TitanMobile Man v6.0
TitanMobile Man v6.0
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.
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 handy tips which will help you use the
console more efficiently.
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
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
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
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
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].
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).
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.
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).
Workspace, macro
and executer
Attribute control wheels Attribute Function Workspace window buttons
select buttons buttons select buttons
Fixture selection
buttons
10 playback
faders
• 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
Workspace
buttons
Attribute status
(IPCGBES)
Playback
information Wheels display
Connections panel
MIDI in socket USB sockets
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.
2.2 Connecting up
2.2.1 Cautions
Radio transmitters may affect the operation of the
console and we recommend that they are not placed on,
above or behind the console. If you are wearing one it is
best placed in a back pocket or behind you when
attached to a belt.
When 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.
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.
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.
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).
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.
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.
2.3.6 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
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
To record a macro:
To play back the macro, just press or touch the button where you
recorded the macro. The macro will repeat all your button presses
(but there is no delay or timing between the presses).
⇑ means shift
(num) means on the numeric keypad
The Virtual Panel works exactly the same as the real panel; to hold a
button down so you can press a second button, right click it using the
mouse.
Although your show is safe on the 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.
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:
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.
• 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.
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 .
If the Fixtures window is not shown, press Window Open then [Show
workspace window] then [Fixtures].
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.
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.
• 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.
1> Press Patch (one of the white function buttons above the
numeric keypad).
2> Press [Fixtures].
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.
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.
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.
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.
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
• 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.
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.
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.
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.
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).
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.
• 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 buttons on the left of the window select the attribute to change.
When you apply an attribute, the button turns blue to show that the
attribute is in the programmer. If you touch the button again, the
attribute will be removed from the programmer.
Touching the title of each attribute (such as “Colour Func”) expands
the attribute to the full window, displaying more buttons.
For fixtures which are capable of colour mixing, you can select a
colour from an onscreen palette of colours. The slider on the right
hand side sets the intensity.
For variable attributes like Dimmer, holding down the button will
display a horizontal slider bar. You can then move your finger left or
right to change the value.
When the selected fixture has subfixtures, buttons appear at the top
of the attribute editor window allowing you to select the main fixture,
or individual cells for control.
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.
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.
Above the attributes roller on the screen, the console shows you
which attribute group you are currently changing (the grey box). The
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.
• The Group button also gives you facilities on the softkeys to edit
and delete groups.
Auto Groups
When patching multiple fixtures, the console automatically creates
groups for you. A fixture type group is created which contains all
fixtures of the same type (for example, [All Mac 2000]). Another
group is created each time you patch a quantity of fixtures (for
example, [4 BB4].) This function can be turned off using [Auto
Groups] in the User Settings.
To change the order, select [Auto Increment] to On, then select the
fixtures in the order you want. If you press a fixture twice, it will
show an X indicating that it is not part of the sequence.
To change fixture layout:
Initially fixtures will be all in a row. You can reposition the fixtures
anywhere on the screen by dragging them. Or press a fixture to
select then use the wheels to move it around the grid. You can resize
the grid by dragging the bottom or right sides.
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.
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.
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:
Normal (1):
2:
3:
The window can be set to different modes using the context buttons
to the left of the menu. The modes are:
• Playbacks: shows which playback is controlling each attribute of
each fixture
• Levels: shows the output levels of each attribute. These may be
shown numerically or as range names.
• Palettes: shows which palettes are allocated to fixture attributes
• Shapes: shows which shapes are running on fixtures
• Output/Programmer: switches between the attributes on the
console output, and the attributes currently in the programmer
• Highlight off/changes: if set to [Highlight changes] then
changing attributes will be highlighted.
• Narrow/Wide columns: changes the column width on the
screen.
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.
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.
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.
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.
• [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.
• 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.
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.
• 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.
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.
• 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.
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 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.
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%.
• If you open the Shapes window, it will remain open for instant
selection of shapes (you don’t need to select [Shape
Generator]). The window will only show shapes which are
possible on the selected fixtures. Pressing attribute buttons will
filter the Shapes window to show only shapes for that attribute.
Press the Dimmer attribute button to show all shapes.
1> Control the speed of the shape using the left hand wheel.
2> Control the size of the shape using the middle wheel.
3> The size and speed is shown above the wheels on the display.
The display above the left hand wheel shows the phase in degrees.
For example, 180 degrees repeats every 2 fixtures, 90 degrees
repeats every 4 fixtures, 60 degrees repeats every 6 fixtures, and so
on.
The Offset function allows you to set the starting phase of the shape,
when more than one shape is running. For example, if you were
running a Cyan shape and a Magenta shape to create a mix of
colours, you would probably want to start them with Cyan at full and
Magenta at zero to give the full range of colours. In this case you
would set one of the shapes to have a Phase Offset of 180 degrees.
Without the phase offset, both shapes would reach full at the same
time.
Then click on the + button again and choose an animation (how your
graphic element will move). The animated effect will show in the
black window.
Edit the parameters of the effect by clicking the effect name on the
left hand side. Sliders are provided to configure the effect, the sliders
may vary depending on the particular effect. For Grid Fit you need to
specify the number of rows and columns in the grid.
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
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.
In the Shape or Effect View window you can click on View Fixtures to
open a window showing a list of the fixtures on which the shape or
effect is programmed.
If more than one shape is running in the programmer, you can select
which one is connected to the control wheels using Shape option
[Edit].
1> If you are not in the Shape menu, press [Shapes and Effects]
then [Shape Generator] at the top menu.
2> Press [Edit].
3> Press [Select shape]
4> By the softkeys is a list of the currently running shapes.
5> Press a softkey to make the shape active. The active shape is
highlighted.
6> Press Enter to get back to the Shape Generator menu.
To set the shape size and/or speed from the fader position, press
[Playback Options] from the main menu then press the select button
of the playback.
Using the [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.
To set a fixed fade in time for the shape size, press [Edit Times] from
the top menu, then the playback select button, then set the
Delay/Fade times you want.
The Fade Mode allows you to set mode 0 (fade in), mode 1 (fade in
and out) or mode 3 (crossfade). Mode 2 links fade times to the fader
position, however we recommend you use the Playback Options listed
above to do this for shapes, and do not use Mode 2.
If a new cue is fired which controls the same attributes (for example,
a second shape controlling the same fixtures as a currently running
shape), the new shape will crossfade from the running shape.
1> The fixtures you want to use need to be recorded into a group,
do this first if they are not already.
2> Adjust the layout of the fixtures in the group using [Shapes And
Effects]/[Pixel Mapper]/[Edit Group Layout]/(select group).
3> Start creating an effect by selecting the group then [Shapes
And Effects]/[Pixel Mapper]/[Create Effect].
4> In the Pixel Mapper Effect Editor window toggle the context
menu option 'Fixture Overlay' until it reads 'Fixture Overlay
6> Select [Layer 1], click [+] at the bottom of the screen and then
choose Circle from the elements that appear.
7> Drag the 'Zoom' slider until the circle covers approximately one
cell. You can also use the 'Width' and 'Height' sliders to turn
the circle into an oval if that helps.
Then drag the 'X' and 'Y' sliders to position the circle roughly in
the centre of your fixtures if it is not already.
8> Select [+] again and choose Displacement from the animations
that appear (this is represented as a few static blocks). (Note
that nothing changes yet.)
9> Select [+] and this time choose Opacity animation (represented
as a block fading in).
The displacement acts on the opacity animation causing it to
appear at random locations each time it is drawn.
Drag the 'In Time' and 'Out Time' sliders to 0%. (This will cause
the effect to snap on/off instead of fade.)
Increase the 'Speed' and 'Spawn Rate' settings to make the
effect run quicker and with more circles respectively. (High
spawn rates are particularly useful for small randomised
elements like this.)
Reduce 'Spawn Rate' until only one stripe is on screen the same
time. For this type of effect the value will usually need to be
quite low - approximately 0.2.
You might want to reduce 'Speed' slightly at this point. (Note
that a higher speed was initially useful for getting the correct
spawn rate above.)
5> Click on [Layer 2], select [+] and select the Swirl element
(represented by a 'fan' shape with four arms).
Increase 'Zoom' until it is as large as will fit in the screen.
Set 'Bend' to 0% for nice straight fan blade edges.
Set 'Points' to 3 (minimum) for a three bladed fan.
Set 'Thickness' to 50% for evenly sized segments.
Increase 'Border Width' to a low value so that we just have an
outline.
8> Click on [Effect] at the top left to access the global controls.
Drag 'Pre Spool' to the left until it reads 0s. (This is to ensure
the wipe begins off screen where we placed it when it is fired.)
9> Record the cue.
• Note how the red fan sits on top of the white bar when they
interact. This is because the white is on a lower layer. A higher
layer number has priority over a lower number.
Example 1: Odd/Even
By doing the above you should be able to see how we have quickly
created a layout where the all the odd fixtures are arranged together
on the left followed by all the even fixtures on the right.
This arrangement could be used as it is. A block element animated to
run horizontally left to right will run across all your odd fixtures
followed by all the even fixtures.
An alternative goal might be a vertical 'cascading' effect:
1> Click on the vertical resize tool and drag down until the grid is
at least twice the original height.
3> Drag the selected fixtures so they sit directly under the odd
fixtures.
4> Select 'Crop Grid' from the Layout Editor context menu. (This
will get rid of the unused pixels.)
Repeat steps 4 and 5 until all the fixtures are at different heights in
relation to one another.
4> Double-click on [Circle] (or press [+]) and select the Zoom
animation.
Drag 'In Time' to zero and 'Out Time' to 100%. (This will make
the effect start large and finish small. Alternatively the same
effect can be created by making 'Start Zoom' larger than 'End
Zoom'.)
Increase 'End Zoom' until the element begins by filling the
whole window.
5> Double-click on [Zoom Animation] (or press [+]) and select the
Opacity animation.
Reduce 'Spawn Rate' to zero. (This will ensure the opacity only
works on the zoom animation.)
Drag 'In Time' to zero and 'Out Time' to 100. (This will make
the effect snap on and fade out as it reduces in size. As with
zoom you can achieve much the same thing by inverting the
opacity controls instead. Using opacity values greater than
100% will create a delay before fade.)
1> Select the same group as used for the first effect and [Create
Effect]
2> Select [Effect] and change 'Background Opacity' to zero.
3> Select [Layer 1] and this time add a Spiral element.
Increase 'Zoom' so that it's nice and big.
Drag 'Thinning' until it is at 0%. (This will make the lines of the
spiral stay the same width. A negative value means the spiral
gets thinner towards the outside; a positive value means it gets
thinner towards the inside.)
Reduce 'Turns' so we can make a more bold effect. Approx. 3
should work.
Increase 'Thickness' to 50% for chunky lines.
horizontally.
5> Reduce Y until the bar disappears off the top of the grid. (This
is in preparation for adding a displacement animation.)
6> Add a Displacement animation. By default this will offset the
original position by anything up to 30% distance. This is
because the default value for 'Distance' is set to a maximum of
30% and 'Distance Random' is set to 100% meaning it can use
any random value between zero and 30%. Similarly 'Direction
Random' is set to 100% meaning it can offset in any direction.
Temporarily set 'Distance Random' to zero. (This is in order to
see exactly what the displacement is doing.)
Set 'Direction Random' to zero. (In this example we do not
require a random direction.) Now the bar will disappear because
it is being displaced upwards in the default settings.
Set 'Direction' to 180 degrees. Click on the compass button
four times to get there quickly. Now the bar should reappear on
the screen because it has been offset vertically down from the
our off-screen position by the default 30%.
Increase 'Distance' until the bar is approximately in the centre.
Now you have a vertical bar that draws randomly using a horizontal
displacement. Similarly you can use the [layer] or [effect] controls to
make global changes to X/Y position and Zoom allowing quick
manipulation of entire effects.
14> Store the cue, clear, fire and view again in the Pixel Mapper
Preview.
7. Cues
So you’ve set up a great look on the stage, and you want to save it to
use in your show.
There are three ways of saving looks on 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.
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).
• 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.
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.
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.
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.
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.
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.
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.
• 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.
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.
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.
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.
You can use Key Profiles to allocate one of the handle buttons to
release the playback.
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.
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.
8. Chases
As well as being used to store static cues, the playback faders can
also be used to store chases (sequences of cues). You can also store
chases on touch buttons in the Playbacks window.
Chases can run once or repeat continuously. You can set individual
fade time for each cue in the chase and unlink cues so that the
console waits for you to press Go before the chase continues.
• You can set a legend for the chase by pressing Set Legend,
then pressing the Swop button for the chase and entering the
legend, as with cues.
• There is no limit to the number of steps in a chase.
8.2 Playback
8.2.1 Playing back a chase
To fire a chase, raise the fader of the playback. (You can also use the
Flash/Swop buttons). The chase will start to run. The bottom line of
the screen relating to the playback fader shows the current cue
number and speed of the chase.
1> Press [Edit Times] from the top level menu then the Swop
button of the chase.
2> To set the crossfade, press [Xfade] and type the fade from 0 –
100. 0=no fade (the chase will “snap”), 100=max fade (the
chase will move continuously from step to step).
3> To set the speed, press [Speed], type the new speed, then
press Enter. The speed can be set in Beats Per Minute (BPM) or
seconds depending on the User Settings.
There are other options you can set for the chase from this menu
including Fixture Overlap, which are described in the Timings section
8.5.1 on page 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.
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 Insert a cue between two other cues, set up the look for the
new cue, press [Insert Step], then type the cue number for the
new cue (such as 1.5 to go between 1 and 2). If this cue
number already exists it will be merged with the look you have
created. Otherwise a new cue is inserted.
• To change individual times for the cue, press [Edit Times], then
the Swop button for the cue (or type the cue number), then set
the times. This is described in detail in the Timing section on
the following page.
• If the chase has more steps than there are playback faders, you
can go between pages using the [Previous Page] and [Next
Page] buttons.
1> Press [Edit Times] from the top level menu then the Swop
button of the chase.
2> Set the Crossfade, Speed, Fixture Overlap and Attribute Overlap
settings as described below.
3> Press Exit to finish.
• To set speed, press [Speed] then type the new speed, then
press Enter. The speed can be set in Beats Per Minute (BPM) or
seconds depending on the user settings.
• To set crossfade, press [Xfade] then type the fade from 0 – 100
and press Enter. 0=no fade (the chase will “snap”), 100=max
fade (the chase will move continuously from cue to cue)
• When in Run mode, you can set the chase speed of the
connected chase by tapping the [Tap Tempo] button in the
main menu at the speed you want the chase to run. (The
option only appears when a chase is connected). You can also
assign the blue or grey handle button to be a “tap tempo”
button using the Key Profiles option (see section 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.
1> Press the Unfold button, then the Swop button of the chase to
be edited.
2> Press [Edit Times] then the Swop button of the unfolded cue
you want to edit.
3> Set up the timing options as required. The options are
described below.
4> Press Unfold to get out of unfold mode.
Initially all the timing options are set to Global. You can cancel any
individual timings and set the time back to global timings by pressing
the softkey for the option then pressing [Use Global].
The timing options for the cue are:
• Delay
• Fade (in)
• Fade Out
• Fixture Overlap
• Link with previous step
• Attribute times (see next section)
Linking can be set to [Link After Previous] (the chase will run
automatically) or [Link Wait For Go] which will stop the chase until
you press Go.
1> Press 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.
8.6.2 Forwards/backwards/bounce/random
Option C sets the direction of the chase.
• [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.
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.
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.
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.
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.
• 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.
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.
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.
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.
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.
• You can edit the times for a cue using the Live Time and Next
Time buttons as follows:
• 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.
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.
1> Press A [Edit Times] at the main Program menu then the Swop
button of the Cue List.
2> To change which cue you are editing, scroll through the list
using Wheel A or press [Cue Number] then type the cue
number you want to edit and press Enter. The Chase arrow
buttons to the right of the Connect button also step through the
cues.
• You can select a range of cues, enabling you to alter the timings
of multiple cues all in one go, by using Wheel B, or in the
Playback View window, dragging across the cues you want to
select in the grid.
• To set the delay time between pressing Go and the cue starting,
press [Delay In] then type a time in seconds and press Enter.
• To set the fade in time of the cue, press [Fade In] then type a
time in seconds and press Enter. Both HTP and LTP channels
are affected by the fade.
• The fade out time of the cue is set by default to be the same as
the fade in time. You can change the fade out time by pressing
[Fade Out], then type the time in seconds and press Enter. To
set equal to Fade In time, delete the time and leave the box
blank.
The fade out time starts when the next cue fires, so if you set
the time to 1 second, the outgoing cue would start a 1 second
fade out as the new cue begins its fade in.
• The [Delay Out] setting of the cue would normally be used if
the console links automatically to the next cue, and sets a wait
time before the next cue starts its fade in. So the outgoing cue
would start to fade out, and the delay out time would run
before the new cue begins its fade in.
• 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.
• 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.
1> Connect the cue list for which you want to set timecode.
2> Press [Timecode] on the top-level menu.
3> Press softkey A to select the desired timecode source.
4> Press [Record].
5> Start the timecode source. If using internal timecode, press
[Play] to start it.
5> Press the red Go button to step each cue at the time you wish
the cue to start.
6> Press [Record] when you have finished.
To play back a timecoded cue list, press [Connected Cue Lists] and
select the cue list which is to be played. Then press [Timer
Disabled/Enabled] to enable the timecode input.
When you start the timecode source (or press [Play] if using internal
timecode), each cue will fire as the timecode matches its
programmed time.
You can edit the timecode for each cue by using Wheel A to select the
cue, then press Enter and type the new timecode for the cue.
While editing a time you can also use Wheel B to select multiple cues,
and use the softkey options to enter a value to change the time of all
the cues (offset, add a fixed time or subtract a fixed time).
You can open a timecode display window to show you the incoming
timecode – press [Open Workspace Window] then [Timecode].
right side of the console to set the mask. The default setting is to not
release any attributes.
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.
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.
9.6.9 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.
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.
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.
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.
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.
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.
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.
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.
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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.
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.
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.
• [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.
12.3.5 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.
12.3.7 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.
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
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).
All available fixture personalities are listed down the left side of the
screen. You can use the boxes on the top left to filter the list to show
fixtures from specific manufacturers, or fixtures available for a certain
console, or to search for a specific fixture name.
Ensure you have selected the correct console type in the
“Desk” field. All Titan consoles use the same
personalities, but the installer program is customised to
the different consoles.
Click on the fixture name to open the details in the right hand
window. This shows all the personalities available for that fixture
type (if you have entered the console type on the top left, only
personalities for that console will be displayed).
If the personality is included in the standard library (cache) then the
column will be ticked.
If there is a personality listed for your fixture, download it by clicking
on the Disk icon. This will download a copy of the complete
personality library.
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.
13.1.6 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.
14.2.1 ACDI
Computer
running Titan
Simulator
1> Connect the console and Hippotizer to the network. (You can
connect the Hippotizer directly to the console, if no other
devices are being connected, using a crossover patch cable).
2> Set up the IP addresses and subnet masks of the console and
Hippo so that they are on the same address range, for example
192.168.0.1 and 192.168.0.2.
3> If you are using Titan Mobile or Titan Simulator ensure the
firewall on your PC is disabled. Also ensure the Hippo machine
is not running a firewall.
4> Run the Hippo system. Make sure the CITP component is
running.
5> Switch the console to System mode and select [DMX Settings].
6> On the left hand side under Art-Net you should see the Hippo
with its IP address. Click on it and then on the right hand side
click on the DMX line you want to use it with.
7> On the Hippo node on the left hand side, click the ‘i’ button and
set the Universe number to match the universe setting on the
Hippo.
8> Exit System mode back to the default menu.
9> 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.
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.
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.
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.
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].
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].
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.
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.
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).
Index
Softkey Menu items are indicated with capital letters (for example
“Activate A Timecode Cuelist”)
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
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
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