Fixture Control
JesterML Operating Manual
73-406-00 Issue 2.0
31 of 73
Fixture Control
Introduction
The JesterML provides 30 buttons (3 pages of 10) which can be assigned to control
intelligent fixtures (moving lights). Because each type of fixture has a different DMX
channel allocation, the desk needs be told which sort of fixture it is controlling on
each button, together with it’s DMX address. This is done in Setup.
Using Fixtures
The JesterML divides its fixture channels into 4 groups – Brightness, Colour,
Beamshape and Position. These 4 attribute groups can be selected by pressing the
relevant button on the front panel (Brightness is associated with the Fixture button).
First you must select the fixtures required using the Multi-Function-Keys, then adjust
the brightness using the middle wheel. Not all fixtures have a brightness (dimmer)
channel, so pressing HOME is often a good way to start, to get the selected fixtures
to open their shutters etc.
Select the attribute required by pressing the relevant button and then adjust the
parameters required using the three wheels. The exact parameters displayed will
depend upon the fixtures you have patched (see the chapter on Setup for information
on assigning and patching fixtures).
For fixtures with more than 3 Colour, Beamshape or Position parameters, pressing
the relevant button more than once will cycle to the next page of parameters and
make these available on the wheels.
As each wheel is moved, it will ‘tag’ that parameter channel for programming. The
default behaviour is that for Colour & Position, moving one parameter (eg Cyan) will
tag the other parameters of that attribute (eg Magenta & Yellow). For Beamshape,
these parameters are kept separate, so changing the gobo will not necessarily
involve recording the Focus, Prism, Iris, etc. This behaviour can be changed in
Setup (Record Options) if required.
When an item is programmed, only the tagged parameters will be stored. Note that
by default, all intensities are stored in all memories and submasters.
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