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TitanMobile Man v6.0

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0% found this document useful (0 votes)
10 views219 pages

TitanMobile Man v6.0

Uploaded by

Deivy ormeño
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/ 219

Titan Mobile

Operator’s Manual

Version 6.0

Installation CD inside
TitanUniversal_Man_v6-0_TM.doc 17 July 2012
Useful Avolites phone numbers:-
Avolites England
Sales and service* (+44) (0) 20 8965 8522
Service out of hours* (+44) (0) 831 17 8888
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 Titan Mobile 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 v6: July 2012

TitanUniversal_Man_v6-0_TM.doc 17 July 2012


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

TitanUniversal_Man_v6-0_TM.doc 17 July 2012


Reference Manual Contents - Page 5

SECTIONS

1. QUICK START 13
2. SETTING UP AND USING THE CONSOLE 17
3. PATCHING 35
4. CONTROLLING DIMMERS AND FIXTURES 49
5. PALETTES 69
6. SHAPES AND PIXEL MAPPER EFFECTS 79
7. CUES 111
8. CHASES 127
9. CUE LISTS 137
10. RUNNING THE SHOW 153
11. REMOTE CONTROL 161
12. USER SETTINGS AND OTHER OPTIONS 163
13. WORKING WITH FIXTURE PERSONALITIES 177
14. NETWORKING THE CONSOLE 181
15. USING DIFFERENT AVOLITES CONSOLES 191
16. RELEASE NOTES 195
17. GLOSSARY OF TERMS 209

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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Reference Manual Contents - Page 7

CONTENTS

1. Quick Start 13
1.1 Patching fixtures ................................................................... 13
1.2 Controlling fixtures ................................................................ 13
1.3 Programming cues and chases................................................. 14
1.4 Programming palettes ............................................................ 15
1.5 DMX / network setup ............................................................. 15

2. Setting up and using the console 17


2.1 Guide to Titan Mobile ............................................................. 17
2.2 Connecting up....................................................................... 20
2.2.1 Cautions ............................................................................................ 20
2.2.2 Software installation............................................................................ 20
2.2.3 Connecting to your laptop/PC ............................................................... 20
2.2.4 Connecting DMX lines .......................................................................... 20
2.2.5 Using two monitors ............................................................................. 21
2.2.6 Other connections ............................................................................... 21
2.3 Using the on-screen workspace ............................................... 21
2.3.1 Workspace windows ............................................................................ 21
2.3.2 The menu area of the touch screen ....................................................... 24
2.3.3 The Heads-Up Display (HUD)................................................................ 26
2.3.4 Visualiser ........................................................................................... 27
2.3.5 Key profiles ........................................................................................ 27
2.3.6 Undo/Redo......................................................................................... 27
2.3.7 Key macro buttons .............................................................................. 28
2.3.8 Keyboard shortcuts ............................................................................. 28
2.3.9 Locking the console ............................................................................. 29
2.4 Titan Simulator ..................................................................... 30
2.4.1 Installing Titan Simulator ..................................................................... 30
2.4.2 Running Titan Simulator ...................................................................... 30
2.5 Loading and saving shows ...................................................... 31
2.5.1 Manual save and load .......................................................................... 31
2.5.2 Autosave ........................................................................................... 32
2.5.3 Backing up existing show files to USB pen drive ...................................... 32
2.6 Clearing the console............................................................... 32

3. Patching 35
3.1 Patching new fixtures or dimmers ............................................ 35
3.1.1 Fixture select buttons and handles ........................................................ 35
3.1.2 Patching dimmers ............................................................................... 36
3.1.3 Patching moving light fixtures............................................................... 37
3.1.4 Visualiser Auto Patch ........................................................................... 39
3.1.5 Patching fixtures with multiple cells (sub fixtures) ................................... 39
3.2 Changing the patch................................................................ 40
3.2.1 Patch View ......................................................................................... 40
3.2.2 View detailed fixture information........................................................... 40
3.2.3 Changing DMX address using Patch menu .............................................. 41
3.2.4 Setting legends................................................................................... 42
3.2.5 DMX view window ............................................................................... 42
3.2.6 Fixture Exchange ................................................................................ 43
3.2.7 Update personalities ............................................................................ 44
3.3 Copying, moving and deleting fixtures ...................................... 45
3.3.1 Copying or moving a patched fixture ..................................................... 45
3.3.2 Using copied fixtures ........................................................................... 45
3.3.3 Deleting a patched fixture .................................................................... 45
3.4 Advanced options .................................................................. 46
3.4.1 Swap pan and tilt................................................................................ 46
3.4.2 Invert attributes ................................................................................. 46
3.4.3 Freeze fixtures or attributes ................................................................. 47
3.4.4 Editing the personality ......................................................................... 47

4. Controlling dimmers and fixtures 49


4.1 Using the select buttons and wheels......................................... 49
4.1.1 Selecting fixtures and dimmers for control ............................................. 49
4.1.2 Setting fixtures to a start position (Locate)............................................. 50
4.1.3 Clearing selection................................................................................ 51

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4.1.4 Fixtures with multiple cells/subfixtures .................................................. 52


4.1.5 Changing attributes using the wheels .................................................... 53
4.1.6 Setting attributes using the touch screen ............................................... 54
4.1.7 Setting attributes from the softkeys ...................................................... 57
4.1.8 Selecting fixtures and dimmers by number (Channel) .............................. 57
4.1.9 Selecting using a pattern ..................................................................... 58
4.1.10 Selecting fixtures which are in a palette or playback .............................. 59
4.1.11 Attribute groups – IPCGBES-FX........................................................... 59
4.1.12 Using fixture groups .......................................................................... 60
4.1.13 Fixture Order and Fixture Layout in groups........................................... 61
4.1.14 Stepping through selected fixtures one at a time................................... 62
4.1.15 Highlighting the selected fixture with Prev/Next .................................... 62
4.1.16 Flash selected fixtures to full .............................................................. 63
4.1.17 Turn off unselected fixtures ................................................................ 63
4.1.18 Align fixtures .................................................................................... 63
4.1.19 Flip.................................................................................................. 63
4.1.20 Fan mode......................................................................................... 64
4.2 Viewing and using numerical values ......................................... 67
4.2.1 The Channel Grid window..................................................................... 67
4.3 Advanced options .................................................................. 67
4.3.1 The Latch Menu button ........................................................................ 67
4.3.2 Lamping fixtures on and off.................................................................. 68

5. Palettes 69
5.1 Creating palettes ................................................................... 70
5.1.1 Which attributes are stored in palettes................................................... 70
5.1.2 Storing a palette ................................................................................. 70
5.1.3 Quick record....................................................................................... 72
5.1.4 Setting legends for palettes.................................................................. 72
5.2 Recalling palettes .................................................................. 74
5.2.1 Recalling a palette value ...................................................................... 74
5.2.2 Palette pages ..................................................................................... 74
5.2.3 Quick palettes with no fixtures selected ................................................. 74
5.2.4 Setting palettes to all fixtures in a playback ........................................... 75
5.3 Editing palettes ..................................................................... 75
5.3.1 Viewing and editing the content of palettes ............................................ 75
5.3.2 Changing the content of palettes........................................................... 75
5.3.3 Updating palettes used in a playback..................................................... 76
5.4 Copying, moving and deleting palettes ..................................... 76
5.4.1 Copying or moving a palette................................................................. 76
5.4.2 Deleting palettes................................................................................. 77
5.5 Timing palettes ..................................................................... 77
5.5.1 Fading a palette.................................................................................. 77
5.5.2 Fixture overlap when recalling palettes .................................................. 77
5.5.3 Master Time for palettes ...................................................................... 78

6. Shapes and Pixel Mapper effects 79


6.1 Creating effects ..................................................................... 80
6.1.1 Creating a shape................................................................................. 80
6.1.2 Changing size and speed of a shape ...................................................... 81
6.1.3 Changing the phase of a shape across multiple fixtures............................ 82
6.1.4 Creating Pixel Mapper effects................................................................ 83
6.2 Editing shapes and effects ...................................................... 86
6.2.1 Editing shapes and effects in cues ......................................................... 86
6.2.2 Selecting a running shape to edit .......................................................... 87
6.2.3 Changing fixture order in a shape ......................................................... 87
6.2.4 Removing or adding fixtures................................................................. 87
6.2.5 Reversing a shape............................................................................... 87
6.2.6 Deleting shapes .................................................................................. 87
6.3 Advanced options .................................................................. 88
6.3.1 Fading shape size and speed ................................................................ 88
6.4 Pixel Mapper examples ........................................................... 88
6.4.1 Randomising effects ............................................................................ 88
6.4.2 Overlaying effects ............................................................................... 92
6.4.3 Creative use of fixture layouts .............................................................. 94
6.4.4 Other Layout Editor tools ..................................................................... 98
6.4.5 Playback Order and Priorities ................................................................ 99
6.4.6 Displacement and Layer Properties.......................................................103
6.4.7 Spawn and Pre-Spool .........................................................................106

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Reference Manual Contents - Page 9

7. Cues 111
7.1 Creating a cue..................................................................... 111
7.1.1 How Titan Mobile works when programming ..........................................111
7.1.2 Creating a cue ...................................................................................112
7.1.3 Quick Build cues ................................................................................112
7.1.4 Using shapes/effects in cues................................................................113
7.1.5 Blind mode........................................................................................113
7.2 Using a cue......................................................................... 113
7.2.1 HTP and LTP......................................................................................113
7.2.2 Playing back a cue .............................................................................113
7.2.3 Changing playback pages....................................................................114
7.2.4 Viewing active playbacks ....................................................................114
7.2.5 Speed Masters...................................................................................115
7.2.6 Releasing running playbacks................................................................115
7.3 Editing cues ........................................................................ 116
7.3.1 Editing a cue by merging ....................................................................116
7.3.2 Updating stored values and palettes used in a cue .................................116
7.3.3 Playback and Cue view .......................................................................117
7.3.4 Using parts of existing cues - the Include function..................................118
7.3.5 Removing attributes from cues using “Off” ............................................119
7.4 Copying, moving, linking and deleting .................................... 119
7.4.1 Copying or moving a cue ....................................................................119
7.4.2 Deleting a cue ...................................................................................120
7.5 Cue timing.......................................................................... 120
7.5.1 Setting fade times and Overlap for a cue ..............................................120
7.5.2 Changing fixture order........................................................................122
7.5.3 Setting attribute fade times for a cue ...................................................123
7.6 Advanced options ................................................................ 124
7.6.1 Release mask ....................................................................................124
7.6.2 Shape size/speed on fader ..................................................................124
7.6.3 Curve ...............................................................................................124
7.6.4 Locking a playback onto a handle.........................................................124
7.6.5 Playback priority ................................................................................124
7.6.6 Blind mode........................................................................................125
7.6.7 Key Profile ........................................................................................125

8. Chases 127
8.1 Creating a chase ................................................................. 127
8.1.1 Programming a chase .........................................................................127
8.1.2 Creating a chase with Quick Build ........................................................128
8.2 Playback ............................................................................ 128
8.2.1 Playing back a chase ..........................................................................128
8.2.2 Connecting a chase for control.............................................................129
8.2.3 Setting speed and crossfade for a chase ...............................................129
8.2.4 Manually controlling the steps of a chase ..............................................130
8.2.5 Changing chase direction ....................................................................130
8.2.6 Jumping to a step ..............................................................................130
8.3 Editing a chase.................................................................... 131
8.3.1 Opening a chase for editing .................................................................131
8.3.2 Editing a chase using Unfold................................................................131
8.4 Copying, moving, linking and deleting .................................... 132
8.4.1 Copying or moving a chase .................................................................132
8.4.2 Deleting a chase ................................................................................132
8.4.3 Deleting a step from a chase ...............................................................132
8.5 Chase timing....................................................................... 132
8.5.1 Global timings for chases ....................................................................132
8.5.2 Individual cue times in chases .............................................................134
8.5.3 Setting attribute fade times for a cue in a chase ....................................135
8.6 Advanced options ................................................................ 135
8.6.1 Loop/Stop on Final Cue.......................................................................135
8.6.2 Forwards/backwards/bounce/random ...................................................135
8.6.3 Cue linking........................................................................................135
8.6.4 Renumber cues..................................................................................136

9. Cue Lists 137


9.1 Creating a cue list................................................................ 137
9.1.1 Programming a cue list .......................................................................137
9.1.2 Changing legends for cues in a cue list .................................................139

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9.1.3 Autoloading a playback within a cue list ................................................139


9.1.4 Running a key macro from a cue list.....................................................140
9.1.5 Keyboard shortcuts/syntax for cue lists.................................................140
9.2 Cue List playback ................................................................ 141
9.2.1 Running a cue list ..............................................................................141
9.2.2 Killing a cue list .................................................................................141
9.3 Editing cue lists ................................................................... 142
9.3.1 Moving and copying cues ....................................................................142
9.3.2 Editing a cue list using Unfold ..............................................................142
9.3.3 Using Update to change tracked cues ...................................................143
9.3.4 Editing a cue list which is running ........................................................143
9.3.5 Editing a cue list while recording ..........................................................144
9.4 Copying, moving, linking and deleting .................................... 144
9.4.1 Copying or moving a cue list ...............................................................145
9.4.2 Deleting a cue list ..............................................................................145
9.4.3 Deleting a cue from a cue list ..............................................................145
9.5 Cue list timing..................................................................... 145
9.5.1 Time and fade options for Cue Lists......................................................145
9.5.2 Cue linking & Link Offset.....................................................................146
9.5.3 Individual attribute fade times .............................................................147
9.5.4 Fixture overlap ..................................................................................147
9.5.5 Running a cue list to timecode .............................................................148
9.6 Advanced options ................................................................ 149
9.6.1 Release mask ....................................................................................149
9.6.2 Fader mode.......................................................................................150
9.6.3 Handle Paging ...................................................................................150
9.6.4 Cue Options ......................................................................................150
9.6.5 Autoload ...........................................................................................150
9.6.6 Macro Links.......................................................................................150
9.6.7 Key Profile ........................................................................................150
9.6.8 Shape Size/Shape Speed ....................................................................151
9.6.9 Tracking ...........................................................................................151
9.6.10 Move In Dark (MID) functions ............................................................151

10. Running the show 153


10.1 Playback controls................................................................. 153
10.1.1 Back up the show.............................................................................153
10.1.2 Label the console .............................................................................153
10.1.3 DBO button .....................................................................................153
10.1.4 Master faders ..................................................................................153
10.1.5 Speed Masters .................................................................................153
10.1.6 Flash and swop buttons ....................................................................154
10.1.7 Playback priority ..............................................................................154
10.1.8 Locking a playback onto the same handle on every page.......................154
10.1.9 Viewing active playbacks...................................................................155
10.1.10 Blind mode ....................................................................................155
10.1.11 Manual control during a show (“busking”)..........................................155
10.2 Using multiple on-screen workspaces ..................................... 156
10.2.1 View menu ......................................................................................156
10.3 Organising the console ......................................................... 156
10.3.1 Using the Move function ....................................................................157
10.4 MIDI or DMX remote triggering.............................................. 157
10.4.1 Connecting remote trigger sources .....................................................157
10.4.2 Setting up remote triggering..............................................................157
10.4.3 Classic Pearl MIDI triggers.................................................................159

11. Remote control 161


12. User Settings and other options 163
12.1 Configuring the Workspace ................................................... 163
12.1.1 Opening workspace windows .............................................................163
12.1.2 Selecting and positioning workspace windows ......................................163
12.1.3 Saving workspaces ...........................................................................164
12.1.4 Compatibility windows for Pearl Expert shows ......................................165
12.1.5 Configuring an external monitor .........................................................165
12.2 Key Profiles ........................................................................ 165
12.2.1 Creating and editing key profiles ........................................................165
12.2.2 Selecting a Key Profile ......................................................................166
12.2.3 Individual Key profiles for playbacks ...................................................167

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12.3 The System menu ............................................................... 167


12.3.1 Avotalk Security...............................................................................167
12.3.2 Network Settings .............................................................................167
12.3.3 User Settings...................................................................................167
12.3.4 Key Profiles .....................................................................................168
12.3.5 Wipe...............................................................................................169
12.3.6 DMX settings ...................................................................................169
12.3.7 Triggers ..........................................................................................169
12.3.8 Display Setup ..................................................................................169
12.3.9 Assign mastering .............................................................................169
12.4 DMX output mapping ........................................................... 169
12.4.1 Configuring DMX outputs...................................................................169
12.4.2 TitanNet Overview............................................................................171
12.5 Curves ............................................................................... 171
12.6 Upgrading the software ........................................................ 175

13. Working with Fixture Personalities 177


13.1.1 Downloading fixture personalities from Avolites....................................177
13.1.2 Updating the personality library on the console ....................................178
13.1.3 User/custom personalities .................................................................178
13.1.4 Requesting a new fixture personality ..................................................179
13.1.5 Reporting a personality bug to Avolites ...............................................179
13.1.6 In an emergency..............................................................................179

14. Networking the console 181


14.1 Controlling fixtures over a network......................................... 181
14.1.1 Setting IP address ............................................................................181
14.1.2 Setting up DMX outputs ....................................................................182
14.1.3 A simple Art-Net system ...................................................................182
14.1.4 Setting up an Art-Net system.............................................................183
14.1.5 Additional Art-Net Resources .............................................................185
14.2 Connecting to a simulator with ACDI ...................................... 185
14.2.1 ACDI ..............................................................................................185
14.3 Module Setup...................................................................... 186
14.4 Using Active Fixtures with CITP ............................................. 186
14.4.1 Example CITP setup .........................................................................187
14.5 All about IP addressing......................................................... 187
14.5.1 Setting your IP address.....................................................................187
14.5.2 Subnet Masks ..................................................................................188
14.5.3 Choosing an IP address and Subnet Mask............................................188
14.5.4 Automatically assigning IP addresses (DHCP).......................................189
14.5.5 Private IP address ranges..................................................................189

15. Using different Avolites consoles 191


15.1 The console controls ............................................................ 191
15.2 Programming features in Titan .............................................. 192

16. Release notes 195


16.1 Version 6.0 ......................................................................... 195
16.1.1 Upgrade Procedure...........................................................................195
16.1.2 New Features in v6.0 ........................................................................195
16.1.3 Improvements .................................................................................202
16.1.4 Changes .........................................................................................203
16.1.5 Bugs Fixed ......................................................................................203
16.1.6 Known Issues ..................................................................................207

17. Glossary of terms 209


INDEX 215

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1. Quick Start - Page 13

1. Quick Start
This section is a quick guide on how to do most things on Titan
Mobile. 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. (Section
3.1.3, p37).
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,
p40).

View fixture patch


To see an overview screen of how the console is patched, press
Window Open then Patch (Section 3.2.1 , p40).

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. . (Section
4.1.2. p50). 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 (below the
wheels) , then turn the wheels to set fixture. Display shows which
attribute each wheel is controlling. (Section 4.1.5, p53).
Open Attribute window onscreen (Window Open, Attribute Options) to
select attributes from buttons. (Section 4.1.6, p54).
Use Palettes to store often-used colours, positions etc. for instant
recall, see next page.
Shapes (effects)
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, p80).

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Page 14 – 1. Quick Start

Or from the Shape Library window (Window Open, [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.

Fixture Groups
Fixtures may be grouped for quick selection, press Group, [Record
Group], select fixtures for group, set legend using [Provide a legend],
press [Store]. Order of fixture selection is remembered for use with
shapes. (Section4.1.12, p60).

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, 112).

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, 127).

Fade timing
For chases, speed and fade can be set with wheels A and B when the
chase is running.
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, p132).

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.

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1. Quick Start - Page 15

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.
Press a grey palette button to store, or press a button in one of the
Colours/Positions/Gobos windows. (Section 5.1.2, p70).
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.
To set a fade time for all palettes, press Palette then [Master Time].
(Section 5.5, p77). 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 4 XLR sockets or over Ethernet. By
connecting further DMX processing nodes to the network using
TitanNet, you can control up to 64 universes.
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, p169).
To change the IP address of the console, press [Network Settings] in
System mode (Section 14.1.1, p181).
To change User Settings which let you personalise how the console
works, hold down Avo and select [User Settings] (Section.12.3.3,
p167).

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2. Setting up and using the console - Page 17

2. Setting up and using the console


Welcome to Titan Mobile 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 Titan Mobile

Workspace, macro
and executer
Attribute control wheels Attribute Function Workspace window buttons
select buttons buttons select buttons

Fixture selection
buttons

10 playback
faders

Playback page Chase and cuelist Numeric menu softkeys


select buttons control buttons keypad and
controls

• 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 bottom of the screen shows information about each
playback.
• The Attribute Control wheels are used to set control values
(attributes) for the fixtures, and to set chase speeds and fades. The
bottom right corner of the screen shows information about the
attributes being controlled.
• The Attribute select buttons are used to select which attributes of a
fixture (e.g. colour, gobo, position) are going to be controlled using the

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Control wheels. The buttons have lights on to show you which


attributes are active. Attribute functions such as Fan and Shapes are
also controlled here.
• The Chase and Cuelist control buttons allow you to start and stop
chases and cuelists, and move about in the list.
• The Numeric keypad and other control buttons are used to enter
values and change controls on the system.
• The Function buttons are used to carry out functions such as storing
cues, copying, saving to disk, etc.
• The Workspaces, Macros and Executers buttons are programmable
buttons which can be used to store workspaces (screen layouts),
button macros or cues.
• The Workspace Window select buttons are used to set which
windows are shown on the screen.
The screen
The system is designed to be used with a touch screen, but may be used
with a mouse - just click where the manual says 'touch'. .
System messages

Four workspace Context buttons Menu softkeys


windows

Workspace
buttons

Attribute status
(IPCGBES)
Playback
information Wheels display

• Four Workspace Windows may be shown on the screen. These


contain touch buttons to control fixture selection, palette selection,
groups, shapes, attributes, and so on. Visualiser may also be shown in
a window.
• The system Menu softkeys are down the top right hand side. You can
select these by touching or clicking them, or by using the menu
buttons on the right hand edge of the control panel.
• System prompts are shown just to the left of the menu keys. Below
that are Context buttons which appear when relevant to the
operation you are doing.

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2. Setting up and using the console - Page 19

• The Workspace Buttons allow you to quickly select and save


different workspace screen layouts.
• The Wheels display shows the current attributes available on the 3
wheels. The Attribute status display above that shows which
attributes are currently active or modified.
• The Playback information shows the legend and other information
about the playbacks on the 10 faders.

Connections panel
MIDI in socket USB sockets

DMX outputs (4) DC power input

All the connections required for the control panel are found on the right
hand side. Most are self-explanatory.
• Normally the panel is powered via the USB connection. Some laptop
USB ports may not provide sufficient power for the panel, in which
case the DC power input can be used to connect an external 9V DC
power supply, available from Avolites.

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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 Software installation


Do not connect the Titan Mobile panel to your PC for the first time
until you have installed the Titan Mobile software, which you do
simply by running the installer file. This will make sure the drivers for
the panel are installed.
Having installed the software, connect the two USB cables for the
panel. If your PC asks you for drivers, select 'Install the Software
Automatically'.
The first time you run Titan you will need to register the security
dongle in the panel with Avolites.

2.2.3 Connecting to your laptop/PC


For best usability, your PC should have a touch screen. However, if
not you can use the mouse to select touch buttons.
The panel connects to the PC using USB cables. From v5 software
only one connection is needed, this should be connected to port A on
the Titan Mobile panel (next to the DC power socket). For earlier
software versions both cables must be connected. Power is normally
supplied down the USB connection and the external DC power socket
is not used.
If a number of other, non-Avolites, USB devices are also connected to
the PC or a USB hub an external DC power supply may be necessary.
The required power supply is:
Rating: 9-12 volt 800mA DC
Connector: 2.5mm centre hole, outside diameter 5.5mm, length
9.5mm, wired centre pin positive
Example Part number: DCPP2

2.2.4 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), but by distributing the DMX processing over
networked nodes using the TitanNet system up to 64 universes can
be controlled.
The console has 4 physical DMX outputs for direct connection to
fixtures and dimmers, and can also send DMX over Ethernet and
wireless Ethernet systems to allow connection to remote DMX
Ethernet nodes, media servers, and so on.

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2. Setting up and using the console - Page 21

When you patch a dimmer or fixture you tell Titan Mobile 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
14 on page 181.)
By default, DMX Lines 1-4 are connected to the four 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.

2.2.5 Using two monitors


Titan Mobile can use two monitors, if the computer you are using has
them. This gives you extra screen space for workspace windows
which can be handy for showing Visualiser or other information
windows.
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.
.

2.2.6 Other connections


The Titan Mobile panel provides MIDI connections which can be used
to trigger playbacks or connect MIDI timecode for timecode-controlled
cue lists.

2.3 Using the on-screen workspace


As well as the Titan Mobile control surface, the on-screen workspace
provides many useful features. The workspaces are designed to be
used with a touch screen.

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

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so on. Information windows such as Playback View and the integrated


Visualiser application can also appear as a workspace window.

4 window positions Context buttons

Up to 4 windows can be shown on the screen in a 2x2 grid, but if you


need a larger view, you can make a window twice as big, or maximise
it to take up the whole screen. You can also move windows to an
external screen which can show a further 4 windows. Some possible
window sizes/positions are shown below.

Quarter size Double wide Double height Maximised

Some windows have associated control buttons, these are positioned in


the 'context buttons' area on the top right of the screen.

Selecting 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 Window Open button to access the [Open
Workspace Window] option while in another menu.
You can change the positions and sizes of the windows by using the
Window Control buttons above the numeric keypad. 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.

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You can move the active window to a different monitor by pressing


Avo and the Size/Position button, or Window Open then [Window
Options] then [Move Screen].

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

Workspace window options


You can change the window sizes and positions by clicking the small
‘i’ button in the top right corner of the window. These options also
allow you to set the button size and the text size of the window. The
Screen options may vary depending on the setup of the console and if
you have any external monitors.

Saving workspaces
You can save different workspace setups to the Workspaces touch
buttons (to the left of the menu) by pressing Window Open 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 12.1 on page 163.

Quick record
Some windows – Groups, Workspaces, Playbacks, and
all the Palette windows - have a Quick Record function.

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Set up what you want to record, then touch or click the 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 12.2.1 on page 165).

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.

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.

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2. Setting up and using the console - Page 25

System
prompt

Context
buttons

Menu softkeys
(showing softkey
letter)

Workspace
selection
buttons

Attribute
groups Current
menu name
Wheel
attributes

Current
selection

Touch to
change up
or down

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 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.
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.

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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 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. Setting up and using the console - Page 27

2.3.4 Visualiser

The console runs Avolites Visualiser internally. This allows you to view
the output of the console if you can’t use the real lights, enabling you
to make changes to your show at home or in your hotel. It can also
be used in Blind mode for programming during a show.
Configuration controls for Visualiser are found in the context button
area to the left of the menu buttons.
The operation of Visualiser is not covered in this manual, please refer
to the Visualiser manual.

Auto Patch
The Auto Patch function automatically creates a Visualiser rig from
your show as you patch fixtures. When you start Visualiser, it will
open with an automatic representation of your patch.
You will see the fixtures laid out on screen, sorted by handle number.
The Visualiser will start in run mode, with the simulator tab selected
so you can start controlling lights immediately.
Multiple dimmers patched to one handle will appear as a singe fixture
in Visualiser.

Fixture selection
When a fixture is selected on the console, it is highlighted in blue in
Visualiser.

2.3.5 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 12.2 on
page 165 for details.

2.3.6 Undo/Redo
You can undo and redo up to 20 actions by pressing Avo shift and the
Undo or Redo buttons below the numeric keypad (on black Pearl

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Expert consoles these are the Left arrow (Undo) and Right arrow
(Redo) buttons).So for example if you press Clear then wish you
hadn’t, the Undo function will restore the console state.
You can use undo/redo on the following actions:
• Fixture selection
• Attribute adjustment (eg Pan, Tilt, colour changes)
• Locate
• Clear
• Keypad input
• Applying Palettes
• Group selection
• Off
• Align
• Flip

2.3.7 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.
Macros can be stored in the 20 dedicated buttons on the top right of
the panel, 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.

To record a macro:

1> Press the Macro button (above keypad)


2> Press [Record]
3> 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.
4> Press the sequence of buttons you want to record.
5> 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
(but there is no delay or timing between the presses).

2.3.8 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

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2. Setting up and using the console - Page 29

including the shortcut keys; changing menus will reconnect the


keyboard to Titan.

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

2.3.9 Locking the console


You can lock the console controls to prevent people fiddling with it
while you’re not looking. Hold down Avo and press [Lock], then type

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a password (numbers or letters). To unlock, enter the password


again, or restarting the console will also unlock it.
While the console is locked, all functions are disabled except the DMX
outputs and currently running playbacks.

2.4 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”.

2.4.1 Installing Titan Simulator


You will need a user account with Administrator privileges to install or
run Titan Simulator.
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.

2.4.2 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

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2. Setting up and using the console - Page 31

replicates the controls of your chosen console, and monitor windows


for each of the monitor outputs.
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 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 Titan Mobile can be loaded into any
other Avolites Titan console, but not to non-Titan
consoles as the showfile format is different.

Although your show is safe on the 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.

2.5.1 Manual save and load


You can save your show at any time either with its current name or
with a new name.

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> Enter a name for the show on the keyboard (the screen shows
a list of shows which already exist).
5> Press Enter or [Save] (or [Overwrite] if the show already
exists). The show will be saved.
6> Press Exit or [OK] to leave Disk mode.

If you save to hard drive, shows are saved in the folder ‘My
Documents\Titan Show Files’, unless you change this in the User
Settings.
The console will automatically reload the last show when it is turned
on.
If you want to load a different show:

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.
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

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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> The console will show a loading screen as the different elements
of the show load.
6> When the show has loaded the normal operating screen will
reappear, press [OK] to finish.

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.

2.5.2 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).
We recommend that you have autosave enabled while
programming in case the console power fails, but
disable it while running a show as it can cause the
console to pause slightly at inconvenient moments.

2.5.3 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.

2.6 Clearing the console


When you start a new show on Titan Mobile 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.

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2. Setting up and using the console - Page 33

• 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 other Avolites consoles.

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3. Patching - Page 35

3. Patching
Patching is the process where you tell Titan Mobile
• 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
Window Open, Patch to show the Patch View window.
This will use the DMX channels as efficiently as possible
without leaving any gaps.

By default, DMX lines 1-4 are linked to the 4 XLR outputs on the
console. If you want to change this or use other lines, go to the DMX
Settings window in System mode – see section 12.3.6 on page 169 .

3.1 Patching new fixtures or dimmers


3.1.1 Fixture select buttons and handles
To control intelligent fixtures or dimmer channels, they must be
patched to a fixture button in the Fixtures workspace window.

If the Fixtures window is not shown, press Window Open then [Show
workspace window] then [Fixtures].

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

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Page 36 – 3. Patching

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 40.

3.1.2 Patching dimmers


Each fixture button can control single or multiple dimmer channels.

1> Press Patch (one of the white function buttons above the
numeric keypad), 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 Select button. 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 across the buttons
on the screen. The range of dimmers will be patched to
sequential DMX addresses.
4> The onscreen Select buttons turn dark blue and show fixture
details when they are patched.
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 Window Open
(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.

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3. Patching - Page 37

• 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
Titan Mobile 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 13 on
page 177 for details of how to find personalities.

1> Press Patch (one of the white function buttons above the
numeric keypad).
2> Press [Fixtures].

3> Select the correct fixture manufacturer from the softkeys


([Previous] and [Next] page through the list of manufacturers).

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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.

7> Press a Fixture Select button to patch the selected fixture.


8> The onscreen Select button turns dark blue and shows fixture
details when it is patched.
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.

• You can patch a number of fixtures in one go using the


[Quantity] button, or by running your finger across the buttons
on the screen, in the same way as for dimmers.
• [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 button. If the
button 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.

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3. Patching - Page 39

• [Options], [Preset Palettes] sets whether the console will create


default colour, gobo and position palettes for the new fixture.
These are created in the Position, Colour and Beam workspace
windows.
• [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 Window Open then
Patch. To show patch details for a single fixture press Window
Open 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 Visualiser Auto Patch


If you want to use Visualiser, start it by pressing Window Open then
[Open Workspace Window] then [Visualiser]. Visualiser will open in
one of the workspace windows with an automatic representation of
your patch.

You will see the fixtures laid out on screen in handle number order.
You can then use the Visualiser controls to reposition the fixtures if
you wish.

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, 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.
To go back to normal, press Unfold then [Exit Unfold].
The Sub fixtures feature requires an updated personality
file. If sub fixtures does not work on your fixture you
may need to obtain the latest fixture personality from
Avolites.

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3.2 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.
To show the Patch View window press Window Open 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.
Line: lists the available DMX output lines/universes. The blue
bargraph in the button shows how much of the line is used by
patched fixtures and how much is free. Click a button to show the
details of that line in the right hand side of the window.
The coloured bar at the top shows how fixtures are patched on the
selected output line, using the unique colour code for each type of
fixture. Click on a section of the bar to select those fixtures in the grid
below.
The grid area shows details for each patched fixture on the selected
output line. Some parameters are editable by clicking in the grid,
then the softkeys allow you to change the parameter.
You can change parameters for multiple fixtures by
dragging a selection box over the grid, or hold the Ctrl
button on the keyboard and click on the required
fixtures. Then edit the parameter on the softkeys, and
use the Set context button to update the selected
fixtures.

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 Window Open 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

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3. Patching - Page 41

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.

3.2.3 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.

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.
• If the new DMX address already has another fixture or dimmer
patched on it, the console will warn you (unless this is disabled

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in User Options, see section 12.3.3 on page 167). 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).

3.2.4 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 set the same legend for multiple fixtures by selecting a
group of fixtures after pressing [Set Legend].
• You can automatically allocate User Numbers for multiple
fixtures by selecting a group of fixtures, then using softkey A on
the Set Legend menu. The first fixture will have the User
Number you entered, and the other selected fixtures will be
given a number increasing by 1 for each fixture.
• You can set a legend for the current page of fixtures using the
[Set Legend] function from the main Program menu. The
legend is shown on the touch button for the page and on the
HUD.

3.2.5 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
Window Open, then [Open Workspace Window], then select [DMX].

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3. Patching - Page 43

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.

3.2.6 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.
For example, if you have programmed your show in a venue which
has MAC 500s and are moving to a venue with VL6s you can
exchange the MAC 500s for VL6s whilst retaining many elements of
your show.
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.

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The pan, tilt and dimmer will always be preserved from one fixture
type to the next, as will times, shapes and legends for recorded
items. Links from the palettes to groups, cues, chases and cue lists
will also be preserved, so the show can be easily recreated 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.

3.2.7 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.

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3. Patching - Page 45

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.

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.

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Page 46 – 3. Patching

If you think you might need the fixtures again later,


copy 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.
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


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.

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3. Patching - Page 47

• You can change the invert on multiple fixtures by selecting


more than one, but the “Inverted” display will not show if there
is a mixture of inverted and non-inverted fixtures in the
selection.
• Some attributes cannot be inverted.

3.4.3 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.

3.4.4 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.

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• You may wish to save your edited personality in the


User/Custom personality folder 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 - Page 49

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.

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.

Scroll slider

1> Press the Select buttons for the fixtures you want. The select
button will light up pale blue for selected fixtures or on the
preset playback faders the select button will light up (they are
also shown in light blue on the HUD).
2> To select a range of fixtures, slide your finger across the touch
buttons to draw a selection box.

Here are some other 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.
• 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)

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Page 50 – 4. Controlling dimmers and fixtures

stay in the programmer. Once a fixture has been edited, the


button shows a darker blue (also on the HUD). The picture
below 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 to the left of the
menu buttons). Otherwise you can use the scroll slider to show
other pages.

Scroll slider

• Using Key Profiles (see section 12.2.1 on page 165) 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 Bank buttons down the right hand
side. Only the lit attributes will be changed by Locate. Pressing
the Attribute Options button (just above Locate) 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

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4. Controlling dimmers and fixtures - Page 51

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
Attribute Options (just above Locate), then press
Pan/Tilt (or Position), then release Locate.

If you wish to permanently change the locate state of a fixture, you


can store 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.
• [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.
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 12.2.1 on page 165.)

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Page 52 – 4. Controlling dimmers and fixtures

• [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.
You can use the Channel Grid window to selectively attributes from
fixtures. See section 4.2.1 on page 67.

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 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. To access the sub fixtures
independently, 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 unfold a range of fixtures into their subfixtures using two
methods:
• Press Unfold then select range of fixtures. The subfixtures will
immediately appear on the handles.
• Select fixtures, press Unfold, then press [Selected Fixtures].
This method allows for non-consecutive fixtures to be unfolded.
To go back to normal, press Unfold then [Exit Unfold].
You can also use the numeric keypad to quickly select subfixtures.
The syntax is as follows:
all sub fixtures of all sub fixtures of
. n.
selection) fixture n
. THRO sub fixtures 1->j of n. THRO all sub fixtures of
.j all selected fixtures fixture n->last
consecutive of type n
THRO .j shorthand for above n. THRO sub fixtures 1->i of
i fixture n
.m sub fixture m of all n. THRO sub fixtures 1->j of
selected fixtures i.j fixtures n->i
.m sub fixtures m->last n.m sub fixture m of fixture
THRO of all selected n
fixtures
.m sub fixtures m->j of n.m sub fixtures m->last of
THRO .j all selected fixtures THRO fixture n
.m sub fixtures m->i of n.m sub fixtures m->i of
THRO i all selected fixtures - THRO i fixture n
Shorthand for above
n THRO all sub fixtures of n.m sub fixture m->last of

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4. Controlling dimmers and fixtures - Page 53

i. fixtures n->i THRO i. fixtures n->i


n THRO n.m sub fixtures m->j of
i.j sub fixture j of
THRO fixtures n->i
fixtures n->i
i.j
n THRO sub fixture 1->j of n.m sub fixtures m->j of
.j fixture n THRO fixture n
.j

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.

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.

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• If the display above the wheels does not show the attribute
when you press the button, that attribute is not available on the
selected fixtures.
• 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.

4.1.6 Setting attributes using the touch screen


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.
Touch here to change
Touch here to open attribute bank
attribute editor

Touch here to change attribute


values up and down

Press Window Open 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 (for example
Colour Func in the above picture).

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The buttons on the left of the window select the attribute to change.

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 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 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 Thro, And or @ (functions of the grey
buttons at the bottom of the numeric keypad) then the Channel menu
will be shown.
Fixtures may be selected by User Number, Handle Number or DMX
Address, as set by the option on Softkey A.
For Through, And and @ you can either use the softkeys or the grey
buttons at the bottom of the numeric keypad.
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 12.3.3 on page 167). When you press @

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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.
• The AND, THRO and @ functions are also provided on the grey
buttons at the bottom of the numeric keypad as printed next to
the buttons.

4.1.9 Selecting using a pattern


When programming you will often want to select patterns of fixtures.
Rather than having to individually select and deselect fixtures, Titan
Mobile 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 white All button (below the Next Time button to the
right of the wheels).
3> Select a pattern from the softkeys. Your selection is modified so
you will only be controlling, say, the odd fixtures.

4> Press the white 'Next' button to change the selection to the
next stage of the pattern.
5> To end the pattern selection, press All twice.

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• 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”.

4.1.10 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.)
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].

4.1.11 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

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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.

4.1.12 Using fixture groups


You can create groups of fixtures or dimmer channels, which can then
be quickly selected together by touching a group button (shown in
the Groups window) or typing the group number. You can, for
example, make a group for each type of fixture, or group by stage
left / stage right, etc.

If the Groups window is not visible, you can show it by pressing


Window Open, 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).
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 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 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.

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• 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.

4.1.13 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.
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.

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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.

4.1.14 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 to the right of the
Go button.

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).

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


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

4.1.15 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

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4. Controlling dimmers and fixtures - Page 63

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
pressing Record, then pressing HiLight, [Store Highlight State]
or [Store Lowlight State].

4.1.16 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.

4.1.17 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.

4.1.18 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.

1> Select the fixtures you want to Align.


2> At the top level menu press Fixture Tools/Menu Latch (just
below the G softkey) then [Align Fixtures].
3> Set the mask to include the attribute groups you want to copy
(using the Attribute Bank buttons on the right of the console, or
using the softkey options for exclude and include all attributes).
4> Touch the select button of the fixture you want to copy the
settings from.

4.1.19 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.

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4.1.20 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.

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 fairly easy to accidentally leave Fan mode turned on
and be very confused about why the wheels aren’t
working properly, so turn it off as soon as you have
completed the effect. 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 12.3.3 on page 167.

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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 remains 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
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:

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Normal (1):

2:

3:

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4. Controlling dimmers and fixtures - Page 67

4.2 Viewing and using numerical 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 Window Open 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.
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.

4.3 Advanced options


4.3.1 The Latch 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

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Lamp On, Lamp Off, Reset etc. The Align Fixtures and Flip functions
as described above are also in this menu.
If another menu is loaded, the button latches the current menu. Press
Exit to get back to the top menu so that you can access the Moving
Light menu.

4.3.2 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 the same as keypress macros).

1> Keep pressing Exit until you are at the top level menu.
2> Select the fixtures you wish to control. Some macros will not
work across groups of fixtures from different manufacturers.
3> Press Fixture Tools/Menu Latch 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 69

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
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 are stored and selected using buttons on the touch screen,
grouped into different windows for Colours, Positions and Gobos &
Beams. You can set a legend for each button so that you know what
you’re going to get.

If the Colours, Positions, Gobos & Beams windows are not shown,
press Window Open then [Open Workspace Window] then [Groups
and Palettes] to show all three windows.

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5.1 Creating palettes


5.1.1 Which attributes are stored in palettes
Although each palette entry can 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.
If the programmer contains more than one attribute, you can set a
mask to restrict which fixture attributes will be stored in the palette.
Palettes may be either Shared or Normal. Shared palettes are used
where the same value is set for 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.

5.1.2 Storing a palette


This is how you save a palette value:

1> Press Clear to clear the programmer.


2> Select the fixtures for which you want to store palette values.
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]
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).

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5. Palettes - Page 71

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 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.
• [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 all mask groups
between Include and Exclude.

• [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 (which have been 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.

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• 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 5.1.4 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
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.

5.1.3 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.

5.1.4 Setting legends for palettes


You can enter a legend for each palette which is displayed on the
palette touch button.

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

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5. Palettes - Page 73

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 N for a Normal palette or S for Shared.

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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5.2 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.
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 5.5.1 below.
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


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 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

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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.

5.2.4 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.
Press Window Open, then the palette button. The Palette View
window will open.

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.

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.

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• You can set the console to “Always Merge” (so it doesn’t ask
you) using option A of 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 119.
• 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.

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• [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.

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. You can delete a range of
palettes in one go by running your finger along the buttons.
Other ways to delete a palette:
• 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.

5.5 Timing palettes


5.5.1 Fading a palette
A timed palette is a very useful tool allowing 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.

• 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.

5.5.2 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

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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%.

5.5.3 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 - Page 79

6. Shapes and Pixel Mapper effects


The Shape Generator in Titan Mobile (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.
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.

A shape is simply an automatic sequence of values which can be


applied to any attribute of a fixture. A circle shape, for example,
applied to the pan and tilt attributes, would cause the fixture to move
its beam around in a circular pattern. You can set the centre point of
the circle, the size of the circle and the speed of the circle movement.
In addition to position shapes, there are a large number of other
shapes available in Titan Mobile. The shapes are defined for a
particular attribute such as colour, dimmer, focus and so on. Some
shapes will not work with some fixtures; focus shapes, for example,
can produce nice “focus pull” effects on fixtures which have DMX
focusing, but will do nothing on fixtures which don’t have focusing.
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 7.6.5 on page 124).
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 Creating effects


6.1.1 Creating a shape
To create a shape you simply 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
6.2.1.
• 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..

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.

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6. Shapes and Pixel Mapper effects - Page 83

Phase=0 deg Phase=22.5 deg (Spread=16 fixture)

Phase=60 deg (Spread=6 fixture) Phase=180 deg (Spread=2 fixture)

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 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 4.1.13 on page 61 for details of how to layout the fixtures.
At the end of this section (Section 6.4 on page 88) there
are a number of step-by-step examples of creating
effects with the pixel mapper.

You set up the Pixel Mapper as follows.

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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
• 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.

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Available animations are:


• Rotate
• Slide
• Zoom
• Opacity/Fade
• Random
• Grid Fit (elements will accurately align with the pixel grid)

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.
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 Window Open, [Open Workspace
Window], [Pixel Mapper Preview]. A real life view of each effect

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running is shown in a button at the bottom of the screen, you can


select each of these by pressing the button.

If you wish you can overlay further layers on the effect. Once you
have an effect you like, you can save it to a playback.
When adjusting the parameter sliders, as well as using
click/drag on the screen you can also use the wheels or
type in a numerical value. To assign a slider to the
wheels or for numerical input, click the value box to the
right of the control. Double click the value to reset it to
its default, or use the +/- softkey to change the sign of
the value.

6.2 Editing shapes and effects


6.2.1 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.

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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.

6.2.2 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 118).

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.

6.2.3 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 large green numbers on
the HUD window, or in the fixture touch keys . See section 7.5.2 for
details on how to set fixture order.

6.2.4 Removing or adding fixtures


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

6.2.5 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.

6.2.6 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.

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6.3 Advanced options


6.3.1 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 [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.

When you use dimmer shapes, set the playback to


[Shape Size on Fader] so that the shape fades in
normally when you push up the fader. Otherwise the
dimmer shape will start at full brightness when the fader
passes the trigger point.

To set a fixed fade in time for the shape size, press [Edit Times] from
the top menu, then the playback select button, then set the
Delay/Fade times you want.

The Fade Mode allows you to set mode 0 (fade in), mode 1 (fade in
and out) or mode 3 (crossfade). Mode 2 links fade times to the fader
position, however we recommend you use the Playback Options listed
above to do this for shapes, and do not use Mode 2.

If a new cue is fired which controls the same attributes (for example,
a second shape controlling the same fixtures as a currently running
shape), the new shape will crossfade from the running shape.

6.4 Pixel Mapper examples


6.4.1 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

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6. Shapes and Pixel Mapper effects - Page 89

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.)

6> Select [Layer 1], click [+] at the bottom of the screen and then
choose Circle from the elements that appear.

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7> Drag the 'Zoom' slider until the circle covers approximately one
cell. You can also use the 'Width' and 'Height' sliders to turn
the circle into an oval if that helps.
Then drag the 'X' and 'Y' sliders to position the circle roughly in
the centre of your fixtures if it is not already.

8> Select [+] again and choose Displacement from the animations
that appear (this is represented as a few static blocks). (Note
that nothing changes yet.)

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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.)

10> Record to a playback.

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6.4.2 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.

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.)

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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.

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.

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8> Click on [Effect] at the top left to access the global controls.
Drag 'Pre Spool' to the left until it reads 0s. (This is to ensure
the wipe begins off screen where we placed it when it is fired.)
9> Record the cue.

• Note how the red fan sits on top of the white bar when they
interact. This is because the white is on a lower layer. A higher
layer number has priority over a lower number.

6.4.3 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.

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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:

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

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2> Drag a marquee select across the even fixtures.

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.

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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.

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.

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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'.)

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.

6.4.4 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 ixtures left to right and 'Columns' will arrange top to
bottom.
7> Select [OK] to complete.

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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'


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.

6.4.5 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).

4> Double-click on [Circle] (or press [+]) and select the Zoom
animation.

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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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6. Shapes and Pixel Mapper effects - Page 103

• 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.

6.4.6 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.

6.4.7 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 111

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 Titan Mobile.
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.
Cues, Chases and Cue Lists are all stored in the playback faders at
the bottom left of the console. Chases and Cue Lists are covered in
the following chapters.

Titan Mobile has 600 playbacks, in 60 pages of 10.


Also, you can store cues in touch buttons in the Playbacks window,
provided you don’t need a fader.
The cue functions on Titan Mobile 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 Titan Mobile 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 the Fixture Overlap function.
When you record a cue, the contents of the Programmer are saved
into the cue.
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
HUD windows and on the touch buttons. Attributes in the
programmer (the things you have changed) are shown in cyan on the
HUD windows and attribute displays.

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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 116).

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 Cue 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, the macro
buttons 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 bottom of the screen 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.

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.

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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 the
“Off” function to remove the other attributes from the programmer as
described on page 119.

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. 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.

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
120 for details of modes).

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• 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 12.3.4 on page 168.) Note that this will
assign the function to all buttons of the same type.

7.2.3 Changing playback pages


You change playback pages 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.
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 on 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.
• You can set a legend for each playback page. The legend is
shown on the ‘Pages’ roller on the screen and on the HUD. 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. The 20 executor buttons on the top
right of the console can be paged using two of the macro
buttons. The page change macros are part of the fixture library;
if you do not see the macros, download and install the latest
library.

7.2.4 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,
which page they are from and which attributes are affected. To show
the window press Window Open, [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 Masters


Playbacks can be assigned to a Speed Master which allow you to
modify the speed of shapes or effects stored in a cue (or in the case
of chases, to modify the speed of the chase).
A playback is assigned to a Speed Master by pressing [Playback
Options] then [Speed Source]. 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)
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.

7.2.6 Releasing running playbacks


You can release a running playback to its previous state by pressing
the Off 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, at which point they will go to the
power-on state. You can release all running playbacks by pressing the
blue Off 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 of 2 seconds.

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• You can instantly kill a playback by pressing Avo+the swop


button of the playback.
• You can set a mask to automatically release channels from the
playback when the playback is killed. This uses the [Release
Mask] option in the Playback Options menu (see section 7.6.1
on page 124). Normally all attributes will remain in the state
last used in the playback.

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 Update.
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.

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7. Cues - Page 117

• 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.
• 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 Window Open 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.

If you touch the View button at the right hand end of the row or the
[View Cue] context button, the Cue View window opens, showing you
details of the settings individual timings for all the fixtures in the cue.
The Cue View has four different views: Levels, Palettes, Times,
Shapes. Views are selected using the context buttons to the left of
the menu buttons.
• The Levels view shows the individual attribute values for each
fixture.
• The Palettes view shows which palettes have been used to
record the cue. Palettes are shown by their legends. Where an
absolute value was saved rather than a palette, the value is
shown instead. Again you can edit or remove the values.
• The Times view shows individual attribute timings for fixtures.
If global timings are set, no times are shown in the cue view.
• The Shapes view shows which attributes of each fixture are
running shapes.

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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.
Any changes take immediate effect.

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.

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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.
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> 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.

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.

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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.
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.

• 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


You can set a delay, fade in and fade out time independently for
every cue. Shapes in the cue will also be affected, depending on the
fade mode.
You can delay the fade times between fixtures in a cue so that the
cue is applied sequentially to each fixture. This is called Fixture
Overlap and can create some amazing “peel off” or “roll” type effects
with no programming at all.
In the diagram below, the top picture shows how the LTP channels
change when used with delay, fade and fade out times. The second

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picture shows how the HTP channels change. The third and fourth
pictures show what happens to the LTP channels when fixture overlap
and attribute fade are used.

The times are set 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.

The times you enter are affected by the cue mode which is set using
the [Fade Mode] option:
• 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.
• 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).

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.

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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.
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.

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7.6 Advanced options


To set options for a cue, press [Playback Options] on the root menu,
then press the swop button of the playback to be edited.
These options are also available for Chases and Cue Lists.

7.6.1 Release mask


[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 default setting is to not
release any attributes.
Release mask is useful when creating a temporary
strobe effect on a playback. Press [Release Mask] then
the Shutter attribute button (Intensity on Titan Mobile).
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 Shutter button.

You can use Key Profiles to allocate one of the handle buttons to
release the playback.

7.6.2 Shape size/speed on fader


If the cue contains shapes, options B and C set how the shape
behaves when the playback fades in. You can set the size and/or
speed to be either fixed or to change with the fader.

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 114.

7.6.3 Curve
[Curve] defines how the attribute values will change when the
playback is faded in. The various curves are illustrated in section 12.5
on page 171.

7.6.4 Locking a playback onto a handle


This option 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.
If you select “Transparent Lock” then the playback will appear on the
current page only if no other playback is programmed in that
position.

7.6.5 Playback priority


This option 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 or Very High. If a fixture is being
controlled by a playback and you turn on a playback of the same or

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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.

7.6.6 Blind mode


Individual playbacks can be set to Blind mode using this option. The
playback will then output only to Visualiser, not to the stage. This can
be very useful if you need to program cues during a live show.

7.6.7 Key Profile


Each playback can have an individual Key Profile allocated to it. This
allows you to customise the panel button functions differently for
each playback. A list of available Key Profiles is shown, or you can
add a new one. The softkeys show the function allocated to the blue
and grey buttons for each of the available Key Profiles.
If the playback Key Profile is set to “None”, the default global profile
is used.

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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 Titan Mobile 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 132.
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 131.
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 114.

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.
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 Prev Step/Next Step 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 Window Open 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 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 119.

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.

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

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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 12.2.1 on page
165).
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
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.

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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


Window Open 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.

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:

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• 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 Window Open 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 Advanced options


To set options for a chase, press [Playback Options] on the root
menu, then press the swop button of the playback to be edited.
The same options are available as for Cues (see section 7.6 on page
124), with some additional options for Chases:

8.6.1 Loop/Stop on Final Cue


Option B lets you specify whether the chase will loop back to the
beginning or stop on the final cue.

8.6.2 Forwards/backwards/bounce/random
Option C sets the direction of the chase.

8.6.3 Cue linking


Option D sets how the cues in the chase are linked. The settings are:

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• [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.
• [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.
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.

8.6.4 Renumber cues


Option [Renumber cues] will renumber all the cues in the chase
starting from 1.

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9. Cue Lists

Cue Lists 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 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 9.6.9
on page 151).
To view the contents of a cue list, touch the playback screen relating
to the fader or press Window Open 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).
3> Select the Record Mode of the console: by Fixture, Channel,
Stage or Quick Build; using [Record Mode Channel] is best as
you are sure to only record the attributes you have explicitly

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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 9.3.3.
• 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 9.6.10 on page 151.
• You can change the tracking mode of each cue. See section
9.6.9 on page 151.

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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. Use Wheel A
to select the cue which is to have a legend set.
5> Press E 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 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:

1> Press [Playback Options] in the top level menu.


2> Press the blue Select button of the Cue List.
3> Press [Autoload].
4> The cues in the cue list are shown on the screen. Use Wheel A
to select the cue which is to have the Autoload set.
5> Press the Select button of the playback which is to be loaded.
The playback legend appears on the softkeys.
6> You can continue to add Autoloads to other cues, or press Exit
to finish.

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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.

9.1.4 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].

9.1.5 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)

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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.

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.

• 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
• 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 148.

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.

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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 Mode Intensity Kill At 0].
You can also use Key Profiles to configure one of the handle buttons
to release the cue list.

9.3 Editing cue lists


9.3.1 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
Window Open 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:
• 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)

9.3.2 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 10 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

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changes, press [Record Step], then the Select button for the
cue number.
• 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.
• 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.

9.3.3 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 Update.
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.

9.3.4 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 Go button 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.

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5> Press Record then Connect, then select [Replace], [Merge] or


[Insert After] to save the changes (pressing Rec.Step again will
select Merge).
6> Press the Go button to jump on to the next step.

• You can edit the times for a cue using the Live Time and Next
Time buttons 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 Go button 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.
4> Use the softkeys to set the times, linking and overlap settings
you want (see section 7.5.1 on page 120 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 Go button to jump on to the next step.

• The Next Time button allows you to set the time of the next cue
without actually running it.
• 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.

9.3.5 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] to save the changes.

• You can’t change the cue number using this menu – if you press
[Cue Number] this will change the cue you are editing. Use
[Advanced Options] to change cue numbers.

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.

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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 119.

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 120 and section 8.5.2 on
page 134 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.
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.

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• 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.

These options allow you to create complex self timed sequences by


building up simple steps. For example if you wanted the following
effect:

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• 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].


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 Titan Mobile 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.

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• Press A [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 D [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 A [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.

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.

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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].

9.6 Advanced options


Advanced 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.

9.6.1 Release mask


[Release Mask] lets you specify using the softkeys which attributes
will be released back to their state in other live playbacks when the
playback is killed. You can also use the Attribute Bank buttons on the

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right side of the console to set the mask. The default setting is to not
release any attributes.

9.6.2 Fader mode


This option sets how the cue list fader behaves. If set to [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. If set to [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. If set to [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.

9.6.3 Handle Paging


This option allows you to lock the playback on a handle so that it
always appears on that handle no matter what page is selected.
If you select “Transparent Lock” then the playback will appear on the
current page if no other playback is programmed in that position.

9.6.4 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 12.5 on page 171.
• [Link] can be set to Press Go, With Previous Cue or After
Previous Cue. See section 9.5.2 on page 146.
• [Preload] allows you to make this cue load the LTP values from
the next cue within the cue list (for example to pre-position
some fixtures for an effect).
• [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”).

9.6.5 Autoload
This option allows you to automatically load a playback with a cue
and is described in section 9.1.3 on page 139.

9.6.6 Macro Links


You can link a key macro to each cue in a cue list. See 9.1.4 on page
140.

9.6.7 Key Profile


Each playback can have an individual Key Profile allocated to it. This
allows you to customise the panel button functions differently for
each playback. A list of available Key Profiles is shown, or you can

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add a new one. The softkeys show the function allocated to the blue
and grey buttons for each of the available Key Profiles.
If the playback Key Profile is set to “None”, the default global profile
is used.

9.6.8 Shape Size/Shape Speed


These options allow you to set whether shapes in the cue list are
replayed at fixed size/speed, or whether this should be set by the
playback fader position.

9.6.9 Tracking
Tracking mode (where each cue depends on the state of the previous
cue) may be changed using this option.
Settings are:
• [Block]: the cue will not take tracking states from previous
cues. All subsequent cues will track from the Block cue.
• [This 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.

9.6.10 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.
• [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

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• [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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10. Running the show - Page 153

10. Running the show


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

10.1 Playback controls


10.1.1 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 2.3.5 on
page 27 for instructions). It is important to also back up the show by
saving it to a USB drive, in case there are problems with the console
and you have to swap to a different one.

10.1.2 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.

10.1.3 DBO button


The DBO button blacks out the console output while the button is
held down.

10.1.4 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.

10.1.5 Speed Masters


Playbacks can be assigned to a Speed Master which allow you to
control the speed of shapes or effects stored in a cue (or in the case
of chases, to modify the speed of the chase).

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There are eight possible Speed Masters which allow you to separately
control the speed of different playbacks, if you need to.
A playback is assigned to a Speed Master by pressing [Playback
Options] then [Speed Source]. 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 Masters you will need to assign some handles on the
console to act as the Speed 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.

10.1.6 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.
You can reallocate the functions of the Flash and Swop/Select buttons
on the console using Key Profiles – see section 12.3.4 on page 168. 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.

10.1.7 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
7.6.5 on page 124.

10.1.8 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.

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[Transparent Lock] means the playback will appear on the current


page only if the handle is empty on that page. If a playback is
programmed in that position 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.

10.1.9 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.

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.

10.1.10 Blind mode


You can set the console to Blind mode by holding down the Avo
button and selecting [Blind]. This allows you to program cues using
the Visualiser window without affecting the look on the stage.

10.1.11 Manual control during a show (“busking”)


If you have not had as much programming time as you would have
liked, you might need to make up some additional effects during the
show. This is sometimes called “busking”, and is where the fun starts!
You can create instant variations by recalling palette values to modify
your existing cues. The console can fade to the palette values 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.

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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 119) 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.

10.2 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.

10.2.1 View menu


Pressing Window Open (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.
• [Open Workspace Window] gives a list on the softkeys of all the
possible windows, allowing you to open the one you need.

10.3 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

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move recorded items around and produce a better layout. When an


item is moved, all links to other recorded items are retained.

10.3.1 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.

10.4 MIDI or DMX remote 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.

10.4.1 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).Titan Mobile may require an update of the USB Expert software to
enable this function, this can be downloaded from the Avolites
website.

10.4.2 Setting up remote triggering


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

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The left hand side of the window has a list of trigger sets. The “classic
Pearl” MIDI trigger implementation is provided as one of these. Each
set of triggers can be enabled or disabled using the button at the
right hand end of the mapping name.

1> Add a new mapping using the + button at the bottom of the left
hand column, and enter a name for it.
2> Add a trigger to the mapping using the + button in the right
hand column or softkey [Add trigger].
3> Select [Trigger Type] as [Hardware] to trigger a physical button
press or fader move, or [Item] to trigger a screen button
(playback, fixture, palette, group or macro).
4> Press the button or move the fader to be triggered. The screen
will update to show you what has been triggered. For Item
triggers you can select different actions using the [Action]
softkey.
5> Press [OK]. You have now set up the console action which is to
be triggered.
6> Now you need to set up the external stimulus which will cause
the trigger. Select [Trigger Type] as DMX or MIDI. 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.
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.

10.4.3 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.

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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

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11. Remote control


The remote control feature is not available on Titan Mobile.

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12. User Settings and other options - Page 163

12. 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.

12.1 Configuring the Workspace


The main area of the screen and, if used, a second monitor can each
show up to 4 workspace windows. Workspaces can be saved to a touch
button and called back immediately.
Some windows have associated commands, when the window is active
these are shown in the context

12.1.1 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 pressing the appropriate Window Selection button.

12.1.2 Selecting and positioning workspace windows


To change the position of a workspace window you first make it active
by touching its header bar.
You can change the positions and sizes of the active window by using
the Window Control buttons above the numeric keypad or touch the
'i' button on the top bar of the window. 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. There are also softkeys on the Window Options menu for
the same functions.

Some possible window sizes/positions are shown below.

Quarter size Double wide Double height Maximised

You can move the active window between screens 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.

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12.1.3 Saving workspaces


You can save different workspace setups to the Workspaces touch
buttons (to the left of the menu) by pressing Window Open then
[Record Workspace], then touching one of the Workspaces buttons.
This button will then reconfigure the entire workspace with a single
touch.
Workspaces are saved with the show.
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 Window Open (to the right of the numeric keys) then
[Record Workspace], or hold Avo and press Window Open. 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 Window Open, Delete, then
the workspace button to be deleted.

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12.1.4 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
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.

12.1.5 Configuring an external monitor


For extra workspace you can connect an external monitor to the VGA
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.

12.2 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
and Program 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.

12.2.1 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.
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
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.

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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.
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.

12.2.2 Selecting a Key Profile


To quickly select a Key Profile, hold the Avo Shift button and press
[Select Key Profile].

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12.2.3 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.

12.3 The System menu


The System menu is accessed by switching the console to System
mode by holding Avo and pressing Shift/System. 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.

12.3.1 Avotalk Security


This option sets how the console communicates with other network
devices such as wifi remotes. See section 11 for information about
Remotes.

12.3.2 Network Settings


This option sets up networking (Ethernet) parameters for the console.
See section 14 for details.

12.3.3 User Settings


The User Settings menu may also be accessed from Program mode:
hold down the Avo Shift button and press [User Settings].
There are several pages of options and the bottom two softkeys go
through the different pages.
• [Grand Master…] sets whether the Grand Master fader is
enabled or disabled. Titan Mobile does not have a Grand Master
fader and this option has no effect.
• [Prompt for Merge or Replace…] sets the console action when
you try to save to a handle or playback which is already used.
The options are [Prompt for Merge or Replace] - the console will
always prompt, [Always Merge] - the console will never prompt
or [Palettes Always Merge] - the console will prompt unless you
are saving a palette.
• [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” The options are [Always] (console will warn you) and
[Never] (console will park the fixture without warning you).

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• [Tempo Units…] sets the units for displaying tempo. The options
are [Beats per Minute] or [Seconds].
• [Connected View … Chase Speed] 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.
• [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].
• [Channel Levels…] sets how you enter channel levels when
using numeric entry of levels. If set to [Channel Levels Set In
Tens], you enter one digit for the channel level (e.g. 5 = 50%).
If set to [Channel Levels Set in Units] you enter two digits, i.e.
50 = 50%.
• [Preload Time] sets a fade time for the Preload function,
normally 2 seconds. This value would normally be set for quiet
fixture movement.
• [Quick Palettes] enables or disables the Quick Palette function.
See section 5.2.3.
• [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.
• [Key Profiles] accesses the Key Profiles menu which can also be
found on the System menu. The option is here so that you can
access it using the Avo Shift button. See section 12.2.
• [LED Levels] sets the behaviour of the LEDs in the Select
buttons. This option only works on the Pearl Expert.
• [Timecode] This option lets you select the settings for glitch
detection, tolerance and timeout when using MIDI timecode.
• [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.
• [Add New Palette Channels to Playbacks] sets whether new
channels added into palettes will be added to playbacks using
those palettes.
• [Auto Groups] sets whether the console will automatically
create new groups for fixtures when you patch.
• [Handle Buttons] lets you set the size of the touch buttons to
[Small], [Normal], [Large] or [Super Size].
• [Text Size] allows you to set the size of the text used in touch
buttons.

12.3.4 Key Profiles


Allows you to modify the functions of some buttons. See section 12.2.

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12.3.5 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
experienced 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.

12.3.6 DMX settings


Allows you to configure how the console outputs DMX. This option is
described in detail in the next section 12.4.

12.3.7 Triggers
Sets up the console for external triggering such as MIDI or DMX-in.
This option is described in detail in section 10.4 on page 157.

12.3.8 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.

12.3.9 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 10.1.4 on page 153 for more information.

12.4 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. Using the
TitanNet system you can network the console to further DMX
processing nodes which allow the console to control up to 64
universes of DMX in total.

12.4.1 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.

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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.
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.

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12.4.2 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.

12.5 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 set using the [Playback Options] menu (see
section 7.6.3 on page 124).

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(also called Relay)

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12. User Settings and other options - Page 175

12.6 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.
The Titan Mobile software is installed simply by running the installer
program. Please ensure you have exited the Titan Mobile software
before running the installer.

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13. Working with Fixture Personalities - Page 177

13. Working with 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.

13.1.1 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.

13.1.2 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> Locate the downloaded file TitanMobileFixtureLibrary.exe and


double click on it to run it. Click 'Ok' on the warning box.
2> Shut down and then restart the Titan software.

• The console caches the FixtureLibrary folder into memory when


the Patch option is first used. You therefore need to restart the
console to ensure new fixture personalities are loaded
(restarting the console application is sufficient).
• 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.

13.1.3 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.
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
My Documents\Titan\Personalities

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13. Working with Fixture Personalities - Page 179

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.

13.1.4 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.

13.1.5 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.

13.1.6 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.
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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14. 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. The console also supports communicating
with a number of different simulators/visualisers over various
communication methods.
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).
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
14.5.5.

14.1 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”.

14.1.1 Setting 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 187.

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> Turn the switch back to Program.

• 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.

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14.1.2 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 lines may be routed to physical DMX sockets or to network
nodes.
Section 12.4.1 on page 169 tells you how to set up this routing, and
an example is given in section 14.1.4 on the next page.

14.1.3 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.

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,

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• 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

14.1.4 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

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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.
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.

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• 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.

14.1.5 Additional Art-Net Resources


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

14.2 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.

14.2.1 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
14.1.1 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.

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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.
The console should now be working with the Visualiser.

14.3 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.

14.4 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.

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14. Networking the console - Page 187

14.4.1 Example CITP setup


This example shows how to set up a Hippotizer with Titan Mobile.

1> Connect the console and Hippotizer to the network. (You can
connect the Hippotizer directly to the console, if no other
devices are being connected, using a crossover patch cable).
2> Set up the IP addresses and subnet masks of the console and
Hippo so that they are on the same address range, for example
192.168.0.1 and 192.168.0.2.
3> If you are using Titan Mobile or Titan Simulator ensure the
firewall on your PC is disabled. Also ensure the Hippo machine
is not running a firewall.
4> Run the Hippo system. Make sure the CITP component is
running.
5> Switch the console to System mode and select [DMX Settings].
6> On the left hand side under Art-Net you should see the Hippo
with its IP address. Click on it and then on the right hand side
click on the DMX line you want to use it with.
7> On the Hippo node on the left hand side, click the ‘i’ button and
set the Universe number to match the universe setting on the
Hippo.
8> Exit System mode back to the default menu.
9> Close and restart the Titan software.
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.

14.5 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
“298.23.46.166”. 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.

14.5.1 Setting your IP address


The console has a setup function to quickly set its IP address as
described on page 181

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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.

14.5.2 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.

14.5.3 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

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14. Networking the console - Page 189

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
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.

14.5.4 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 14.5.1 on page 187 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.

14.5.5 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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15. Using different Avolites consoles - Page 191

15. 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.

15.1 The console controls


Titan Mobile is very similar in operation to the full consoles, but some
controls are in different positions.
The ‘attribute bank’ buttons are immediately below the wheels rather
than down the right hand side, and are labelled using IPCGBES
functions rather than the usual attribute names.
The command buttons are to the right of that. There is now only one
Record button which can be used for recording any type of playback.
Titan Mobile only uses one monitor, so any workspaces on a second
monitor will not be visible.
Using Pearl Expert shows
If you are using a show from a Pearl Expert, anything programmed
on the preset faders won't be visible as Titan Mobile doesn't have any
preset faders. However, by opening the Fixtures and Playbacks
window (press View, [Open Workspace Window], [Fixtures and
Playbacks] or [Groups and Palettes]) you can access fixtures,
playbacks, groups and palettes from the preset faders. If you wish
you can copy items to a normal workspace window using the [Move
to Workspace] context button.

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.
Macro buttons
20 buttons are provided in which you can store frequently used
button sequences. Any sequence of button presses can be stored in
each of these buttons making those repetitive programming tasks a
thing of the past. If you need more than 20, you can show a Macro
window on the touch screen. The 20 console buttons are the same as
the first 20 Macro touch buttons.
Change button functions

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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 168).
Titan Remote
Titan remote runs on a mobile device’s web browser and can control
the console using Wi-Fi. This is invaluable for focusing, and you can
also activate playbacks.

15.2 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.
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.

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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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16. Release notes - Page 195

16. 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.

16.1 Version 6.0


16.1.1 Upgrade Procedure
There is no upgrade path from previous versions for any console
except Titan Mobile so the software must be installed by running a
recovery disc. You can download a recovery disc containing this
software from
http://www.avolitesdownload.com
Please follow the instructions given when downloading the recovery
disc to install this version.

16.1.2 New Features in v6.0


TitanNet: It is now possible to distribute DMX processing over
networked nodes and the total number of available lines has been
increased to 64 when using the TitanNet system. The limit for a single
console remains at 12.
You can assign lines and view information about the status of
connected nodes via the new 'TitanNet Overview' tab in the DMX
Settings window. Available lines are shown on the left side, available
nodes in the centre and information on the right. Select a line
followed by the lines section of a node to assign. Touch a node to
view information such as IP address, number of available slots,
number of lines assigned and load. If more lines are assigned than
the maximum number of slots a warning will be shown in the node
and node information. Use the tabs at the top to switch between
TitanNet and DMX node assignment screens.
If a show is loaded that had fixtures and lines assigned to processing
nodes that are no longer available a screen will automatically appear
detailing nodes in use, available nodes and provides the ability to
reassign.
Patch View: There is now a dedicated patch workspace. This
provides a way to patch, review and edit all in one space. Functions
include patch, repatch, legend, renumber, invert and swap pan/tilt,
freeze, exchange, park and view fixture. The patch view can be
filtered by type and/or line (including parked). A usage bar at the top
of the screen makes it easy to see how much of a single universe or

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all universes has been used. Line usage according to fixture type filter
is represented as a bar meter on the line buttons. This provides a
way quick way to see which lines contain a particular fixture. It is
possible to select fixtures, exchange or set the next free address by
clicking in the usage bar. Each fixture type is represented with a
unique colour. Information in cells can be edited directly by clicking
on them or multiple items can be edited at once by pressing the
context 'set' button. Non-sequential items can be selected by holding
down the ctrl key. Cells can also be navigated using the keyboard
cursor keys. Sort options are available in the context menu. The
personality list will show recently used fixtures at the top.
Fixture View: It is now possible to view information about patched
fixtures. Press OPEN/VIEW followed by fixture handle or press the
[View] button in Patch View. This will show details including legend,
name, manufacturer, model, mode, handles, address, channel
mapping including offset and actual address and dip switch settings.
It is possible to directly edit invert and freeze options per attribute.
Cue List - Move in Dark: Comprehensive Move in Dark (MID)
functions are now available for Cue Lists. These can be set for the
whole cue list and overridden in individual cues. The global options
are:
• [Disabled] prevents all MID functions for the particular cuelist
regardless of individual cue settings.
• [Early] will attempt a move as soon as possible unless
overridden in an individual cue.
• [Late] will move as late as possible unless overridden in a cue.
• [Off] turns off move in dark unless specified in individual cues.
The cue options are:
• [Global] will use the cue list global MID setting. (Default)
• [Cue Number] specifies a cue that you would prefer the MID to
occur.
• [Cue Offset] sets a preferred number of cues in advance.
• [Disabled] turns off move in dark for this cue.
• [Early] will move as early as possible.
• [Late] will move as late as possible.

For each cue you can set a Move in Dark Delay and Move in Dark
Fade time. Each cue also has a MID inhibit switch. When turned on a
MID can never occur during that cue. In all cases if the specified cue
is inhibited from MID or if any fixtures are live on stage in the cue
then it will attempt the MID in the nearest suitable cue instead.
Cue List - Tracking Options: It is now possible to control how
tracking behaves:
• [Block] - When a cue is set to block it will not take any tracking
information from previous cues. All subsequent cues will track
from the block cue onwards.
• [This Cue Only] - Changes in this cue will not track to
subsequent cues. Unchanged information from previous cues
will pass through.
• [Solo] No information is tracked into or out of a solo cue.
Information from previous cues will track to subsequent cues
but will not appear in the solo cue.

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Copy/Move Within Cue Lists and Chases: It is now possible to


copy and move cues, including ranges, within the same or between
other cue lists and chases. This can be accomplished by
clicking/dragging cues in a playback view, via a command line syntax
or from unfold. Command syntax is as follows:
Copy/Move within the same playback:
• 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)
Theatre Syntax: New syntax options have been added for fast cue
list recording and editing. The following 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)
On Pearl Expert and Tiger Touch the Record Cue button can be used
as Record.
Pixel Mapper Text: A new text element has been added to pixel
mapper. This is represented as 'Ab' in the elements selection.
Available properties are:
• Font/Font Style
• Opacity
• X Position
• Y Position
• Width
• Height
• Zoom
• Rotation
• Border Width
Pixel Mapper Image: A new image element has been added to
pixel mapper. This is represented as an open file image in the

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elements selection. When selected an image browser will open.* You


can choose between a local source or Usb stick (if present) at the top.
By default the local image directory is my documents/my pictures.
You can import images in jpg, png and bmp formats. Open directories
by clicking on them in the main window. To move up a directory level
press the icon to the right of the arrow buttons at the bottom.
Available images will be shown as a preview. Either double-click an
image to immediately add it to pixel mapper or select multiple images
followed by the 'tick' icon which will import the images. If multiple
images have been imported the library will be opened ready in the
imported section where you can choose an image to use. You can
delete images from the imported library by clicking on the trashcan,
select image(s) and then confirm with the tick. Available properties
are:
• Opacity
• X Position
• Y Position
• Width
• Height
• Zoom
• Rotation
(* if the image browser does not open click on the keyboard button in
the taskbar.)
Pixel Mapper Scribble: A new scribble element has been added to
pixel mapper. This is represented as a hand with a pen in the
elements selection. Selecting this element will open the touch
keyboard where you can draw images to use as elements in the pixel
mapper. Available properties are:
• Opacity
• X Position
• Y Position
• Width
• Height
• Zoom
• Rotation
Pixel Mapper Grid Fit Animation: A new grid fit pixel mapper
animation has been added. This is represented as a regular grid of
3x3 dots in the animation selection. This provides a way to align
animations accurately to the pixel grid. Available properties are:
• Columns
• Rows
An example of use in a simple 5x5 layout might be a block element
(zoom to size of a single cell) + displacement animation + grid fit
(5x5) + opacity animation. This will make a block randomly fade
in/out onto single whole cells only.
Pixel Mapper Wheel and Numeric Control: It is now possible to
adjust pixel mapper controls using the wheels or by entering values
numerically. This makes it easier to fine tune or provide precise
values. To assign to wheels press the value box to the right of the
control. Some attributes are grouped in pairs on the wheels for
convenience. Controls currently assigned to wheels are represented
with a highlighted box around the edge of the value(s). The last
control selected is also ready for numeric input. This is represented
with a highlight on the value itself. Two additional softkeys are

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provided: '+/-' will swap the value from positive to negative or vice-
versa. 'Reset to default values' will reset the control to its default
value (this can also be achieved by double-clicking the value).
View Shapes and Effects: It is now possible to view pixel mapper
and shape information in the channel grid and cue views. To view
pixel mapper or shape information in the channel grid select the
relevant option from the channel grid context menu. Where a pixel
map effect exists on an attribute it will be represented as 'Effect'.
Where a shape exists on an attribute it will be represented as the
shape name. In playback view there are now two additional columns
representing shapes and pixels respectively. Where pixel mapper
information is available a [View] button will appear. Pressing this
button will open a 'Pixel Mapper Effect View' detailing the effect
values in a grid format. Effects, Layers, Elements and Animations
follow a tree style. All values can be directly edited by selecting the
appropriate cell. New values can be input numerically or adjusted by
wheel. Where shape information is available a button with the shape
name (or [...] for multiple shapes) will appear. Clicking this button
will open a shape view listing all the shapes contained in the cue. The
shape controls can be directly edited by clicking on the appropriate
cell and entering a new value numerically. To view and edit individual
fixtures in a shape click on the [View button] to open Shape Fixture
View.
Auto Legend: There is a new user setting called Auto Legend
(enabled by default). When enabled this setting will automatically
create legends when recording palettes unless you manually set a
legend. When recording colour palettes in workspaces a coloured icon
will be used to represent the colour. Where a palette contains
multiple fixtures set to different colours each different colour will be
represented as a vertical bar. When recording palettes involving CITP
thumbnails the legend will use the thumbnail image. For all other
palettes the last adjusted function and value will be used with the
exception of pan/tilt which will revert to a default palette legend
instead.
Assign Masters: Where consoles do not have dedicated controls it is
now possible to assign masters to handles. To do this go to
system/[Assign Mastering], select master and choose destination
handle. Available masters are:
• Grand
• Playback
• Preset
• Flash
• Swop
Various key profile options are available for masters and can be set
via [Playback Options]. Note that by default masters have a
transparent lock set. This can also be changed via [Playback
Options].
Speed Masters: You can now assign playbacks to separate speed
masters. To assign a speed master go to system/[Assign Mastering],
select master and choose destination handle. Available speed masters
are:
• 'BPM' (1-4) - BPM masters override local speed with absolute
values. The maximum speed of each BPM master is toggled via
[Playback Options].

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• 'Rate' (1-4) - Rate masters proportionally master a local speed.


The scale for rate masters can be toggled via [Playback
Options].
• 'Rate Grand Master' - The rate grand master proportionally
controls the four rate masters.
Various key profile options are available via [Playback Options]
including tap tempo for BPM masters (default). Assign playbacks to
use one of the speed masters via [Playback Options]/[Speed Source].
[Local] is the default. Speed masters can also be used to control
shapes and effects. Note that assigning a speed master is
independent of the [Speed on Fader] option. In other words a speed
master will control the speed of a shape even if speed is set to static
on fader.
Shapes on Subfixtures: It is now possible to run shapes on
subfixtures via the master fixture handle. When a master fixture is
selected you will be asked whether you want to run the shape on the
super fixtures or sub fixtures.
Unfold a Range of Multi-Celled Fixtures: It is now possible to
unfold a range of fixtures containing subfixtures. There are two
methods:
• 1) UNFOLD <select (range of) fixtures>. The subfixtures for all
fixtures will then immediately appear on handles consecutively.
• 2) <select fixture(s)> UNFOLD [Selected Fixtures]. The
subfixtures for all fixtures will appear on handles consecutively
when [Selected Fixtures] is pressed. This method allows for
non-consecutive multiple fixture selection.
Note that when using method 2 the unfolded handles will always
appear in the Fixtures workspace.
Sub Fixture Selection in Attribute Editor: When a fixture
containing sub fixtures is selected the available cells along with the
master fixture are shown in the Attribute Editor and can be selected
for editing. Multiple cells can be selected. Note that it is possible to
create groups directly from this selection if required.
Sub Fixture Numeric Selection: Numeric syntax for selection of
sub fixtures has been enhanced for multiple fixtures. Available
commands are as follows:
• . (all sub fixtures of selection)
• . THRO .j (sub fixtures 1->j of all selected fixtures)
• THRO .j (sub fixtures 1->j of all selected fixtures - Shorthand
for above)
• .m (sub fixture m of all selected fixtures)
• .m THRO (sub fixtures m->last of all selected fixtures)
• .m THRO .j (sub fixtures m->j or all selected fixtures)
• .m THRO i (sub fixtures m->i of all selected fixtures -
Shorthand for above)
• 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. (all sub fixtures 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)

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16. Release notes - Page 201

• n.m (sub fixture m of fixture n)


• n.m THRO (sub fixtures m->last of fixture n)
• n.m THRO i (sub fixtures m->i of fixture n)
• n.m THRO i. (sub fixture m->last of fixtures n->i)
• n.m THRO i.j (sub fixtures m->j of fixtures n->i)
• n.m THRO .j (sub fixtures m->j of fixture n)
Second Monitor Output for Titan Mobile: Titan Mobile now
supports two displays. This can be enabled/disabled in
system/[Display Setup]
Static Playback Pages: It is now possible to page the static
playbacks on Tiger Touch and Titan Mobile. This applies to the 10
static playbacks on the Tiger Touch and the 20 executor buttons on
Titan Mobile. There are a maximum of 60 pages. To change page use
the new factory macros provided(*). (*Note that macros are part of
the fixture library. If you do not see these macros download and
install the latest library.)
DMX Triggers for Titan Mobile: It is now possible to use DMX as a
remote trigger on Titan Mobile consoles. The Titan Mobile will require
a firmware update to enable DMX in as detailed in the USB Expert
manual.
Display DMX Address in Fixture Handle: It is now possible to see
the patch address for handles in the fixtures workspace without
needing to be in the patch menu. This can be toggled on/off the
fixture workspace context menu.
Patch with Offset: There is a new option when patching to provide
an offset. This saves time if you deliberately want to leave gaps
between fixtures. Typically this might be used when planning a show
that will involve exchanging fixtures. When patching this is located in
the [Options] menu. When editing in patch view or using repatch in
addition to 'retain layout' and 'bunch up' there is a third option called
'bunch up with offset'. With this option selected it is possible to input
an offset. Note that the offset is the total number of channels you
would like the fixture to occupy. For example, patching 2 x Martin
Mac 700 Profile 31 DMX starting at DMX 001 with offset = 40 will
result in fixture 1 at 001 and fixture 2 at 041.
Update All Personalities: Patch/[Update Personality] now has an
extra [Update All] button to update all the available personalities
without having to go through each individually.
User Personality Directory: A new personalities directory has been
created for custom fixtures. When patching personalities this is
searched first and is not affected when updating the library. This is
available under 'My Documents\Titan\Personalities\'.
New Show Wipe DMX Option: When starting a new show you now
have an option to keep existing DMX settings or to reset to default.
Load With or Without DMX Settings: When loading a show you
now have an option to keep existing DMX settings or use those stored
in the showfile.
Loading Bar Status: When loading a show there is now a new
screen which will show the progress of the show loading.
Show Browser: There is now a new dedicated workspace when
loading and saving shows on consoles without an LCD display.

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Quick Merge: When overwriting a palette there is now an additional


option called [quick merge]. This will filter the mask to only allow
channels present in the original palette. The mask is represented in
the softkey display. When double-pressing this is the default action.
Store Locate State: It is now possible to store the locate state of
fixtures. These can be recorded as shared (applies to all fixtures of
the same type) or as individual fixture. To store press Record
followed by Locate. This will present a menu with options for
Shared/Individual. Press [Record] or Locate a second time to confirm.
Release Key Profile Option: There is now a new key profile option
to release playbacks. This is particularly useful for cue-lists.
Active Playbacks Workspace: There is now a new workspace to
show active playbacks. This provides an easy way to see what is
currently running and from which page. Various operations can be
performed directly on the active playbacks. These include the ability
to kill, copy, move, view and set legend.
Record Groups on Macro Buttons: You can now record groups on
the physical macro keys on the Tiger Touch and Expert Touch Wing.
Record Timecode from Playback View: There is a new context
menu item in Playback View called Record Timecode. This provides a
shortcut to the timecode menu with record enabled.
Lock Macro and Palette Handle Paging: It is now possible to set
locks and transparent locks on macros and palettes. This is
particularly useful when assigning the new static page change macros
to executor buttons.

16.1.3 Improvements
Exchange Group: It is now possible to exchange a group of fixtures.
Save DMX Settings: DMX settings are now saved with in the
showfile.
Change Workspace in Record: It is now possible to recall
workspaces while in a record menu.
Delete Cue from Playback View: You can now delete cues by
selecting the cue directly in playback view. On touch consoles
pressing DELETE followed by a cue list or chase will automatically
open playback view ready for cue selection.
Open Playback View on Include: When including a chase or cue
list on consoles without a dedicated LCD display the Playback View
will now automatically open to allow cue selection by touch.
Select Column: It is now possible to select whole columns for editing
by clicking on the column header.
Enhanced Numeric Group Syntax: You can now use the syntax
GROUP, n, @ to perform actions on a group.
Patch Softkey for Dimmers: There is now a [Patch Dimmers]
softkey in the Patch Dimmer menu. This brings the menu functionality
in line with Patch Fixture.
Touch Softkeys in Macros: You can now record the touch softkeys
in macros.
Set Fixture Order from Edit Groups: There are now two separate
options in the Edit Groups menu - [Fixture Order] and [Edit Layout].

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Playbacks View Background Page Name: The current page name


is now displayed in the background of the touch playbacks area to
make it easier to see which page you are on.
Improved Workspace Menu Bar: The drop-down context menus
have been redesigned to make them easier to click on.
Remember Patch Quantity: The Patch Quantity value is now
retained after entering the Patch Options menu.
Centreing Pixel Mapper Elements: Previously some pixel mapper
elements could be slightly off-centre. This has been improved.
Flash Available Macro Handles: When choosing a destination to
record a macro the LED's on available handles now flash.
Record Shapes and Effects by Stage: It is now possible to record
any running shapes or effects using record by stage mode.

16.1.4 Changes
Track Changes Only: When recording cue lists only changes will be
recorded. Any values that remain unchanged from the previous cue
will not. This ensures tracking functions correctly.
Default Workspace - Fixtures & Groups: When starting a new
show the default workspace is now Fixtures and Groups. This is more
convenient for patching.
Reset User Settings on New Show: When starting a new show the
user settings are reset to defaults. Note that this includes Autosave
settings.
Unfold Fixture Now Only Sub Fixture Handles: When unfolding
fixtures with sub fixtures the master fixtures will no longer be
assigned to handles in the unfolded view. Master fixtures are now
accessed in the 'folded' view only.
Rec Step Cue Number Focus: When using Rec Step it will now
always be ready for a cue number input. Previously it would
remember the last item focused, for example legend, making it
difficult to work quickly.
Cue List Auto Connect to Timecode: When recording timecode the
associated cue list is now automatically connected enabling timecode
playback.
Fixture Attribute Workspace Shortcut Position: The default
factory Fixture Attribute workspace shortcut now positions the
Attribute Editor workspace the bottom-left quad.
Remove Compatibility View: The default factory Compatibility
workspace shortcut has been removed. The workspaces are still
available from the Open menu.

16.1.5 Bugs Fixed


Cannot recover from corrupt configuration file: In rare
circumstances it was possible for a configuration file to become
corrupt. If this occurred the software was unable to start until the file
had been deleted. The software is now able to detect this problem
and recover.
Pixel Mapper fails to work with certain locale settings: Where a
system was set to a language that used a comma symbol to

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represent decimal points the pixel mapper effect editor would fail.
This has been resolved.
Merging into cue lists doesn't update tracking as expected:
Previously when a cues were updated by merging the tracking would
not update to suit. This has now been fixed with the change 'track
changes only'. Note that this applies to new cue lists only.
Frozen attribute levels do not save with showfile: Previously
when saving fixtures with frozen attributes they would reload in their
power on state. The frozen levels are now saved and restored
correctly.
Load v4 show with multi-cell fixtures breaks related
programming: Previously when loading a v4 show with multi-cell
fixtures the software would not interpret them correctly which would
compromise any related programming. Now the software will
recognise the show is from an earlier version and preserve the
programming.
Sub-fixture exchange broken: When exchanging one multi-cell
fixture for another the sub fixture data would not exchange correctly.
This has now been fixed.
Can't click on touch screen: Occasionally it was possible a left click
or touch on a screen would not work as expected. This has now been
resolved.
Preset fader intensities get stuck: In v5.0 it was possible for
intensities from preset faders to get stuck on. This would happen if
the fader was lowered very quickly. This has now been resolved.
No output with 16bit virtual masters: In the very rare instances
of a 16bit virtual dimmer there would be no output if intensity was
snapped to 100% (i.e.. Flash/swop @@ etc.) This has now been
fixed.
Super fixture palettes get stuck in the programmer: Palettes
created from master fixtures that contained links to sub fixtures
would lock in the programmer when recalled by fixture selection. To
restore control you had to nudge the affected attributes. This has now
been resolved.
Sub fixtures don't locate when master fixture is in the
programmer: If master fixture values were in the programmer and
you attempted to locate a sub fixture it would not work until you
nudged the attributes. This has been fixed.
Sub fixtures don't locate if they are in the programmer and
the master is located: If sub fixture values were in the programmer
and you then attempted to locate the master fixture it would not
work. This has been fixed.
Applying palettes to sub fixtures after locating master fixture:
If a master fixture was located and not cleared and you attempted to
apply palettes to separate sub fixtures any fixtures not selected
would reset to the locate values. This only happened if the master
fixture had not been cleared. This is now resolved.
Higher priority block shapes not working correctly: Previously a
higher priority block shape could still be overridden by a lower priority
shape. Now a higher priority block shape will always override a lower
priority shape.

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Release clear to lower dimmer: If the programmer contained


dimmers at a higher level than in an active cue using OFF/Clear would
result in a delay then snap to lower level. It will now fade to the lower
level over the time set or master release time.
Release clear snaps dimmers: If the programmer contained
dimmers at a lower level than in an active cue release clear would
fade to zero then snap back to the cue level. Now the dimmers will
correctly fade up to the cue level over the time specified or the
master release time.
Flash and swop ignore master release time: Previously when
cues set to release were flashed or swopped they would ignore the
master release time and release over 2s. They will now release
according to master release time.
Flash/Swop intensity does not work with autoload: Where a
cue-list autoloads an intensity cue flashing or swopping the cue would
not output to stage as expected. This has been fixed.
Flash/Swop intensity shapes in cue lists with size on fader
does not work: Previously if a dimmer shape cue in a cue list set to
size on fader was flashed or swopped it would not output. This has
been fixed.
Can't adjust cue list or chase level by fader while in delay:
Where a cue list or chase had delay times set the playback fader
would not affect intensity levels during the delay and would suddenly
snap to the new level instead. Now it is possible to master intensities
by fader during delay times.
Delay + Mode 2: Previously cues set to mode 2 with delay values
would not work correctly. This has now been resolved.
Flash and Latch: If a playback was latched while flashed or flashed
while latched the playback could appear to get stuck on. This has now
been resolved.
Double click palettes: Very rarely a palette would not fire the first
time it was applied. This has been resolved.
Pixel mapper outputs in blind: Previously the pixel mapper would
still output in blind. This has now been fixed.
Block shape palette doesn't save: Previously if you stored a block
shape palette it would not restore on load show. This has now been
fixed.
Macro links in cue lists don't save: Previously macro links in cue
lists were not restored on load show. This has now been resolved.
Macro links don't copy: Previously when cue lists containing macro
links were copied the copy would not contain the macro links. This
has been resolved.
Mixed mode shared palettes: Previously if you had more than one
mode of a particular fixture patched and attempted to create a shared
palette that treated the two modes independently it would only allow
one of the modes to exist. It is now possible to have a shared palette
for each mode within a single palette. Note that by design if a shared
palette is only created in one of the modes it will still apply to both.
Group fixture order persists on replace: Previously if you
replaced a group using the same fixtures but in a different order the
original order would persist. Now the new order replaces as expected.

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Fixture order does not always save correctly: Sometimes after


saving and loading a show the fixture order was not as you left it.
This was specific to leaving some fixtures with no fixture order set.
This has now been resolved.
Fan within group doesn't work correctly: Sometimes when fan
was set to 'within group' it would not fan symmetrically as expected.
This has now been resolved.
Copied fixtures don't appear in cue view: Previously copied
fixtures would not appear in the channel grid when viewing cues that
contained the originals. This has now been resolved.
Cue lists fade out with snap back/cut next cue live: Previously
if fade out times had been set in cue lists the snap back/forward
functions would not snap correctly. The snap functions now work as
expected where fade out times are set.
Snap back/cut next cue live fades shapes: Previously when
snapping between cues with shapes in a cue list the shapes would
fade. They now snap as expected.
Cue view sticks in times view: After performing edit times
operations the cue view would get stuck in times view. It has now
been changed so that it always opens in levels view.
Renumber cue does not update playback view: Previously if a
cue was renumbered in a playback you were viewing the cue list
would not reorder itself until it was fired. Renumbered cues now
immediately reorder in the playback view.
Cue and Playback Views don't update when associated
playback is deleted: Previously if, while viewing a playback or its
cue data, the playback was deleted the views would remain. Now
they will clear as expected.
Record chase softkey gets stuck on [update]: Previously, after
updating a step in a chase it was possible for the [append] softkey to
continue to read [update] instead. This has now been resolved.
Can't change autosave with Titan Mobile on Windows 7:
Previously it would not remember autosave settings in Windows 7.
This has been fixed.
Pixel Mapper elements do not centre on y-axis: Previously when
the y-axis of an element was set to 50% it was not correctly centred
within the grid. This has now been fixed.
Hidden Visualiser Dialogs: Sometimes it was possible for Visualiser
dialogs to appear on another screen or behind windows. This might
make you think it was not working correctly. This has been changed
so that it should always be visible.
Abc mode resets with latched set legend: When the touch
keyboard was set to Abc mode with set legend latched it would stop
working correctly after a legend had been set. It has now been fixed
so that it continues working in the set mode until manually changed.
Usb Expert - Wheels tab does not respond to Expert Touch
wheel 3: In Usb Expert the wheels tab would only show changes to
the first two wheels on the Expert Touch wing. This could be
confusing and make you think there was a problem with the wheel
when there was not. This has now been resolved.

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Fixed universe Art-Net nodes don't disappear from available


nodes after assignment: Previously Art-Net nodes that can only be
assigned once didn't disappear from the available nodes list after they
had been assigned. This has been resolved.
Last Expert DMX output remains in available nodes list when
assigned: Previously after assigning all Expert DMX outputs the last
output still showed in the available nodes list and could be
reassigned. This has been resolved.
Pixel Mapper layer number disappears: Previously after adding
elements in the effect editor the layer numbers would disappear.
They have now been instructed to stay where they are and not move.
Crossfading cue lists not working correctly: Previously when a
cue list was set to manual crossfade sometimes the cues did not
output the expected values according to fader level. This has now
been resolved.
Winamp universes: Previously it was not possible to control
Winamp using any universe other than 1. This has now been
resolved.
Problems setting shape phase with large numbers of fixtures:
Previously with very large numbers of fixtures it was difficult to adjust
the shape phase by wheel. This has now been resolved.

16.1.6 Known Issues


Changing system time kills playbacks: TitanNet relies on system
time for synchronisation. If the time is changed on a console any
active cues will deactivate and need to be refired. It is advised you
avoid changing the system time during a show.
DMX Settings reset when loading shows from previous
versions: DMX Settings are not preserved from previous versions. It
is recommended that you check DMX Settings after loading a show
from a previous version and adjust as necessary.

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17. Glossary of terms - Page 209

17. Glossary of terms


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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17. Glossary of terms - Page 211

example the P(osition) group includes Pan and Tilt


attributes.
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.
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

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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.
TRACKING Describes the operation of Cue Lists where lighting
states follow through from previous cues unless
changed by the user.

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17. Glossary of terms - Page 213

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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17. Glossary of terms - Page 215

Index
Softkey Menu items are indicated with capital letters (for example
“Activate A Timecode Cuelist”)

speed and crossfade · 129


tap tempo · 133
temporary speed · 129
A CITP · 186
clear button · 51
acceleration mode of wheels · 54 Clear button · 111
ACDI, connecting up · 185 clearing the console · 32
active fixture colour picker · 54, 55
media thumbnail · 56 compatibility view · 165
active fixtures · 186 connect button · 129
Add Swop button · 154 copy chase · 132, 145
Align fixtures · 63 copy cue · 119
All button · 62 copy palette · 76
always merge · 116 copying
Append · 131 fixtures · 45
Append Cue (cue list) · 138 crossfade of chase · 129
Apply Time To Palette · 155 cue list
Art-Net, setting up · 182 append cue · 138
attribute fade times · 147
As In · 146
autoload · 139
assign mastering · 169 cue legends · 139
attribute editor window · 54 default delay/fade times · 137
attribute groups · 59 difference between chase and cue list ·
attributes 137
controlling · 53 editing cues and times · 143
entering numerically · 57 keyboard shortcuts · 140
setting · 53 killing · 141
auto connect chase · 168 macro link · 140
auto groups · 39, 61 move cues · 142
move in dark · 151
auto legend · 72
recording · 137
autoload playback in cue list · 139 setting times · 145
autosave options · 32 update · 143
Cue Overlap · 134, 147
cue view · 117
B cues
attribute fade times · 123, 135
changing page · 114
backing up show · 32 deleting · 120
banks of attributes buttons · 53 editing · 116
Blind mode · 113 fade modes · 122
flashing · 114
block shape · 79
include function · 118
Bunch Up · 45, 77, 120 playing back · 113
busking · 155 recording · 112
removing attributes · 119
setting fade times · 120

C setting legends · 112


curve · 124
curves · 171
channel button · 57 curves, fan · 65
channel grid window · 67 custom/user fixture personalities ·
chases 178
appending new cues · 131
connecting · 129
cue linking · 135
cue, fixture and attribute overlap · 134 D
deleting · 120
difference between chase and cue list ·
137 Delay Time · 122
direction · 130 delete palette · 77
editing using unfold function · 131 deleting
global timing · 132 chase · 120
individual cue times · 134 cue · 120
inserting cues · 131 deleting patched fixtures · 45
pausing · 130 DHCP · 189
recording · 127 dimmer, virtual · 54
running · 128

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Page 216 - Index

dimmers Group button · 60


entering numerically · 57 grouping fixtures · 60
patching · 36
display setup · 169
DMX address
displaying for fixture · 36 H
setting for fixture · 38
DMX output mapping · 169 handle paging · 124, 150
DMX outputs · 20 HiLight button · 62
DMX Settings · 169 HTP and LTP, explanation of · 113
DMX triggering · 157
DMX workspace window · 42

I
E
Include button · 118
Insert (in unfold mode) · 143
Edit Times · 120 Insert (rec chase) · 131
editing a cue · 116 insert chase step · 131
editing values · 67 Invert attributes · 46
Editor · 111 IP address, setting · 181
effects generator · 79 IP addressing explained · 187
enter numeric values · 57 IPCGBES groups · 59
external monitor · 165

F J
jump to step in chase · 130
fade curves · 171
Fade Out Time · 122
Fade Time · 122
fade times for cues · 120 K
fading palettes · 77
fading palettes over time · 155, 156 key profile
Fan button · 64 individual for playback · 125, 150
Fan curves · 65 key profiles · 165
filtered palettes · 75 keyboard not working · 28
firing a chase · 128 keyboard shortcuts · 28
fixture exchange · 43
fixture layout · 61
fixture macros · 68
fixture order · 122, 148 L
fixture order in a shape · 87
Fixture Overlap · 122 latch menu · 25
Fixture Overlap (chases) · 133, 148 latching the copy menu · 120
Fixture Overlap (cue lists) · 147 latching the rec cue menu · 112
fixture overlap (palettes) · 156 LED brightness · 168
fixture overlap with palettes · 77 legend button · 72
fixture page buttons · 36 legend, pictures · 73
fixture personalities, custom · 178 legends
fixture personalities, downloading setting for fixtures/dimmers · 42
and installing · 177 legends for cues in cue list · 139
fixture select buttons · 35 level matching of playbacks · 114
fixtures Link (cue lists) · 146
changing page · 50 Link Offset · 146
groups · 60 Load Show · 31
locating · 50 loading a show · 31
patching · 37
Locate button · 50
step through selection · 62
locate, record new state · 51
Flash Full/Flash Out · 63
lock playback on handle · 124, 150
Flip · 63
lock the console · 29
freeze fixture or attribute · 47
LTP and HTP, explanation of · 113

G M
Generic fixtures · 179
macro in cue list · 140
global chase timing · 132
macro, link to cue · 150
go and stop · 130
macros · 68
Go button · 141
macros (keypress) · 28
group
fixture layout · 61
mask

TitanUniversal_Man_v6-0_TM.doc 17 July 2012


17. Glossary of terms - Page 217

clear · 51 sub fixtures · 39


mask, toggle groups · 71 swap pan and tilt · 46
master faders, assigning · 153 Patching, show DMX channels · 36
master overlap (palette) · 78 pattern selection · 58
master palette overlap · 78 pausing a chase · 130
master palette time · 78 pearl expert shows · 165
master time (palette) · 77 personality, editing · 47
media servers, setting up · 186 phase of shapes · 83
midi connections · 21 phase offset · 83
MIDI timecode options · 168 picture legend · 73
MIDI triggering · 157 picture legends · 24
mode 0 - 3 for cues · 122 pixel mapper · 83
monitor · 165 pixel mapper examples · 88
move chase · 132, 145 pixel mapper preview · 86
move cue · 119 playback options
move function · 156 chases · 135
move in dark · 151 cues · 124
move palette · 76 playback priority · 124
moving cues in cue list · 142 playback view · 117
Moving fixture · 45 playbacks
releasing · 115
Multi-DMX fixture · 179
preset palettes · 39
multiple dimmers on one handle · 37
Prev/Next buttons · 62
priority setting for playback · 124
Programmer · 111
N prompt for merge · 167

New Show · 32
Q
O Quick build · 128
quick build cue · 112
Off button · 119 quick palettes · 74
offset, DMX patching · 38 quick record · 23
palette · 72
order of fixtures · 122

P R
Rec Step button · 143
page
selecting fixture pages · 36
Rec Times button · 143
page buttons · 74 Record (in unfold mode) · 131, 142
page legends · 42, 114 Record Chase button · 127
pages of cues · 114 Record Cue button · 112
pages of fixtures · 50 recording macros · 28
pages of palettes · 74 release mask · 124
pages show/hide button · 36 releasing playbacks · 115
palette Rem Dim · 63
auto legend · 72 remote trigger · 157
Palette Bank buttons · 74 remove fixtures from a shape · 87
palette fade button · 78 resetting fixtures · 68
palettes · 69 Retain Layout · 45, 77, 120
creating · 70 running a chase · 128
editing and deleting · 75
fading over time · 77, 155, 156
fixture overlap · 156
master overlap · 78 S
master time · 78
recalling · 74
Save Show · 31
setting legends · 72
update · 76, 116 saving show to hard disk · 31, 32
viewing values · 75 Select a DMX line · 38
park fixture · 42 Select Cue · 145
patch view window · 40 Select Fix Page button · 50
patching select if · 59
copying fixtures · 45 selecting fixtures in a pattern · 58
deleting fixtures · 45 Set Cue Times (in unfold mode) ·
dimmers · 36 132
edit personality · 47 Set Fixture Order · 148
fixtures · 37
Set IPCGBES Times · 123, 135
freezing attributes · 47
inverting attributes · 46
Set Legend button · 42, 112
setting legends · 42 Set Out Time · 146

TitanUniversal_Man_v6-0_TM.doc 17 July 2012


Page 218 - Index

setting attributes · 53
Setup button · 31, 32 U
shape generator · 79
shape speed and size · 82 undo/redo · 27
shapes unfold
deleting · 87 cue list · 142
editing shape in a cue · 86 Unfold button · 131
fading in · 88, 124 Unknown fixtures · 179
fixture order · 87
unlinking chase cues · 134
phase · 83
reversing · 87
update · 76, 116, 143
shapes window · 80 update personalities · 44
shortcut keys · 28 upgrading the software · 175
show file user number · 36
saving and loading · 31 user settings menu · 167
simulator · 30
Snap Back button (cue lists) · 141
software, upgrading · 175 V
Speed (chase) · 133
speed masters · 115, 153
speed of chase · 129 VDU · 165
spread of shapes · 83 view DMX output · 42
Stop button (cue lists) · 141 view menu · 156
Store Palette · 70 viewing key profiles · 165
sub fixtures · 39 virtual dimmer · 54
sub fixtures, selection · 52 Visualiser · 27
swap items if required · 45, 77, 120 Visualiser auto patch · 39
Swap Pan Tilt · 46
system menu · 167
W
T warn before parking fixtures · 167
Wheel sensitivity · 168
tap tempo · 133 wheels
acceleration · 54
tempo units · 168
controlling attributes · 53
temporary chase speed · 168 fast mode · 54
temporary speed · 129 window positions · 22, 23, 163
text size · 168 Wipe · 169
theatre mode · 137 wipeall · 32
timecode · 148 workspace
Titan simulator · 30 positioning windows · 22, 163
TitanNet overview · 171 saving · 23, 164
toggle mask · 71 window options · 23
touch button size · 168
transparent lock · 124, 150
Triggers · 169
X
X in fixture order · 123

TitanUniversal_Man_v6-0_TM.doc 17 July 2012


17. Glossary of terms - Page 219

Avolites Titan Operator’s Manual ( Titan Mobile version)

part number 8200-0170


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.

TitanUniversal_Man_v6-0_TM.doc 17 July 2012

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