User’s Guide for Compulite R & D Version 4.
Table of Contents Part 1 – General Chapter 1 Introduction .........................................................................................................1-1 Using this User’s Guide .................................................................................................... 1-3 Setting up Spark .......................................................................................................... 1-3 New users ..............................................................................
ii Configuring Spark ............................................................................................................ 4-2 Patching ........................................................................................................................... 4-2 Patching dimmers to channels ..................................................................................... 4-3 Patching scrollers to channels......................................................................................
iii Chapter 7 Programming Memories ....................................................................................... 7-1 Programming Memories.................................................................................................... 7-2 Displays............................................................................................................................ 7-3 Programming with Channels .............................................................................................
iv Programming an automatic continuous loop................................................................. 8-2 Programming a manual continuous loop ...................................................................... 8-3 Programming a manual Loop....................................................................................... 8-3 Programming a finite loop ........................................................................................... 8-3 Programming an autofollow loop.................
v Part 4 - Playback Chapter 11 The Crossfader ................................................................................................. 11-1 Overview........................................................................................................................ 11-2 Displays .................................................................................................................... 11-2 Assigning to the Crossfaders ....................................................................
vi Enabling LTP control mode....................................................................................... 13-3 Disabling LTP control mode...................................................................................... 13-4 Viewing the control priority....................................................................................... 13-4 Part 5 - Advanced Topics Chapter 14 Libraries ........................................................................................................
vii Adding Text to Snaps...................................................................................................... 17-3 Examining Snaps ............................................................................................................ 17-3 Viewing the snap list ................................................................................................. 17-3 Examining a selected Snap ........................................................................................
viii Patching scrollers to control channels ...................................................................... 20-13 Patching DMX addresses to scrollers....................................................................... 20-14 Defining a dark gel frame........................................................................................ 20-14 Changing the number of frames............................................................................... 20-15 Setting up frames ........................
ix Canceling a Macro assignment .................................................................................. 24-6 DMX Input and patch 999............................................................................................... 24-6 Ignoring Patch 999 .................................................................................................... 24-6 Using DMX Input under Patch 999............................................................................
CHAPTER 1 INTRODUCTION This User’s Guide contains 24 chapters and 2 appendices. The User’s Guide is divided into 8 parts. Part 1 - General • • Chapter 1 Introduction Chapter 2 General Operation A concise overview of operational features, such as the Editor, Playback Devices, Soft Keys, Display Formats, and On Line Help. • Chapter 3 Displays Descriptions of the different displays available in Spark and operating instructions for Display control.
1-2 • Using this User’s Guide Chapter 13 Control Priority A description of Spark’s default control and using LTP. Part 5 – Advanced Topics • Chapter 14 Libraries Operating instructions for programming, modifying, and using Libraries. • Channel 15 Part Qs Programming memories with parts. Each Part can have unique delay and fade times. • Channel 16 Event Program events to operate multiple assignment and playback commands.
Using this User’s Guide 1-3 Using this User’s Guide Setting up Spark If you are setting up the system for the first time, you may want to consult Chapter 19 System Configuration, Chapter 20 Channel Patching, and Chapter 21 Spot Management. New users If you are new to lighting consoles or are unfamiliar with Compulite consoles, familiarize yourself with the information in chapters 2 – 12.
1-4 Text conventions • Delta - A tool for memory modification. • Modify - Change stored information and fade rates. • Frame - Scroller frame. Playback terms • Go - Initiate an automatic crossfade, controller fade, or chaser run. • Hold - Stop any fade or chaser in progress. • Multifade - Initiate a fade to the next memory in sequence before the fade in progress is complete. • End Stop - When crossfaders or the controllers are at either 0% or 100%.
CHAPTER 2 GENERAL OPERATION The Editor Section F keys Programming memories Editor color key Editor error trapping Clearing the editor Parameter Control The wheels A/B Crossfader Controllers Soft Keys Assigning the default mode Assigning a temporary mode Using the Soft Keys for playback control Color code for Soft Key LEDs General Master Menus Accessing menus Exiting the menu mode Text & the Alphanumeric Keyboard A page of text Erasing text Using the text keyboard for programming Locking/unlocking the keyboa
2-2 The Editor Section The Editor Section Editing keys are used to: • Select channels • Select spots • Assign intensity and parameter values • Program memories • Manipulate the display. • Assign memory attributes such as Loops, Links, and Part Qs. Most keys are single purpose keys. Some keys however access two different functions. The function in the lower half of the key is accessed using the [SHIFT] key. The editors work in live or blind modes.
The Editor Section 2-3 F keys The Function (F) keys are multi-purpose soft keys, generally used while working in menus. When the system is not in menu mode, F1-F5 offer immediate access to macros 15. F6 accesses all the rest of the macros. In menu mode these keys access the convenient menu functions and options. These keys are also used for Delta application and editing SMPTE time codes.
2-4 Parameter Control Editor error trapping Spark has efficient error trapping, meaning that you cannot go too far wrong. An illegal key press is immediately recognized. If you make a mistake the system displays messages such as Illegal Number or Invalid Sequence. To get rid of this message and continue working, press the correct key. The correct keystroke clears the error and allows the operation to continue. Clearing the editor You can clear the editor by pressing either [RESET] or [CLEAR].
A/B Crossfader 2-5 full intensity when spot/channel 1 is at 90%. If you continue moving the wheel until spot/channel 1 is at full and then you fade both spots/channels down, spot/channel 1 will begin the fade first. The 10% difference in the spots'/channels' intensities is always maintained. The above example uses the dimmer parameter, however the explanation is valid for all the parameters. Spark’s control panel has three horizontal parameter wheels, numbered Wheel 1, Wheel 2, and Wheel 3.
2-6 A/B Crossfader The A/B crossfader area of the console consists of: the A fader and the B fader, an LED display for each fader that shows their current assignments, assignment keys and control keys.
Controllers 2-7 Controllers Spark has 20 controllers. Each controller has an associated Soft Key and colored LED. The controllers accept groups of channels and/or spots, memories, Chaser, and effect assignments. The controller position determines the output level of the controller assignments. Controllers can also be assigned to submaster the controller banks, the A/B crossfader, and DMX Input or as inhibit submasters for channels/spots.
2-8 Soft Keys Soft Keys The Soft Keys have 4 modes. Mode What the Mode does Assign mode Allows the assignment of groups of channels/spots, memories, or chasers to controllers. A fade function fades the controller assignment up and down. The Soft Keys are also used for Go commands and to flash the assignment. 10 simultaneous chaser assignments can be made. Chasers are assigned in hard run mode or soft run mode and are easily switched from one mode to the other.
Soft Keys 2-9 Using the Soft Keys for playback control In Assign mode the Soft Keys have 4 operational modes: 1. Flash mode is the default function for group and memory assignments. Pressing the Soft Key bumps the controller assignment from its current level to full. Chaser Go/Hold is the default for chaser assignments. Pressing the Soft Key starts the chaser. Pressing it while a chaser is running stops and blacks out the chaser.
2-10 General Master General Master The General Master controls the overall dimmer output of the console. The General Master fader has a blackout key, which turns off all dimmer outputs in the system. The GM blackout key can be disabled in the System Parameters menu. The level of the General Master is displayed in the upper right corner of the display. The maximum level of the GM can be set to 100 or 200, in Service Tools/Config sys/F3. Channels can be removed from General Master control.
Menus 2-11 Spark contains the following menus: Menu Purpose 1. Channel Patch Dimmer management includes soft patch, assigning dimmer curves, defining proportional patch per dimmer, exchanging dimmers, enabling or disabling General Master control. and testing channels or dimmers. Patching for DMX input. Examining patching for dimmers, channels, and scrollers. 2. Load Load show files from a floppy disk.
2-12 Text & the Alphanumeric Keyboard Exiting the menu mode Pressing [RESET] exits the menu mode and resets the menu you have just exited. Press once to return to menu list. The second press returns you to stage display. [MENU] also exits the menu mode. Pressing this key exits the menu you are working on without, in most cases, resetting the menu editor. If for example, you are busy in the Spot Patch menu and you must temporarily exit the menu, exit by pressing [MENU] returning to stage display.
Text & the Alphanumeric Keyboard 2-13 Erasing text The [ERASE] key is used to erase text. Example: Delete the text from the Text page. Keypresses Results/Comments 1. Press [TEXT] 2. Press [TEXT] The blue Text page is displayed/ 3. Press [ERASE] Using the text keyboard for programming The text keyboard can be used to program memories. .
2-14 Getting Help Locking/unlocking the keyboard The alphanumeric keyboard has a lock to prevent unintentional editing. Activate the lock by pressing Alt A. Unlock the keyboard for editing functions by pressing Alt A again. This lock does not affect the functioning of the alphanumeric keyboard when [TEXT] is selected on the console. ¾Note To use the Print Screen function on the text keyboard, you must first “unlock” the keyboard.
CHAPTER 3 DISPLAYS This chapter includes: Display Control Display Formats Selecting display options Customizing the display format The Stage Display Channels Spots The Playback Display Messages and Commands Output Color Key The X-Fade Exam Display Exam Displays
3-2 Display Control All the parameters of the system are displayed on a video display monitor. There are 9 display formats to chose from. The area at the top of the screen is reserved for messages, Blind mode flag, MIDI status, and the General Master level. The area at the bottom of the screen houses the command line, a clock, and the last stored memory or the last memory entered into the editor. The command and message areas are common to all of the display formats.
Display Formats 3-3 6. X-fade Exam shows the incoming and outgoing memories, a list of the next memories in sequence, controller/chaser status, chaser assignments, A/B fade rate, and previous memory on A/B. 7. X-fade and playback. 8. X-fade and spots. In addition to the 9 main display options, the `Status Window' section of display formats offers further display configurations. Selecting display formats When the system is configured for spots and channels, there are up to 9 display options.
3-4 The Stage Display Stage Scrlr Provide a special display area for scroller information. The basic channel display will no longer show frame information, but scroller channels will still be marked with an 's'. Under the channel display, the special scroller display shows the scroller channel number, the dimmer intensity (if any), and the frame status. Assign channels Channels used in memories are displayed in sequential order. This option also influences the display when selecting channels.
The Playback Display 3-5 The “p” numbers represent the spot parameters as defined in the Mix Output menu Examples of parameter names: • ir - iris • mg - magenta • gb - gobo position • vl - velocity. The speed at which the mirror moves • cw - color wheel The parameter names are displayed on the spot area of the Stage display and on the LED display for wheels. When a spot is selected and [PARAM] is active (LED on) the Soft Keys go automatically to Parameter mode.
3-6 Output Color Key The yellow line at the bottom of the screen houses: • • • • The command line - The command line echoes the keypresses and contains up to 40 characters. The clock Delta flag The last memory recorded (L) or entered (E) into the editor. Output Color Key The color key for channels/spots is: Color Output source and status Red Selected channels/spots, active in the editor, that are addressable by the wheel or keypad.
Exam Displays 3-7 Exam Displays There are 2 types of Exam displays: strong displays and weak displays. Weak displays are cleared by any subsequent keypress. Strong displays remain on the screen and you can continue to work keeping the display on view. An example of a strong display is the selected channel exam. Example: you can exam channel 1 and then perform a memory range modification while viewing channel 1 exam. Press [STAGE] to exit strong exam displays.
CHAPTER 4 QUICK START This chapter includes: Setting Up Spark Configuring Spark Patching Patching dimmers to channels Patching scrollers to channels Patching and addressing moving lights Creating homogeneous beam movement Selecting Channels & Spots Selecting channels & assigning intensity Selecting scrollers & assigning frames Selecting spots & assigning parameter values Programming Memories Playback Memories on A/B Playback Chasers Recording a Show File
4-2 Setting Up Spark Setting Up Spark 1. Connect the alphanumeric keyboard and the monitors to the appropriate ports on the back panel. 2. Connect the DMX and (if present) S-Mix leads to the output ports. 3. Plug the power cable into a power source. 4. Press and hold the [CE] and [CLEAR] keys while switching on the console. 5. Release the [CE] and [CLEAR] keys. Spark goes through its boot up process and finally displays the main Service Tools menu. 6. The next step is configuring Spark.
Patching 4-3 Patching dimmers to channels 1. Go to the Channel Patch menu – [MENU] [1] [ENTER]. 2. Press F1 Assign Dimmers. 3. Enter a dimmer number in answer to the prompt. 4. Press F3 To Channel. 5. Enter a channel number in answer to the prompt. 6. Press F1 Store. See Chapter 20 - Channel and Scroller Patching, for further information. Patching scrollers to channels 1. Go to the Scroller Patch menu - – [MENU] [20] [ENTER]. 2.
4-4 Selecting Channels & Spots Creating homogeneous beam movement 1. Go to the Spot Patch menu– [MENU] [13] [ENTER]. 2. Press F1 Patch Position. 3. Select the spot you want to adjust. 4. Press F1 Convert To. The dimmer of the selected spot is turned on. 5. Select one of the movement options (1-8). You can use the trackball to check your selection. 6. Press F1 Store Convert. See Chapter 21 - Spot Management, for further information. Selecting Channels & Spots Selecting channels & assigning intensity 1.
Programming Memories 4-5 Programming Memories 1. Select channels using the numeric keypad. 2. Assign intensity using the dimmer wheel or press [@] and assign an intensity value using the numeric keypad. 3. Select spots using the numeric keypad. 4. Assign parameter values. Use the parameter wheels or select a parameter on the Soft Keys and assign a value on the numeric keypad. (Use the [STEP UP] and [STEP DOWN] keys for discrete and mixed step parameters). 5. Select a scroller channel. 6.
4-6 Playback Chasers Playback Chasers 1. Chasers are played back on the controllers. 2. Select a range of memories. If the first memory has a loop assignment, you select the first memory only. 3. Select the chaser playback mode by pressing [HARD] or [SOFT]. 4. Press the bump button, for one of the controllers, to assign the chaser. The bump button LED flashes red. 5. Raise the controller handle. 6. Press [GO] to start the chaser. See Chapter 13 - Controllers, for further information.
CHAPTER 5 SELECTING AND EDITING CHANNELS & SCROLLERS This chapter includes: Selecting channels Changing the number default selection Selecting single channels Selecting multiple non-sequential channels Selecting a range of channels Excluding channels from the range selection Reselecting the last channel selection Grabbing channels in the editor and on-stage Assigning intensity levels Dimmer level assignments using @ Repeating an intensity assignment Releasing a channel from the editor.
5-2 Selecting Channels Selecting Channels Single channels, groups of non-sequential channels, and a range of sequential channels can be selected. There are special selection sequences that grab channels that are present in the editor together with channels active on stage. There are several series of keystrokes to select one or more than one channel at a time. These keystrokes may be combined in any way lending great versatility to channel selection.
Selecting Channels 5-3 Selecting multiple nonsequential channels Keypresses Results/Comments 1. Press [CHANNEL] Skip this step if the numeric selection default is Channel 2. Enter the channel number on the numeric keypad. 3. Press [CHANNEL] This acts as an “and” key. 4. Enter the channel number on the numeric keypad. 5. Repeat steps 3 and 4 as required. Selecting a range of channels Keypresses Results/Comments 1. Press [CHANNEL] Skip this step if the numeric selection default is channel 2.
5-4 Assigning Intensity Levels Grabbing channels in the editor and on stage The are some specialized channel selection key sequences that allow you to grab channels that are in the editor and “on stage” (their output derives from a playback device). In the examples below, channels 1, 5, 8, and 20 are present in the editor. • (CHANNEL) [5] [→] [→] [8] selects channels 5 and 8.
Releasing a Channel from the Editor 5-5 Example: Assign 73% intensity to channel 5. Keypresses Results/Comments 1. Press [CHANNEL] Skip this step if the numeric selection default is channel 2. Select 5 on the numeric keypad. 3. Press [@]. Int appears in the command line after the channel selection and channel 5 is displayed in red. 4. Press [7] [•] [3] If the system is defined as USA, press [7] and [3]. 73 is displayed under the channel number on the channel display.
5-6 Selecting and Editing Scrollers Selecting and Editing Scrollers If your system definition includes scrollers, the channel display shows a small 's' next to the channel number, indicating that this channel is a two parameter channel; One parameter being intensity and the other the scroller frame number. If you have taken advantage of the Scroller Patch (see Chapter 20), scrollers are addressed by the channel number of the lighting fixture on which they are mounted.
Selecting and Editing Scrollers 5-7 Assigning frame values Frames can be assigned using the numeric keypad or parameter wheel 2. If you use the wheel to assign frame values, it is not necessary to press [FRAME]. When using the numeric keypad: If the system is configured for at least 10 frames, you must enter frame 1 as 01. If the system is configured for at least 20 frames, you must enter frame 2 as 02. If the system is configured for at least 30 frames, you must enter frame 3 as 03.
CHAPTER 6 SELECTING AND EDITING SPOTS The subjects included in this chapter are: Igniting spots Igniting DMX Spots Igniting S-Mix, L-Mix spots, High End protocol Ignition exam Selecting spots Changing the number selection default Selecting a single spot Selecting multiple spots Recalling the last spot selection Selecting spots in the editor and on stage Spot display control Mix editing of spots Spot parameters Parameter wheels Types of parameters Selecting parameters and assigning values Returning to home v
6-2 Igniting Spots Igniting Spots Most moving devices have a control channel for functions such as igniting the lamp, extinguishing the lamp, resetting the device, and fan control. This control channel is known as ignite and is included in the device definition. The ignition sequences depend on what function you are requesting and on the ignition channel’s definition. Igniting DMX spots Sending the default value Keypresses Results/Comments 1. Select spots. 2. Press [IGNITE ON] 3.
Igniting Spots 6-3 Igniting S-Mix, L-Mix, and High End protocol spots The definition for S-Mix and L-Mix spots is factory configured and may not be changed. Ignition values for Intellabeam and Cyberlight Reset and turn on the lamp Keypresses Results/Comments 1. Select spots. 2. Press [IGNITE ON] The device resets itself and the lamp is struck. Turn off the lamp Keypresses Results/Comments 1. Select spots. 2. Press [IGNITE OFF] The lamp is extinguished.
6-4 Selecting Spots Ignition exam The Ignition Exam display shows the ignition status of the all spots in the system. Spots that have had an ignition sequence applied are displayed with the ignition value. Keypresses Results/Comments 1. Press [IGNITE ON] The Ignite Exam is displayed. 2.
Selecting Spots 6-5 Selecting a single spot Keypresses Results/Comments 1. Press [SPOT] Skip this step if the default number selection is Spot. 2. Enter the desired spot number on the keypad. The parameter names of the selected spot/s are displayed and they also appear on SK controller display if [PARAM] is enabled. To continue spot selection, [+] and [] may be used to increment or decrement the active spot number.
6-6 Mix Editing of Spots Selecting spots in the editor and on stage There are some specialized spot selection key sequences that allow you to grab spots that are in the editor and “on stage” (their output derives from a playback device). In the examples below, spots 1, 5, 8, and 20 are present in the editor. • [SPOT 5] [→ →] [8] Selects spots 5 and 8. If there are spots within the selected range, whose output originates from A/B or the controllers they are also selected when using this sequence.
Spot Parameters 6-7 Spot Parameters Each parameter has a name and a number. Once you have selected a spot, a group of spots, or a range of spots, the parameter names appear next to the parameter numbers in the spot display. The controller Soft Keys become parameter selection keys if [PARAM] is enabled. The Controller display shows the Soft Keys and their corresponding parameter. Parameters are assigned values using either the parameter wheel or selecting a parameter and assigning a value on the keypad.
6-8 Spot Parameters Turning on the dimmer parameter There are a few ways to turn on the dimmer of the selected spots: • Press [FULL]. • Press [ON]. • Use the dimmer wheel. • Press [@] and assign an intensity level using the numeric keypad. • Pressing [ZERO] forces the dimmer to 0%. Assigning values for continuous steps Continuous parameters wheel up from zr to Full. Continuous parameter values are displayed as a number from zr - FL.
Spot Parameters 6-9 Assigning values for discrete steps Discrete parameters are composed of steps, which increment by one step at a time. Example: Gobo wheels are usually discrete step parameters, enabling easy selection of each gobo. Martin PAL’s static gobo wheel is defined as an 11 step discrete parameter. When using the parameter wheel to assign the gobo, the gobo wheel moves from gobo to gobo, with no stops in between. Discrete parameters are displayed as a single digit preceded by an icon.
6-10 Spot Parameters Assigning a value to a discrete step using the Soft Keys Example: Martin PAL’s gobo wheel (param 6) is selected. You want to assign step 2. Keypresses Results/Comments 1. Select spots. The controller SK display shows the parameter selections. If you do not see the parameter display, press [PARAM]. 2. Press the SK for parameter selection. 3. Press and hold {SHIFT] The SK display shows the corresponding steps. 4.
Spot Parameters 6-11 Assigning a mixed step value using the wheels Example: assign step 2 at 30% to Golden Scan’s color wheel parameter (p2). Keypresses Results/Comments 1. Select spots. The controller SK display shows the parameter selections. If you do not see the parameter display, press [PARAM]. 2. Press the SK for the parameter selection. 3. Press [STEP UP] or [STEP DOWN] to reach step 2 4. Move the wheel until 2.3 is reached. The parameter value for p2 shows 2.3.
6-12 Spot Parameters ¾Note To access the steps for parameters with special modes press and hold [SHIFT]. The operating modes for the static gobo (p6) are: ICON/FUNCTION MODE » ; fast crossfade (jump in crossfade) ≈ ; proportional crossfade (fade in crossfade). ← ; direction of gobo wheel rotation → ; direction of gobo wheel rotation (=); gobo shake fast. Cyberlight only. (-); gobo shake slow. Cyberlight only.
Spot Parameters 6-13 Returning to home values Home values for parameters are included in the spot definition. Home values are usually neutral assignments, such as no color, no gobo, shutter/iris open, dimmer on, etc. Home values are defined in the Device Definition in the Mix Output menu. There are 3 keys used to “home” parameter values: [HOME], [CL1], and [CL2]. Assigning home values Use [HOME] to home all of the parameters. SK 20 is used as the [HOME] key.
6-14 Spot Parameters Copying from the editor Example: Copy parameter values from spot 1 to spot 5. Keypresses Results/Comments 1. Press [SPOT][ [5] Select the spot number to which you will be copying the parameters. 2. Select parameters (optional) If you do not select specific parameters the values of all the parameters are copied. 3. Press [COPY] Select the copy function. Copy from appears in the command line. 4. Press [1] You are copying from spot 1. 5.
Releasing Spots/Parameters 6-15 Releasing Spots/Parameters Releasing a spot from the editor While editing spots for memory programming, you might want to release a spot or a parameter of a spot from the editor so it will not be included in the memory. Keypresses Results/Comments 1. Select the spot number. A group or a range of spots can be selected. 2. Press [RELEASE] The spot is released and its parameter values revert to tracking or the values output from a playback device.
CHAPTER 7 PROGRAMMING MEMORIES This chapter includes: Resetting the editor Programming with channels Programming with scrollers Programming with spots Storing spot parameters from tracking Using the Copy function Sequential memory programming Programming a blackout cue Using the Call function Using call to store the current lighting state Using call and assignments to program memories Merging selected output sources in the editor Editing after call Calling the split crossfader Call and the general master Ex
7-2 Programming Memories Programming Memories Memories are programmed by assigning a number to the editor group of channels and spots and storing the lighting state. Fade, wait, and delay times can be assigned to each memory. Other memory attributes are Loops, Links, and Parts. Select spots and channels and assign intensity/parameter values in the editor. Store the resulting lighting state as a memory. Programming using the editor can be done in Live or Blind mode.
Displays 7-3 Displays When you store a memory Spark generates a confirmation message: Memory # Stored. If the memory number that you assigned to the lighting state is already used, the message Memory Exists is displayed. The last memory stored is displayed at the right of the command line preceded by L. The last memory is temporarily replaced when a memory converted to an editor group. Instead of L #, E# is displayed.
7-4 Programming with Scrollers Programming with Scrollers The example below uses the numeric keypad to assign the frame number. You can, however, address the scroller using the the Frame wheel (wheel 2). Using the wheel obviates pressing [FRAME]. Example: select scroller channel 10, set the dimmer level to 100%, set the scroller frame at 2, and record as memory 2. Keypresses Results/Comments 1. Select channel 10 2. Press [FULL] Channel 10’s dimmer is at 100%. 3.
Programming with Spots 7-5 Programming with Spots To program a memory using spots, you must select the spots and assign a values to the parameters. Selected parameters are recognized by the parameter name displayed in white on a dark red field. The values of selected parameters are change using the appropriate parameter wheel or other value assignment keys. Parameters that are active in the editor (but not selected) are signaled by the parameter name appearing in black on a light red field.
7-6 Using the Copy Function Storing spot parameters from tracking The Store Tracking If Dimmer On switch in the System Parameters menu (menu 8) controls whether all the spot parameters are stored in a memory or only the selected parameters are stored. (See Chapter 19 System Configuration) When this option is enabled, all parameters are included when storing a memory if the dimmer of the selected spot is assigned an intensity above 0%.
Using the Copy Function 7-7 Copying channel intensities from a memory Example: Copy the intensity value assigned to channel 5 in memory 3 to channels 20 – 25. Keypresses Results/Comments 1. Select channels 20 – 25. Select the target channels. 2. Press [COPY] Copy from appears in the command line. 3. Select memory 3. 4. Select channel 5. Select the channel being copied from. 5. Press [ENTER] The intensity is copied to channels 20 – 25.
7-8 Using the Copy Function Copying all spot parameters from the editor Example: Copy all the parameter values from spot 10 to spot 4. Keypresses Results/Comments 1. Select spot 4. 2. Press [COPY] Copy from appears in the command line. 3. Press 10 on the keypad 4. Press [ENTER] Spot 10’s editor values are copied to spot 4. Copying selected spot parameters from the editor Example: Copy the gobo parameter values assigned to spot 10 in the editor 1 to spot 4. Keypresses Results/Comments 1.
Programming a Blackout Cue 7-9 Copying selected parameters from a memory Example: Copy the gobo parameter from spot 10 in memory 1 to spot 4. Keypresses Results/Comments 1. Select spot 4 2. Press the SK for gobo. The selected parameter is displayed in red. 3. Press [COPY] Copy from is written in the command line. 4. Select memory 1 5. Press 10 on the numeric keypad to select spot 10. 6. Press [ENTER] The selected parameter values are copied from spot 10 in the selected memory to spot 4.
7-10 Sequential Memory Programming Sequential Memory Programming Storing a memory does not, as you have seen, automatically clear the editor. This permits building memories sequentially, using the channels and spots left in the editor to program the next memory.. Example: Program a memory with channel 1. After storing the memory channel 1 is retained in the editor. Now program the next memory by adding a few channels to the current editor. Keypresses Results/Comments 1.
Using the Call Function 7-11 Using the Call Function The Call function allows you to merge all or part of the console’s output in the editor and store it as a memory. Merged output becomes an editor group. This editor group can be further modified or instantly recorded as a new memory.
7-12 Using the Call Function ¾Tip You can press [+1STORE] if you wish to record to the next memory number plus the increment defined in the System Parameters menu or [+] and [STORE] to store the last recorded memory plus 1. Using Call and controller assignments You can use Controller assignments as building blocks to create a lighting state and record the lighting state as a memory. . (See Chapter 12 for information about assigning memories and groups to Controllers).
Using the Call Function 7-13 Merging selected output sources Pressing the key associated with a specific output source calls the assignment to the editor. More than one selection may be pressed in sequence. After collecting all the output, store the result using the usual memory recording procedure Use this function when you only want to Call some of the active playback devices. Example: A three-color cyclorama wash is assigned to controllers 1 – 3.
7-14 Using the Call Function Calling A/B When the A/B is split (A is off its end stop and so is B) using Call brings the the sum of the crossfader to the editor. Æ Example: Crossfader A is at 50% and the output of A is channels 1 5 at 35%. Crossfader B is at 60% and the output of B is channels 33 40 at 25%. Æ Keypresses Results/Comments 1. Press [CALL] 2. Press [A] The sum of the output of crossfaders A and B becomes a group in the editor.
Using the Call Function 7-15 Storing to the currently active memory Example: Memory 1 is active on A. You want to modify memory 1 by adding all the other active asignments and reducing the intensity levels by 20%. Keypresses Results/Comments 1. Set G.M. level to 80%. 2. Press [CALL] Enables the call function. 3. Press [→] The G.M. is forced to 100%; the G.M. display is displayed in red and flashes. 4. Enter the 1 on the keypad. 5. Press [STORE] The message Memory 1 on Board is dsplayed. 6.
7-16 Examining Memories, Channels, & Spots Examining Memories, Channels, & Spots [PAGE UP] and [PAGE DN] page the channels in the Exam. [PAGE UP] (for spots) pages the spots in the Exam. Use [+] and [ ] to view the next or previous memory, channel, or spot. Press [STAGE] to exit Exam displays and return to the current display format. Examining memories There are two memory Exams available: the Memory List and selected memories. The Memory List is a sequential list of memories.
Examining Memories, Channels, & Spots 7-17 Examining a selected memory Keypresses Results/Comments 1. Press [MEMORY] 2. Select the memory you want to examine 3. Press [EXAM] The display includes spots and parameter values, channels with intensity and scrollers, fade times, part assignments, and text. 4. Press [+] or [-] to view the next or previous memory. The intensity levels are color coded to show the change from the previously examined memory.
7-18 Examining Memories, Channels, & Spots Viewing the tracksheet Use [PAGE UP] and [PAGE DN] and the arrow keys on the alphanumeric keyboard to move around this display. Keypresses Results/Comments 1. Press [CHANNEL] 2. Press [MEMORY] 3. Press [EXAM] The track sheet is displayed starting from the first assigned channel and the first memory. You can also view the track sheet beginning from a selected channel. Keypresses Results/Comments 1. Press [CHANNEL] and enter a number on the keypad. 2.
Text for Memories 7-19 Viewing selected spots Keypresses Results/Comments 1. Press [SPOT] 2. Select the spot number on the numeric keypad. 3. Press [EXAM] The tracking sheet, showing the memories containing the selected spot and all the parameter values assigned to the spot in each memory, is displayed. ¾Note If library assignments are present, the library number is displayed. If you want to view the absolute parameter values of library assignments in the memory, press [EXAM] twice.
7-20 Programming in Blind Mode Programming in Blind Mode Spark contains a blind editor. When switching to Blind mode the channels and spots present in the live editor are captured and displayed in blind mode. If the channels and spots captured from the live editor are not required in the blind editor press [RESET], while in blind mode, to release them from the blind editor. This does not affect the live stage output, as it only clears the blind editor and not the live editor.
Fade Times 7-21 Fade Times Time-in, time-out, delay, wait-in, and wait-out times may be assigned to memories. All fade times are counted from the Go command on the A/B crossfader. If no time assignments are recorded, the editor automatically assigns the Memory Default Time, as defined in the System Parameters menu (see Chapter 19 System Configuration). If no time-out assignment is made the memory fading out will automatically adopt, as fade out time, the fade in time of the incoming memory.
7-22 Fade Times Assigning fade times while programming memories Example: Store memory 7 with fade times. Keypresses Results/Comments 1. Create a stage picture 2. Press [=] [7] 3. Press [TIME] [6] The message Memory 7 Stored is displayed and time-i is displayed in the command line. The incoming spots/channels in memory 7 will fade up in 6 seconds. 4. Press [TIME] [8] time-o is displayed in the command line.
Fade Times 7-23 Assigning fade times to non-sequential memories A group of non-sequential memories may also be assigned identical fade times. Example: assign 10 seconds time-out to memories 2, 6, and 8. Keypresses Results/Comments 1. Press [MEMORY] [2] 2. Press [MEMORY] [6] The memory list is displayed and the selected memories appear on a red field. 3. Press [MEMORY] [8] 4. Press [TIME] [TIME] time-o appears in the command line. Stage display is now on view. 5. Enter 10 on the numeric keypad. 6.
7-24 Converting Memories to Editor Groups Converting Memories to Editor Groups Memories can be converted to groups in the editor and used as building blocks for new memories. The key sequences for converting a memory to an editor group are dictated by whether the editor is empty or not. The intensity and parameter values in memories converted to an editor group overwrite any editor values for channels and spots in common. Example: You are converting memory 1 to an editor group.
Converting Memories to Editor Groups 7-25 One or more memories can be converted to an editor group. Example: Convert memory 4, 5, 6, and 7 to a group in the editor, edit, and store the lighting state as memory 5. Notice that you must select each memory and not use the range selection sequence. Keypresses Results/Comments 1. Press [MEMORY] [4] 2. Press [MEMORY] [5] The memory list is displayed and the selected memories appear on a red field. 3. Press [MEMORY] [6] 4. Press [MEMORY] [7] 5.
7-26 Inserting a Memory Inserting a Memory Example: Insert a memory between memories 3 and 4. Keypresses Results/Comments 1. Create a lighting state. 2. Press [=] Memory appears in the command line. 3. Press [3 [•] [5] 4. Press [STORE] Memory 3.5 is inserted between memories 3 and 4. ¾ Tip If the memory being inserted between memories 3 and 4 is an outgrowth of 3 (for instance), create your lighting state by using the sequence [MEMORY] [3] [ENTER], edit, and then follow steps 3 – 4.
Memory Operations in the Editor 7-27 Exchanging memories switches the contents of 2 memories. Example: Memory 5 is channel 5 @ 30. Memory 10 is channel 10 @ Full. when the memories are exchanged Memory 5 is channel 10 @Full and memory 10 is channel 5 @ 30. Keypresses Results/Comments 1. Select memory 5. 2. Press [=] Change to Æ appears in the command line. 3. Press [MEMORY] [10] 4. Press [STORE The message Memory 10 Stored is displayed. The contents of memory 5 and memory 10 are exchanged.
7-28 Memory Operations in the Editor Erasing memories Single memories, non-sequential groups of memories, and a range of memories can be erased. The system always asks for confirmation when erasing memories. Erasing a single memory Keypresses Results/Comments 1. Press [MEMORY] and enter the memory number on the numeric keypad Select the memory that you want to delete. 2. Press [ERASE] The message Are You Sure?? is displayed. 3. Press [ERASE] The message Memory(s) Deleted is displayed.
The Memory Operations menu 7-29 The Memory Operations menu The Memory Operations menu is menu number 3. The Rename, Copy, Exchange, and Delete memories are functions that may be carried out in the Memory Operations menu as well as in the editor. The memory list is displayed in this menu, so all the necessary information for carrying out these different functions is available on screen. Use [PAGE UP] and [PAGE DN] to page the Memory List.
7-30 The Memory Operations menu Copying a memory This function copies the contents from the selected memory to a new memory number. The new memory is a replica of the original memory; all memroy attributes are copied except Links. You can copy single memories or a range of memories. If you want to copy memory 1 to memory 100, 2 to 101, and 3 to 102, it is necessary to enter only memory 100 when answering the prompt for the new memory number.
Mask 7-31 Deleting all the memories The Clear Console option deletes all memories. Be sure to record the current memories if you want to save them. Keypresses Results/Comments 1. Press [F5] Clear Console A reminder to record your show is displayed. 2. Press [F1] Yes All the memories are deleted and you are returned to the Main Menu screen. Mask Mask is a channel/spot selection function. The Mask function accesses memories and selects the channels and spots included in the selected memory.
7-32 Programming with Libraries Assigning a mask to a controller Keypresses Results/Comments 1. Press [MASK] [#] Select mask. 2. Press [ASSIGN] 3. Press the [SK] A mask controller assignment is designated as grp. Selecting channels/spots from assignment If a memory is assigned to any crossfader or controller the following key sequence will select the channels/spots included in the assignment and put them under editor control. Keypresses Results/Comments 1. Press [MASK] 2.
Chapter 8 LOOPS & LINKS This chapter includes: Loops Programming an automatic continuous loop Programming a manual continuous loop Programming a manual Loop Programming a finite loop Programming an autofollow loop Programming a follow-on cue Erasing loop assignments Erasing an autofollow loop assignment Links Programming a link between 2 memories Programming links among a group of memories Erasing a link assignment Viewing links
8-2 Loops Loops The loop function strings together a series of numerically sequential memories for repetitive playback. Loops may contain any number of memories. Loops are played back on the A/B fader and are assigned to controllers as chasers. Part Qs and Event assignments in loops are supported only when the loop is played back on the A/B crossfader.
Loops 8-3 Programming a manual continuous loop A manual continuous loop advances from memory to memory by a manual Go command for each memory within the loop. When the last memory of loop is reached, the next Go command crossfades to the first memory of the loop. This is analogous to stepping through a sequence of memories assigned to a chaser (See Chapter 12 – Controllers). Keypresses Results/Comments 1. Select a range of memories 2. Press [LOOP] 3. Press [LOOP] An asterisk (*) appears next to Loop.
8-4 Loops Programming an autofollow loop An autofollow loop is a loop linked to a preceding finite loop. It begins its loop when the finite loop is complete. The second loop in the autofollow loop sequence can be any type of loop. Example: After memories 1 through 5 complete their final loop, memories 6 through 10 will begin their loop without any action on part of the board operator. Keypresses Results/Comments 1. Program a finite loop for memories 1 5. Æ 2. Program any type loop for memories 6 10.
8-5 Erasing loop assignments Keypresses Results/Comments 1. Select the first memory of the loop. 2. Press [LOOP] 3. Press [ERASE] The message Memory # Stored is displayed. If the loop is assigned, the message Memory On Board is displayed; press [ERASE] again to confirm the command. Erasing an autofollow loop assignment This cancels only the autofollow loop, leaving the basic loop assignment intact. Keypresses Results/Comments 1. Select the first memory of the autofollow loop assignment. 2.
8-6 Link Link This function allows linkage of two or more memories to playback sequentially regardless of numerical sequence. Linked sequences are supported on the A/B crossfader. An example of the use of Links is when a range of memories, used as a chaser is assigned to run on a controller. You do not want this range of memories functioning as a chaser to sequence on the A/B crossfader. Link the memory immediately preceding the chaser sequence and the memory immediately following the chaser sequence.
Link 8-7 link assignment. 2. Press [LINK] Select the link function. 3. Press [ERASE] The link assignment is canceled. Memory # Stored is displayed. Viewing links Keypresses Results/Comments 1. Press [LINK] 2. Press [EXAM] The Memory List is displayed exactly as it will run on the playback.
CHAPTER 9 MODIFYING MEMORIES This chapter includes: Basic memory modification Using STORE STORE STORE STORE modes Storing to the first active playback device Storing to the all playback devices Storing to selected playback devices Using Delta Programming a delta via memory modification Replacing a delta with a new delta Programming a delta in the editor Programming a delta via store store Examining delta Applying delta Testing the delta Erasing delta Modifying delta Memory Range modification Modifying a cha
9-2 Basic Memory Modification Basic Memory Modification Basic memory modification is calling a stored memory the memory to the editor, modifying, and storing the memory again. Channels and spots under memory modification are displayed in dark blue. The selected memory number remains in the command line. This function may be executed in live or blind modes. Keypresses Results/Comments 1. Select the memory for modification. 2.
Using STORE STORE 9-3 Using STORE STORE To work through this section see Chapter 11 the A/B Crossfader. You need to know how to assign memories to A/B. STORE STORE modifies memory and group assignments on the active playback devices, giving Spark the ability to quickly modify an entire lighting picture even if the look is composed of different playback assignments. (See Chapters 11 and 12 for assigning memories and groups to playback devices.
9-4 Using STORE STORE Storing to the first active playback device The example below modifies the memory active on crossfader A. The STORE STORE mode is, Store to the first active fader toggled to Yes. Keypresses Results/Comments 1. Assign a memory or a group to A: Press [MEMORY] [#] [A] To assign a group: select channels/spots and assign values, then press [A] The memory number is displayed in the LED display for fader A. grp is displayed for a group assignment. 2.
Using Delta 9-5 Storing to selected playback devices You can select the playback device where you want to store the editor. The STORE STORE toggle does not influence this function. Keypresses Results/Comments 1. Select channels and spots assign intensity and parameter values. 2. Press [STORE] The STORE STORE window opens showing all of the active assignments on the playback devices. 3. Select where you want the store to occur To store to the crossfader press: [ASSIGN] [A] or [ASSIGN] [B].
9-6 Using Delta Programming a delta via memory modification Deltas that are a result of memory modification have both absolute and relative values. The source memory of the delta is displayed at the top of the screen in Delta exam. If Delta the source memory is modified again, the new modifications are added to the Delta. If there is no Delta in the system the sequence below creates a Delta.
Using Delta 9-7 Programming a delta in the editor You can create a Delta in the editor that is independent of memory modification. Using this method there Delta contains absolute values only. Example: Create a delta for spot 1 parameter values. Keypresses Results/Comments 1. Select spot 1 for editing. A range or a group of spots can be selected. 2. Assign parameter values. 3. Press [=] Memory is displayed on the command line. 4. Press [DELTA] Delta is displayed on the command line. 5.
9-8 Using Delta In absolute Delta exam, the value er on a blue field appears in Delta exam for channels or scrollers erased from the memory. In relative Delta exam, the value rl on a red field appears in Delta exam for channels or scrollers erased from the memory. Applying delta Delta is used to modify memories. When applying the delta for memory modification, the F keys supply up to 6 different options.
Using Delta 9-9 Non-tracking modification One memory, a range of sequential memories, or a group of non-sequential memories may be modified at the same time. Keypresses Results/Comments 1. Select the memory or range of memories for modification. 2. Press [DELTA] The Delta exam display appears. 3. Choose one of the F key options. Select the type of delta: absolute, absolute + new, relative, or relative + new. 4. Press [STORE] A wait message is displayed.
9-10 Using Delta The following table shows the result of Delta tacking using the example described above.
Using Delta 9-11 Testing the delta You have the option of testing the application of a Delta to a memory before storing. Keypresses Results/Comments 1. Select the memory to be modified with Delta. 2. Press [DELTA] The memory is displayed with the Delta modifications. Memory # Modified by Delta is displayed at the top of the screen. 3. Press F6 Test The memory with the modifications is entered to the editor and is live on stage. 4. Pressing [STORE] stores the memory with the Delta modifications.
9-12 Using Memory Range Modification Using Memory Range Modification Use this function to modify channel intensity and scroller assignments over a range of memories or in a group of memories. The examples below modify single channels, however a range of channels may also be selected. You may want to display the Selected Channel exam (see Chapter 4 Selecting and Editing Channels and Scrollers) when working with this function. ¾Note This function cannot be used with spots.
Using Memory Range Modification 9-13 Releasing channels from a range of memories Keypresses Results/Comments 1. Select a range of memories. 2. Select the channel/s. 3. Press [ZERO] 4. Press [STORE] The selected channel/s are released from the selected memories. Releasing scrollers from a range of memories Keypresses Results/Comments 1. Select a range of memories. 2. Select the scroller channel/s 3. Press [FRAME] 4. Press [ZERO] 5.
9-14 Releasing Channels, Spots, Scrollers from Memories Releasing Channels, Spots, Scrollers from Memories This function can be used in Live or Blind mode. Releasing spots Using the sequence below spots can be released from 1 memory or a range of memories. Keypresses 1. Select a single memory, a group of memories, or a range of memories. 2. Select the spot you want to release. 3. Press [RELEASE] 4.
CHAPTER 10 DATA STORAGE, RETRIEVAL, & PRINTING This chapter includes: Recording Show Files Loading a Show File Loading parts of the show file Warning difference Deleting Show Files Printing Printing options Using Print Screen Programming a print command macro
10-2 Recording Show Files Recording Show Files Shows are recorded in the Record menu - menu 5. The entire contents of the system memory, including memories, patch, channel patch, scroller assignments, macros, etc. can be recorded onto a 1.44 Mb diskette. Each show file must be given a number. The play number is usually written in this format: ###.#. A text label may be attached to the show file. A date and time stamp is automatically appended to the show file.
Loading show files 10-3 Loading show files The Load menu, menu 2, manages loading show files stored on the hard disk and the floppy disk. Entering this function automatically activates the disk drive, which reads and displays the files stored on the diskette. Keypresses Results/Comments 1. Insert diskette with the show files to the disk drive. 2. Go to menu 2. The diskette contents are displayed. 3. Press F1 Play/Act # The console prompts for a show file number. 4.
10-4 Loading show files Shows that were recorded on Spark can be loaded to Spark 4D. Only memories are loaded. Snaps, Macros, and Events (Auto Assignments) are ignored. Also, device definitions compatible with Spark 4D must be loaded separately. Warning Difference If the show file was recorded under a system configuration different than the current one, the WARNING DIFFERENCE window is displayed when you attempt to load the show.
Deleting Show Files 10-5 Deleting Show Files Delete Play/Act is menu number 14. Use this menu to delete show files recorded on floppy disk. Keypresses Results/Comments 1. Make sure the diskette is in the disk /drive. 2. Go to the Delete Play/Act menu 3. Press F1 Play/Act The prompt asks for the show file number. 4. Enter the file number on the keypad. 5. Press F1 Delete The message Are you sure? is displayed. 6. Press F1 Yes. The show file is deleted.
10-6 Printing Printing This is menu 7. It is suggested to print for documentation purposes and a printout is a lifesaver if your diskette is damaged or lost. Printing options The Printer menu is menu number 7. It is suggested to print for documentation purposes and a printout is a lifesaver if your disk is damaged. Options What it prints F1 Memory sheet This is the memory list (cue sheet) displayed as Memory Exam.
Printing 10-7 Programming a print command macro You can program a macro that works as Print Screen. Keypresses 1. Go to the Macro menu (menu 9). 2. Press F1 Create. 3. Select the macro number. 4. Press F6 and F4 Print 5. Press F1 Store Macro. For more information on Macros see Chapter 18 – Macros.
CHAPTER 11 THE CROSSFADER This chapter includes: Overview Displays Assigning Memories to the Crossfaders Sequencing Memories Assigning the Editor to the Crossfaders Freeing assignments Playback Automatic Go Exiting a loop Modifying the Fade Rate Moving the crossfaders manually Using the Rate Wheels Split crossfaders and moving lights
11-2 Overview Overview The A/B crossfader is a split crossfader, which accepts memory assignments, loop assignments, and editor group assignments. All crossfader assignments can include both channels and spots. A and B each have an LED display that shows the current and incoming memories. When both A and B are at the top end stop, A is the active fader at 100%. When both A and B are at the bottom end stop, B is the active fader at 100%. When A and B are not at the end stops they both influence the output.
Assigning to the Crossfaders 11-3 Assigning to the Crossfaders The A/B crossfader accepts assignments of memories and editor groups. When you assign a memory [SEQ] and the Auto Assign function are automatically enabled; the LED for [SEQ] is on and the Auto Assign Led is on. When the assignment is an editor group [SEQ] and Auto Assign are not functional. [SEQ] can be manually disabled and enabled.
11-4 Freeing assignments Fade to the assignment in selected fade time Example: Assign memory 1 to the free fader in an 8 second fade. Keypresses Results/Comments 1. Select memory 1. 2. Press [TIME] 3. Press [8] on the numeric keypad. 4. Press [GO TO] The selected memory is faded to the active fader. The fade rate is according to the time selected. [SEQ] and [AUTO] function are automatically enabled; the LED for [SEQ] is on and the Auto Assign Led is on.
Sequencing Memories 11-5 Sequencing Memories The [SEQ] key must be enabled (LED on) for memories to sequence on the crossfaders. Memories sequence numerically or according to Link assignments. After 1st crossfade [SEQ] enabled: Original assignment crossfade 1 After 2nd 3 2 A A A B B B 2 4 3 Sometimes you might want to disable the memory sequencing. The sequencing function can be manually disabled by pressing [SEQ]. When disabled the LED is off.
11-6 The Playback Keys The Playback Keys The keys used for playback control are grouped around the crossfaders. Key Function or Command [A] Press to assign a memory or an editor group. [B] Press to assign a memory or an editor group. [GO] Pressing [GO] initiates a crossfade to the incoming assignment. The duration and look of the fade depends on the fade times of the incoming memory. While a crossfade is in progress, the LED is on.
Modifying the Fade Rate 11-7 Exiting a continuous automatic or manual loop When you are running a continuous automatic (infinite) loop or a continuous manual loop on A/B you must manually exit the loop. Keypresses Results/Comments 1. Press [MEMORY] 2. Press [GO TO] ¾Tip An immediate crossfade to the memory following the loop is initiated. The crossfade occurs in the recorded memory time. Make a macro for this key sequence to provide a single press exit from loops.
11-8 Split crossfaders and moving lights Returning to MEM time Keypresses Results/Comments 1. Press [A/B RATE] The key’s LED goes off. The fade rate is displayed on a gray background. 2. Press on [GO] or [BACK] The crossfade is executed in memory time. MEM is displayed on the Playback display. Split crossfaders and moving lights When the crossfaders are split (for example, A is on 30% and B is on 60%), spots and scrollers are controlled differently than channels.
CHAPTER 12 CONTROLLERS AND CHASERS This chapter includes: Overview Displays Assign mode Controller LEDs Control priority for spots Assigning memories Assigning masks Assigning Editor Groups Assigning channels Assigning spots Assigning scrollers Adding text to a grp assignment Examining a Controller Assignment Freeing Assignments Freeing multiple controller assignments Freeing all controller assignments Using ‘Go Controller’ Fade times with ‘Go Controller’ Chasers Chaser displays Assigning chasers to control
12-2 Overview Overview Spark has 20 Controllers. Each controller has a colored LED and a Soft Key/Bump Button. In Assign mode, controllers accept group, memory, spot parameter, and up to 10 chaser assignments. The Soft Key/Bump button functions as an Assign key. Controllers can be assigned as inhibitive submasters. Group and memory assignments can be faded manually or given an automatic Go command. Chasers playback in hard run mode or soft run mode.
Overview 12-3 Information pertaining to the Controllers is displayed on the monitor.
12-4 Assigning Memories Assign mode A double hit on [ASSIGN] changes the default Soft Keys function to Assignment mode. Assign mode allows you to assign groups of channels/spots, memories, or masks to controllers. The discussion of the Assign mode assumes that the Soft Key mode is Assign either as the default mode or temporary mode. Assigning ranges of memories, channels, and spots to sequential controllers bumps out current assignments.
Assigning Memories 12-5 Assigning a range of memories to sequential controllers Example: assign memories 30 - 35 to controllers 6 - 11. Keypresses 1. Select memories 30 2. Æ 35. Press [ASSIGN 3. Press controller 6’s SK. Results/Comments The message Assign Key Expected is displayed. Memory 30 is assigned to controller 6, memory 31 to controller 7, etc.
12-6 Assigning Editor Groups Assigning Editor Groups Channels and spots in the editor, and selected spot parameters can be assigned to controllers. When channels and spots are assigned without specifying a dimmer intensity; you can fade the dimmer of the channel or spot from 0% (or the current output) to Full. Channels and spots may be assigned with a specified dimmer intensity. In this case, the specified dimmer intensity is reached when the controller is at 100%.
Assigning Editor Groups 12-7 Assigning a channel with a specified intensity Example: assign channel 1 at 45% and channels 3 - 8 at 50% to controller 7. Keypresses Results/Comments 1. Select channel 1. 2. Press [@4.5 or use the dimmer wheel 3. Select channels 3 Æ8 4. Press [ON] The editor now contains channel 1 @ 45 and channels 3 8 @ 50. (Access [ON] with [SHIFT]) 5. The message Assign Key Expected is displayed. Press [ASSIGN] 6. Press controller 7’s SK.
12-8 Assigning Editor Groups Assigning spots Spot assignments can include all of the parameters or only selected parameters. Raising a controller crossfades from the stage output or tracking and to the controller assignment. Continuous parameters fade from the current output or tracking to the controller value. Discrete and mixed step parameters jump to the controller assignment value when the controller is moved off its end stop.
Assigning Scrollers 12-9 Assigning Scrollers The keypresses used to assign scroller channels to Controllers influence the scroller behavior when fading the assignments. The System Parameters toggle Jump on Fade yes/no (see Chapter 19 – System Configuration) also influences behavior of scroller assignments. Assignment Sequence Jump Move controller on from 0% Fade Fade controller to 0% [CHAN #] [FRAME] [ASSIGN] [SK] Yes Scroller jumps to the last frame.
12-10 Examining a Controller Assignment Erasing text Keypresses Results/Comments 1. Press [TEXT] The command line reads: Press TEXT or Assign Key! 2. Press the controller’s SK. The command line reads: Pot # Text 3. Press [ERASE] The text is erased from the group assignment. Examining a Controller Assignment You can examine controller assignments directly. Example: Examine the assignment on controller 7. Keypresses Results/Comments 1. Press [EXAM] 2. Press controller 7’s SK.
Freeing a Controller Assignment 12-11 Freeing multiple controller assignments You can free a range of controller assignments or just some of the controllers. Keypresses Results/Comments 1. Press and hold [FREE] The message displayed is Assign Key Expected 2. Press as many SKs as desired. 3. Press [CLEAR] to exit Free mode. Free is cleared from the command line and the console is no longer in Free mode. Example: Free assignments from controllers 2 Æ9 Keypresses Results/Comments 1.
12-12 Using ‘Go Controller’ Using ‘Go Controller’ You can initiate an automatic fade for grp and memory assignments. The fade occurs regardless of the controller level. The direction of the fade appears on the controller displays. Controller Position What happens Controller at 0% Assignment fades to Full. Initiating a fade after the assignment has already faded to Full reverses the fade direction. Controller at 100% Assignment fades to 0%.
Chasers 12-13 If a memory has a wait-out assignment the fade automatically begins a reverse fade after the assigned wait-out time. During the wait period Wait is displayed in gray on a red background on the Controller display. Example: Memory 1 fade times are time-in 5 and wait-out 3. The controller handle is at 0%. Initiate a fade. The memory fades to Full in 5 seconds, waits 3 seconds and fades back to 0 in 5 seconds. A group of channels/spots fades in the Default Memory Time.
12-14 Chasers Color code for chaser playback display The controller number color indicates the playback status of the chaser. Color Playback status Black on a red field Chaser running Red on a black field Chaser on hold Black on an orange field Chaser in step mode Viewing the Chaser display There is a dedicated Chaser display available. Access the dedicated Chaser display by a double hit on [HARD]. There are 10 squares provided for chaser display.
Chasers 12-15 Assigning chasers to controllers You can assign a memory loop or a range of memories as a chaser. When assigning a memory loop as a chaser, select only the first memory of the loop. Memory loops that are automatic continuous loops keep running until some action is taken to stop them. Memory loops that are manual continuous loops behave like automatic continuous loops. Memory loops that are finite loops run the specified number of times and then stop.
12-16 Chasers You can also assign 10 whole memory numbers to a chaser by selecting the first memory only. Example: Assign memories 21 29 as a soft chaser. Æ Keypresses Results/Comments 1. Select 21 2. Press [SOFT] The command line: Soft Assign Key Expected. 3. Press the controller SK. The controller LED blinks red indicating a chaser assignment on hold. ¾Note If there are intermediate memories in this range (memory 21.5, 22.5, etc.) they are included in this chaser.
Chasers 12-17 Exiting the step mode Keypresses Results/Comments 1. Press the [SK] The chaser runs automatically. The controller LED is solid red. Or Keypresses Results/Comments 1. Double hit the [SK] The chaser is put on hold. The controller LED blinks red indicating a chaser on hold. Changing the playback mode You can change the playback mode for an assigned chaser: 1. Press [HARD] or [SOFT] 2. Press the SK for the chaser. The new mode is displayed on the controller display.
12-18 Chasers Modifying the rates for additional chasers If you want to continue and modify the Chase Rate of another chaser without changing the rate of the chaser you have just modified, you must re-select [CHASE RATE]. Example: Change the Chase Rate for the chaser running on controller 7 to 20%. Then change the Chase Rate for the chaser running on controller 8 to Cut. Keypresses Results/Comments 1. Press [RATE CHASE] The LED of the key is lit, indicating that the rate wheel is now active. 2.
Assigning Controllers as Submasters 12-19 Returning to memory rate Keypresses Results/Comments 1. Press [RATE CHASE] The LED of the key is lit, indicating that the rate wheel is now active. 2. Press the [SK] The current chase rate is displayed on a blue field 3. Turn the Rate wheel until the The modified rate is displayed in percentage display shows MEM. on a blue field on the Chaser display. 4. Press [RATE CHASE] to exit MEM is displayed in blue. the function.
12-20 Assigning Controllers as Submasters Submaster the Lower Bank of controllers Keypresses Results/Comments 1. Press [U/L/X] [U/L/X] Submaster LOWER (11 20) controllers is displayed in the command line. 2. Press the [SK] for submaster assignment. Sub 11 20 on a red field is displayed on the Controller display. Pdn is displayed on the XFade Exam. Æ Æ Submaster the A/B Crossfader Keypresses Results/Comments 1. Press [U/L/X] [U/L/X] [U/L/X] Submaster A/B is displayed in the command line. 3.
Sound-to-Light 12-21 Sound-to-Light To use the Sound-to-Light feature, your board must have the Sound-to-Light option installed. Plug a sound source into the Audio connector on Spark’s back panel. The connector uses 3 pin XLR connectors. Sound-to-Light operates memory, group, and chaser assignments on controllers. Each pulse operates 1 step of the chaser or flashes the memory or group assignment. The Sound-to-Light must be enabled to allow controller response.
12-22 Sound-to-Light Keypresses Results/Comments 5. Press [S/L ON] S/L On appears in the command line. 6. Press the SK for controller 1. 7. Press the SK for controller 3. 8. Press the SK for controller 12. 9. Press the SK for controller 15. A musical note icon is displayed for controllers 1, 3, 12, and 15. Turning off Sound-to-Light To turn off the Sound-to-Light function, use the key sequences described above. Press [S/L Off] instead of [S/L On].
CHAPTER 13 CONTROL PRIORITY This chapter includes: Playback Control Priority LTP Playback Mode Actions that change the control priority stack Enabling LTP control mode Disabling LTP control mode
13-2 Playback Control Priority Playback Control Priority Control priority determines which playback devices control the output. The control priority affects spot parameters and scrollers. Channels always operate in HTP (Highest Takes Precedence) mode. Spark’s playback devices work under a rigid control priority hierarchy or in LTP (Latest Takes Precedence) mode. Control priority refers to playback devices only. The editor always has priority.
LTP Playback Mode 13-3 LTP Playback Mode LTP (Latest Takes Precedence) control priority means that instead of adhering to a rigid control hierarchy, the last controller activated has the highest control priority. Only controllers participate in the LTP control mode. Actions on A/B do not influence the control priority. When the LTP function is enabled Spark works in the LTP mode. When the LTP function is disabled the default control priority is the usual hierarchic structure.
13-4 LTP Playback Mode Disabling LTP control mode Keypresses Results/Comments 1. Press [MENU] [8] [ENTER] You are now in the System Parameters menu. 2. Go to the System Parameters menu. 3. Use the [F2] or [F3] (the arrow keys) to place the cursor on Latest Takes Precedence. 4. Press F1 Enter 5. Press F2 Off The LTP flag disappears from the Playback display. Spark is now working in default priority. ¾Tip You can make a macro, using Teach Macro, for single press access to enable and disable LTP.
CHAPTER 14 LIBRARIES This chapter includes: Overview Programming a Library Text for Libraries Examining Libraries Viewing the Library List Examining a selected Library Viewing Library assignments in memories Programming memories with Libraries Copying from a Library Editing Libraries Modifying a Library Adding spots to a Library Removing spots from a Library Updating Libraries using STORE STORE Erasing a Library Programming a Delta containing Libraries
14-2 Overview Overview Libraries are a programmable tracking database for moving lights of preset position, color, and gobo assignments. After you have programmed your libraries, you then apply libraries when programming or modifying memories. Using libraries contributes greatly to editing speed, allowing you to quickly assign the presets gobo or color to selected spots. Changes or updates in a library track through all library assignments in memories.
Programming a Library 14-3 Programming a Library Any number of spots can be included in a library, however you may use only part of the library when programming memories with libraries. For example, Position library 5 includes spots 1 24. When programming a certain memory you can apply the library information to spots 1, 3, 5, and 7 only. Æ Example: Program position library 5. Keypresses Results/Comments 1. Select spot/s 2. Position the beam.
14-4 Examining Libraries Examining Libraries You can examine the contents of each Library or view The Library List for each category. The Library List exam is a “strong” exam. Since no keypress bumps out this exam you can keep it on view while you continue editing. Viewing the library list Keypresses Results/Comments 1. Press [GOBO], [COLOR], or [POSITION] to select the category. 2. Press [EXAM] The Library List in the selected category is displayed. 3. Press [PAGE UP] to page the Library exams. 4.
Programming Memories with Libraries 14-5 Programming Memories with Libraries The advantage of programming memories using libraries wherever possible, is that library updates track through all of the memories that contain those library assignments. Example: Assign position library 06 to spots 6 - 13 and store as memory 4. Keypresses Results/Comments 1. Select spots 6 – 13 2. Press [POSITION] 3. Enter 6 on the numeric keypad. The library number is displayed in white on a red field. 4. Continue editing.
14-6 Editing Libraries Editing Libraries Libraries can be modified in the editor or updated during the STORE STORE function. In the examples below, Gobo library 6 is modified. Modifying a library You can modify the parameter values for spots in the library. Keypresses Results/Comments 1. Press [GOBO] 2. Select 6 on the numeric keypad. 3. Press [SPOT] All the spots in the library are displayed in the editor. 4. Select spots and modify parameters. 5.
Editing Libraries 14-7 Removing spots from a library Example: Remove spot 3 from position library 6. Keypresses Results/Comments 1. Press [POSITION] 2. Select 6 on the keypad. The library number appears in the command line. 3. Press [SPOT] All of the spots in Position library 6 are displayed in the editor. 4. Enter 3 on the keypad. More than one spot can be selected. 5. Press [RELEASE] 6. Press [STORE] The message Library P – 06 Stored is displayed.
14-8 Erasing a Library Erasing a Library Spot parameters with library assignments retain the parameter value when the library is erased. Example: Erase Gobo library 9. Keypresses Results/Comments 1. Press [GOBO] 2. Select 9 on the numeric keypad. 3. Press [ERASE] Spark asks: Are You Sure??? 4. Press [ERASE] The message: Library G-09 Erased is displayed. Programming a Delta with Libraries A Delta for applying libraries may be programmed.
CHAPTER 15 PART Qs This chapter includes: Overview Part Qs display Programming memories with Parts.
15-2 Overview Overview Memories can be divided into 9 parts, part 0 through part 8. Each part can consist of a group of spots, spot parameters, and/or channels. Each part can be assigned its own timein or wait- in time. You may assign all spot parameters or selected parameters to a part. For example, the gobo parameter of a spot may be assigned to a part, causing it to change after the rest of the spot's parameters have changed. A spot, parameter, or channel can be assigned to only one part.
Programming Memories with Parts 15-3 Programming Memories with Parts Spots and channels can be given part assignments during the initial programming of the memory. Only channels, scrollers, spots, and spot parameters that are selected (displayed in red) in the editor can be given Part assignments. Channels and spots that are in the editor when storing a memory and have no Part assignment are assigned to Part 0. Programming Parts with channels Æ Example: Program memory 1.
15-4 Programming Memories with Parts Programming Parts with scrollers Scrollers work in Part assignments only when the System parameters toggle Scrl jump on fade is toggled to No (see Chapter 20 System Configuration) Example: Program memory 2 and assign channels 1 Keypresses 1. Select channels 1 Æ 5. 2. Press [FRAME] Æ 5 at frame 6 to part 2. Results/Comments The scroller flag is displayed in red. 3. Assign frame 6 4. Press [PART] and enter 2 on the numeric keypad.
Dividing a Memory into Parts 15-5 Programming Parts with selected parameters Specific spot parameters can be assigned Parts. Only parameters appearing in light or dark red can be assigned parts. Example: Assign parameter 6 of spots 1 - 5 to part 1. Keypresses 1. Select spots 1 Æ 5. Results/Comments 2. Select parameter 6 and assign a value. 3. Press [PART] and enter 1 on Assign the selected parameter to part 1. A green dash is displayed next to the selected the numeric keypad. parameters. 4.
15-6 Adding a Part to a Memory Adding a Part to a Memory New channels and spots can be added as Parts to stored memories. In the example below, part 3 consisting of parameter 2 spot 5 is added to the last recorded memory. Keypresses Results/Comments 1. Select spot 5. 2. Select parameter 2. 3. Assign a value to parameter 2. 4. Press [MEMORY] If no memory number is entered, the part is added to the last recorded memory. To add this part to another memory, enter a memory number at this point. 5.
Modifying a Part 15-7 Removing channels/spots from a Part When a channel or spot is removed from a part it is automatically reassigned to Part 0. Channels and spots can also be reassigned to any Part. Example: Remove spot 5 from its part assignment in memory 1. Keypresses Results/Comments 1. Select memory 1. 2. Select spot 5. The memory is now live on-stage. 3. Press [PART]. 4. Press [ERASE] The message Memory 1 Stored is displayed.
15-8 Using Parts as Editor Groups Modifying time assignments Example: Change the time assignment for part 5 in memory 1. This modification does not turn on the spots/channels in the selected part. Keypresses Results/Comments 1. Select memory 1. 2. Select Part 5 3. Press [TIME] or [WAIT] The current time assignment is displayed. 4. Enter the new time assignment 5. Press [STORE] The message Memory 1 Stored is displayed.
CHAPTER 16 EVENTS This chapter includes: Overview The Event menu Programming an Event Adding operations to an Event Deleting an Event Adding a text to an Event Examining Events Operating Events Assigning an Event to a memory Erasing an event from a memory Operating an Event using the editor
16-2 Overview Overview Events are a collection of functions that can be triggered using various methods: • SMPTE time code assignments • Operated in the editor • Assigned to memories and operated automatically when the memory sequences on the A/B crossfader. Events include assignments and playback commands to A/B and controllers and Macro operation. The Auto key must be active (Auto On LED on) to operate Events assigned to memories. Events are programmed in the Event Menu. Events can be numbered from 0.
The Event Menu 16-3 Programming an event Example: Program Event 3 Assign a range of memories (memories 8 - 10) as a chaser to controller 20. The chaser starts to run on assignment. Keypresses Results/Comments 1. Press [MENU] [21] [ENTER] You are now in the Event menu. If there are no events the message Event Empty is displayed. Spark prompts for an event number. 2. Select 3 on the numeric keypad. 3. Press F4 Assign Cntrlr The console prompts for a controller number. 4. Enter 20 on the keypad. 5.
16-4 The Event Menu Deleting an event You can delete an entire event or selected assignments within the event. Example: Delete Event 3. Keypresses Results/Comments 1. Go to the Event menu. The system prompts you to enter the event number. 2. Press 3 on the keypad. 3. Press F1 Delete 4. Press F1 All The Event is deleted and is no longer displayed in the Event list. Example: Delete the controller assignment from Event 3. Keypresses Results/Comments 1. Go to the Event menu.
Operating Events 16-5 Examining Events You can view the Event List while in the editor. Keypresses Results/Comments 1. Press [EVENT] 2. Press [EXAM The Event List is displayed. If there are SMPTE assignments they are also displayed. Operating Events There are three ways to operate Events: 1. You can assign Events to memories. Crossfading, on A/B, to memories with Event assignments triggers the Event. 2. You can operate Events directly through the editor. 3.
16-6 Operating Events Erasing an event from a memory Example: Erase Event assignment from memory 10. Keypresses Results/Comments 1. Select memory 10. 2. Press [EVENT] 3. Press [ERASE] The event assignment for memory 10 is erased. Operating an event using the editor Events can be operated in the editor. Keypresses Results/Comments 1. Press [EVENT] Event appears in the command line. 2. Enter the event number on the keypad. 3. Press [ENTER] Spark The selected event is triggered.
CHAPTER 17 SNAPS This chapter includes: Overview Programming a Snap Adding text to Snaps Examining Snaps Viewing the Snap list Examining a selected Snap Erasing Snaps Operating Snaps Operating Snaps in non-forcing mode Operating Snaps in forcing mode Using Snap to clear all assignments
17-2 Overview Overview Snaps are analogous to preset scenes. They are ‘snapshots’ of all playback device assignments. Snaps record A/B crossfader assignments and all types of controller assignments for instantaneous recall. Snaps are recorded by making assignments to the crossfaders and controllers and then recording the Snap. Snap stores all of the assignments, so be sure that you have no extraneous crossfader or controller assignments.
Adding Text to Snaps 17-3 Adding Text to Snaps Text labels can be attached to snaps. Keypresses Results/Comments 1. Press [SNAP] Snap is displayed in the command line. 2. Enter the Snap number on the numeric keypad. 3. Press [TEXT] 4. Type the text on the alphanumeric keypad. 5. Press [STORE] Text for Snaps is displayed in all Snap exams. The first 5 characters are displayed on the Controller display in Soft Key Snap mode Examining Snaps There are 2 Snap Exams.
17-4 Erasing Snaps Or Keypresses Results/Comments 1. Press [EXAM] The message Assign Key Expected is displayed 2. Press [SNAP] 3. Press the SK of the desired Snap. 4. Press [+] or [-] to exam the next or previous Snap or press another SK.
Erasing Snaps Example: Erase Snaps 3 17-5 Æ 12. Keypresses Results/Comments 1. Press [SNAP] 2. Select the Snap range Press [3 12] Æ 3. Press [ERASE] The message Snap/s Deleted is displayed. Example: Erase all Snaps starting from Snap 20 Keypresses Results/Comments 1. Press [SNAP] 2. Enter 20 on the keypad. Æ 3. Press [ ] 4. Press [ERASE] The message Snap/s Deleted is displayed. Example: Erase all Snaps Keypresses Results/Comments 1. Press [SNAP] Æ 2. Press [ ] 3.
17-6 Operating Snaps Operating Snaps There are two snap operation modes: non-forcing (additive) and forcing mode. Snaps never force an assignment to A/B. Assigning a memory or group to A/B using snap is permitted only when A/B is empty. Snaps 1 – 20 can be operated using the SKs in Snap mode. All other Snaps are operated in the editor. Operating Snaps in non-forcing mode A non-forcing mode Snap affects only controllers that are at 0%.
Operating Snaps 17-7 Operating Snaps in forcing mode A forcing mode Snap affects all Controller assignments, regardless of their output level. Referring to the example above, the group assignment to controller 8 bumps out the assignment on controller 8 and is, of course, immediately active on-stage. Unassigned Controllers in the Snap free current assignments regardless of their output level. Example: Controllers 1 – 8 are currently assigned. Some of the controllers are active and some are not.
CHAPTER 18 MACROS This chapter includes: Overview The Macro menu Programming Macros Modifying Macros Linking Macros Dedicated function Macros Adding text to Macros Deleting Macros Last 40 keypresses Using Teach Macro Programming with Teach Macro Operating Macros Operating Macros Using Soft Keys Operating Macros using the numeric keypad
18-2 Overview Overview A Macro is a collection of keystrokes. Spark stores up to 999 Macros containing up to 40 keypresses each. Macros can include any keys on the board and are usually programmed as shortcut keys for any sequences or functions that are frequently used. Wheel or controller movements are not recognized by Macros. Macros can be programmed blind in the Macro menu or live using the Teach Macro function. The Teach Macro option allows making Macros for menu functions.
The Macro Menu 18-3 Programming Macros To select a Macro number, enter a 3-digit number on the keypad. Example: 003, 030, and 300. You can also enter a 1 or 2 digit number on the keypad and finish the selection by pressing [F1 Enter]. Example: [3] [F1 Enter], [30] [F1 Enter]. Use F keys F1 – F5 for direct selection of numbers 1 – 5. If you try to assign a Macro number that is already in use, the message Macro Exists is displayed.
18-4 The Macro Menu Modifying Macros Modify Macros by deleting an erroneous entry or inserting a new entry. New entries are inserted in front of the cursor. Keypresses Results/Comments 1. Go to the Macro menu. 2. Press F3 Modify The prompt asks which Macro is to be modified. 3. Enter the Macro number. A window opens displaying the selected Macro. 4. Use the arrows (F2 and F3) to position the cursor over the error for deletion or the position for an additional keypress. 5.
The Macro Menu 18-5 Dedicated function Macros Macros can be created for special system functions or for frequently used functions. These dedicated special functions are accessed under F1 Create Macro. They include: • Load • Record • Print • Memory dimmer To program a Macro for the functions listed above: 1. Enter the Macro menu. 2. Press F1 Create. 3. Enter a Macro number in answer to the prompt. 4. Select the function pressing the appropriate F key. 5. Press F1 Store Macro.
18-6 The Macro Menu Memory Dimmer When the Spark is teamed with the Compulite digital dimmers frame controller. The Memory Dimmer option provides a method for setting an emergency memory that takes over in case of a communication break. To teach the dimmers the emergency memory stage picture, follow the instructions below. Please refer to the accompanying Dimmer literature for information on the communication break mode.
The Macro Menu 18-7 Deleting Macros You can delete 1 Macro or a range of Macros. Keypresses Results/Comments 1. Go to the Macro menu. 2. Press F2 Delete The system prompts you to enter the Macro you wish to delete. 3. Enter a Macro number in response to the prompt. 4. Optional – to delete a range of Macros press F2 Thru Macro # and enter the Macro number. 5. Press F1 Store The Macro is deleted from the Macro list. Last 40 keypresses The system collects the last 40 key presses in an unnamed Macro.
18-8 Using Teach Macro Using Teach Macro The Teach Macro function allows you to program Macros live, thus viewing the result of each keypress included in the Macro. The Teach Macro function also allows you to program Macros for menu functions. Access [TEACH MACRO] using the [SHIFT] key. It is important to remember that Macros are a collection of keystrokes. Any manual fader or wheel movement is not included in a Macro. Macros that are programmed using Teach Macro include the SK mode as described above.
Operating Macros 18-9 Programming with Teach Macro Keypresses Results/Comments 1. Press [TEACH MACRO] A window opens with the message Enter key to start Teach Macro! 2. Press [ENTER] “Teach Macro [e]” appears at the top of the display. This flag flashes as long as the function is active. 3. Build the keystroke sequence for the Macro All results are seen live on stage. Any key pressed while this function is active is included in the Macro. 4. Press [TEACH MACRO] The Teach Macro window opens.
18-10 Operating Macros Operate Macros 21 - 40 Keypresses Results/Comments 1. Press [MACRO] Pressing this key displays the Macros. You can skip this step if the SK default mode is Macro unless you want to view the Macro List. 2. Press and hold [SHIFT] When SHIFT is pressed the display shows 21 – 40 under the Mode on the controller display. 3. Press an SK to operate a Macro To operate Macro 26 press [SK 6], Macro 32 [SK 12], etc.
CHAPTER 19 SYSTEM CONFIGURATION This chapter includes: Accessing Service Tools Configuring in Service Tools Navigating in the Config System System Type CRT number Configuring control capacity Special Functions Special Numbers System Parameters Operator definable parameters Print menu screen
19-2 Accessing Service Tools Accessing Service Tools 1. Turn off the power 2. Press and hold down [CE] [CLEAR]. 3. Turn the power back on. 4. After a few seconds, release the keys. After running some self-tests, Service Tools main menu is displayed. The information on the upper part of the screen shows the different sections of the program and EPROM. The lower area of the screen shows the current F key functions.
Configuring in Service Tools 19-3 To Cold Start the system: Press F1 Cold Start on the Service Tools main menu. Passcode The items under the Config System section (F3 from the main Service Tools menu) that appear in red are protected by a pass code. This is to ensure that unauthorized personnel do not have access to the System Configuration. The default is pass code needed to access Special Functions and Special Numbers. The pass code can be obtained from your Compulite distributor.
19-4 Configuring in Service Tools The spot configuration depends on the type of moving lights you are using. Example: Your rig has 8 yokes, that require 6 DMX channels, and 8 Studio Color lights that require 16 DMX channels. Configure the system for 8 spots up to 6 parameters and 8 spots up to 22 parameters. Keypresses Results/Comments 1. Access Service Tools. 2. If necessary, enter the passcode. 3. Press F3 Config System The configuration options are displayed. 4.
Configuring in Service Tools Bit Function Toggles 19-5 Description G-0 Spare No H-1 Multi cues Enable When Enabled a memory may be assigned to more than one playback source simultaneously. When Disabled a memory can be assigned to only 1 playback device at a time. I-0 USA system Yes USA system set to yes permits these key sequences: CHAN # @ 70 CHAN # @ 85 MEM # STORE USA system set to no requires these key sequences: CHAN # @ 7 CHAN # @ 8.
19-6 Configuring in Service Tools Bit Function Toggles Description Remote Designer is enabled. V-0 Spare No W-0 Protect all No Toggle to 0 – All configuration options require a passcode for Access to F3 Control Capacity is protected by a pass code. Toggle to 1 – Only Special Functions and Special Numbers require a pass code for access. X-0 Force 360k. disk No Special Numbers This area of the system configuration contains the following data: • Maximum number of frames for scrollers.
System Parameters 19-7 System Parameters General system configuration options are also found in the System Parameters menu, menu 8. The upper System Parameters display shows the system type, Spark, and control capacity configuration, which includes: • The current show file (if any). The display includes the show file number, text, date and time of recording.
19-8 System Parameters Non-dim level Set the level at which a dimmer (set for a non-dim curve) will jump to full. On key Set the level at which the ON key operates. Time of day Set the system's real time clock. Date Set the date. Store tracking if dimmer on When toggled to Yes, all spot parameters are stored when recording memories even if the parameter values derive from tracking and have not been addressed, thus not being present in the editor if the dimmer is on.
CHAPTER 20 CHANNEL AND SCROLLER PATCHING Included in this chapter: The Channel Patch Patching dimmers to channels Patching dimmers to scrollers Patching channels to dimmers Clearing patch assignments Restoring the default patch Proportional patching Exchanging dimmers Assigning dimmer curves Disabling General Master control Examining soft patch assignments View free dimmers The Scroller Patch Selecting a scroller Patching scrollers to control channels Patching DMX addresses to scrollers Defining a dark gel
20-2 The Channel Patch The Channel Patch Spark controls up to 512 channels, which may be soft-patched. The Channel Patch menu, offering many options for dimmer and channel definition, is menu number 1. The patch table consists of 4 lines per row: Dimmer number/ DMX or CMX address.
The Channel Patch 20-3 Patching dimmers to channels A single dimmer or a range of dimmers can be patched to a single control channel. Keypresses Results/Comments 1. Press F1 Assign Dimmers 2. Select dimmer number. Æ 3. Press F1 Thru Dimmer or [ ] This can be a single number or the first of a range of dimmers. This allows a range selection. F2 & Dimmer is used to select non-sequential dimmers. 4. Select the final dimmer number in the range. Spark prompts for a channel number. 5.
20-4 The Channel Patch More than one DMX address can be assigned to a scroller; thus 1 channel controls more than 1 scroller. Example: 4 scrollers, with local DMX addresses 201 - 204 are mounted on PAR cans. The PAR cans are patched to control channel 56. Assign DMX addresses 201 -204 to scroller 1 and then patch scroller 1 to control channel 56. Channel 56 now controls the dimmers of the 4 PAR cans and their scrollers. In this set up, the 4 scrollers are always at the same frame.
The Channel Patch 20-5 Example: Assign channels 73 - 75 to dimmers 120 - 122 respectively. Keypresses Results/Comments 1. Press F2 Assign Channels The system prompts for a channel number. 2. Enter 73 on the numeric keypad. 3. Press F1 Thru Channel The system prompts for a channel number. 4. Enter the last channel in the range – channel 75. 5. Press F1 To Dimmer # 6. Enter the first dimmer of the range - 120. 7.
20-6 The Channel Patch Restoring the default patch The default Channel Patch is a 1 to 1 channel to dimmer assignment. You can restore the default assignments to the entire patch table, single dimmers, or a range of dimmers. The example below demonstrates restoration of the entire patch table. Keypresses Results/Comments 1. Press F4 Default (1 to 1) 2. Press F1 All Patches Spark asks Are You Sure??? 3. Press F1 Yes The entire patch table reverts to 1 to 1 Patch assignments.
The Channel Patch 20-7 Exchanging dimmers Exchanging dimmers swaps the dimmers’ channel assignments. The Exchange Dimmer function is on the second page of the Channel Patch menu. Example: Dimmer 89 is patched to channel 89 and dimmer 90 is patched to channel 56. Exchanging the dimmers assigns channel 89 to dimmer 90 and channel 56 to dimmer 89. Keypresses Results/Comments 1. Press F5 Exchange Dimmers Spark prompts: Exchange Dimmer #: 2.
20-8 The Channel Patch Programming custom curves Curves may be programmed either by selecting steps and using the wheel to set the step’s level or using controllers 1 – 10 to set up the curve. using the controllers Keypresses Results/Comments 1. Press F2 Curve The system prompts for a dimmer number. 2. Enter the dimmer number/s for curve assignment. 3. Press F4 Program Curve The graphs for curves 5 - 8 are displayed. The system prompts for the curve number. 4.
The Channel Patch 20-9 Testing the curve You can test the programmed curve before storing it. The test procedure depends on whether you have used the Set Up Steps or set up using controllers. Testing a curve programmed with controllers Pressing F1 Set Up from Pot bumped you to the editor. While still in the editor you can test the dimmer curve. Keypresses 1. After setting up the step levels, assign the dimmer’s channel to a controller in the lower bank (controllers 11 Æ 20). 2.
20-10 The Channel Patch Enabling General master control Dimmers that were removed from General Master control can be re-instated Keypresses Results/Comments 1. Press F1 General Master The system prompts for the dimmer number. 2. Enter the dimmer number. More than one dimmer can be selected. 3. Press F4 Enable G.M. The selected dimmer/s are displayed in black and are fully responsive to changes in the General Master level.
The Channel Patch 20-11 Viewing free dimmers This function displays the free dimmers; dimmers not used in memories.
20-12 The Scroller Patch The Scroller Patch The Scroller Patch menu, menu 20, provides tools for optimizing the scroller set up and quick editing selection. Patching scrollers to channels defines the luminaire mounted with a scroller as twoparameter device; the dimmer of the fixture is one parameter and the scroller the second parameter. This allows you, during editing, to address the dimmer and the scroller using the same control channel.
The Scroller Patch 20-13 Selecting a scroller You must enter the number of the scroller at the prompt. Enter the scroller number on the numeric keypad. It is displayed in yellow after the prompt Scroller #: Or Press + or - to move the cursor through the Scroller Patch Table. The scroller number is displayed next to the prompt. Clear channel to scroller assignments with F3 Clear Assign.
20-14 The Scroller Patch Patching DMX addresses to scrollers Pressing F2 Assign to Dimmer bumps you to the Channel Patch menu. For instructions on assigning DMX addresses to scrollers see Patching dimmers to scrollers, page 20-3. To assign a range of addresses to a range of scrollers you must start from the Channel Patch menu. You can choose to assign dimmers to scrollers using the Default Dimmer option (F4). The default dimmers are always the last dimmers in the system.
The Scroller Patch 20-15 Changing the number of frames Spark offers the option of changing the number of frames for individual scrollers. The default is the maximum number of frames as defined in Service Tools, system configuration, special numbers. A smaller number of frames can be defined per scroller in the Scroller menu. Keypresses Results/Comments 1. Select the scroller. 2. Press F1 No. of Frames The system prompts for the number of frames. 3. Enter the number of frames on the keypad 4.
20-16 The Scroller Patch Copying the scroller setup After setting up a scroller to your specifications, the information may be copied to another scroller or a range of scrollers. Keypresses Results/Comments 1. Select the scroller you want to copy 2. Press F2 Copy To Scroller Spark prompts for the scroller number you are copying to. 3. Enter the scroller number on the numeric keypad 4.
CHAPTER 21 SPOT MANAGEMENT AND PATCHING This chapter includes: The Mix Output menu Mix Output menu display Patching spot numbers Assigning output addresses Defining devices Editing parameter wheels assignments Releasing home values Defining an external dimmer Creating a device library The Spot Patch Assigning patch position Returning to the default position
21-2 The Mix Output Menu Two menus are concerned with moving light management: the Mix Output menu and the Spot Patch menu. The Mix Output menu provides all the tools for moving device definitions, patching spot numbers, and assigning output addresses. The Spot Patch menu allows you to configure for beam movement consistent with trackball movement.
The Mix Output Menu 21-3 Spark’s default Device List is divided into three types of devices: • DMX - DMX devices are operator programmable. You can define devices in the Define Device (under F2 Select Device) option in this menu. DMX devices appear in the upper section of the Device List. • L-MIX devices are Coemar NAT 2500 and NAT 1200. These moving lights work under DMX protocol.
21-4 The Mix Output Menu Patching spot numbers Spot numbers are the numbers by which the editor accesses moving lights. Device types are patched to spot numbers. One spot or a range of spots may be patched at the same time. The default assignments are Yoke for 6p spots, Intellabeam for 12p spots, and Cyberlight for 22p spots. Important! When patching devices to spot numbers be careful not to assign a device that does not fit that spot number.
The Mix Output Menu 21-5 Calculating DMX addresses The number of DMX channels occupied by each device varies according to the type of device. The number of DMX channels (output length) used by the device appears, in the definition table and the device list. This number is used to calculate the DMX output address, which appears in the row labeled “out” in the assignment table. Example: the selected device is Studio Color, which uses 16 DMX channels.
21-6 The Mix Output Menu Using the auto set up option Auto Set up automatically calculates the DMX offset for each spot and assigns the appropriate addresses. If you are using only DMX spots, the Auto Setup assigns all of the addresses from connector 2. Keypresses Results/Comments 1. Press F1 DMX Address 2. Press F5 Auto Setup Auto Setup automatically assigns the DMX output address according to the number of DMX channels required by each "patched" device.
The Mix Output Menu 21-7 Assigning a default space You can also assign DMX output address by entering a default space. The Default Space option assigns the selected default space to all spots per selected connector; therefore you can only use this if all of the spots output from the connector have the same DMX offset. Keypresses Results/Comments 1. Press F1 DMX Address 2. Press F1 Default Space You are prompted to enter the default output length. 3.
21-8 The Mix Output Menu Enabling/disabling spot output You can disable a spot’s output from the console. This is useful in case a spot is malfunctioning, so you can avoid physically disconnecting the psychotic device. The output can be reinstated by reassigning the DMX address. Keypresses Results/Comments 1. Press F1 DMX Address 2. Press F2 Select Spot A range of spots can be selected using the key sequence # → #. 3. Select the connector containing the selected spots. 4.
The Mix Output Menu 21-9 default, so you will need the your Device Library diskette to load the devices that do not appear in the default list. Enter all text information using the alphanumeric keyboard. Numeric entries can be typed on the alphanumeric keyboard or on the console keypad. ¾Note To erase the name of a parameter press the Spacebar on the alphanumeric keyboard. To erase numbers press 0 on the alphanumeric keyboard or on the console keypad. Keypresses Results/Comments 1.
21-10 The Mix Output Menu incremental control of the iris from open to closed and step 2 provides incremental control of the strobe function. Defining discrete and mixed step parameters Note that the device list supports 15 discrete parameters in total. If you are defining a new device with discrete parameters, the message Discrete Full might appear. This means that there are already 15 discrete parameters in the device list. To proceed, you must erase some of the discrete parameters in other devices.
The Mix Output Menu 21-11 Defining other parameter attributes Additional parameter attributes are: • Home The home definition determines the parameter values, to which all spot parameters return when [HOME] is pressed. [CL1], [CL2], and the Spot Patch menu also access the home definition. • I (invert) Invert a parameter. Example: When the parameter value for the iris is at 0% the iris is fully open. When the parameter value is FL the iris is closed.
21-12 3. The Mix Output Menu DMX is set to control channel according to specifications and time is set to any value except 99. The default or selected value is transmitted; the duration of the transmission is determined by the time value. It is illegal to assign 99 to both DMX and time. Example 1: DMX set at 99. Most Clay Paky devices use this definition to reset the lights.
The Mix Output Menu Keypresses 21-13 Results/Comments 1. Press F2 Select Device 2. Use the arrows (F2 and F3) to select the device 3. Press F1 ParamsTo Wheels The wheel set up is displayed. 4. Select the wheel you want to start with by pressing F4 Select Wheel. Each press moves the cursor to another wheel. 5. Use the arrows (F2 and F3) to select a wheel bank. 6. Press F1 Select Param The Parameters window is now active (framed in red). 7. Use the arrows to select the parameter. 8.
21-14 The Mix Output Menu Example: A Profile Zoom is mounted on a yoke. A conventional dimmer controls the lamp, while the yoke is associated with the X/Y and focus parameters of a moving light. Yoke # DMX address Dimmer Control Channel 5 1 100 100 6 7 101 101 Step 1 (if necessary)- Defining a yoke Keypresses Results/Comments 1. Press F2 Select Device Access the device list. 2. Place the cursor on the space you have reserved for the yoke definition. 3.
The Mix Output Menu 21-15 Step 3 - Setting up the output address To complete this operation it is now necessary to assign the DMX address. Assuming that the yoke has parameters: x and y with high-resolution movement, focus, and zoom it requires 6 DMX channels. Since the local DMX address, for the first yoke (spot 5), has been set at 1, the output address under spot 5 must be 1. The DMX address of the second yoke (spot 6) is 7. The output address under spot 6 must be 7.
21-16 The Mix Output Menu Creating a device library You can create a device library by recording device definitions to a floppy disk. New device definitions that you have programmed can be recorded, as well as the default definitions in Spark. Recording device definitions As explained above, any DMX512 device that appears in the device list can be replaced by newly defined DMX devices.
The Spot Patch 21-17 The Spot Patch This is menu number 13. The Spot Patch menu configures for consistent beam movement vis a vis the trackball, regardless of the physical orientation of the spots. Example: You have a number of spots in different positions- one with its head pointed stage right, on facing stage left, another lying upstage on its back. If you move the trackball left, you want all spots to move to your left; if you push the trackball up, you want all spots to move upstage.
21-18 The Spot Patch Returning to the default position Restore all the assigned patch positions to their default position (position 1): Keypresses Results/Comments 1. Press F3 DEFAULT POSITION The prompt asks are you sure??? 2. Press F1 STORE Confirm the store command. All of the spots are assigned position 1.
CHAPTER 22 MIDI IN/OUT This chapter includes: Configuring the System for MIDI Configuring for MIDI in Service Tools Defining the MIDI channel in System Parameters Enabling/Disabling MIDI Turning MIDI on Turning MIDI off The MIDI menu Enabling and disabling keys and controllers Editing MIDI data for keys and controllers MIDI Macro MIDI Sync Setting up MIDI Sync in the master console Setting up MIDI sync in the slave console Enabling/disabling midi sync Standard MIDI codes
22-2 Configuring the System for MIDI Configuring the System for MIDI To configure Spark for MIDI communication, you must enable bit Q Sys in Service Tools/ Config Sys /Special Functions. You must also define the MIDI communication channel in the System Parameters menu. Configuring for MIDI in Service Tools Keypresses Results/Comments 1. Go to Service Tools. 2. Press F3 Config Sys. 3. Enter the password. 4. Press F4 Special Functions 5. Press the arrow keys until the cursor is on Bit Q MIDI 6.
Enabling/Disabling MIDI 22-3 Enabling/Disabling MIDI The console transmits or receives MIDI commands, when MIDI is enabled. When MIDI is disabled, the console ignores all MIDI communication. A flag at the top center of the display shows the MIDI status. Turning MIDI on Keypresses Results/Comments 1. Go to the MIDI menu. 2. Press F6 More and F3 MIDI on 3. Exit the menu. The MIDI flag, appearing at the top of the display reads: I/O On. Turning MIDI off Keypresses Results/Comments 1.
22-4 The MIDI Menu Enabling and disabling keys and controllers A red asterisk next to a key denotes that it is enabled and responsive to MIDI commands. It is recommended to enable only those keys that you will actually use. Keypresses Results/Comments 1. Press F1 Input Keys/ F2 Output Keys or F3 Input Cntrlrs/F4 Output Cntrlrs Select input keys. A list of all of the keys in the system and their MIDI command codes is displayed. There are 2 pages of MIDI codes. Select input controllers.
The MIDI Menu 22-5 Editing MIDI data for keys and controllers You can edit the message and data assignments. The input and output key display has 3 columns: 1. Key 2. Message - the message information can be assigned as note on, note off, or control change. 3. Data - the MIDI code in the data column can be changed. The input and output controllers’ display has 2 columns: 1. Sys - indicating the playback device. 2. MIDI - the MIDI code assigned to the playback device.
22-6 MIDI Macro MIDI Macro The MIDI Macro function allows you to program a macro using MIDI transmission input. The macro collects the MIDI codes received from a MIDI transmitting source. Keypresses Results/Comments 1. Go to the MIDI menu. 2. Press F5 MIDI Macro This selection transports you to the Macro menu. 3. Press F1 Create Macro The system prompts for a macro number. 4. Transmit MIDI commands to console This transmission should contain no more than 16 commands. 5.
MIDI Sync 22-7 Setting up MIDI Sync in the master console Since the MIDI sync function and the regular MIDI transmission can operate simultaneously, a unique channel must be set for MIDI I/O. The default assignment for the MIDI Sync channel is 2. The default assignment for MIDI I/O is 1. Keypresses 1. Configure the system for MIDI as described above. 2. Go to the System Parameters menu. 3. Set a channel for MIDI sync out. 4. Optional - Set a different channel for MIDI I/O.
22-8 Standard MIDI codes Standard MIDI codes Decimal Hex Decimal Hex Decimal Hex Decimal Hex 0 00 16 10 32 20 48 30 1 01 17 11 33 21 49 31 2 02 18 12 34 22 50 32 3 03 19 13 35 23 51 33 4 04 20 14 36 24 52 34 5 05 21 15 37 25 53 35 6 06 22 16 38 26 54 36 7 07 23 17 39 27 55 37 8 08 24 18 40 28 56 38 9 09 25 19 41 29 57 39 10 0A 26 1A 42 2A 58 3A 11 0B 27 1B 43 2B 59 3B 12 0C 28 1C 44 2C 60 3C 13
Standard MIDI codes 22-9 MIDI codes are also organized according to the 12 octaves on the piano.
CHAPTER 23 SMPTE This chapter includes: Configuring the system for SMPTE Configuring the number of frames Teaching SMPTE Time Codes Starting at a selected event Exiting the teach function Manual assignment and editing the SMPTE time code Playback with SMPTE Exiting SMPTE playback
23-2 Configuring the system for SMPTE Configuring the system for SMPTE SMPTE can be transmitted from an external SMPTE generator directly to the console. In this case the SMPTE generator plugs directly into the PL connector on the back panel. This leaves the SMPTE/DMX Input connector free to receive DMX Input. The internal SMPTE is always Enabled. Configuring the SMPTE/DMX Input connector. NOVRAM bit O - SMPTE External defines the SMPTE/DMX In connector.
Teaching SMPTE Time 23-3 Configuring the number of frames The default is 12 frames per second. Keypresses Results/Comments 1. In Service Tools/Config Sys, Press F5 Special Numbers. The Special Numbers are displayed. 2. Select SMPTE frames per second. 3. Enter a number from 12 – 50. 4. Press F6 Enter & Exit The main Config Sys menu is displayed. 5. Press F6 Store config to confirm the save command. 6.
23-4 Teaching SMPTE Time Starting at a selected Event Example: You have already assigned time codes to Events 1 – 4. Teach SMPTE time codes starting from Event 5. F1 Store Event is operational only when it becomes viable. Example: Event 1 has an SMPTE assignment of 00.00.51.02. Event 2 SMPTE assignment is 00.01.03.15. Event 3 has no assignment. If the SMPTE code starts running from 00.00.00.
Manual assignment and editing the SMPTE code 23-5 Manual assignment and editing the SMPTE code You can program the SMPTE time code manually instead of using the “teach” function. Existing assignments can be edited manually. Corrections may be keyed in even if the original assignment was done in the 'teach me' mode. Keypresses Results/Comments 1. Select the Event or range of Events. 2. Press [SMPTE] The F keys options are displayed in the command line area. See below. 3. Press F5 Abs 4.
23-6 Playback with SMPTE Playback with SMPTE When the SMPTE generator starts at the time code 00:00:00.0 playback begins from Event 1. If the SMPTE generator has advanced beyond 00:00:00.0 the first Events triggered is the Event whose SMPTE assignment is higher than the present running time. Events are played back in ascending numerical sequence. If an Event has a lower SMPTE assignment than the Event before it, the system will skip over that particular Event. Keypresses Results/Comments 1.
CHAPTER 24 DMX INPUT This chapter includes: Configuring Spark for DMX input The DMX input patch Patching input channels Clearing input patch assignments Returning to the default patch Examining DMX input assignments Assigning macros to DMX input Canceling a Macro assignment DMX input and Patch 999
24-2 Configuring Spark for DMX Input A DMX source, such as a second lighting computer or a manual desk can be connected to the Spark. DMX input controls conventional channels, spots, and operates macros. DMX input is displayed in black numerals on a gray field. DMX input for channels and spots can be integrated into the main console output. Use the Call function to integrate DMX input when programming memories (see Chapter 7 Programming Memories).
The DMX Input patch 24-3 The DMX Input patch The Input Patch Table is located in the Channel Patch menu. The extent of the patch table depends on the DMX input configuration. Access the Input Patch Table by pressing F3 Input Patch, on the second page of the Channel patch menu. Each row of the Input Patch Table contains 4 lines. • CHAN – the console’s DMX channels. • INPUT - the input channel controlling the DMX channel.
24-4 The DMX Input patch Example 2: Patch channel 55 to DMX Input channel 10, channel 56 to DMX Input channel 11, channel 57 to DMX Input channel 12, channel 58 to DMX Input channel 13. Keypresses Results/Comments 1. Go to the Channel Patch menu. 2. Press F6 More and F3 Input Patch The Input Patch Table is displayed. 3. Press F1 Assign Input Spark prompts for an input channel number 4. Enter 10 on the numeric keypad. 5. Press F1 Thru Input Spark prompts for an input channel number 6.
The DMX Input patch Example: Return channels .55 24-5 Æ 57 to the default Keypresses Results/Comments 1. Press F3 Default (1 to 1) 2. Press F2 Channels Spark prompts for a channel number. 3. Enter 55 on the numeric keypad. 4. Press F1 Thru Channel and enter 57 on the keypad or Press [ ] and enter 57 on the keypad. Æ 5. Press F3 Store The selected channels return to default. Examining DMX input assignments Isolate selected input channels for examination. Keypresses Results/Comments 1.
24-6 DMX Input and patch 999 Canceling a Macro assignment Keypresses Results/Comments 1. Go to the Macro menu. 2. Press F5 Assign Input The input patch table is displayed. 3. Enter a macro number. 4. Press F3 Delete The Input channel is returned to its default assignment. DMX Input and patch 999 You can instruct the system to use Patch 999 (see Appendix B for Patch 999) on DMX input or ignore Patch 999 for DMX Input. . The system default is DMX input channels working according to Patch 999.
APPENDIX A SERVICE TOOLS This chapter includes: Accessing Service Tools Main Menu Diagnostics Upgrading Software Using the Software Upgrade option Upgrading software under Disk Operations Disk operations Formatting diskettes Recording the system configuration Loading the system configuration Upgrade software
A-2 Accessing Service Tools Service Tools is where you configure Spark, format disks, carry out hardware tests, and upgrade Spark ’s software. The System Configuration functions appear in Chapter 19 - System Configuration. Accessing Service Tools 1. Turn off the power. 2. Press and hold down [CE] [CLEAR] 3. Turn the power back on. 4. After a few seconds, release the keys. After running some self-tests, the Service Tools main menu is displayed.
Diagnostics A-3 Diagnostics The diagnostic function (F4) provides 3 tests for hardware, each for a separate part of the system. 1. F3 CRT's & PANEL - This tests the panel by flashing all the LEDs on keys, checks the LED displays, and shows a color chart on CRT. Press [RESET] to return to the main Diagnostic menu. 2. F4 KEYBOARD TEST - Displays a map of all the wheels, controllers, the trackball, the A/B crossfaders, and the General Master, which are tested by moving them.
A-4 Upgrading Software Upgrading Software Please read this thoroughly before attempting to upgrade the software. There are two software Upgrade functions. F5 Software Upgrade is used when upgrading the Image files (imf) and Text files (tim). Service Tool software upgrades are carried out in the Disk Operations (F6) option. Using the Software Upgrade option This is option F5 Software Upgrade. DO NOT attempt to upgrade the Service Tools software here.
Upgrading Software A-5 Upgrading software under Disk Operations Upgrade Service Tools here. You can also upgrade the image and time files here, however it is not recommended. Use the Software Upgrade option available on the first page of Service Tools for upgrading image and text files. Keypresses Results/Comments 1. Press F6 Disk Operations Select the Disk Operations functions. 2. Insert the disk containing the new Service Tools software 3.
A-6 Disk Operations Disk Operations The functions performed under Disk Operations are: • Format diskettes • Upgrade Service Tools software • Record the System Configuration • Load the System Configuration Formatting disks Keypresses Results/Comments 1. Press F6 Disk Operations 2. Press F1 Format Disk Reads and displays the files recorded on the disk. 3. Press F1 Format 1.44 Mb. or F2 Quick Format Use this option is formatting a new 1.44 m. diskette.
Disk Operations A-7 Loading the system configuration It is recommended to load the configuration before loading a show file to avoid loading the show file under Warning Difference (see Chapter 10 – Data Storing and Retrieval). Keypresses Results/Comments 1. Press F6 Disk Operations 2. Insert the diskette with the Configuration files. 3. Press F5 Load Config The Config files are displayed. 4. Enter the file number on the numeric keypad or use F2 and F3 to select the file. 5. Press F5 Load S.T.
APPENDIX B PATCH 999 This appendix includes: Patch 999 Configuring for Patch 999 Programming and burning Patch 999 Editing patch 999 Color key for Patch 999 Examining Patch 999
B-2 Patch 999 Patch 999 Patch 999 allows an additional layer of patching at the channel level. In Patch 999, logical channels range from 1 to 999. The Patch 999 maps the logical channels to DMX addresses. The logical number of channels mapped cannot exceed the number of actual channels in the system. . The regular soft patching in the Channel Patch menu can also be applied after programming Patch 999. It will patch logical channels to dimmers. Patch 999 is accessed in Service Tools.
Patch 999 B-3 Programming and burning Patch 999 Keypresses Results/Comments 1. Enter Service Tools 2. Press [MENU] More functions The second page of options is displayed. 3. Press F3 999 Access patch 999. The patch display consists of 8 columns. Each column is further divided into 2 labeled chan and DMX. The chan/DMX numbers go from 1 to 999 in ascending order. Numbers that are higher than the number of dimmers in the system configuration appear in dark gray and DMX 0 is assigned as a default.
B-4 Patch 999 Editing the file on a PC Keypresses Results/Comments 1. Boot up to DOS 2. Insert the disk containing the Patch 999 copied from the console. 3. Change directory to your floppy drive. 4. Type Edit and the file name. 5. Edit the file. DO NOT change the numbers in the channel column. Only the DMX # column should be edited. A DMX NUMBER CANNOT APPEAR TWICE. DELETE IT WHERE NECESSARY. 6. Save the edited file to the floppy disk. When saving the new data, the file name can be changed 7.
Patch 999 B-5 The result of the patching described above looks like this: DMX 25 Chan 22 5K dimmer rack DMX 26 Chan 24 start address: DMX 25 LX pipe 5 DMX 2 Chan 23 DMX 1 Chan 21 2.5K dimmer rack start address: DMX 1 Color key for Patch 999 Item Color Cleared assignments Dark Gray Channels with DMX assignments different from their default. Blue DMX assignments to channels different from their default.
Index + +1`STORE, 7-12 +1STORE, 7-10 +1STORE increment, 7-12 A A/B assign memories, 11-3 free assignments, 11-4 overview, 11-2 A/B crossfader Part Qs, 15-8 alphanumeric keyboard, 2-12 alphanumeric keyboard, 21-9 Alphanumeric keyboard key mapping, 2-13 locking/unlocking, 2-14 assign spot number to device, 21-4 assign values to parameters, 6-7 assigning values to parameters, 6-13 AUTO, 11-6 autofollow loop, 8-4 automatic continuous loop, 8-2 B blackout cue, 7-9 blind mode, 7-20 C C/D free assignments, 11-4
copy, 7-6 Copy scroller set up, 20-16 copy memory, 7-27 copy parameter values, 6-13, 6-14, 7-8 crossfade rate, 11-7 Crossfader split and spots, 11-8 crossfaders, 11-2 Crossfaders Go, 11-6 operating events, 11-6 cut fade time, 7-21 Cyberlight, 6-3 D dark gel, 20-14 date, 19-8 default number selection, 5-2, 6-4 define device, 21-11 define device, 21-16 delay, 7-21 Delete all memories, 7-31 dark gel assignment, 20-14 delta, 9-11 directories, 10-5 link assignment, 8-7 Macro, 18-7 show files, 10-5 text, 2-13 De
General Master, 20-9 overview, 2-10 Go, 11-3, 11-6 Go Controller, 2-9 GOTO, 11-3, 11-6 M H help, 2-14, 3-6 High End, 21-3 Hold, 11-6 home, 6-13, 21-11 homogeneous beam movement, 21-17 I ignite spots, 6-3 ignition, 21-11 inhibit submaster, 12-19 insert a memory, 7-26 Intellabeam, 6-3 intensity, 5-4 L LATCH, 2-9 Libraries color key, 14-2 delete, 14-7 edit, 14-6 editing with, 14-5 exam, 14-4 in delta, 14-8 overview, 14-2 overwrite, 14-3 program, 14-3 program memories with, 7-32 remove spot, 14-7 text, 14-3
Mix Output load device, 21-16 record device, 21-16 Mix Output menu assign discrete or mixed steps, 21-10 assign output addresses, 21-4 define device, 21-14 DMX address, 21-5, 21-15 external dimmer, 21-13 ignition, 21-11 overview, 21-2 overwriting devices, 21-8 patch spot number, 21-4 mixed step parameters, 21-9 mixed step parameters, 6-10 Modify:, 18-4 multifade, 11-3 N Non dim curve, 19-8 numeric keypad, 2-2 Patch menu assign patch position, 21-17 default position, 21-18 overview, 21-17 patching, 4-2 Pat
release frame, 5-7 select, 5-6 Select parameters, 6-7 Select channels, 5-2 parameter values, 7-6 part from part Q, 15-8 recall last selection, 5-3, 6-5 scrollers, 5-6 scrollers in Scroller Patch, 20-13 SEQ, 11-6 Service Tools cold start, 19-2, A-2 DMX input, 24-2 software upgrade, A-4 special functions, 19-4 special numbers, 19-6 system configuration, 19-3 Service TOOLS diagnostics, A-3 S-Mix, 21-3 SMPTE configuration, 19-5 frames, 23-3 manual time code editing, 23-5 playback with, 23-6 teach function, 23-4