JesterML Operating Manual
Program Mode
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73-406-00 Issue 3.0
Deleting a Chase Memory
1. Use the cursor up or down buttons to select the chase memory to be deleted.
2. Press and hold SHIFT with the CLEAR button for 1 second. The memory will
change to an unprogrammed scene memory.
Deleting a Chase Submaster
1. Press the CHANNEL FLASH button under the Submaster you wish to clear. You
can also press PAGE B and use the Multi-Function-Keys to select a submaster.
2. Press and hold SHIFT with the CLEAR button for 1 second. The Submaster will
be cleared.
NOTES
Viewing Steps
It is possible to scroll through the steps of a chase memory or submaster, using the
cursor up or down buttons when the Step field is selected. Steps are output by
pressing the EDIT button when they are selected.
Recording DMX
Input
The DMX Input can behave in one of three ways – see the separate section on DMX
Input for further details on configuring this. Additional (unpatched) channels are only
recorded when the DMX Input is set to
Snapshot
mode in Setup.
The JesterML allows you to input a full universe of DMX and capture this to any
memory or submaster, allowing the JesterML to act as a backup console with the
following behaviour:
1. Channels which are patched to the Preset Faders are mixed highest-takes-
precedence with the channels on the desk, and are subject to fader levels,
grand master, blackout and fade times.
2. Channels which are patched to the Fixtures are ignored – it is recommended
that when using as a backup console, that no fixtures are patched.
3. All other channels are triggered when the memory or submaster is triggered as
LTP (Latest Takes Precedence) channels. These channels snap onto the
outputs, and are not subject to fader levels, grand master, blackout and fade
times.
4. Unpatched DMX input channels are only replayed from memories and
submasters when the DMX Input signal is removed. When a DMX input signal
is attached to the desk, the JesterML re-transmits any unpatched channels from
the DMX input to the DMX output. So in order to test or use the recorded DMX
Snapshot, the DMX Input should be removed or disabled.
When a memory (or submaster) is recorded with a DMX-input present and Snapshot
mode enabled, the memory (or submaster) will store all 512 channels, including
unpatched channels. The memory or submaster will show a +, to indicate the
additional data has been stored. This will then act as a backup memory or
submaster, allowing you to replicate the scene at any required time. DMX-Input is
not recorded into palettes.
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