Programming a Colour Memory
(Full Chase)
1
Press the attribute selection button
for COLOUR.
Memory No 1-1
[]
User Info/Text
Select Mem & Press }
Select the
Memory Number,
using
the [ and ] keys or the attribute
memory buttons, to select the
Chase Memory to be programmed.
A star by the memory number
indicates that it is unprogrammed.
2
Press the } key to select the
Memory Type
.
Memory Type.
Full Scene
[]
Select Type & Press}
Use the [ and ] keys to select
Full Chase
,
see Figure 3-19.
3
Press the } key once to enter
Step 1
.
Memory Data (Step)
STEP 1*
Set Colour on Wheels
and Press Program
Press the channel flash buttons to
select the fixtures required. Those
available to be modified have a
yellow light in the flash button,
which turns red once selected.
Edit the parameter levels using the
wheels indicated in the Wheel
Display. If a fixture has more than
four parameters for Colour, press
the WHEEL GROUP button to
show them, and edit with the
wheels as normal.
4
Press the PROGRAM button to
save the step.
Memory Data (Step)
STEP 1
[]
Press Add Step
or } if Last Step
5
To create another step, press the
SEQUENCE ADD STEP button.
Memory Data (Step)
STEP 2*
Set Colour on Wheels
and Press Program
6
Select fixtures using the channel
flash buttons.
7
Edit the parameter levels using the
wheels indicated in the Wheel
Display.
8
Continue adding steps and
programming until the end of the
chase. Do not add an extra step at
the end unless an empty step is
required.
/p3-28/3
9
Press the } key to finish adding
steps.
Memory Data (Drives)
SPEED xxx:xx
BPM
Set Speed & Select
Modifiers etc Press}
The chase now runs to enable the
speed to be set up using the
wheel, together with the other
modifiers: ONE-SHOT,
DIRECTION, ATTACK, DRIVE and
BEAT.
10 Once the desired effect has been
achieved, press the } key.
Memory Info/Text
Enter Text & Press }
Enter a description of the memory
using the channel flash buttons, or
using the external keyboard.
n
Figure 3-20: Colour Memory screen (Full Chase)
3
Programming Chases
3 - 28
7364000/p3-28/3
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