Pearl 2000/2004 Operator’s Manual
Pearl 2004 Manual v1 - 27th August 2004
Useful Avolites phone numbers:Avolites England Sales and service* (+44) (0) 20 8965 8522 Service out of hours* (+44) (0) 831 17 8888 Fax (+44) (0) 20 8965 0290 Email name@avolites.com Website http://www.avolites.com Distribution of Avolites products in USA:Avolites America Sales and service* (+1) 423 938 2057 Fax (+1) 423 938 2059 *Before contacting Avolites for service enquiry please ensure that you have the product serial number and the Software version.
This manual was written by Tim Mitchell, Sabre Technology Ltd http://www.sabretechnology.co.
T U T O R I A L C O N T E N T S 1. WELCOME TO THE PEARL 1 2. PATCHING 7 3. CONTROLLING DIMMERS AND FIXTURES 15 4. PALETTES 19 5. SHAPES 24 6. MEMORIES 28 7. CHASES 36 8. THEATRE STACK 42 9. THE GRAPHICS TABLET 46 10. RUNNING YOUR SHOW 48 11. ADVANCED FEATURES 52 12. INTRODUCTION TO INTELLIGENT LIGHTING 54 13. INTRODUCTION TO AVOLITES CONSOLES 57 14. CHANGES IN THE LATEST PEARL SOFTWARE 61 R E F E R E N C E M A N U A L C O N T E N T S 1.
Pearl 2004 Manual v1 - 27th August 2004
Pearl 2000/2004 Tutorial
Pearl 2004 Manual v1 - 27th August 2004
1. Welcome to the Pearl - Page 1 I N T R O D U C T I O N 1. Welcome to the Pearl This manual is designed to help you get the most out of your Pearl console. We have divided it into two sections. • This first section is a tutorial which gives you a step by step guide of how to carry out the most common functions of the Pearl. If you are new to the console, working through this part will give you a good introduction.
Page 2 - 1. Welcome to the Pearl 1.2 Finding your way about on the Pearl Mode select keyswitch Preset handles Playback page select roller Master faders Main display Playback faders & flash buttons Control wheels Menu softkeys Fixture page buttons Command buttons Numeric keypad and controls The Pearl might initially appear to have an alarming number of sliders and buttons on it, but don’t be scared of it.
1. Welcome to the Pearl - Page 3 what is going on. The display can show various screens of information. • The Control wheels are used to set control values on the fixtures, and to set chase speeds and fades. • The Menu softkeys (labelled A – G) are used to select control options. The display next to the buttons shows what each one will do. The options for each key change depending on what the console is doing.
Page 4 - 1. Welcome to the Pearl The main part of the display shows the output of the console for one of the types of fixture you are using (you can show different things using the View button, see page 112). Across the bottom of the display, the current page of memories is shown. The “A B” at the right side of the screen shows which functions are currently assigned to the control wheels. 1.3 The Pearl simulator You can download a free Pearl simulator from the Avolites website, which runs on a PC.
1. Welcome to the Pearl - Page 5 If you are new to intelligent lighting, or even new to lighting altogether, read chapter 12, “Introduction to intelligent lighting”. This explains the concepts behind digital control of lighting and will help you to understand what we are going on about in the rest of the manual. There is also a Glossary at the end of the Reference Manual which explains some of the obscure lighting words we have used in the manual.
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2. Patching - Page 7 C H A P T E R 2. T W O Patching In • • • this chapter: how to set up the Pearl to control dimmers and fixtures. patching dimmers patching moving light fixtures setting addresses on the fixtures So, you have your fixtures and dimmers all connected up with DMX cables and the Pearl connected to the end of it. (If you have a big rig, you might find it easier to learn the basics using a few dimmers and a few moving lights, and leave the rest of it till you’re an expert).
Page 8 - 2. Patching Clearing the Pearl Î Turn the mode keyswitch to “System” Î Select softkey A [Service] Î Select softkey F [Wipe]. Î Press F [“Wipeall], to confirm. The memory will be wiped. Î Turn the key to “Program” to prepare for programming. Mode keyswitch The Pearl is now pristine and new, with all options set to default, and all memories empty, ready for you to start your show. 2.2 Patching dimmers Each dimmer channel you want to use has to be allocated to one of the handles.
2. Patching - Page 9 Î Press the last Swop button (handle 30) Î Release the first Swop button, then the last Swop button Î Each handle will be patched in order to a dimmer channel. Î Press Exit when you have finished patching. You can also patch more than one dimmer channel on the same handle. This can be useful when you have several lights on different dimmer channels, but you always want to control them together.
Page 10 - 2. Patching While you are in Patch mode, the VDU screen shows a DMX channel grid to tell you which channels you have patched so far and which are free. Dimmers and fixtures are identified by different letters, dimmers are always “a”. You can also display the patch on the LCD screen by pressing View (on the numeric keypad) then C [DMX patch] (shows which handle each DMX channel is allocated to) or D [Fixture patch], which shows a list in handle order. 2.
2. Patching - Page 11 Î Press the Swop button on handle 11 to patch the fixture you have selected to handle 11. Î The display will show the block of channels occupied by the fixture. Î Patch more fixtures, or press Exit when you have finished. You can continue to patch this type of fixture at the next free DMX address by pressing the next Swop button you want to use. You can also patch a range of fixtures by holding down the first button in the range and pressing the last button, as with dimmers.
Page 12 - 2. Patching Displaying the DMX address for fixtures 2.6 Î Press the View button (next to the numeric keys) Î Press D [Fixture Patch] Î The display will show a list of the handles to which you have patched fixtures or dimmers, with the DMX line and address (e.g. A24 is address 24 on DMX line A). Î One handle on the list has an arrow next to it. In the lower part of the screen, more information is shown for this fixture.
2. Patching - Page 13 The disk drive is in the front left hand corner of the console, beneath the master faders. If you’re using the console in its flightcase, you might need to lift it slightly to access the disk drive. It only takes a minute or so to save the contents of the Pearl to disk. You can then reload it if you mess up the show by accidentally changing something, or if some helpful person steals the Pearl you can load your programming into a replacement console and the show can go on.
Page 14 - 2. Patching load the personality. When the Pearl asks “Use preset palettes?” press A [Yes]. Note the DMX address where the Pearl is going to patch (on the top line of the display). Press Swop button 10 to patch the fixture. Press Exit twice to leave Patch mode. Finally set the Mac 600’s DMX address to match the Pearl (we have used the Mode 4 personality so it will also need to be in Mode 4).
3. Controlling dimmers and fixtures - Page 15 C H A P T E R 3. T H R E E Controlling dimmers and fixtures In this chapter: how to control dimmers and fixtures manually. • controlling fixtures and dimmers • changing attributes • using and creating groups • align and fan functions • viewing the console output Having patched all the dimmers and fixtures you want to use, you are ready to start operating them. This chapter explains how you do this.
Page 16 - 3. Controlling dimmers and fixtures You can select dimmers or fixtures patched to the top faders by holding down the AVO button and pressing the Swop button for the fader below. 3.3 Changing attributes of fixtures Having selected the fixtures you want to control, you then need to select the attributes (pan, tilt, colour etc.) of that fixture that you want to change. The attributes are selected using the buttons on the lower right corner of the Pearl and controlled using the wheels.
3. Controlling dimmers and fixtures - Page 17 3.4 Using groups If you’ve got several units of one fixture type, you often want to select them all at the same time. To avoid lots of swop-button-pressing, the Pearl allows you to put fixtures or dimmer channels into groups, which you can then use to select all the fixtures just by typing the group number. If you are using the graphics tablet you just press one button on the tablet and all the fixtures in the group are magically selected.
Page 18 - 3. Controlling dimmers and fixtures Note: The order in which you select the fixtures sets how the fan effect works. The fixtures you select first and last will be the ones which change most. The fan effect, while normally used on pan or tilt attributes, can be applied to any attribute.
4. Palettes - Page 19 C H A P T E R 4. F O U R Palettes In this chapter: how to use palettes to set colours, gobos and positions. • Using palettes to set values • Creating your own palettes • Setting which attributes are recorded in a palette • Shared and individual palettes When you are controlling your lighting, it would be nice to instantly call back a position such as centre stage, or a particular colour like red, blue etc, rather than having to set the value on the wheels every time.
Page 20 - 4. Palettes Î Press Exit when you have finished with palettes, as other functions don’t work while in Palette Select mode You can also apply palettes 1-30 by pressing the grey Palette/Flash buttons below the preset faders. While you hold the button, the top line of the display shows the legend for the attribute (White, Green etc). When you release the button, the palette is applied.
4. Palettes - Page 21 Î Type “101” on the keypad and press Enter to store the colour. Î Press Store Palette again. Î Press the Tilt-Pan attribute button. Î Type “22” on the keypad and press Enter to store the position. If you press the “Dimmer” attribute button before storing, this will store in the palette all the attributes which you have changed. The lights on the attribute buttons come on to show you what will be stored.
Page 22 - 4. Palettes be stored in palette 21.
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Page 24 - 5. Shapes C H A P T E R 5. F I V E Shapes In • • • • this chapter: how to use the shape generator selecting a shape positioning setting size and speed coarse and fine spread The Pearl, in common with other Avolites consoles, has a shape generator (sometimes known as an Effects Generator on other consoles). This allows you to quickly create exciting light shows using lots of movement and changes, with the minimum of programming.
5. Shapes - Page 25 Î Enter the Shape Generator menu by pressing Softkey G (from the main menu). Î Press A [Playback a shape] Î Press A [Circle 1] to select a circle shape Î The shape will be applied to all selected fixtures. There are a wide range of different shapes available in the list, use Softkeys F and G to look through the different pages.
Page 26 - 5. Shapes Shapes on other attributes such as colour, gobo, focus, dimmer and iris are absolute and are not affected by the current attribute setting, unless the shape description includes “User” or “Usr”. User shapes are relative and are centred around the fixture’s current settings. 5.5 How a shape works across multiple fixtures Shapes get more interesting (and look more impressive) when you apply them to multiple fixtures. The Pearl lets you set how a shape is spread across several fixtures.
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Page 28 - 6. Memories C H A P T E R 6.
6. Memories - Page 29 gobo, you don’t want the fixtures moving and changing colour (though you can do this if you need to). The fixture personality file tells the Pearl which channels of a fixture are HTP and which are LTP. Normally, only dimmer attributes are HTP, and everything else is LTP. 6.2 How the Pearl works when programming When you start setting dimmers and moving fixtures, the Pearl remembers what you have changed.
Page 30 - 6. Memories 6.4 Î Empty playbacks flash. Î Press the Swop button of an empty playback fader you want to use. Î The Swop button above the fader will light up to show that you have saved a memory there. Î You can write a description of the memory onto the roller surface using marker pen on a strip of tape to help you remember what’s in it. Î Press Clear to clear the programmer. Playing back a memory Playing back a memory is very simple. Just raise the fader.
6. Memories - Page 31 The legend for each memory is shown at the bottom of the VDU screen, so you can see at a glance what is stored in each fader. Labelling a memory Î Hold down the AVO button and press G [Set Legend]. Î Press the Swop button of the playback you want to label. Î Enter the label using the external QWERTY keyboard. The VDU screen shows you what you are typing. Î Press Enter to save the label.
Page 32 - 6. Memories affected. 6.9 Editing memories You can edit any part of a memory you have already saved simply by making the changes and saving the new information on top of the memory. Editing a memory Î Press Clear to empty the programmer. Î Turn on the memory you want to edit, so you can see what you are doing. Î Select the fixtures you want to change, and make the changes. Î Press Memory. Î Press the playback swop button for the memory you are editing to save the changes.
6. Memories - Page 33 The Dimmer attribute will include all other attributes (the lights on the buttons show which attributes will be loaded). Î Press the Swop button for the memory you want to include. Î The selected attributes of the selected fixtures will be loaded into the programmer. You can Include an entire memory by ensuring no fixtures are selected and selecting the Dimmer attribute.
Page 34 - 6. Memories • 6.13 Record by channel: This means that only attributes you have changed are recorded in the memory. So if you change the position of a fixture, only the position is recorded. When you recall the memory, the colour, gobo etc will remain as they were last set. This means you can use a memory to change the position of some fixtures while leaving the colour set from a previous memory, allowing more variety when you are running a show.
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Page 36 - 7. Chases C H A P T E R 7. S E V E N Chases In this chapter: how to record chases • explanation of chases • programming a chase • running a chase • setting speed and crossfade • stacks and sequence control • editing a chase • sound activation of chases As well as being used for recalling static memories, the playback faders on the Pearl can also be used for recalling chases. All the same page select, copy and delete functions are available. 7.
7. Chases - Page 37 Î The display shows the step number Î Press the playback Swop button to record the step. The information from the programmer is stored as Step 1 of the chase. Î Press Clear, set up the lighting for the second step, then press Swop again to save step 2. Î When you have saved as many steps as you want, press Clear, then press Exit or Softkey F to finish.
Page 38 - 7. Chases then the playback Swop button for the chase you want to connect to. If you’ve changed the speed using the wheels and you want to go back to the saved speed, press Connect then A [Clear temporary speed]. 7.5 Naming chases You can set a legend for chases in exactly the same way as you did for a memory. In addition, you can label individual steps of a chase if you are using the steps as cues. The reference manual tells you how to do this. Labelling a chase 7.
7. Chases - Page 39 Î Hold down the Flash button of the chase you want to copy. Î Press the Swop button of the playback you want to store it in Î You can change the Roller page while you are holding down the Flash button, if you want to copy a chase to a different page. The new chase will be a linked copy of the old one. If you want to create a completely separate copy of the memory, press the Photocopy button before you start the copy. 7.
Page 40 - 7. Chases manual tells you more details about this. 7.10 Sound activation of chases The Pearl can use bass, mid or treble (low, medium or high) frequencies from its audio input to trigger chases. Any chase can be programmed to respond to Bass, Mid or Treble frequency triggers. There is also a master “Sound to light enable” option. Sound mode only works with the key turned to Run, but you need to be in Program mode to set up the chase for sound activation.
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Page 42 - 8. Theatre stack C H A P T E R 8. E I G H T Theatre stack In this chapter: the Pearl’s theatre mode • Setting theatre mode • Theatre controls • Plotting a cue • Naming a cue • Setting fade times for a cue • Jumping to a cue • Running the show Theatre mode makes the Pearl behave like a standard theatrical console, allowing you to program your whole show as a sequence of cues, and play it back just by pressing the Go button. Playback faders 12-15 become dedicated cue masters.
8. Theatre stack - Page 43 control wheels to set the levels you want, or by typing in the channel number and the level. You can store moving light positions in theatre cues as well as dimmers. Entering dimmer levels Î Press Channel (at the top of the numeric keys) Î On the numeric keypad, enter the fader/handle number of the dimmer (not the DMX address of the channel) Î Press G [At %] Î Enter the value to be set as 0 – 9, or Softkey G for Full.
Page 44 - 8. Theatre stack the VDU screen. 8.5 Setting fade times for a cue You can set fade in, fade out and “wait” times for each cue. Press C [Set Times] to show the options. This will set the times for the current cue. You can also use the “Live Time” and “Next Time” buttons (to the right of the wheels) to set the times for the current and next cues. See page 165 for details of times. 8.6 Jumping to a cue You can change the cue being edited by typing the cue number then pressing Enter.
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Page 46 - 9. The graphics tablet C H A P T E R 9. N I N E The graphics tablet In this chapter: using the graphics tablet with the Pearl • Using the tablet • Functions available on the tablet The graphics tablet is an accessory to the Pearl. On “Touring” versions of the Pearl it is fitted to the right of the console in the flight case. It allows you to use a pen to select fixtures, groups, colours, and position the fixtures by simply drawing with the pen.
9. The graphics tablet - Page 47 9.2 Functions available on the tablet To select a fixture or a group, just press the pen onto one of the fixture pads or group pads. The first 60 fixtures are available on the tablet. Only the first 30 groups are available on the tablet. The Swop button LEDs on the handles will light up to show you which fixtures are selected, as if you had pressed the actual console buttons. You can control the position of the fixture by drawing on the Stage area of the tablet.
Page 48 - 10. Running your show C H A P T E R T E N 10. Running your show In • • • • • 10.1 this chapter: running your show with the Pearl 2004 Showtime Run modes Master faders Channel mimics Manual control during a show It’s showtime… When you have finished programming (or you’ve run out of time) and it’s showtime, the most important thing is to back up the show to disk (see end of section 2 on page 12 for instructions). Having done that, turn the key to Run.
10. Running your show - Page 49 10.4 Manual control during a show (“busking”) If you have not had as much programming time as you would have liked, you might need to make up some additional effects during the show. This is sometimes called “busking”. You can create instant variations by recalling palette values to modify your existing programs. The Pearl can fade to the palette values for added effect. You need to be in Takeover Run mode to do any of this .
Page 50 - 10. Running your show You can use “Record by channel” mode when programming to set some memories to only affect position, and other memories to set colours, gobos, add shapes, and so on. By combining two or more memories you can produce a much wider range of effects than if all your memories set all the attributes.
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Page 52 - 11. Advanced features C H A P T E R E L E V E N 11. Advanced features Hopefully, by working through this tutorial manual, you now know how to set up the Pearl, control fixtures with it, save memories and chases and use them in a show. We have tried to stick to the basics, but the Pearl can do many more things than we have told you so far. The reference manual expands on all the information in the previous chapters.
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Page 54 - 12. Introduction to intelligent lighting C H A P T E R T W E L V E 12. Introduction to intelligent lighting This section is for those who have not used intelligent lighting much before, who are put off by dip switches, lights that move unexpectedly and strange digital control systems that fly down microphone cables. 12.1 Ordinary lighting Standard lighting consists of a variety of light bulbs connected to dimmers.
12. Introduction to intelligent lighting - Page 55 goes back to channel 1 again. All the units connected to the DMX receive all the channels, and you tell them which channels to respond to by setting the “base channel” or “DMX address” on each unit. The computer inside the fixture waits for the correct channels to come up, then reads in the levels for those channels.
Page 56 - 12.
13. Introduction to Avolites consoles - Page 57 C H A P T E R T H I R T E E N 13. Introduction to Avolites consoles If you have used intelligent lighting before, this section explains the thinking behind how Avolites consoles work and tells you what everything is called. 13.
Page 58 - 13. Introduction to Avolites consoles different Pages of playbacks are available using the Roller and Roller Page buttons. The roller provides a handy surface for writing a note of what is stored in each playback. When you save a memory or chase, the console only saves settings you have changed using the wheels (it does not save the current output state). Whenever you change a fixture using the wheels and attribute buttons, your changes are stored in a special memory called the Programmer.
13. Introduction to Avolites consoles - Page 59 The console allows you to fade between palettes (Timed Palettes) to give smooth live changes.
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14. Changes in the latest Pearl software - Page 61 C H A P T E R F O U R T E E N 14. Changes in the latest Pearl software If you are used to using the Avolites Pearl console, this section gives you a quick rundown of the differences between the Pearl you know and love and the new version of software. There are some exciting new features. 14.1 Wheel acceleration 16 bit attributes now always work in 16 bit mode. If you spin the wheels faster, the Pearl will skip values to change the attribute faster.
Page 62 - 14. Changes in the latest Pearl software menu. 14.5 Legends You can enter legends for memories, chases, groups, roller pages, palette pages and palette entries. Memory and chase legends are shown on the VDU screen, the other legends are used on both the VDU screen and the on-board LCD display. 14.6 Sound to light Any chase can be triggered by low, mid or high frequency sound from the audio input (previously this was fixed to chases 1 2 and 3).
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Pearl 2000/2004 Reference Manual
Pearl 2004 Manual v1 - 27th August 2004
R E F E R E N C E 1. 2. 3. 4. M A N U A L C O N T E N T S SETTING UP THE CONSOLE 109 1.1 Connecting up 1.1.1 Connecting mains power 1.1.2 Connecting DMX lines 1.1.3 Connecting MIDI devices 1.1.4 Connecting audio 1.1.5 Other back panel connections and controls 1.1.6 The desk lamp 109 109 109 110 110 110 111 1.2 Operating 1.2.1 Operating modes 1.2.2 The disk drive 1.2.3 The front panel controls 1.2.4 View screens 111 111 111 112 113 PATCHING 117 2.1 Create 2.1.1 Fixture handles 2.1.
5. 6. 4.2 Playback 4.2.1 Recalling a palette value 4.2.2 Palette pages 4.2.3 Setting a palette to all fixtures (Quick palette) 4.2.4 Recalling only some attributes from a palette 4.2.5 Setting a palette to fixtures in a memory (Filtered palette) 136 136 137 137 137 138 4.3 Edit 138 4.3.1 Editing and deleting palettes 4.3.2 Naming a palette value or page 4.3.3 Viewing the contents of a palette 138 138 139 4.4 Timing 4.4.1 Recalling a palette with a fade time 4.4.2 Master fade time 139 139 140 4.
7. 8. 9. CHASES 157 7.1 Create 7.1.1 Programming a chase 157 157 7.2 Playback 7.2.1 Running a chase 7.2.2 Connecting a chase to the controls 7.2.3 Setting speed, crossfade and direction 7.2.4 Manually controlling the chase steps 7.2.5 Viewing chase steps 158 158 159 159 159 161 7.3 Edit 161 7.3.1 Adding more steps to the end of a chase 7.3.2 Editing a chase using Unfold 7.3.3 Editing a chase which is running 161 161 162 7.4 Copy 7.4.1 Copying chases 163 163 7.5 Delete 7.5.1 Deleting chases 7.5.
9.1 Create 9.1.1 Connecting the tablet 9.1.2 Using the tablet 9.1.3 Selecting fixtures on the tablet 9.1.4 Changing the position of the fixtures 9.1.5 Changing colours and other attributes 9.1.6 Recalling palette entries (focuses) 9.1.7 Storing palette entries (focuses) 9.1.8 Programming functions on the tablet 9.1.9 Tablet status on the VDU monitor 176 176 176 176 176 177 177 177 177 178 9.2 Advanced options 9.2.1 Extending the tablet cable 178 178 10. RUNNING THE SHOW 180 10.1 Playback 10.1.
12.2 User functions 12.2.1 The Wipe menu 12.2.2 Disk functions 13. OTHER FEATURES 194 194 194 196 13.1 System Configuration 13.1.1 Utility menu 13.1.2 Service mode 13.1.3 AVOS2 functions 13.1.4 Upgrading the Pearl’s internal software 13.1.5 Hardware WIPEALL mode 13.1.6 Audio gain links 196 196 196 198 198 199 201 13.2 MIDI functions 13.2.1 What a MIDI command looks like 13.2.2 MIDI commands used by the Pearl 13.2.3 MIDI Time Code 13.2.4 MIDI Problems 201 201 201 202 202 13.
Pearl 2004 Manual v1 - 27th August 2004
1. Setting up the console - Page 109 C H A P T E R 1. O N E Setting up the console This chapter contains: Connecting mains power; connecting DMX lines; connecting MIDI devices; connecting audio; the disk drive; other back panel connections and controls; desk modes. 1.1 Connecting up 1.1.
Page 110 - 1. Setting up the console 1.1.3 Connecting MIDI devices The Pearl has the usual MIDI IN and OUT connections. It can read MIDI information and use it to trigger a show, and it can output MIDI information in response to user actions on the controls. This means you can record a show straight into a MIDI sequencer by operating the show yourself using the buttons and sliders. The MIDI operation of the console is described in section 13 on page 201. 1.1.
1. Setting up the console - Page 111 1.1.6 The desk lamp The desk lamp plugs into the socket in the top left hand corner of the Pearl and can be switched to Off, Dim or Full using the switch next to it. The desk lamp uses a 12V, 5W halogen lamp. 1.2 Operating 1.2.1 Operating modes The Pearl has a key-operated switch on the right hand side of the panel which allows you to select the operating mode of the console. When running a show, you normally select Run mode.
Page 112 - 1. Setting up the console 1.2.3 The front panel controls Preset handles Mode select keyswitch Playback page select roller Master faders Main display Playback faders & flash buttons Menu softkeys Control Fixture page wheels buttons Command Numeric buttons Attribute keypad and select buttons controls • The Preset Faders control individual dimmer channels and fixture intensities. The 2 buttons below the faders select and flash fixtures. Each fader and buttons is called a “Handle”.
1. Setting up the console - Page 113 fixtures, and to set chase speeds and fades. 1.2.4 • The Menu softkeys (labelled A – G) are used to select control options. The display next to the buttons shows what each one will do. The options for each key change depending on what the console is doing. Softkey commands are shown in the manual with square brackets like this: A [Chase Parameters] • The Numeric keypad and other control buttons are used to enter values and change controls on the console.
Page 114 - 1. Setting up the console further information (such as how to set the fixture’s dip switches) in the bottom part of the display. • Chase times: Press View then Connect. If a chase is running the display will show information about the steps in the current chase. If no chase is running the display will show “No chase”. • Playback status: Press View then 7 then Enter.
1. Setting up the console - Page 115 information about active shapes. • View Fixture Notes: Press View then softkey F, then select a patched fixture type from one of the softkeys. Fixture notes from the personality file (if it contains any) will be displayed on the VDU. Press Exit to get back to normal.
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2. Patching - Page 117 C H A P T E R 2. T W O Patching This chapter contains: Fixture handles; patching dimmers; patching moving light fixtures; checking the patching; changing the DMX address; moving a fixture to a different handle; deleting a patched fixture; patching options.
Page 118 - 2. Patching 2.1.2 Patching dimmers Each dimmer channel is allocated to one handle. If you want to link dimmers together, you can allocate several to the same handle. 2.1.3 1> Press Patch, then A [Dimmer] 2> On the top line of the display, the Pearl shows the DMX address it is going to patch at. You can change this by typing a new address on the numeric keypad. You can also use softkey E [Select a DMX line] to patch onto one of the other 3 DMX output lines.
2. Patching - Page 119 The Pearl uses a “personality” system to control fixtures. There is a personality file in the Pearl for most types of fixture, which tells it what attributes are available and how to control them. If the Pearl does not have the personality for your fixture, you can download a wide range of personalities from the Avolites website onto floppy disk and load them that way. If you use fixtures often you can add them to the internal store.
Page 120 - 2. Patching the next valid address instead. • 2.1.4 If you are patching a fixture which uses a separate dimmer channel such as a VL5™, you can patch the dimmer channel onto the same handle as the moving light part of the fixture, so you can control it all together. This is called a Pending dimmer. Checking the patching Having set the Pearl, you need to ensure that your lighting rig is set up to match the Pearl by going round your rig to set the DMX addresses.
2. Patching - Page 121 2.2.2 5> Press Enter to confirm the change. 6> Repeat from step 3 if you want to change other fixtures. • If the new DMX address was already used by another handle, the fixture or dimmer on that handle will be “parked”. All programming for the handle is preserved, but you need to patch it to a new DMX address using the above procedure before you can use it again. If you view the fixture patch as described above, the display will show “park”.
Page 122 - 2. Patching 2> Select the attribute you want to invert by pressing the Attribute Select button (some can’t be changed) 3> Press Softkey E or F to invert the attributes shown (the VDU screen shows the inversion settings) 4> Repeat from 2 if you want to invert more attributes, or 1 if you want to change other fixtures.
2. Patching - Page 123 E: Find fixture - This option lets you find “lost” fixtures (if you have set the DMX address and forgotten what it was, or a fixture has changed its address on its own). You need the VDU screen connected to use this option as the settings are not shown on the on-board display. 1> Using the cursor arrows, select the type of fixture & press enter 2> Spin wheel A until the fixture responds with its “Locate Fixture” state (open white beam, central position).
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3. Controlling dimmers and fixtures - Page 125 C H A P T E R 3. T H R E E Controlling dimmers and fixtures This chapter contains: Selecting fixtures and dimmers for control; changing attributes of the selected fixtures; using groups; selecting fixtures one at a time; the align and flip buttons; killing off a fixture; entering levels as numbers; the ML menu and tracking; viewing the output.
Page 126 - 3. Controlling dimmers and fixtures 3.1.2 Changing attributes of the selected fixtures “Attributes” are the functions of the fixture, like pan, tilt, colour, dimmer, etc. You select which attributes you want to modify using the buttons on the right edge of the console Attribute select buttons and set values using the wheels at the bottom of the Pearl. The attributes available depend on the fixture type. Dimmer channels only have a dimmer attribute.
3. Controlling dimmers and fixtures - Page 127 3.1.3 Selecting attributes from the softkeys You can directly set attributes from the softkeys. 3.1.4 1> Press E [Select an attribute or table] from the main menu 2> Select an attribute type to set. If the attribute is highlighted, a list of possible settings will appear when you press it (for example, a list of possible colours) 3> Select the value you want by pressing a softkey. 4> Repeat from 1 to change other attributes of the selected fixtures.
Page 128 - 3. Controlling dimmers and fixtures 3.1.
3. Controlling dimmers and fixtures - Page 129 • 3.1.7 The other functions on the ML menu are described at the end of the chapter. “Killing off” a fixture or dimmer Sometimes during a show you might want to “kill” a fixture or dimmer from the stage output. This may happen if a camera is having problems with a light shining straight into it, if a lamp blows and you want to keep the rig symmetrical or if a fixture loses position.
Page 130 - 3. Controlling dimmers and fixtures Other things you can do by numeric entry: 3.1.9 • The softkey options are B: Blackout, D or G: set to 100%, E:up by 5%, F:down by 5%. • You can select multiple dimmer handles (which you can then control using the wheels) using softkey F [Through]. Enter the first dimmer number, press [Through], then the last dimmer. For example 1 Through 10 would select dimmers 1 to 10. • You can also set multiple dimmers to the same level using softkey F [Through].
3. Controlling dimmers and fixtures - Page 131 As with shapes, the order in which you select the fixtures sets how the fan effect works. The fixtures you select first and last will be the ones which change most. If you use a group to select the fixtures, the order is that in which the fixtures in the group were selected when it was created. The fan effect, while normally used on pan or tilt attributes, can be applied to any attribute.
Page 132 - 3. Controlling dimmers and fixtures stage rather than absolute DMX values. You need to Define the Stage (see next page) before you can use Tracking. Option G is used to run “macros” which are used to strike lamps or reset fixtures, etc. These features often require a sequence of levels to be sent on different control channels, which the Pearl can do automatically if the macro is defined in the personality file for the fixture.
3. Controlling dimmers and fixtures - Page 133 6> Press Enter to complete the process. 7> The Pearl will go away and do lots of calculations. The top line of the LCD shows the progress. This can take several minutes. 8> Press ML menu then Softkey F to enable Tracking mode (option shows [Tracking On (Off)] when tracking is enabled) • You can recall a position you have already set, if you want to edit it, using F [Recall] then A B C or D to recall one of the positions.
Page 134 - 3.
4. Palettes - Page 135 C H A P T E R 4. F O U R Palettes This chapter contains: About palettes; shared and individual palettes; recalling a palette; storing a palette; palette masks. When programming a show you will find that you frequently use certain positions, colours, etc. Like an artist’s palette, the Pearl lets you store these settings so you can recall them at the touch of a button rather than having to find them on the wheels every time. There are 10 pages of 20 palette entries.
Page 136 - 4. Palettes for colour, some for gobo and so on. There are 200 palettes available so you don’t need to mix them up. 4.1.4 Storing a palette This is how you save a palette value: 1> Press Clear to clear the programmer. 2> Select the fixtures for which you want to store palette values. Select one fixture only to record a shared palette entry. 3> Using the attribute buttons and wheels, set the attributes you want in the palette entry.
4. Palettes - Page 137 any fixture of the same type. Individual palettes will set individual values to each fixture. 4.2.2 2> Select the attributes you want to recall from the palette.
Page 138 - 4. Palettes Focus button. Press Focus, then select the attributes you want to recall on the Attribute buttons, then enter the palette number. You can change the way the attributes are grouped when saving or recalling palette entries by selecting the attribute button to change, then holding AVO and pressing softkey C to enter the User Settings mode, then pressing C [Specify Attributes for Bank]. The buttons will light to show which attributes are saved when that button is selected.
4. Palettes - Page 139 softkey G [Set fixture type]. 1> Hold down the AVO button and press G [Set Legend]. 2> Check the Fixture Type is correct (shown on the top line of the display). Press G [Set Fixture Type] and select a fixture type to set legends for a different fixture. 3> Press B [Palette Page] to set a legend for a palette page, or C [Palette] to set a legend for a palette entry.
Page 140 - 4. Palettes 4.4.2 Master fade time You can set a master fade time so that all palettes will fade over that time. 1> Press Focus. 2> Press G [Options]. (If G shows [Pages] then press it to return to the main Palette menu, then G will show [Options]). 3> Press A [Set Master Time] 4> Type the time in seconds and press Enter to save. If you set a master fade time, no palettes will get put in the programmer.
5. Shapes - Page 141 C H A P T E R 5. F I V E Shapes This chapter contains: Selecting a shape; changing the size and speed of a shape; spreading a shape across multiple fixtures; editing shapes which are running. The Pearl, in common with other Avolites consoles, has a shape generator. This allows you to quickly create exciting light shows using lots of movement and changes, with the minimum of programming. A shape is simply a sequence of values which can be applied to any attribute of a fixture.
Page 142 - 5. Shapes you see what the base value actually is. 5.1.2 • You can run more than one shape at a time by repeating the above procedure. You can run several shapes on one fixture. • Press G [Shape Generator], then B [Edit a shape] to show what shapes are running. • If you apply the same shape to two different groups of fixtures, the shape will appear twice on the shape list.
5. Shapes - Page 143 5.1.4 2> The left hand wheel controls the Fine Spread. The right hand wheel controls the Coarse spread. 3> Keep the Fine Spread at zero while you adjust the Coarse spread to the desired value, or the output can get confusing. • The order in which you selected the fixtures before assigning the shape determines how the shapes are applied; the “first” fixture is the one you select first and the “last” fixture is the one you select last.
Page 144 - 5. Shapes 6> The speed, size and spread controls will now affect all the shapes you have set to be active. Any changes you make to a shape will affect all fixtures which are running that shape. If you applied the same shape several times to different fixtures, you can change each copy of the shape independently. 5.3 Advanced options 5.3.
5. Shapes - Page 145 latest one) 6> D [Set memory to mode x] sets the current memory mode of the playback. To activate options A & B, the memory mode needs to be Mode 1 or 2. This is described in the next chapter. 7> E [Toggle shape offset] allows you to remove the offset caused by a shape when it is stopped. When you turn off a memory with a shape, the fixtures will be offset by the last state of the shape. Setting this option to “Removed” causes the fixture to return to its programmed settings.
Page 146 - 5.
6. Memories - Page 147 C H A P T E R 6. S I X Memories This chapter contains: HTP and LTP channels; how the Pearl works when programming; recording a memory; playing back a memory; changing playback pages; setting fade times for a memory; copying and deleting memories; the include function; editing memories; the “off” button; blind mode; recording the stage using snapshots; using shapes in memories.
Page 148 - 6. Memories other consoles). When you press Clear, all fixtures are cleared from the programmer. You should get into the habit of pressing Clear before you start to program a memory, or you can end up recording fixtures you don’t want. You also need to press Clear when you finish programming, because any functions in the programmer will override playbacks.
6. Memories - Page 149 Enter to store it, then Exit to finish. 6.1.3 • You can also label the current playback page this way, by pressing A [Current Page] instead of the playback Swop. • If you forgot to bring your Qwerty keyboard, you can use the Swop buttons of Presets 1-26 for capital A-Z, and the Flash buttons for lower case a-z (these keys are shown on the VDU screen).
Page 150 - 6. Memories or use the “Off” function to achieve this effect. 6.1.5 Viewing the programmer contents You can view the contents of the programmer on the VDU screen by pressing View then G [VDU Views] (unless already in the VDU views screen) then D [Programmer]. Down the left hand side of the window, a list of fixtures in the programmer are displayed. Select the fixture you want to view using the up and down arrow buttons.
6. Memories - Page 151 everything else is LTP. If a fixture does not have an intensity control channel, the Gobo channel is defined as HTP to make sure the fixture blacks out when a memory is turned off. 6.2.2 Playing back a memory To play back a memory, raise the fader. (Make sure there are no values in the programmer by pressing the Clear button, because anything in the programmer will override the playback). 6.2.3 • You can turn on more than one memory at once.
Page 152 - 6. Memories 6.3.2 2> Turn on the memory you want to edit, so you can see what you are doing. Turn off all other memories to avoid confusion. 3> Select the fixtures you want to change, and make the changes. 4> Press Memory. 5> Press the Swop button for the memory you are editing. 6> The Pearl will display “A memory already exists on playback!” 7> Press A [Merge memory] to amend the existing memory. Unchanged information is not affected.
6. Memories - Page 153 6.3.3 • If you want to put the whole memory into the programmer, ensure no fixtures are selected and the Dimmer attribute is selected, then press Include, then the Playback Swop button for the memory to include. Everything will be placed in the programmer. • If the memory contains shapes, all the shapes and all the fixtures they are applied to will be loaded into the programmer, even if the fixtures and attributes are not selected. The shapes can then be edited, see page 143.
Page 154 - 6. Memories 6.3.4 • Attributes which are Off are shown on the screen. (The stage output will not change as the output values remain at their last settings). • Attributes or fixtures set to “Off” can be turned back on again by selecting them in the usual way and changing them using the wheels. • You can also use this function to turn off fixtures or attributes in a palette entry. Use the procedure above, but instead of editing and recording a memory, edit and record a palette entry instead.
6. Memories - Page 155 • To create a Photocopy, press the blue Photocopy button before pressing the playback Flash button • If you have named the memory you copied, the linked memory will have the same name, as will a photocopied memory. 6.5 Delete 6.5.1 Deleting a memory To delete a memory: 1> Press the Delete button. 2> Press the Swop button of the memory you want to delete. 3> Press the Swop button again to confirm the delete.
Page 156 - 6. Memories The effect of the times is shown in the following picture. The times you enter are also affected by the memory mode: • Mode 0 - No timing information is used. The settings on softkeys C, D and E are ignored. The HTP channels fade with the 0-100% position of the playback fader. • Mode 1 - Channels fade as set by the HTP and LTP fade times (except Instant LTP channels). If you enter times for a Mode 0 memory, it will automatically change to Mode 1.
7. Chases - Page 157 middle of a show without upsetting the current lighting state. Obviously, as you can’t see the changes you are making, you will need to have a good idea of what values to set. 1> Hold down AVO and press F [Blind Mode]. 2> If you don’t want to use the contents of the programmer, press Clear. 3> Make changes to your fixtures as usual. Use the screen or the Graphics Tablet to help you set the right positions, colours etc. 4> Save your changes as usual.
Page 158 - 7. Chases “Include” on existing memories. 4> Press the Swop button of the playback or Enter to store the programmer contents as Step 1 of the chase. 5> Press Clear (unless you want to re-use the contents of the programmer), then repeat from step 3. 6> Press Chase to finish when you have stored all the steps you want. • Press Clear when you have finished saving the chase, otherwise when you try to play it back the programmer will override the chase and you won’t see the chase properly.
7. Chases - Page 159 Master at zero. There are many options you can set to determine the way the chase runs and these are described in the rest of this chapter. 7.2.2 Connecting a chase to the controls When you run a chase, the playback controls are automatically connected to it. If you turn on a second chase, the controls are connected to the newer chase. 7.2.
Page 160 - 7. Chases • Press the Go button to restart playback of the chase • The Snap Back button changes the chase direction the first time you press it; a second press will jump back a step (times and fades are ignored) • To set the “next” step to be a particular step number, type the step number on the numeric keypad then press Connect. • Turn either wheel to manually control the fades for this step. You can fade up or down until the fade completes; once a fade has completed it stays at 100%.
7. Chases - Page 161 7.2.5 Viewing chase steps You can preview the output of a chase step on the display. The chase does not have to be connected or running. 1> Press View. 2> Press the Swop button of the chase to view. 3> Choose the attribute to view by pressing one of the Attribute buttons. 4> Use softkeys F and G to step through the chase, or type a new step number and press Enter. • Values with a “P” indicate that a palette has been stored in the step; the number is the palette number.
Page 162 - 7. Chases 7.3.3 4> Various Unfold options are available, the details are below. 5> Press Unfold again to get out of unfold mode. • To edit the contents of a step: Press Clear to empty the programmer, raise the fader to output the step, make the changes, press A [Record], then the Swop button (1-15) for the step number.
7. Chases - Page 163 description of the times) 4> Press Enter to save the settings, Exit to abandon them, or the ML Menu button to toggle the step mode between Simple/Complex (Simple = use the global timings). 5> Press the Stop button to Pause the chase then press Next or Prev to move through steps of the chase. . • The Review button shows you the step you have just edited, including all the fades.
Page 164 - 7. Chases The speed and crossfade of the most recently turned on chase is controlled by the wheels. You can “connect” the wheels to a different chase by pressing the Connect button and then the Swop button of the chase you want to connect. 7.6.2 Setting global step or fade times and unlinking You can set step times globally for the whole chase and individually for each step.
7. Chases - Page 165 7.6.3 Setting times and links for individual steps You can set the fade in and fade out times independently for each step/cue. Chase steps with individual times are called Complex steps, if they use the global settings they are called Simple steps. To set independent times it’s easiest to use Unfold, but you can also stop the chase and use the Live Time button as described on page 162. 7.6.4 1> Press Unfold then the playback swop button for the chase.
Page 166 - 7. Chases “Fade In” progress which show the progress of the wait and fade times. The left hand section of the bargraphs shows the Wait timers. The right hand section shows the Fade timers. To the left of the bargraphs are numbers which give the wait or fade progress as a countdown from 9 to 0. LTP fade progress “Fade Out” progress The bottom left of the VDU screen shows similar bargraphs when a chase is running.
7. Chases - Page 167 B [Save Direction] - save the direction of the chase (set using the direction / bounce buttons or options, see below) C [Normal / Random] - turn on random mode (steps are executed in random order) - press to change the mode. Turn off random mode when editing a chase, or you won’t know which step you are going to get next. D [Stop on final step] - makes the chase stop on the final step.
Page 168 - 8. Theatre stack C H A P T E R 8. E I G H T Theatre stack This chapter contains: Setting theatre mode; theatre controls; plotting a cue; naming a cue; setting fade times; jumping to a cue; running a theatrical show; advanced options. Theatre mode allows you to use the Pearl like a standard theatrical console, where you program your show as a sequence of cues, then run the show just by pressing the Go button at the appropriate moment. Playback faders 12-15 become dedicated cue masters. 8.
8. Theatre stack - Page 169 8.1.3 Plotting a cue Plotting a cue is very similar to saving a memory. You need to be in Program mode to record cues. The Pearl refers to cues as “Steps”. 1> If you are not already in “Theatre mode” press B [Theatre Stack Programming] at the main menu. 2> Press Clear to make sure the programmer is empty. 3> Set up the cue, either using the preset faders or typing in the levels for each channel (see page 129).
Page 170 - 8. Theatre stack 8.1.4 Running a chase or memory with a cue (Autoload) If you want to run a chase as part of a cue, or automatically turn on an existing memory, you can assign an Autoload to the step. Autoloads can either turn on or turn off a playback. A Fade Up autoload will turn on a playback, a Fade Down autoload will turn it off. 1> Press A [Advanced].
8. Theatre stack - Page 171 2> Type the new time value using the numeric keypad and press Enter 3> Press G to set Link on or off. If link is On the next cue will run automatically after the Wait Out time. If off, you run each step manually using the Go button. 4> Press Enter when you have finished. If you press Exit, any changes you have made will be lost.
Page 172 - 8. Theatre stack 8.3 Playback 8.3.1 Running a theatrical show If you have just been editing, you may need to type 1 then F [Cut to Live] to set the console to cue 1. You should also turn the key to “Run” to make sure you can’t accidentally change anything. The LCD display shows the current (live) cue/step and the next cue/step numbers. To the right of this, bargraphs show the progress of the fades (see page 165 for more detail on the bargraphs).
8. Theatre stack - Page 173 • When the Add/Flash master is at zero, the Theatre Stack Go function of the playback Flash buttons is disabled. When the Swop master is at zero, the Stop function of the blue playback swop buttons is disabled. 8.4 Edit 8.4.1 Editing a cue You can edit a cue you have saved as follows: 8.4.2 1> Press Clear. 2> Ensure the Dimmer attribute is selected.
Page 174 - 8. Theatre stack 8.6 Advanced options 8.6.1 Advanced theatre options Press A [Advanced] to display the Advanced theatre options menu. The options are: A [Renumber] – Renumbers all cues to whole numbers. B [Assign a fade up autoload] – Assigns a memory or chase which will be automatically loaded and run when the fade-in for the cue starts. C [Assign a fade down autoload] – Allows you to turn off a memory or chase when the cue starts.
9. The graphics tablet - Page 175 C H A P T E R 9. N I N E The graphics tablet This chapter contains: Connecting the graphics tablet; using the tablet; selecting fixtures on the tablet; changing the position of the fixtures; changing colours and other attributes; storing palette entries; other functions. The graphics tablet is an accessory to the Pearl. On “Touring” models it is fitted in the flightcase to the right of the console.
Page 176 - 9. The graphics tablet 9.1 Create 9.1.1 Connecting the tablet The tablet is connected to the Serial port on the Pearl. It is powered through the serial port. You must turn off the Pearl when connecting the tablet. The pen or puck should also be plugged into its socket on the rear of the tablet. Some tablets have an on/off switch on the rear. The power LED on the tablet should be lit, and when you touch the pen to the tablet surface, the status LED should light up.
9. The graphics tablet - Page 177 the tablet Stage area. If you press the pen on the Nudge pad, the tablet will go into Nudge mode. Now when you draw on the Stage area of the tablet, all selected fixtures will move relative to their current positions. This can be useful if you want to slightly reposition a fixture or a group of fixtures. Press the pen on the Absolute pad to turn off this mode. The top right corner of the VDU shows A for Absolute or N for Nudge.
Page 178 - 9. The graphics tablet The tablet has a selection of other function pads down the right hand side, including Locate Fixture, Flip, Select All, Clear (programmer), Off, Record Memory etc. These have the same functions as pressing the appropriate button on the Pearl. You can create a group using the tablet, just select the fixtures you want in the group, press the pen on the Record Group pad, then on the group pad where you want to save the group.
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Page 180 - 10. Running the show C H A P T E R T E N 10. Running the show This chapter contains: Run modes, channel mimics, master faders, manual control during a show 10.1 Playback 10.1.1 Run modes When you finish programming, back up the console to disk before you start the show (see page 194). Then turn the key to Run mode to make sure you can’t accidentally change anything.
10. Running the show - Page 181 Normally you would set this at full, and use it if you need to quickly fade out all the lights. 10.1.3 Manual control during a show (“Busking”) If you have not had as much programming time as you would have liked, you might need to make up some additional effects during the show. Fortunately the Pearl is designed with this in mind and there are lots of features to spice up your life. You need to be in Takeover Run mode to do this stuff.
Page 182 - 10. Running the show 10.2 Options 10.2.1 Two-preset mode You can use the top and bottom preset faders to control dimmers patched on the 1-30 faders in a standard “two preset” mode, using the A and B Masters as preset masters. In this mode, fader 31 controls the same dimmer as fader 1, fader 32 controls the same as fader 2, and so on. This allows you to set up two different lighting states and fade between them using the A and B masters, as you would on a basic lighting desk.
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Page 184 - 11. Automated playback (script files) C H A P T E R E L E V E N 11. Automated playback (script files) This chapter contains: Script files, using script files in Run mode. Script files are a powerful feature of the Pearl which allow you to record a show in real time using the playback faders, then play back the show automatically, synchronised to an external MIDI time code source, or using the Pearl’s internal clock.
11. Automated playback (script files) - Page 185 otherwise the playback faders will not be recorded. 11.1.2 What is recorded in the script file The script file records two types of action: When a playback fader is raised, the script file records • The playback number, roller segment and roller page number • The timecode setting when the fader starts to move • The time taken for the playback fader to move from the trigger point to full.
Page 186 - 11. Automated playback (script files) using the keypad. Or just press Enter to set the timer to zero. 4> Press E [Connect Timer] to run the script file to the timecode. 5> The timer will run and the script file will replay. • You can use Time of Day as timecode by pressing C [Clock Timecode] from the select timer source menu. This can be useful if the Pearl is running time-related lighting shows. • You can jump to a step by typing the step number on the keypad and pressing Enter.
11. Automated playback (script files) - Page 187 internal timer, the timer is started. The option changes to [Pause Script file] when selected. 11.2.4 Looping and running script files on power up The Pearl can be configured to run script files on power up, and to loop the script file (if using internal time code). This is useful for unattended operation in exhibitions. In the Script file main menu, Press G [Script File parameters] to set these options.
Page 188 - 11. Automated playback (script files) 11.3.2 Editing an action This allows you to change the playback number, or to set a “ramp down” for a playback, or to change the fade in/out time. Select the step to be edited using the up and down arrow keys, then press D [Assign Action]. The options are: A [Load]: followed by the swop button of the playback to be loaded. Changes the step to a fade in of the playback you select. B [Ramp Down]: followed by the swop button of the playback to turn off.
11. Automated playback (script files) - Page 189 input], type in the new timecode value on the keypad and press D [Assign TC to step from input]. Timecode is displayed and entered as HH/MM/SS.FF (hours, minutes, seconds, frames – frames are 1/25th of a second). The top line of the display shows you the timecode you are entering. Alternatively, press D [Assign TC to step] to use the current timecode setting. 11.4.
Page 190 - 11. Automated playback (script files) file is not affected. 11.5 Copy 11.5.1 Copying a script file Press G [Script file parameters]. Select the script file to be copied using the up and down arrow keys. The current script file is highlighted. Press the blue Photocopy button. Type in a number for the newly copied script file. Press Enter to confirm or exit to cancel. 11.6 Delete 11.6.1 Deleting a step Press D [Edit a script file].
11. Automated playback (script files) - Page 191 B [Record script file] - This option lets you create a new script file as described in section 11.1.1. If there is already a script file, the Pearl will check you want to overwrite it (if not, select No and use option C below to work on another file). C [Select script file] - Lets you select which script file you want to work on. The display shows a list of script files.
Page 192 - 12. Setup C H A P T E R T W E L V E 12. Setup This chapter contains: The user settings menu; Wipe modes; Disk functions The Pearl is very easy to customise to your preferred way of working. The main options are contained in the “User settings menu”. 12.1 User Settings 12.1.1 The User Settings menu This menu is obtained by holding down the AVO button and pressing C [User Settings]. You can also turn the key to System mode and press C [User Settings].
12. Setup - Page 193 9. Fader ON > x (vv) - Sets the level of the fader at which LTP channels turn on when fading in a memory or chase. X is the percentage value, vv is the raw DMX value 10. Fader OFF < x (vv) - Sets the level of the fader at which LTP channels turn off when fading out a memory or chase. This has to be at least 2 values below the “on” value. The Pearl will not let you set an incorrect value. 11.
Page 194 - 12. Setup 12.1.2 Setting the Wheel acceleration The control wheels allow you to set 16-bit control values to the fixtures, and have an acceleration function so you don’t have to spin the wheel for hours if you need to make large changes to the fixtures. Hold down the AVO button and press the 2 button to set the different wheel acceleration curves. The current curve is shown on the main part of the screen. “Linear Fast” has the fastest response and “Linear Slow” the slowest and most accurate.
12. Setup - Page 195 then optionally save a show when the format is complete. This is also a handy way to wipe a disk if you don’t have a blank disk with you. E [Catalogue] – Displays (on the VDU screen) the show file on the disk. F [Import Chase] – You can import a matrix chase created on an external PC application using this feature. To import a chase, insert the disk containing the chase you wish to import and select this option.
Page 196 - 13. Other features C H A P T E R T H I R T E E N 13. Other features This chapter contains:Setting the Pearl’s clock & other utility functions; using MIDI commands with the Pearl; Service mode; hardware WIPEALL mode. 13.1 System Configuration 13.1.1 Utility menu The Utility menu is accessed by turning the key to System, then pressing G [Utilities]. A [Set clock] - The Pearl has a built-in real time clock.
13. Other features - Page 197 changing the operating software. Do make sure you have plenty of time to complete these operations. Do not attempt to upgrade the operating system or make other fundamental changes just before showtime! A [Run AVOS2] - AVOS2 is the low-level operating system of the console. While AVOS2 is running, you can update the main operating software in the console. See next section for AVOS2 functions.
Page 198 - 13. Other features D [Memory Check] runs a test on the system memory E [View Key History] shows a list of keypresses on the VDU screen. (Press E again to close the list) F [View MIDI codes] shows incoming MIDI commands on the VDU screen (press F again to close the window) G [MIDI test] sends out MIDI data to test the ports F [Wipe] - Allows you to wipe various parts of the console. This option is described in detail on page 194. 13.1.
13. Other features - Page 199 before 100% is reached, the disk is probably faulty. Download the software again onto another disk and try again. 7> Press 1 [Wipeall and start system] followed by Enter to restart the main program. Do not use A [Start system] as the new software may not be compatible with the data stored internally in the memory. • The show in the Pearl will be lost during the upgrade. Save the show before upgrading, and reload it afterwards, if you want to keep it.
Page 200 - 13. Other features 7> Close the console and refasten it. The location of the links on the motherboards are shown below.
13. Other features - Page 201 13.1.6 Audio gain links You can change the sensitivity range of the audio input using the Preset Gain Links. The links are located near the audio connector. On the Borris 3 motherboard they are labelled L14, L15, L16. Link L16 for 0dB, L15 for 20dB and L14 for 40dB On older motherboards they are labelled “Preset Gain Links” and the gain for each link is printed on the board.
Page 202 - 13. Other features Page 1 2 3 4 5 … 28 29 30 xx $00 $01 $02 $03 $04 … $1B $1C $1D example $Cn $02 Console changes to Page 3 Turn on a playback: note on ($9n pp ll) Note number (pp) = playback number, from 0 - 14 (decimal) Key velocity (ll) = playback level, from 0 - 127 (decimal). 127=Full example $9n $03 $40 Playback Fader 4 at 50% level. (Note that Playback Fader numbers start at zero, so subtract one from the number on the console to get the MIDI note number).
13. Other features - Page 203 13.3 The stage remote (riggers remote) The Pearl can be used with the optional Avolites Stage Remote. This is a small hand-held controller which connects to the console by a 25 pin serial cable. The cable can be connected either way round and can be plugged and unplugged at any time. The remote is useful when setting up a show as you can leave the console at the back of the venue and use the Stage Remote to operate it from the stage.
Page 204 - 13. Other features • You can check if the remote is enabled or not by pressing the blank button on the bottom left. If the LEDs flash once the remote is disabled, if they flash twice it is enabled.
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Page 206 - 14. The Personality File System C H A P T E R F O U R T E E N 14. The Personality File System If you can’t find the personality for the fixture you’re using, or you want to know how to create a personality file, this section has the details. 14.1 Help, I can’t find a personality for my fixture Avolites has a large library of fixtures on the website at http://www.avolitesdownload.com/Personality%20Library/Default.asp which can be downloaded quickly onto floppy disk.
14. The Personality File System - Page 207 additional fields for the enhanced functionality provided within these desks. 14.2.3 Personality File Keyword Order Keywords should appear in the following order:DEVICE ... TYPE ... DEVICEADDRESS ... DAEND ... MINDMX ... MAXDMX ... DIVBY ... MIRROR ... DMX ... DMX ... TEXT ... END PFTABLE ... PFEND MACRO ... MEND 14.2.
Page 208 - 14. The Personality File System For example a TYPE-LINE can look like:TYPE 1 8 M Setting the device to:- 8 channels used patched from 512 downwards and the next line sets a device for 10 channels and patched from 001 to 512 TYPE 1 10 D 14.2.6 Fixture switch settings This allows the desk to display the exact switch settings required to configure a fixture for a given DMX address and to ensure it is set in the correct mode. The display can be configured in virtually any way required.
14. The Personality File System - Page 209 ; 6. 001 is ascii text again ; 7. Close quotes ; 8. first variable passed is 16-((d/20)%16) ; (d/20) : dmx/20 giving fixture number ; %16 : isolates lower 4 bits ; 16: reverses the 4 bits ; 9. Second variable passed is (d/20)/16 ; (d/20) : dmx/20 giving the fixture number ; /16 : isolates the upper 4 bits.
Page 210 - 14. The Personality File System MIRROR 1 170 110 Where:MIRROR is the keyword 1 indicates moving mirror a 2 in this field indicates a moving head instrument. 170 is the maximum pan movement. 110 is the maximum tilt movement. 14.2.8 The DMX/Preset Layout The DMX/PRESET LAYOUT will appear in the following format:DMX A B C D E F G H I J K L ; comment A B C D E F G H I J K L; comment END Where DMX is the keyword to tell the desk dmx, preset and fader information follows.
14. The Personality File System - Page 211 G: This is the link to the user tables and identifier for PAN and TILT. This will be explained in the TABLES section. This entry can run from A to F and 0 (zero) meaning no table entry. H: This must always be 1 (The checksum facility has been removed). I: This defines the channel name. This should be in inverted commas and can be up to 11 characters long and it may include spaces. This will be used on screen to identify the channel.
Page 212 - 14. The Personality File System The first number indicates which tablet attribute button the table will be available on. The final numbers are the actual DMX channel numbers. The next lines contain the actual focus information and is defined as follows:“focus name” palette entry number channel level(s) When “focus name” this is the name given to the focus. This can be up to 11 characters and can include spaces. It must begin and end with double quotes.
14. The Personality File System - Page 213 running the next step. When used it must be followed by a 1. This field is for future use. • Time is the delay time in units of 0.1 seconds and is in hexadecimal. 3 seconds would be 2E Macros must terminate with the statement MEND A typical example macro is:MACRO “HOME” 1 18 20 ; send instrument to home position “data” 0 FF 0 “delay” 1 20 “data” 0 0 FF “delay” 1 20 ; wait about 2.5 seconds “data” 0 0 40 “delay” 1 40 ; wait about 5 seconds “data” 0 0 0 MEND 14.
Page 214 - 14. The Personality File System ; "High End Cyberlight mode 1", 20 DMX channels, filename :hecyber1.per ; ; Date By Description ; 26-05-94 Salzedo created ; 10-08-94 Anwar revised dmx slots ; 07-09-94 J.B.Toby revised for Pearl use/relocation of channels ; 11-11-94 J.B.Toby revised to match PerManML ; 22-05-96 S. Anwar Pan/Tilt channel identification & Resolution inserted ; 04-03-96 S.
14. The Personality File System - Page 215 ;12. The Highlight level of this channel ;13.
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Page 218 - 15. Glossary of terms 15. Glossary of terms 4D TRACK The unique Avolites moving light Tracking system available using the Graphics Tablet. ABSOLUTE Mode for colours and positions on the Graphics Tablet in which the output of the Fixture corresponds directly with the position of the stylus on the Tablet. See NUDGE. ADD Type of flash button which adds the output being flashed into the existing output of the console. Now referred to as FLASH buttons.
15. Glossary of terms - Page 219 the replicas results in the same change to all of them. See PHOTOCOPY. CROSSFADE Or X FADE. A change in lighting state in which all HTP channels are assumed to be ON. HTP channels which are not explicitly set at a level will fade to zero. LTP channels follow Move Fade rules. See MOVE FADE DEVICE See FIXTURE.
Page 220 - 15. Glossary of terms determining the output level of a Channel held in more than one Playback Channel. The Channel outputting the Highest value at any given time will always determine the level of the Channel. Also see LTP. INCLUDE A means of transferring the contents of a Memory or Chase Step into the Programmer. INDIVIDUAL STEP TIMES Times programmed into one individual Chase Step from the TIMES menu. These steps are called COMPLEX STEPS. See GLOBAL CHASE TIMES, SIMPLE STEP, COMPLEX STEP.
15. Glossary of terms - Page 221 musical instruments (such as keyboards) and other devices such as computers, sequencers and sound and lighting consoles. ML MENU Stands for Moving Light Menu. MOVE FADE A change in lighting state in which only those channels that are ON change in level. NUDGE Mode for colours and positions on the Graphics Tablet in which the output of the Fixture changes relative to the movement of the stylus on the Tablet. See ABSOLUTE.
Page 222 - 15. Glossary of terms SHAPE A preprogrammed effect available which is applied to an Attribute. It can then be customised and stored in a Memory. SHARED PALETTE A Palette in which information is only stored for one Fixture, but is available to all Fixtures of that type. SIMPLE STEP A Chase Step which does not have Individual Step Times programmed into it, and hence will use Global Chase times. See COMPLEX STEP, GLOBAL CHASE TIMES, INDIVIDUAL STEP TIMES.
15. Glossary of terms - Page 223 WHEEL B Pearl 2004 Manual v1 - 27th August 2004 This is the right hand wheel. It is used to control the lower Attribute of each Attribute Bank.
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16. Index - Page 225 16. Index Pages in the Tutorial section have numbers below 100. Pages in the Reference manual have numbers above 100.
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