MagicQ User Manual
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12.2
Clearing the programmer
To clear the Programmer press CLEAR. All channels will be deactivated and all HTP channels will be set to zero. It is possible
to force all LTP channels to zero by using CTRL CLEAR.
Pressing SHIFT CLEAR clears the heads that you have currently selected. Use this to clear one or more heads without clearing
all heads from the programmer.
To clear the programmer over a period of time, type a number before pressing CLEAR, e.g. Press 5 CLEAR to clear the
programmer over 5 seconds.
12.3
Activation by Channel or by Head?
After CLEAR has been pressed, the programmer is empty - i.e. there are no channels active in the programmer. When the level
of a dimmer channel or an attribute of an intelligent head is changed for the first time then it becomes active in the programmer.
For heads with multiple channels, there is a choice here as to how the other attributes of a head are affected by the activation of
one of the head attributes.
By default, if one attribute of a head is changed then only that attribute is activated - this is referred to as "Activation by Chan".
This can be modified in the Setup Window in the “Activate chans/head” option. When set to "head" then when one attribute of a
head is changed, all the attributes of the head are activated. For LTP channels the values of the attributes in the programmer are
set to the current output value. HTP channels will remain at zero.
MagicQ also supports “IPCB”, “IPC” and “Col”. These group similar parameters together, so for example if you touch a colour
attribute or the colour attributes are loaded into the programmer. “IPCB” means all Intensity, Position, Colour and Beam attributes
work in this way, whereas “IPC” only works on Intensity, Position and Colour attributes, not Beam attributes.
Performing a LOCATE activates all parameters. At any time all of the attributes of the selected heads can be forced into the
programmer by opening the Programmer Window, holding SHIFT and pressing ACTIVE.
12.4
Recording a Cue
The basic unit of storage on the console is the Cue, which stores
• Level information
• Timing information
• FX information
This corresponds to the information in the programmer - recording a Cue is simply a matter of transferring what is in the
programmer into the Cue.
To record a Cue, first set up the look, then press RECORD and press the SELECT button of the Playback to record the Cue onto.
To name the Cue, key in the name before pressing RECORD. You can name a Cue that has already been recorded by keying in
the name, pressing SET and pressing the Select button for the Playback that the Cue was recorded onto.
To test the Cue, first clear the programmer by pressing CLEAR then raise the Playback fader or press the Playback FLASH
button.
When a Cue is recorded it is automatically added to the Cue Store - a list of all Cues stored in the show. The Cue will be given a
unique Cue Number (e.g. Q1). This enables the Cue to be re-used in future programming.
To view a recorded Cue, press the SELECT button for the Playback, and then press CUE to open the Cue Window.
The Cue Window is very similar to the Programmer Window - it has the same views for Levels, Timing and FX.
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