled.
SELECTED A Fixture that is under manual control.
SEQUENCE See CHASE.
SHAPE A preprogrammed effect available which is applied to
an Attribute. It can then be customised and stored in
a Cue.
SHARED PALETTE A Palette in which information is only stored for one
Fixture, but is available to all Fixtures of that type.
SOFTKEY Menu buttons marked A-J, which have different
functions depending on the currently active menu.
STACK Old name for a CUE LIST.
SWOP Type of flash button which turns on the output being
flashed and turns off all other output while the
button is pressed. Sometimes called “Solo”. Also
used for selecting fixtures or playbacks when
programming. See also FLASH.
TABLE List of pre-defined levels for an attribute allowing
settings to be recalled by name (for example the
colours available from a colour wheel may be found
in a table).
TIMECODE An electronic timer signal which allows cue list
playback to be synchronised to a soundtrack or other
events. The console can read MIDI timecode or can
take a timecode from the Windows sound player
application “Winamp”. An internal free-running timer
is also provided.

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19. Glossary of words - Page 311

TRACKING Describes the operation of Cue Lists where lighting


states follow through from previous cues unless
changed by the user.
TRIGGER POINT The level set in the User Settings which determines
at which point a Playback Fader triggers the LTP
Channels programmed onto it.
UNFOLD A function that allows Chase Steps to be laid out onto
Playback Faders for easy editing.
USER SETTINGS User definable desk settings. To change them, hold
down the Avo button and select [User Settings].
VIRTUAL DIMMER Used with LED RGB (red-green-blue) colour mixing
fixtures, these add an intensity function to the fixture
which masters the RGB controls on the fixture when
it does not actually have an intensity control channel.
WIPEALL A process which clears all the previous programming
out of the desk, but does not touch the System
Software.
WHEEL Wheels are used on the console to set Fixture
Attributes and to control chases and cue lists (see
FUNCTION WHEEL).

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19. Glossary of words - Page 313

Index
Softkey Menu items are indicated with capital letters (for example
“Activate A Timecode Cuelist”)

appending new cues · 177


connecting · 175
cue linking · 182
@ cue, fixture and attribute overlap · 180
deleting · 164
difference between chase and cue list ·
@ button · 82 185
direction · 176
editing using unfold function · 177

A global timing · 178


individual cue times · 180
inserting cues · 177
acceleration mode of wheels · 78 pausing · 176
recording · 173
ACDI, connecting up · 270
running · 174
active fixture speed and crossfade · 175
media thumbnail · 81 tap tempo · 179
active fixtures · 272 temporary speed · 175
Add Swop button · 215 CITP · 272
adjust attribute values · 82 clear button · 75
Align fixtures · 86 Clear button · 152
All button · 85 clearing the console · 48
always merge · 159 colour picker · 79, 80
Append · 177 compatibility view · 103, 240
Append Cue (cue list) · 186 connect button · 175
Apply Time To Palette · 217 console legend · 42
Art-Net, setting up · 267 convert cue to cue list · 153
As In · 198 copy chase · 178, 197
assign mastering · 236 copy cue · 163
attribute editor window · 79 copy palette · 109
attribute groups · 85 copying
attributes fixtures · 68
controlling · 77 crossfade of chase · 175
entering numerically · 82 cue list
setting · 77, 78 append cue · 186
auto connect chase · 250 attribute fade times · 199
auto groups · 56, 95 autoload · 188
auto legend · 102 cue legends · 187
autoload playback in cue list · 188 default delay/fade times · 185
autoload times · 189 difference between chase and cue list ·
autosave options · 48 185
editing cues and times · 195
keyboard shortcuts · 189
killing · 191
B macro link · 189
move cues · 193
move in dark · 192
backing up show · 48 recording · 185
backup · 226 setting times · 197
banks of attributes buttons · 77 update · 195
Blind mode · 153 Cue Overlap · 180, 199
blind to live · 217 cue view · 160
block effect, pixel mapper · 126 cues
attribute fade times · 167, 181
block shape · 113
changing page · 155
Bunch Up · 68, 109, 164 deleting · 164
busking · 217 editing · 159
buttons rows/columns · 32, 239 fade modes · 166
flashing · 154
include function · 162
playing back · 154
C recording · 152
removing attributes · 162
setting fade times · 164
cells / sub fixtures · 76 setting legends · 152
channel button · 83 curves · 253
channel grid window · 91 curves, fan · 88
chases curves, fixture or attribute · 71

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Page 314 - Index

custom/user fixture personalities · fixture overlap with palettes · 111


262 fixture page buttons · 52
fixture personalities, custom · 262
fixture personalities, downloading
and installing · 261
D fixtures
changing page · 74
Delay Time · 166 groups · 94
delete palette · 110 locating · 74
deleting patching · 53
step through selection · 85
chase · 164
cue · 164 Flash Full/Flash Out · 86
deleting patched fixtures · 68 flash with times · 215
DHCP · 275 Flip · 87
dimmer shapes freeze fixture or attribute · 71
fading in · 128
dimmer, virtual · 78
dimmers
entering numerically · 83
G
patching · 52
display button · 30 Generic fixtures · 263
display setup · 236 global chase timing · 178
DMX address go and stop · 176
displaying for fixture · 53 Go button · 189
setting for fixture · 54 go button for cues · 154
DMX merge · 253 grand master fader · 213
DMX output mapping · 250 group
DMX outputs · 24 fixture layout · 95
DMX Settings · 236 Group button · 94
DMX triggering · 222 group masters · 215
DMX workspace window · 63 grouping fixtures · 94

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

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19. Glossary of words - Page 315

keyboard shortcuts · 38
N

L nested palettes · 103


network backup · 226
network switch, internal · 265
latch menu · 33 New Show · 48
latching the copy menu · 164
latching the rec cue menu · 152
layer masters · 126
LED brightness · 249 O
legend button · 104
legend, pictures · 104 Off button · 162
legends offset fixture attribute · 70
setting for fixtures/dimmers · 61 offset, DMX patching · 55
legends for cues in cue list · 187 optical network connection · 265
level matching of playbacks · 155 order of fixtures · 166
limiting attribute range · 70
Link (cue lists) · 198
Link Offset · 198
Load Show · 45 P
loading a show · 45
Locate button · 74 page
locate, record new state · 75 selecting fixture pages · 52
lock playback on handle · 170 page buttons · 107
lock the console · 38 page buttons, use in set list window
locking a playback across pages · · 220
216 page legends · 62, 155
LTP and HTP, explanation of · 154 page release · 157
pages of cues · 155
pages of fixtures · 74
pages of palettes · 107
M pages show/hide button · 52
palette
macro in cue list · 189 auto legend · 102
macros · 97 Palette Bank buttons · 107
macros (keypress) · 37 palette fade button · 111
mapping attributes on exchanged palettes · 99
fixtures · 65 creating · 100
mask editing and deleting · 108
clear · 75 fading over time · 110, 217, 218
fixture overlap · 218
mask, recording cue · 153
master overlap · 111
mask, toggle groups · 101 master time · 111
master faders · 213 recalling · 106
master faders, assigning · 213 setting legends · 104
master overlap (palette) · 111 update · 109, 159
master palette overlap · 111 viewing values · 107
master palette time · 111 park fixture · 61
master time (palette) · 110 patch view window · 58
master-slave linking · 41 patching
media servers, setting up · 272 attribute limits · 70
MIDI device ID · 250 copying fixtures · 68
curves · 71
MIDI show control · 224 deleting fixtures · 68
MIDI sound to light · 225 dimmers · 52
MIDI timecode options · 250 edit personality · 72
MIDI triggering · 222 fixtures · 53
mode 0 - 3 for cues · 166 freezing attributes · 71
monitor · 241 inverting attributes · 69
move chase · 178, 197 setting legends · 61
sub fixtures · 56
move cue · 163
swap pan and tilt · 69
move function · 219
Patching, show DMX channels · 53
move in dark · 192
pattern selection · 84
move palette · 109
pausing a chase · 176
moving cues in cue list · 193
pearl expert shows · 240
Moving fixture · 67
pending dimmer · 55
Multi-DMX fixture · 263
personality, editing · 72
multiple dimmers on one handle · 53
phase of shapes · 117
multi-user · 40, 226
phase offset · 117
picture legend · 104
picture legends · 31
pixel mapper · 123
layer masters · 126

TitanUniversal_Man_v10_AR.doc 15 March 2016


Page 316 - Index

pixel mapper examples · 129 set list window · 219


pixel mapper preview · 125 Set Out Time · 198
playback blind mode · 169 setting attributes · 78
playback options Setup button · 44, 46
chases · 181 shape behaviour · 122
cues · 168 shape generator · 113
playback paging · 247 shape palette · 105
playback priority · 169 shape speed and size · 116
playback view · 160 shape tracking · 187
playbacks shapes
releasing · 157 deleting · 128
power on state · 158 editing shape in a cue · 127
preset palettes · 56 fading in · 128
Prev/Next buttons · 85 fixture order · 128
priority setting for playback · 169 phase · 117
Programmer · 151 reversing · 128
prompt area · 36 shapes window · 114
prompt for merge · 247 shortcut keys · 38
show file
saving and loading · 45
show library · 46
Q Show Library · 242
showing cue list · 190
Quick build · 174 simulator · 42
quick build cue · 153 Snap Back button (cue lists) · 190
quick palettes · 107 Snap button · 190
quick record · 31 software, recovery · 258
palette · 103 software, upgrading · 257
Speed (chase) · 179
speed masters · 214
speed of chase · 175
R speed/size masters · 156
spread of shapes · 117
range of cues · 196 Stop button (cue lists) · 190
RDM · 57 Store Palette · 100
Rec Step button · 195 sub fixtures · 56
Rec Times button · 195 sub fixtures, selection · 76
Record (in unfold mode) · 177, 194 swap fixture addresses · 60
Record Chase button · 173 swap items if required · 68, 109, 164
Record Cue button · 152 Swap Pan Tilt · 69
recording macros · 37 system menu · 235
reinstalling software · 258
release between cues · 183, 203
release mask · 171
release state · 158
T
release to home · 157
releasing playbacks · 157 tap tempo · 179
Rem Dim · 86 tap tempo, rate masters · 156
remote control · 229 tempo units · 248
remote trigger · 222 temporary chase speed · 248
remove fixtures from a shape · 128 temporary speed · 175
reports · 48 text size · 247
resetting fixtures · 97 theatre mode · 185
Retain Layout · 68, 109, 164 timecode · 201
running a chase · 174 times, setting into programmer · 168
Titan simulator · 42
TitanNet overview · 252
toggle mask · 101
S touch button size · 247
transparent lock · 170, 216
Save Show · 45 Triggers · 236
saving show to hard disk · 44, 46
Select a DMX line · 54
Select Cue · 197
Select Fix Page button · 74
U
select if · 84
selecting fixtures in a pattern · 84 unassign · 164
sessions view · 41 undo/redo · 36
Set Cue Times (in unfold mode) · unfold
178 cue list · 194
Set Fixture Order · 200 Unfold button · 177
Set IPCGBES Times · 167, 181 Unknown fixtures · 263
Set Legend button · 61, 152 unlinking chase cues · 180

TitanUniversal_Man_v10_AR.doc 15 March 2016


19. Glossary of words - Page 317

update · 109, 159, 195


update mode · 196 W
update personalities · 67
upgrading the software · 257 warn before parking fixtures · 247
user number · 53 Wheel sensitivity · 250
user settings menu · 235, 246 wheels
acceleration · 78
controlling attributes · 77
fast mode · 78
V wheels= softkey · 90
window positions · 28, 29, 236
VDU · 241 wings, connecting · 25
view DMX output · 63 Wipe · 235
view effects · 108 wipeall · 48
view if, intensity window · 93 workspace
view menu · 218 positioning windows · 28, 236
saving · 31, 239
view shapes · 108
window options · 29
viewing key profiles · 244
virtual dimmer · 78
Visualiser · 36
Visualiser auto patch · 56 X
X in fixture order · 167

TitanUniversal_Man_v10_AR.doc 15 March 2016


Avolites Titan Operator’s Manual ( Arena version)

part number
Price £30
Additional copies of this manual, together with other useful spares
etc. can be purchased through the Avolites On line shop. Visit
http://www.avolites.com then navigate to Avo Shop from the links on
the left hand side.

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