Movement Effects
Movement effects offer complete
movement patterns, in a single
memory, with one single button push,
saving the operator much time and
programming effort.
When the fixture has been selected,
press one of the MOVEMENT EFFECT
buttons (see Figure 3-18) to put an
automatic movement effect on the
fixture.
Several effects are available, such as a
circle, diamond or triangle. (These are
displayed on the monitor.) Try each
button to view the different results.
More than one movement effect may
be running at the same time (see
Figure 3-15)
Use the wheels indicated in the Wheel
Display to adjust the size of the effect
and speed of rotation. Speed also
incorporates direction. If the speed is
too fast for the fixture, the correct effect
may not be achieved. In that case,
slow down the effect using the wheel.
These effects can be seen live on the
outputs, and are also clearly shown on
the monitor (see Figure 3-15).
MONITOR NOTES
:
Fixtures Available
The fixture bar displays the 48
(or 24) fixtures with those highlighted
in yellow having Position parameters
available for programming.
:
Programming
Changing the data for a fixture
causes the box below the fixture
number to turn green. When the
PROGRAM button is pressed, that
data is saved and the box turns
yellow, indicating that the stored data
is now the same as the screen data.
Fixtures with saved data have a
yellow box below the fixture number,
and a green box if the fixture has
data different to that in the memory.
:
Fixtures Selected
Individual or multiple fixtures
selected for editing by pressing the
channel flash buttons are highlighted
in red.
:
Wheel Mapping
The screen indicates how the various
fixture parameters have been
mapped onto the 4 Wheel Drive
®
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/p3-17/3
NOTE
Brightness
It is much easier to set up Position
parameters when the lamp is on. If it is off,
use the PRESETS to turn it on, or transfer a
Brightness memory to a submaster using
the TRANSFER buttons, see the section on
Transferring a Brightness Memory to a
Submaster on page 3-10. Brightness
transfer operates in any mode.
Memory Numbers
Memory numbers are displayed as page
number - memory number, e.g. 2-4, which is
Page 2, button 4, and can be selected by
using either the [ and ] keys,the PAGE
and the memory buttons or by an external
keyboard. If the memory number shows
1-1*, the star indicates that it is
unprogrammed. If the memory number
shows 1-1M, this indicates that the data has
been modified for 1-1 but not saved. Each of
the ten buttons on page 00 contains the
same thing: the default value for all
parameters for all fixtures. These 0-0
memories can be selected when recording
FOCUS SUBMASTERS, if a programmed
memory for a particular attribute is not
required.
Quick Programming
Not all programming steps need to be
completed. If no Info/Text is to be entered
and transition times are to be left at defaults,
press the PROGRAM button after setting
the channel levels - the desk returns to the
memory number.
Speed/Direction
The speed wheel adjusts movement effects
for both speed and direction on the same
wheel. Fast and slow movement is available
in either direction.
Transition Time
The time it takes to move from the current
state to the new state. Can be set per
memory (by using wheels or an external
keyboard) or left at a default value.
Default Times
Times all have defaults which are set in
Desk Set-Up.
Skipping the Required Point
If the } key is pressed too many times and
the point aimed for is passed, press
the { key to move back.
Programming
Before saving the memory, all parameters
on all wheel groups must be set up. The
memory records all parameters, not just
those displayed on the screen.
Movement Effects
Swapping Pan and Tilt does not change the
orientation of the movement effects.
n
Figure 3-15: Position screen
3
Programming Memories
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