™ Lighting Control Console User Manual Version 2.1.0 C o p y r i g h t © 2 0 1 3 E le c tr o n i c T h e a t r e C o n t r o l s , I n c . All Rights reserved. P r o d u c t in f o r m a t i on a n d s p e c i f i c a t i o n s s u bj e c t t o c h a n g e . Part Number:4330M1210-2.1.
ET C ®, E o s ™ ,E o s T i ™ , G i o ®, I o n ®, E l e m en t ™ , E m p h a s i s ®, E x p r e s s io n ®, In s i g h t ™ , I m a g i n e ™ , F o c u s ™ , E x p r e s s ™ , U n i s o n ®, O b s e s s i o n ® II , E T C N e t 2 ™ , E D M X ™ , R e v o l u t i o n ® a n d S e n s o r + ®, a r e e i t h e r r e g is te r e d tr a d e m a r k s o r t r a d e m a r k s o f E l e c t r o n i c T h e a tr e C o n t r o l s , I n c . i n t h e U n i t e d S t a t e s a n d o t h e r c ou n t r i e s .
Table of Contents Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Welcome to Element . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Using this Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .2 Register Your Element . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Online Element User Forums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 Help from ETC Technical Services . . . . . . . .
Lock the CIA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Command Line Prompt . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Favorite CIA Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 Locking the Facepanel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Using Softkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 Context Sensitive Softkeys . . . . . . . . . . . . . . . . .
Chapter 5 Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Opening Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 Desk. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .47 Chapter 6 Patch. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 About Patch . . . . . . . . . . . . . . . . . . . . . . . . .
Creating a New Fixture . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 Copying a Fixture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .84 Merging Custom Fixtures into a New Show File . . . . . . . . . . . .84 Importing a Custom Fixture . . . . . . . . . . . . . . . . . . . . . . . . . . . .84 Snap Parameters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 Chapter 7 Basic Manual Control . . . . . . . . . . . . . . . . .
Paging Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102 Using Bump Button Timing With Submasters . . . . . . . . . . . . . . . .103 Controlling Subfades Manually . . . . . . . . . . . . . . . . . . . . . . . .103 Controlling Submasters from the Command Line . . . . . . . . . .103 Submaster List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104 Editing Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Offset . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131 Subgroups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .131 Editing and Updating Groups in Live . . . . . . . . . . . . . . . . . . . .131 Selecting Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Deleting Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .132 Group List. . . . . . . . . . . . . . . . . . . . . . .
Storing Palettes with Record Only . . . . . . . . . . . . . . . . . . . . . .152 Using Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153 Applying Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .153 Recalling Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .154 Editing Palettes Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 Rerecord . . . . . . . . . . . . . . . . . . . . . . .
About IFCB Palettes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186 About Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186 About Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186 About Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186 Chapter 15 Advanced Manual Control. . . . . . . . . . . . . 187 Using [Copy To] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Chapter 19 Storing and Using Macros. . . . . . . . . . . . . 207 About Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .208 Store a Macro from Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .208 Using the [Learn] key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .208 Macro Editor Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 Macro Modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Appendix B Element Configuration Utility. . . . . . . . . . . 239 Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239 What the Utility Does . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239 Element Configuration Utility Reference . . . . . . . . . . . . . . . . . . . 240 General Settings. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 241 Network Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Introduction Welcome to the Element User Manual. This guide is a basic resource for users of the Element control system. Additional resources available to you are listed in this introduction. Note: For information on using show control with your system, see the Eos Family Show Control User Guide, which is available for download at www.etcconnect.com. This chapter contains the following sections: Introduction • Welcome to Element . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Welcome to Element Thank you for purchasing your Element from ETC! This introduction to Element will list all the various helpful tools available to you. In addition to this User Manual, Element also has video tutorials, an online user forum dedicated completely to Element, and support from ETC Technical Services. When using Element, you are never alone. Please take a moment to learn more about the tools available to you.
Register Your Element Registering your Element system with ETC ensures that you will be notified of software and library updates, as well as any product advisories. To register your console, you will need to enroll in “My ETC,” a personalized ETC Web site that provides a more direct path of communication between you and ETC. Register now at http://www.etcconnect.com/product.registration.aspx.
Help from ETC Technical Services If you are having difficulties, your most convenient resources are the references given in this user manual. To search more widely, try the ETC Web site at www.etcconnect.com. If none of these resources is sufficient, contact ETC Technical Services directly at one of the offices identified below. Emergency service is available from all ETC offices outside of normal business hours.
Other Reference Materials On Screen Prompts Element provides on screen prompts located above the command line to aid with programming. These context-sensitive prompts will give instructions and options based on the current display and key hits. Help System A help system is also contained within Element.
6 Element User Manual
Chapter 1 Quick Start This chapter will walk you through the steps of quickly getting started with Element. This chapter contains the following sections: 1 Quick Start • Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 • Hardware . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 • Getting the Lights On . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .9 • Recording a Lighting Look . . . . . . . . . . . . .
Getting Started This chapter will quickly get you started with using Element. Later chapters will go into further detail of topics touched upon here. Hardware Fader Position Switch Faders and bump buttons Power button Control keypad Level wheel Blackout and Grandmaster Power Up the Console Step 1: Step 2: Step 3: Attach the appropriate power cable to the IEC connector on the rear of the console. For a diagram of the rear of the console, See “Console Geography” on page 12.
Getting the Lights On When Element first boots up, it will default to a 1-to-1 patch. See About Patch, page 52 for more information. Since Element starts off patched, you can begin bringing up levels immediately. Setting Levels Via Channel Faders For more in depth information on using Element’s channel faders, see Using Channel Faders, page 88. Step 1: Check to make sure the Fader Position Switch is set to Channel 1-40. The first two rows of faders will then control channels 1-40.
Step 5: • • • • • To remove a channel’s level, you can either use the command [At] [Enter], or you can use [Sneak] [Enter]. If you have not recorded any lighting looks yet, [At] [Enter] removes the manual value and sets to out. This will provide a manual 0 for the channel. If you store from this state, you will be storing a move to zero in the cue or submaster you stored. [Sneak] [Enter] removes the manual level and sets to the background state.
Chapter 2 Element Overview Inside this chapter you will find a general overview of your Element. This chapter contains the following sections: 2 • Console Geography. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12 • Control Keypad Layout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .13 • Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14 • Cleaning Element. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Console Geography Below is a diagram of Element with references made to specific areas of use. The terms and names for each area and interface are used throughout this manual.
Control Keypad Layout The control keypad area is divided into several sections including record targets, numeric keypad with modifiers, display, softkeys, navigation, and special function controls. Display and navigation keys are used for quick access to common displays, format, paging, and navigation within displays. The load button is located above the fader pair and is used to load the specified cue.
Terminology Pow e r Button The power button on the front of the desk is used to power up or power down. A separate power switch, located in the rear panel, can be used to disconnect power from the desk’s internal components. WARNING: Before servicing Element, you must switch off the power on the rear panel and disconnect the power cord completely. US B Ports One USB port is provided on the front of the console to connect any USB storage device.
Cleaning Element Should the exterior of your Element require cleaning, you may gently wipe it with a dampened (not dripping), non-abrasive paper towel or soft cloth. If this does not clean the console sufficiently, you may apply some window cleaner (containing ammonia is fine) to the cloth and repeat the process until clean.
Console Capacities Output Parameters • 1,024 Outputs (DMX channels) Channel Counts • 250 or 500 Channels (any number from 1 to 99,999) Cues and Cue List • Up to 10,000 cues • 1 Active Playback • 1 Cue List Record Targets • 1,000 Groups • 1,000 x 4 Palettes (Intensity, Focus, Color and Beam) • 1,000 Curves • 1,000 Effects • 1,000 Macros Faders • 1 Grandmaster with Blackout • 1 Master Playback, with Go and Stop/Back • 40 or 60 Faders with bump buttons • a maximum of 300 configurable submasters • 120 chann
Chapter 3 System Basics This chapter will discuss using the basic Element displays. For more display information, see Display Conventions, page 257. This chapter contains the following sections: 3 System Basics • The Central Information Area (CIA) . . . . . . . . . . . . . . . . . . . .18 • Using Softkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .19 • Using the Browser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Central Information Area (CIA) The Central Information Area (CIA) is displayed on the lower portion of the screen. Favorite Command Line Double arrows CIA lock Command Line Browser CIA show/hide (shown Prompt unlocked) Softkeys Browser The browser is the interface for numerous functions including saving a show, opening a show, changing settings, viewing record target lists, opening displays and many other functions. Press [Displays] twice to display the browser.
the CIA. Click on the grey star to make that display your favorite. That display will now be the new default display for the CIA. Displays that show up in the CIA but can not be the default display will not show the star icon.
Menu arrows Opened menu Selection bar Sub menus Scroll bar • Use the page arrow keys to move the selection bar up and down the list. You can also use the level wheel to scroll through the list. • When the bar highlights the desired menu, press [Page ] to open the menu. • Continue pressing [Page ] to open submenus. • Scroll to the item you wish to open using [Page ] or [Page ] and then press [Select]. You may also click the item you wish to open and then press [Select].
To open the Virtual Keyboard on a monitor: Step 1: Step 2: Go to Browser>Virtual Controls>Virtual Keyboard. A window will open in the CIA displaying your monitor placement options for the keyboard. Click the placement option in which you want the keyboard to appear. Using Direct Selects Direct selects allow access to a number of controls. If there are more items than can be viewed at once, you may view subsequent pages by using the page buttons ({Page }, {Page }) by the direct selects.
Selecting Channels with Direct Selects Channel direct selects are highlighted when selected. Channel selection is generally an additive process, if channels 1-5 are selected, pressing {Channel 6} adds channel 6 to the selection, leaving channels 1-5 also selected. Pressing {Channel 6} again will deselect the channel. If you have labeled channels in patch, those labels will be displayed above the channel number when viewing channels in the direct selects. It is possible to double hit a channel button.
Clear Functions You can access the various clear options from the browser by selecting {Clear} from the main browser menu. The clear functions window will open in the CIA. From this menu you can select one of the available clear options by clicking on the desired button in the CIA. Element will ask you for a confirmation before performing the selected clear. For {Clear Targets}, Element will allow you to choose which record targets you want to clear.
Display Control and Navigation Opening and Closing Displays Tabs are shown at the bottom of the displays.The live/ blind display will always open as tab 1. The playback status display will always open as tab 2. Neither of these displays can be closed. Other displays are numbered as they are opened. Tab numbering is useful for navigating to views. Displays can be opened and closed in different ways, depending on the display.
Moving Displays To move the active display from one monitor to another, press and hold the [Tab] key and use the page arrow keys to move the display in the direction of the desired screen. One press of the left or right page keys will move the display to the next screen in that direction. To move it back, press the opposite arrow key. Scrolling within a Display By default the page keys will advance/retreat a display by one page per press.
Using Flexichannel Flexichannel (use of the [Flexi] key) allows you to view only channels meeting a certain criteria in the live/blind display, therefore removing unwanted data from view.
Using [Format] Some displays have multiple formats. When the display is first opened, it opens in its default view. The default view for Live/Blind is table view. Pressing [Format] will toggle between table, summary, and, if in Blind, spreadsheet views. Live and Blind share formatting. When you change from one format to another format, you are always working with the same format until you change it. The exception to this is spreadsheet, which is only available in blind.
Summary View The summary view displays the largest number of channels of any of the formats. Below you can see channels 1-80 are shown. This format is best used to see large numbers of channels’ intensity data or parameter category data. Individual non-intensity parameters are not visible in this view. Intensity data Channel numbers Deleted channel F, C, B data Unpatched channel Z o o m i ng D i s p l a y s You may zoom the table and summary view to display more or less channels.
Spreadsheet (Blind Only) Spreadsheet format is available only in blind mode. It is useful for viewing and editing channel data and trends for multiple cues, submasters, or palettes at one time. Cues and other record targets are displayed on the vertical axis and channel data is visible on the horizontal axis. See “Recording and Editing Cues from Blind” on page 122. To toggle between viewing just the intensity information and other parameters, press [Shift] & [Format].
Playback Status Display The playback status display allows you to view a range of cues in the cue list and all the cue attributes for those cues. Holding down [Time], while a cue is fading, will display the cue category times counting down in the cue list display area. The default action is to show the total time not the countdown. To always show the countdown, a {PSD Time Countdown} option is available in Setup, see {Displays}, page 48.
Split Channel Display The split channel display shows channels at the top and the playback status display at the bottom. This display is opened by going to Browser>Displays>Split Channel. It will open up as a new tab.
32 Element User Manual
Chapter 4 Managing Show Files This chapter explains how to create, open, and save your show files. Each of these operations are accomplished through the browser area. This chapter contains the following sections: 4 • Create a New Show File. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34 • Open an Existing Show File . . . . . . . . . . . . . . . . . . . . . . . . . .34 • Merging Show Files . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .37 • Printing a Show File. . . .
Create a New Show File To create a new show file, navigate within the browser to: File> New> and press [Select]. You will be prompted for confirmation that you want to create a new show. Any unsaved show data will be lost. Press [Select] or click {OK} to confirm or {Cancel} to discontinue the operation. In Element, a new show file defaults to a 1-to-1 patch. Clicking {Patch 1to1} will deselect the option and result in a blank patch.
Select the specific show file • Navigate within the specified storage location and select the show file you wish to open, press [Select]. • If the selected show has multiple time stamps and you wish to load an older version, navigate to the desired revision under the show file heading and press [Select]. This will open the partial show loading screen in the CIA. From this screen you can select which components of the show file you wish to load.
Selective Partial Show Opening If you select the {Advanced} button in the partial show opening screen, you will have the opportunity to load partial components from the show file and be able to specify the desired location of those partial components in the new show file. For example, you could specify only cues 5-10 and load them as cues 20-25 in the new show. You could also specify only specific palettes, effects, and so on.
Merging Show Files Element supports the merging of Eos Family (.esf) show files. Note: Merging show files is different from opening show files. When you do a partial open of show components, untouched record targets are cleared. When you do a merge, those record targets remain. You have the option of merging .esf show files from the Show File Archive, a File Server (if connected), or a USB device. To merge a show file, navigate within the Browser to: File> Merge>.
To merge only partial components: Step 1: Step 2: Step 3: Step 4: Step 5: Step 6: From the browser, navigate to the desired show file (see Open the desired location:, page 34). When the merge show load screen appears, press the {Advanced} button. The partial components selection screen will appear in the CIA. Select the show components that you wish to merge by pressing on their respective buttons on the left side of the CIA. The components will appear in the list to the right as you select them.
withhold any show aspects from printing, simply deselect them in the CIA by clicking the respective button. Deselected show aspects will appear in black. Three buttons that will impact the overall PDF are {Tracked Levels}, {Color Printout}, and {Summary View}. • {Tracked Levels} - will display all tracked levels when selected. • {Color Printout} - will display the values in color to match the way they are displayed on the console when selected. When deselected, the values will appear in grayscale.
were selected to save to the file, there will be hyperlinks at the top of the PDF so you can quickly jump to a section. Saving the Current Show File When a show file has been modified but not saved yet, an asterisk (*) will display beside the show file name at the top of the displays. To save the current show data, navigate within the browser to: File> Save> and press [Select]. The Show File Archive is the default storage location for show files when they are saved.
Note: Element supports ASCII show file import from a number of other control consoles, including the Obsession, Expression, Emphasis, and Congo product lines, as well as the Strand 300 Series. Please note that all show files must be saved in an ASCII format prior to importing them into Element. CAUTION: The way data is stored and used is often different between different desks. Imported data may not playback exactly the same between desks. Not all data (such as effects and macros) may be imported.
Imported Media and Partial Show Open/Merge A tile for {Media}, which includes imported gobo and magic sheet images, is in the Partial Show Opening and Merge displays. Note: Media will be included by default when you select Patch, Fixtures, or Magic Sheets. Deleting a File Element provides you with the ability to delete show files from the Show File Archive and the File Server from within the browser. To Delete a Show File Navigate within the browser to: File> Open and press [Select].
Chapter 5 Setup This chapter discusses Element’s system settings that you can change to meet your preferences. This chapter contains the following sections: 5 Setup • Opening Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 • Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44 • Desk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Opening Setup There are two ways to open the setup screen. You can either press the [Setup] hardkey or press [Displays] and then press the {Setup} softkey. The CIA will display the setup screen and the softkeys will change. Element will default to displaying show settings, however if you change the view, Element will remember the view you were in when you return to setup.
{Shutdown Macro} This field allows you to set up a shutdown macro that will trigger at power off, not when exiting the application. {Cue Settings} Click {Cue Settings} to enter this category. You will be able to set the cue default times for intensity up and down. {Show Control} For more information on using show control with your system, see the Eos Family Show Control User Guide, which is available for download at www.etcconnect.com.
• {MSC Transmit Channel} [5] [0] [Enter] {ACN - MIDI Tx ID} This setting allows you to specify the ID number of MIDI Show Control data that the console transmits over an Architecture for Control Network (ACN). When set, the console will transmit MSC data to any gateway that has its “ACN MIDI Tx ID” set to the same number. ACN MIDI Tx ID can be from 1-32.
Desk When you select the {Desk} softkey, the CIA will display the following buttons: • Record Defaults • Manual Control • Face Panel • Face Panel Keypad • Displays • PDF File Settings • Brightness Settings • RFR Settings • Trackball Settings {Record Defaults} This screen enables you to change general record defaults. Auto Playback When enabled, this feature automatically plays back cues as they are stored and releases manual control. This field is a toggle state between “Enabled” and “Disabled”.
100 may be entered. The default is 10%. Minus% - This sets the level for -% (which is accessed by pressing [Shift] & [-]), which will decrease the selected channel by the set percentage. Any value between 0-100 may be entered. The default is 10%. Rem Dim Level - This allows you to set the level for all Remainder Dim commands. The default is 0. Default Times In this section you may change the default times for sneak commands, back time, and go to cue time.
Group Chans By 5 You can turn off/on the grouping of channels in groups of 5 in the live summary view from this field. The default for this setting is “Enabled. 100 Channel Display This setting can be used to display 100 channels at a time in the live summary view. You can select to have this option “Disabled”, display the channels in 4 rows of 25 (4x25), or 5 rows of 20 (5x20), depending on the dimensions of your displays. The default for this setting is “Disabled.
{Trackball Settings} This screen allows you to make adjustments to a trackball. {Trackball Tick Freq.} This fader adjusts the trackball tick frequency. The default is 200 ticks. {Trackball Acc. Fctr} This fader adjusts the trackball acceleration factor. The default is 800 zip. {Swap Pan/Tilt} This touchbutton swaps the directions for Pan and Tilt on a trackball. The default for Pan and Tilt is X and Y, respectively. When this button is enabled, Pan and Tilt will be Y and X.
Chapter 6 Patch The Patch is used to associate a channel with addresses and device types. Once a channel is patched to an address or addresses, and the output is connected to a device (for example a dimmer, moving light, or accessory), the channel will then control that device. This chapter contains the following sections: 6 Patch • About Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .52 • Displays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About Patch Element treats fixtures and channels as one and the same, meaning each fixture is assigned a single control channel number. Individual parameters of that fixture, such as intensity, pan, tilt, zoom, or iris are also associated with that same channel number but as additional lines of channel information. You are required to enter only the simplest data to patch a device and begin programming your show, such as the channel number, the device type (if needed), and address.
Displays To begin patching your show, you must first open the patch display. To open the patch display, press [Patch] or press [Displays] and then {Patch}. The patch display will open on an available external monitor and the CIA will display patch controls. From within the patch display, you can open the Device List to use RDM to patch any RDM compatible devices. For more information about Device List, see Using Device List, page 71.
Patching Conventional Fixtures For patching fixtures, there are two different patch modes: patch by channel and patch by address. Element defaults to patch by channel mode. Pressing [Format] while in the patch display will toggle the mode between patch by channel and patch by address. Note: When working with conventional devices, you can patch in either mode easily. When working with compound channels or multiple parameter devices, it is recommended to work in patch by channel.
[At] [Next] [At] [Next] [Enter] finds the next available address range large enough to accommodate the selected device. Examples of [At] [Next]: • [At] [2] [/] [Next] [Enter] - finds the next available address range on universe 2. See “Using Output Address vs Port/Offset” on page 56. • [At] [7] [7] [7] [Next] [Enter] - finds the next available address after 777. • [At] [/] [9] [Enter] - patches address 9 on the same universe that was last used.
Flexichannel Views in Patch In patch by channel mode, [Flexi] can be used to view only those channels that are currently patched. In patch by address mode, [Flexi] can be used to view only those addresses that are currently patched. By pressing [Flexi], you can toggle the view between patched channels/ addresses, selected channels, and all channels/addresses. Holding down [Flexi] will display the following softkeys: • {Flexi All} - displays all the channels or addresses depending on which view is used.
C r e a t i n g m ul t i - p a r t a n d c o m p o u n d c h a n n e l s A multi-part channel is any channel that has more than one dimmer patched to it. A compound channel has multiple profiles patched to it that make up one channel, an example would be a dimmer with a scroller and auto-yoke. By default, Element will add a part if you are trying to patch to a channel that has already been assigned an address.
Patching Scrollers Note: Patching a scroller requires a mouse or touchscreen. To patch a scroller, you will want to first create a part to the channel you will be using. See “Creating multi-part and compound channels” on page 57. Select the part of the channel you wish to patch the scroller. [3] [Part] [2] [Enter] selects part 2 of channel 3. Click the {Type} button in the CIA. Press {Manfctr} from the CIA to display the fixture library.
Using the Scroller Editor The scroller and wheel picker allows you to choose a specific scroll, color wheel, gobo wheel, or effect wheel from standard manufacturers and associate them with fixtures. You may also create customized scrolls or wheels using the editor to match custom devices installed in your fixture. Note: Scrollers and wheels can be created before being patched. All attributes will be available.
The picker displays buttons for the standard scroll or wheel type of the selected channel. The default selection is the wheel as shipped from the manufacturer (derived from the fixture library). Displayed to the left of the standard scroll or wheel selection is a list of each color or gobo as they are installed in the selected device (frame by frame). When the color or pattern image is available, it will display next to the frame name.
Creating a new scroll or wheel When you create a new scroll or wheel, {New Wheel x} appears in the wheel list as the selected button. The frame list will be empty with only “New” displayed in frame 1. You can label the new wheel by pressing the [Label] and typing the desired label on the virtual keyboard and pressing {Enter}. To select a color or pattern for the specific frame in the scroll or wheel, select the “NEW” text. The available gel, color, gobo and effect media selections will be displayed.
Editing a copy of a scroll or wheel If a copy has been made of an existing scroll or wheel, the copied scroll or wheel will display as {New Wheel x} before the standard manufacturer offerings. The frame list will include an exact duplicate of the copied selection. To make a change to a frame you must first select the frame then press {Edit} to display the media selection. Or you can insert a new frame above a selected frame using the {Insert} softkey.
Scroller Calibration Column Calibration can also be done from the scroller calibration column. Values in grey are default data, and the values in blue are calibrated data. The calibration information, that is displayed, is the DMX address that puts the frame into its center position. Information in the calibration column can be manually edited by clicking on it and typing in a new DMX address. Note: Calibration data will only be applied to scroller wheels that are assigned to a channel.
Calibrating a Scroller You can calibrate the center point of any frame in a scroller using the calibrate feature. This will ensure that color scroll frames will be centered over the aperture of the fixture when you advance a color scroll frame-by-frame. You can do this using the ML Controls display. See “ML Control” on page 146.. Note: It is recommended that you calibrate your scroller frames starting with the last frame and working backward to the first frame.
Patching Moving Lights, LEDs, and Accessories The process of patching moving lights requires more detail than patching a dimmer. Specific information is required for more advanced control of the features offered by moving lights. It is recommended that when patching moving lights, LEDs, and accessories that you work in patch by channel mode. Note: Patching moving lights, LEDs, and accessories require a mouse or touchscreen. After you have entered the channel number, click {Type}.
Using {Offset} in Patch Using the {Offset} feature in patch allows you to force a numerical offset between the starting address of channels in patch or for offsetting your channel selection. This feature is useful when you have configurable devices in your show, such as a Source Four Revolution, which has option slots for additional addresses (scrollers, indexing pattern wheels, and so on), or when you want to start your addresses at some known multiplier.
Display Pages in Patch Softkeys available for use while in patch include {Patch}, {Attributes}, and {Database}. Pressing any of these softkeys opens a paged view of the patch display and redraws the CIA to an expanded view of fields related to the selected page. When creating and editing your patch, page through each of these softkeys individually to enter more specific data about your selected device. {Patch} Display and Settings When in the patch display, Element defaults to this page.
• by the library, use [Offset]. See Using {Offset} in Patch, page 66. If you specify a start address that conflicts with other channels already patched, the conflicting channels will be unpatched after a confirmation from the user. • {Interface} - An optional field used to specify what network interfaces should be used for the output. When the field is left blank, the default data output is used as selected in the {Network} section of the ECU.
• {Curve} - Used to assign a curve to an address in patch. In patch, curve is applied to intensity parameters only. For more information on curves, See “Storing and Using Curves” on page 201. From channel view: • • [1] {Curve} [4] [Enter] - applies curve 4 to the intensity parameter of channel 1. [2] [Part] [3] {Curve} [3] [Enter] - applies curve 3 to the intensity assigned to channel 2, part 3. From address view: • • [3] {Curve} [3] [Enter] - assigns curve 3 to address 3.
Database Note: Database is used with the query feature, which is not available on Element. However since show files are compatible between the Eos Family consoles, the database is available on Element. The {Database} page provides you with additional fields for entering information. These fields include {Notes} and {Text 1} through {Text 4}. Clicking on {Text 1} through {Text 4} will open up a display for selection of keywords.
Using Device List The Device List is used to discover, configure, and monitor compatible Remote Device Management (RDM) and network devices. RDM allows for bi-directional communication between a RDM compatible device, such as a lighting fixture, and your desk. Two lists, dimmer and RDM, make up the device list. The dimmer list is the area of patch that handles setting up dimmer feedback from CEM+, CEM3, and FDX 2000. You can also do some configuration of dimmers from this list.
Element will display the following information that it receives from the dimmers: • • • • • • • • • Note: Address Channel Label System Rack Lug Properties • Module Type • Firing Mode • Control Mode • Curve Loads Recorded Loads System numbers, rack numbers, and group numbers need to be unique for Element to properly recognize them. For CEM+, dimmers also need to be patched to different sACN addresses.
RDM Device List Before you can start using the RDM Device List, you must first enable {RDM} in the network tab of the ECU. By default RDM is disabled. See “Interface Protocols” on page 248. RDM must also be enabled on the DMX ports of the Gateway. The Gateway needs to be running version 5.1 or newer. Open the RDM Device List while in the patch display by pressing {Device List}> {RDM}. You will need to make sure that {Device Discovery} is enabled. {Device Discovery} is disabled by default.
With a device or devices selected, you can edit various device settings in the property view, which will display in the CIA. Items with a caret (>) are editable. When multiple devices are selected together for editing, an “*” will show for data that is different between the selected devices. The following buttons will also display in the property view: • {Device Properties} - opens the properties list for the selected RDM device. • {Sensors} - displays if the selected device has sensors.
Patching Discovered Dimmers and RDM Devices When dimmers/devices are discovered, they are not automatically attached to any patched channels in Element. If you want the benefits of dimmer or RDM feedback, you must attach a dimmer or device to a channel. If you patch a dimmer/device's address to a channel, while in the device list display, the dimmer/ device will be automatically attached to that channel.
• Yellow “?” means that the dimmer/ device has a warning message.Warning messages can include: • Multiple devices’ addresses overlap • Multiple devices of different devices at this address • Patched fixture type mismatch • Patched fixture address mismatch • Offline Detaching Devices Pressing {Attach} twice will post the {Detach} command. [X] {Attach} {Attach} or [X] {Attach} {Attach} will remove the link between that channel/address and the device at that address.
Dimmer Doubling You can patch channels in Element to accommodate for dimmer doubling with Sensor dimmer racks. This is done using the softkeys available in patch ({No Dim Dbl}, {A}, and {B}). For Example: Let’s assume you patch 96 channels of dimmers to addresses 1-96. • [1] [Thru] [9] [6] [At] [1] [Enter] Now you wish to dimmer double 1-12 of your Sensor rack and you want these to be channels 97-108.
Swapping Channels Channels can be swapped for each other in patch: • [1] {Swap} [2] [Enter] This syntax will replace channel 1's address with channel 2's and vice versa in patch.
Clearing the Patch You can clear the patch entirely by accessing the clear functions from the browser. Select {Clear} from the main browser menu. The clear functions window will open in the CIA. To clear the patch, select {Clear Patch}. To reset the patch to 1-to-1, select {Reset Patch}. A confirmation is required before the patch will be cleared or reset.
Fixture Editor Element provides you with the ability to create your own fixture type within patch and store it with your show file. You can name the fixture, assign all necessary parameters, define the address and operational range of those parameters, and set lamp controls. The fixture creator is accessible from patch. Once a fixture has been created, it is stored in the show file. It is not added to the fixture library. To open the fixture editor: Step 1: Step 2: Press [Patch] to open the patch display.
To add parameters to a new fixture: Step 1: Step 2: Use the [Page] keys to select the new fixture from the fixture list. Click {Edit}. That fixture will open in a new display in the CIA. Step 3: Determine the total number of parameters that your fixture has. Do not count 16-bit channels as two channels, this will be done in a later step. Click {New} to add parameter slots. Repeat this step until you have as many slots as are required by the number determined in step 3.
Step 7: Step 8: Click the button for the desired parameter in the CIA. Repeat steps 3-5 until you have entered all of the required parameters for the new fixture. If you are missing a parameter slot: at any point you can use the [Page] keys and {Insert}, to insert a parameter slot above the selected one. If you want to remove a parameter: you can use the [Page] keys and {Delete}, to remove a parameter from the list.
To define the range values for any parameter: Step 1: Step 2: Step 3: Step 4: Step 5: • • • • Step 6: Step 7: Use the [Page] keys to navigate to the parameter that you want to add ranges to. Click {Ranges}. The range list will open. Determine the total number of slots required by the parameter. Be sure to include “open” slots when needed. Click {New} to add ranges. Repeat this step until you have as many slots as are required by the number determined in step 3.
To add steps to a lamp control: Step 1: Step 2: Use the [Page] keys to navigate to a control slot. Click {Steps} to add steps. The steps list will open. Step 3: Step 4: Determine the total number of steps required for the control. Click {New} to add steps. Repeat this step until you have as many steps as are required by the number determined in step 3. Use the [Page] keys to select the step. Use the {Hold} or {Time} keys to assign a time to the step. Times are entered in seconds.
Snap Parameters Certain parameters may not want to be subjected to cue timing. Those parameters can be set to snap.
86 Element User Manual
Chapter 7 Basic Manual Control Element provides a variety of ways to select and command control channels. This chapter identifies the many basic ways you can select channels and manipulate show data within Element. This chapter contains the following sections: 7 • Using Channel Faders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88 • Selecting Channels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .89 • Setting Intensity . . . . . . . . . . . . . . . . . . . . . . .
Using Channel Faders One way to bring up channel levels with Element is using the channel faders. The fader position switch is used to select between channels 1-40, channels 41-80, or channels 81-120. Element will ship with the fader position switch in channels 1-40 mode. With the fader position switch in channels 1-40 mode, channel 1 will be controlled by the leftmost fader in the first bank of faders. Channel 40 will be controlled by the rightmost fader in the second bank.
Selecting Channels Selected channels are available for manual control through keypad commands, level wheel, and/or ML controls. Element provides interactive ways to select channels including the control keypad and groups. See “Selecting Groups” on page 132. Channels can also be selected by using the direct selects, for more information see Selecting Channels with Direct Selects, page 22. Select Channels From the Keypad The keypad defaults to selecting channels.
Offset {Offset} is a feature used to select a range of channels from within a broader channel selection. For the offset feature to function, you must first select a group of channels, then press {Offset}. When {Offset} is pressed, the softkeys change to the following: {Even}, {Odd}, {Reverse}, {Random}, and {Reorder}. These keys, along with the numeric keys from the keypad are used to create channel offsets.
Setting Intensity Channel intensity may be set using the channel faders, by selecting the channel(s) and using the level wheel or the keypad, or set with an intensity palette (if programmed, See “Using Intensity Palettes” on page 135.). Pressing [At] after channel selection allows you to enter a discrete intensity value. You may also use the [Full] button to bring the selected channels to their full intensity or you may use the [Out] button to set the intensity out.
• [At] [7] [5] [Enter] You can continue manipulating the selected channels so long as the channels are selected and displayed on the command line. Using [At] [/] [/] will place the direct DMX value on the command line. For example, [1] [At] [/] [/] [2][3][9] [Enter] would put channel 1 at DMX value 239. Level Wheel You may set intensity for selected channels using the level wheel. Rolling the level wheel upwards increases intensity. Rolling it downwards (towards you) decreases it.
Remainder Dim [Rem Dim] temporarily provides an intensity level to all channels except those that are currently selected, those that are parked, or those with intensity contributions from submasters. When the remainder dim command is cleared, the stage returns to its previous state. The default remainder dim value is 0, but this can be changed in Setup. For more information, see Manual Control, page 47.
Sneak The [Sneak] function moves channels to levels or restores to the background level in time. This can be a new manual level, or to previous levels after making a manual change. Sneaking channels to their previous state is similar to the Expression release function, except sneak has the ability to release in time. If there is no background state from the playbacks, the channel intensity will be set to 0 and nonintensity parameters will be set to their home position.
Channel Check Channel check allows you to quickly step through all of your patched channels. This is useful for checking lamps or checking focus. Note: Parked dimmers will not be affected by the channel check feature. The following examples illustrates the how to use the channel check feature: • [1] [At] [7] <0> {Channel Check} [Enter] - brings channel 1 to 70% intensity • [Next] - channel 1 returns to its background state and channel 2 is set to 70% intensity.
Flash Using the {Flash} softkey in Live will alternate the intensity level for selected channels or addresses between full and 15% output every second. The channel or address will keep flashing until either the command line is cleared, or [Next]/[Last] is used to increment to the next channel or address. • [1]{Flash} - will flash intensity for channel 1. • [Next] - channel 1 returns to its previous state and the intensity for channel 2 will flash.
Chapter 8 Storing and Using Submasters Submasters are intensity levels and non-intensity parameters recorded to a fader for simple playback. This chapter explains how to record and use submasters on your Element console. This chapter contains the following sections: 8 • About Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98 • Recording a Submaster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .98 • Using Bump Button Timing With Submasters . . . . . . . . .
About Submasters Submasters can store any parameter data for channels. You can copy cues or palettes to a submaster as well. Channels running effects can also be loaded onto a submaster. See “Effects on Submasters” on page 175. On submasters, the button beneath the fader acts as a bump button or a mark button depending on the submaster type (Proportional or Intensity Master). When a submaster is defined as an effect sub, the bump button is used to trigger an effect.
If you don't want the data to merge, you can either first delete the submaster to remove the original content. See “Deleting a Submaster” on page 102. Or you can selective store while using [Rem Dim]. • [5] Record] [Sub] [3] [Rem Dim] [Enter] - records channel 5 to submaster 3 and removes any previous data from the submaster.
the bump button, the timing associated with the up/down fades will be used to determine the mark time. If you move the fader from zero and didn’t mark, the lights will mark in the upfade time associated with the submaster. When the non-intensity parameters have been marked using the bump button, the LED on the button will pulse to show that the parameters have been marked. Pressing the bump button will then release the non-intensity parameters using the bump button timing. The LED will also turn off.
Shield Submasters can be shielded. The content of a shielded submaster is automatically made exclusive and can't be controlled by anything other than that submaster and park, including by manual control. To set a submaster to shielded, press the {Priority} softkey. {Priority} toggles through three options, Independent, Shield, and No Priority. No Priority is the default. The priority column of the submaster list display will be blank if set to No Priority.
channels already in submaster 5. • [Channel list] [Update] [Sub] [5] [Enter] - adds only the specified channels to submaster 5. • [Update] [Submaster Bump Button] - pressing [Update] and then the submaster’s bump button will update that submaster. Labeling a Submaster Submasters can be labeled using the [Label] key. • [Sub] [6] [Label] [xxxx] [Enter] - labels submaster 6. Note: Labeling requires the use of a mouse, touchscreen, or external keyboard.
Using Bump Button Timing With Submasters Submasters may be raised manually using the fader, or they may be executed with timing using the bump button. Normally the bump button snaps the contents of the submaster to full when pressed, and to zero when released.Each submaster bump can have three different timing values: Upfade, Dwell, and Downfade (see below). The default timing is set so that the bump functions as an “on” flash key for additive submasters and an “off” flash key for inhibitive submasters.
Submaster List You can access the submaster list by pressing [Sub] [Sub] or through the browser (Record Target Lists>Submaster List>[Select]). The list view includes a list of all submasters including their label and all recordable properties. You can navigate within the list by using the [Next] and [Last] buttons or by selecting the desired submaster from the command line.
Chapter 9 Working with the Cue List Cues are recorded stage looks including levels for intensity and non-intensity parameters. Cues are different from submasters in that they are stacked in a cue list, and they allow few or many intensity and non-intensity values to change in recorded times based on a single [Go] button press. This chapter contains the following sections: 9 • Basic Cueing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106 • Recording Cues in Live . . . . . .
Basic Cueing Cues are, at their most basic level, the looks created for scenes in a show. Cues are ‘stacked’ in a list for playback using recorded fade times. Technically speaking, a cue is a record target comprised of channels with associated parameter data, cue timing, and cue attributes (such as preheat, follow instructions, and so on). Typically, cues are written in order, starting with the first look of a show, then moving on through each scene, recording new cues when lighting levels need to change.
Recording Cues in Live When using [Record], all parameters of any lights that have non-default values, either from manual control, other cues, or submaster playback are stored in the target cue. When cues are recorded, they are automatically played back, and manual values are released, unless auto playback on record has been disabled in setup, See “Auto Playback” on page 47.
• [selected channels] {Color} [Record] [Record] [4] [Enter] - stores only the manual color data for the selected channels into cue 4. Values for other channels/parameters will track in from the previous cue. Selective Storing Cues using [Record] Cues can also be created using selective storing, which allows you to specify only the channels and or parameters that you want to store.
Using [Cue Only / Track] In Tracking Mode Element, by default, is set to Tracking mode. When you create a new cue, any unchanged channel parameter data from the previous cue is tracked into the new specified cue. Any changes in this new cue will also track forward into subsequent cues until a move instruction or a block flag is encountered. In the example below, the gray boxes indicate tracked values and the white boxes indicate move instructions.
With system set to Tracking • [Record] [5] [Cue Only] [Enter] - records cue 5. New values or changes will not track into the subsequent cue. • [-] {Color} [Record] [5] [Cue Only] [Enter] - as above the recorded data will not track forward and all color data is excluded from the record operation. Any color data in the previous cue will track in. • [-] [5] [Record] [6] [Cue Only] [Enter] - records the specified cue, except the contributions from channel 5.
Move Fade Element uses Move Fade philosophy. This means that only changing levels are executed from cue to cue, and also that those levels that are moving will continue to do so in their own time if you execute cues before previous cues are done fading. For a definition, see Move Fade, page 236 For Example: In cue 1, channel 1 moves to 100% in a fade time of 10 seconds. Cue 2 contains channel 2 at 50% and a fade time of 3 seconds.
Timing Timing categories are provided for intensity up and intensity down transitions. Non-intensity parameter moves always use the intensity upfade time. Both of these times can have an associated delay. Time can be entered in minutes and seconds (example 10:15) with valid fade times from zero to 99.59, or seconds and tenths of seconds (example 1.3), or 100ths of seconds (example 1.35) with valid fade times from zero to 99.99.
Manual Timing at a Cue Level Manual times are assigned by using the {Manual} softkey that is displayed when recording a cue. For more information on manual timing, see Manual Timing Control, page 142. • [Record] [4] [Time] {Manual} [Enter] - applies a manual time. If the cue had previously been given split times, would apply a manual to the upfade time. If the cue had a single time, all of the timing would be “manual” and controlled by the fader.
Follow A follow time automatically activates the next cue in the sequence when the follow time of the associated cue has elapsed. The follow time begins counting from the moment the cue is executed. [Shift] & [Delay] will post follow to the command line, using the currently selected cue. Following are some examples of use: • [Record] [5] {Follow} [8] [Enter] - records cue 5 and provides a “follow” time of 8 seconds which impacts the start of the next cue in the list.
Rate The {Rate} softkey can be used to apply a rate adjustment to all timing in the cue. The default rate is 100%, which is real time. To slow a cue down, set the rate below 100%. To speed the cue up, set the rate above 100%. The range rate for a cue is 0 - 2000%. A timing value of 5, with a rate of 50% will replay in 10 seconds. A timing value of 5, with a rate of 200% will replay in 2.5 seconds.
Flags Flags can be applied to cues to change specific behaviors. Flags can be set for “Block”, “Preheat”, and “Moves”. Block Block flags prevent edited levels from tracking into a cue, and force a move instruction on any tracked value in that cue. For example, if channel 1 is at full in scene 1 and scene 2, and you want to make sure it stays at full in scene 2 when you edit scene 1, place a block flag on the cue at the top of scene 2.
to cue 5. Channel 1 will be “auto-blocked” in cue 5. Even though it is now at the same value as the previous cue, the original concept of a move instruction is maintained. When the block instruction has been recorded, updated, or stored while in blind, any tracked values the block was applied to will be displayed in white. Auto-blocks are displayed in white, with a white underscore.
Modifying Cues Live Recorded cues can be modified live. Cue attributes (such as link, loop, label and so on) may be edited as well. The cue does not need to be active (played back) to change cue attributes. You may also change cue attributes for a range of cues if you wish. [Recall From], [Copy To], and Move To may be used to create and edit cue data. See “Advanced Manual Control” on page 187. Using [At] [Enter] A useful feature when editing cues is [At] [Enter].
[U pd ate ] Update is a powerful feature, and also very versatile. Using a combination of [Cue Only/Track], {Trace}, and {Make Absolute}, the number of ways you can update specific information and manual data is virtually endless. Below you will find some examples of how data can be updated to various record targets either at once, or individually. This list is by no means exhaustive, so you are encouraged to try methods of updating on your own.
Note: If no cue number is entered before the [+], the current active cue will be used. For Example: To update only cues 5, 10, and 15: • [Update] [5] [+] [1][0] [+] [1][5] [Enter] To update the current cue and cue 7: • [Update] [+] [7] [Enter] Using Cue Only/Track The [Cue Only/Track] key can be used as an applied exception to the cue only/track system setting. Therefore if the system is set to Cue Only, the key behaves as a [Track] command.
Using Trace {Trace} works just as Track does, except it allows changes to be tracked backwards through the cue list, until it sees a move instruction. A trace will track into, but not beyond, a move or a blocked instruction. Following are some examples: • [Update] [5] {Trace} [Enter] -updates cue 5, and tracks changes backward until a move instruction is encountered. If the system is in track mode, the change will track forward in the cue list until the next move instruction or block.
Recording and Editing Cues from Blind Press [Blind] and the selected cue will be displayed. You can make changes to cues in the blind display using either the summary, table, or spreadsheet views. Use the [Format] key to toggle between the three views. CAUTION: Edits in blind take effect immediately. [Record] or [Update] commands are not required in blind.
To Live From Blind From blind, a softkey {Live} is posted when you press [Recall From] or [Copy To] to allow you to copy to or recall information from live. The following examples only work with the {Live} softkey, not the [Live] hard key. • [1] [Recall From] {Live} [Enter] • [2] [Copy To] {Live} [Enter] From the Cue Spreadsheet The cue spreadsheet is another useful blind view of cue data. In spreadsheet view, cues are listed on the y axis and channels and parameters are displayed on the x axis.
M o ve T o Move To is used to move cues from one location in a cue list to another location in the list. Move To is accessed by pressing [Copy To] [Copy To]. When cues are moved, values that were tracks or move instructions and now match the previous cue will be auto-blocked by the system. The impact on subsequent cues is based on track/cue only settings as described above. Below is an example of Move To: • [Cue] [2] [Copy To] [Copy To] [9] [Enter] - the contents of cue 2 moves to cue 9.
Deleting Cues Cues or ranges of cues can be deleted. When deleting cues, the track/cue only setting of the console will determine how subsequent cues are affected. The [Cue Only/Track] button can be used to modify the default behavior as needed. In Track Mode When the console is in track mode, deleting a cue also removes any move instructions provided by the cue. For example, assume you have stored cues 1-10 and cue 5 contains move instructions for channels 1-5.
Using the Cue List Index The cue list index is a blind display list which shows the cue list, the cue status, and cue attributes. All cue attributes can be edited from the list including whether the cue list is set to independent or not, and if the intensity values in the cue list will play back as HTP or LTP. While cue attributes can be changed in live or blind, independent and HTP/LTP settings can only be set in the cue list index.
one), provided the HTP instruction is higher than the LTP value. When a cue from an HTP cue list is executed, Element determines if the intensity value when the cue is complete will be higher than the current setting. If so, the intensity will begin to fade from its current value to the required value in the incoming cue using the cue's upfade time. Note that this behavior is relevant only to cues.
• [Cue] [1] [/] {AutoBlk Clean} [Enter] - clears all auto-blocks from the cue list. Only blocks displayed with the white underscore are removed. If the [Block] key was previously used, this command will not unblock it. • [Cue] [1] [Thru] [1] [0] {AutoBlk Clean} [Enter] - will remove any auto-blocks from cues 1 thru 10 only.
Chapter 10 Using Groups and Intensity Palettes Groups are stored channel selections used for fast recall of specific channels. Intensity palettes are referenced data that include channels, but also include intensity settings for those channels. A maximum of 1000 groups and 1000 intensity palettes can be recorded. Once recorded, they are accessible from the keypad, direct selects, and through the displays. This chapter contains the following sections: 10 • Recording Groups Live . . . . . . . . . . . . .
Recording Groups Live Record groups of channels that you want to have available for fast recall later. Groups can be stored as whole numbers (such as Group 5) or as decimals of tenths or hundredths (such as Group 2.5 or Group 7.65). Only whole number groups can be stored using the direct selects, any decimal designations for groups must be stored using the keypad. All groups may be labeled. These labels are then displayed on the direct selects as well as in the group list.
Offset You can use the {Offset} softkey to aid in channel selection prior to storing groups. The offset options are {Odd}, {Even}, {Reverse}, {Random}, and {Reorder}. For example: • [1] [Thru] [9] {Offset} {Odd} [Record] [Group] [5] - records all odd numbered channels between 1 and 9 to Group 5. • [1] [Thru] [2] [0] {Offset} {Reverse} [Record] {Group 3} - records channels 1-20, in reverse order, to Group 3 using the direct selects.
Note: To be able to label groups, you will need a touchscreen, mouse or external keyboard. Selecting Groups Groups may be selected from the control keypad or the direct selects. To select a group: • [Group] [1] [Enter] - selects all channels in Group 1 • [Group] [1] [At] [5] <0> [Enter] - selects Group 1 and places all channels within at 50% • {Group 1} - Selects all channels in Group 1 from the direct select If [Next] is used after a group selection, it accesses the first ordered channel in that group.
Group List The group list allows viewing and editing of groups. Open the Group List To open the group list you can: • Press [Group] [Group] • In the browser, select “Group List” from the Record Target Lists You can navigate within the group list using [Next] and [Last] or by selecting the group you want to work with. Ordered View and Numeric View By default, grouped channels will be displayed in ordered view.
Recording Intensity Palettes Live Palettes are referenced data. This means that when included in cues or effects, changes to the contents of the palette are propagated into all of the places the palette is stored. Intensity palettes contain both channel and intensity information. Groups only contain channel selection information. Intensity palettes can be stored as whole numbers (such as Intensity Palette 5) or as decimals of tenths or hundredths (such as Intensity Palette 2.5 or Intensity Palette 7.65).
Using Intensity Palettes Intensity palettes can be either applied to a selection of channels or recalled in their entirety. Intensity palettes can be selected from the control keypad using [Int Palette], from the direct selects, or from the ML Control display. When palettes are applied or recalled, all data is manual and will display in red. Applying Palettes Palettes are applied only to selected channels. If a selected channel has no stored value in the applied palette, it remains in its current state.
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Chapter 11 Cue Playback The playback section includes descriptions of working with the master fader pair, Grandmaster, load button, and the fader control softkey. 11 Cue Playback • Introduction to Playback . . . . . . . . . . . . . . . . . . . . . . . . . . . .138 • Selected Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .139 • Out-of-Sequence Cues . . . . . . . . . . . . . . . . . . . . . . . . . . . . .140 • Playback Fader Controls. . . . . . . . . . . . . . . . . .
Introduction to Playback Cues are played back using the master playback fader pair. The master playback fader pair is located to the left of the control keypad. The master is a split fader pair. The left fader controls the intensity upfade, while the right fader controls all intensity downfade actions. The two buttons beneath the master fader pair are [Go] and [Stop/Back]. The [Load] button is located directly above the fader pair.
Selected Cue The selected cue is always indicated just above the CIA. The selected cue and all of its attributes are displayed near the bottom of the live/blind display and on the playback status display. Live / Blind When working in live, the selected cue is always the last cue you recorded, edited, updated or played back. When entering blind for cues, the selected cue will be selected and displayed, unless you have {Preserve Blind Cue} enabled in Setup.
Out-of-Sequence Cues An out-of-sequence cue is any cue that is played back in one of the following ways: • Cue is executed using a [Go To Cue] command. • Cue is executed by a link instruction. • Cue is loaded into a fader’s pending file. When an out-of-sequence cue is executed, the entire contents of the cue will be played back (move instructions and tracked values). For Example: Cue 1 sets channel 1 to full. That value is tracked forward until cue 10. The programmer plays back cue 1 on fader 1.
Other Go To Cue options When [Go to Cue] is pressed, the softkeys in the CIA are changed to provide Go to Cue modifiers to enhance your playback ability. From these softkeys, you can specify that when going to a cue, only some elements of that cue will be played back.
Playback Fader Controls Go and Stop/Back U s i n g [Go] The [Go] button is used to execute the pending cue. When [Go] is pressed, all parameters assume their required positions in the recorded times, unless they have been recorded with manual timing. For information on manual timing, see Manual Timing Control, page 142. For information on manual master, see See “Manual Master Option” on page 144.
The pending cue contains an instruction to set channel 1 to color 12 and the color parameter has a manual time. Press [Go] to activate the cue. Channel 1 color does not change. As you move the fader up manually, channel 1 color moves proportionally from color 5 to color 12. Any parameters with timing will start their moves at the press of [Go] and be unaffected by the manual control.
Manual Master Option In Manual Master mode, cues may be triggered manually by the faders without using the [Go] button, regardless of the timing stored in the cue. With the fader set to manual master, a cue will fire in manual time when the fader is moved from 0% or from Full. This is all done without hitting [Go]. Any cues not fired by moving a fader, but triggered via [Go] instead, will fade according to cue’s timings. Note: Follow times will be ignored when firing a cue with a manual master fader.
Chapter 12 Using Moving Lights and Palettes This chapter will briefly look at Element’s moving light controls as well as discussing how to use focus, color, and beam palettes. Palettes are building blocks that can be used to create cues and effects. Palettes are a critical component when using moving lights and can save considerable programming time when editing show data. This chapter contains the following sections: 12 • Moving Light Control. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Moving Light Control Control of non-intensity parameters is done by using the ML Control display. Pressing [ML Control] will open up the ML Control display in the CIA. You will need to have a multi-parameter device selected to properly view this display, as it changes based on the device selected. If you have a device that only has intensity and color parameters, the ML Control display will only show intensity and color parameters.
Using the Color Picker . The button {Color Format} is for toggling between native (RGB, CMY, color scroller, or color select) and hue and saturation. {Gel} is for opening up manufacturer catalogs of gels. To display a specific manufacturer’s catalog, press the specific manufacturer or catalog and select the desired gel. The {Bright. to Full} button will only appear if selected channels have a brightness parameter.
• RGB color-mixing • Selection from a color wheel or scroller You may also specify color by using the hue and saturation (HS) color picker and gel picker. Regardless of how the color is stored (HS, CMY, or RGB), they always fade in native space unless Allow HS Fades has been enabled in Setup. For more information, see {Allow HS Fades}, page 44. It is also possible to set non-intensity parameter data with direct entry using the control keypad and using the parameters on the CIA.
will be displayed. When the selected channel is an automated luminaire, options specific to the fixture type will display for use. Pressing any of these parameter control buttons will affect the selected channel after a confirmation. Exit the lamp controls display by pressing [Displays]. AutoMark The AutoMark feature is a system default setting and can be turned off on a cue-by-cue basis if required.
About Palettes Palettes are referenced data. This means that when included in cues or effects, changes to the contents of the palette are propagated into all of the places the palette is stored. Four types of palettes are available; Intensity, Focus, Color, and Beam. Element supports up to 1,000 palettes of each of the four types. Palettes can be recorded as decimal or whole numbers and are automatically filtered into IFCB categories.
Storing Palettes Live Palettes may be stored in live or blind. Note: To be able to record and label palettes, you will need a mouse or touchscreen. Storing Palettes with [Record] The most common method to create palettes is to store them from Live. Palettes can be numbered from 0.01 through 1000 and each can be given a label.
Selective Storing Palettes with [Record] Palettes can also be created using selective storing, which allows you to specify only the channels and or parameters that you want to store. The following examples illustrate various methods of selectively storing palettes using [Record]: • [1] [Thru] [3] [Record] [Intensity Palette] [2] [Label] [Enter] - records the intensity data for selected channels 1 through 3 and adds a label to intensity palette 2.
Using Palettes Intensity palettes can be selected from the control keypad or direct selects, and Focus, Color, and Beam palettes can be selected from the ML Control display or direct selects. When palettes are recalled, all data is manual and will display in red. Palettes recalled from the direct selects automatically terminates the command line. Applying Palettes Generally, palettes are applied only to selected channels, therefore you must select channels before applying a palette.
Recalling Palettes Recalling a palette can be done in two different ways. You can recall a whole palette, so you don't need to remember which channels are used for what palette.To recall only specific parameters of a palette, select channels and the required parameters (or those not required, using the [-] key) in the command line. The following are methods that can be used to recall palettes.
Editing Palettes Live Note: If a palette is already recorded, [Record] replaces all existing data, unless selective store is used. [Record Only] is a selective store, therefore it adds data. Recording over a previously existing palette requires a confirmation, if confirmations are enabled in the setup menu. It is also possible to [Update] to add manual changes to the record target.
Editing Palettes in Blind CAUTION: When editing palettes in blind, changes to palettes are automatic, therefore no update or record command is required. Palettes can be viewed and edited in blind in the summary, table, and spreadsheet views. View palettes from blind While in any blind mode, when no channels are selected, you can enter a palette from the command line or direct selects. This will take you into blind channel mode for that palette.
Editing Palettes in Spreadsheet View Spreadsheet view shows a range of palettes along the Y axis and channels and channel parameters along the X axis. Viewing palettes in spreadsheet view is useful when you want to compare data between palettes. You may select a palette from the spreadsheet using the [Next] or [Last] keys to move through the list or you may select the exact palette from the keypad. You may also select a range of palettes to edit at once.
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Chapter 13 Creating and Using Effects Effects are a method within Element to provide dynamic, repetitive action to channels. This chapter explains the different types of effects, and how to use them. This chapter contains the following sections: 13 • About Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 • The Effect List . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .161 • Effect Status Display . . . . . . . . . . . . . . . . . . . . . . .
About Effects Effects are manual control functions that can be applied to a channel parameter and then included in submasters or cues. Cues can contain both traditional move instructions (a base look) and effects at the same time. Non-intensity parameters may only have one effect applied at a time. However, a channel may have one effect running on one parameter and another effect running on a different parameter.
The Effect List At any time you may press [Effect] [Effect] to view the effect list. Any recorded effects will be displayed here. The effect list is a blind view and any changes made in this view are automatically stored; a record command is not required. Notice that there are effects existing in this list prior to any being recorded. Effects 901-916 are preprogrammed relative effects that are automatically available to you (see Relative Effects, page 171).
Effects Editor When viewing the effect list, the selected effect is displayed in the CIA. The effect properties and attributes are shown in categorized buttons in the CIA. To change any property or attribute, click the corresponding button and enter data as required. The properties display of the effects editor is shown below and definitions of properties follow. Type Defines the effect type: step-based, absolute, or relative (linear, focus, or color).
Parameters This allows you to select which parameters will be involved in the selected effect, by default. By entering a value here, you do not need to specify the required parameter when placing an effect on a channel group. To add or remove parameters to the effect, click {Parameters} and then select the desired parameters from the buttons that appear to the left. • {Parameters} {Iris} [Enter] Attributes These determine the basic behavior of the effect.
• {Fade by Rate} - decreases the rate of the effect as it exits. • {Stop and Fade} - when the effected is exited, channels will stop running the effect and return to their background state using the exit time. • {Stop and Hold} - when the effect is existed, channels will halt exactly where the effect left them. Time (Entry or Exit) These fields establish the length of time for channels to enter or exit the effect. It can be entered in minutes and seconds from the keypad.
adjusted for step-based effects, or the time/dwell will be adjusted for absolute effects. The BPM rate will display on the right side of the effect editor beside the effect number/label. Editing the cycle time, the step time for a step-based effect, or the time/dwell for an absolute effect will remove the BPM. Learning BPM If you don't know the BPM value, you can set the console to learn the BPM rate.
Effect Status Display To view the effects currently running, you may press [Displays]> {Effect Status} to reveal the effect status display in the CIA. This display shows you any currently running effects and gives you the ability to edit the effect while running. For Example: To edit an effect, select the effect using the command line or by clicking on the effect in the status display.
Step Effects In step effects, each step contains an on-state and an off-state. The on-state is the action the channels in the step should take when the step is active. The off-state is the action the channels in the step should take when the step is not active. Step effects are a quick and easy way to build simple chases. When building step effects, channels must be defined for each step. This is different from absolute and relative effects.
Program a Step Effect Below is the process used to program the effect illustrated in the image above. For Example: To open the effects list press: • [Effect] [Effect] Establish the number of the effect by pressing: • [1] [Enter] The CIA will repaint with unpopulated fields for the new effect. Assign the effect as “step” by pressing: • {StepBased} The effect will appear in the list and the CIA will repaint with the default entries for the effect and a step chart for the effect.
Delete a step To delete a step from a step-based effect, specify the effect in the command line and press [Delete]: • [Effect] [1] {Step} [4] [Delete] [Enter] [Enter] • [Effect] [1] {Step} [4] [Thru] [8] [Delete] [Enter] [Enter] Insert a step To insert a step anywhere in the effect, specify the step you wish the new step to be inserted before. • [Effect] [1] {Step} [4] {Insert} [Enter] - Inserts a new step before step 4.
Program an Absolute Effect Below is the process used to program the effect illustrated in the image above. For Example: To open the effects list press: • [Effect] [Effect] Establish the number of the effect by pressing: • [Effect] [5] [Enter] The CIA will repaint with unpopulated fields for the new effect. Assign the effect as absolute by pressing: • {Absolute} The effect will appear in the list and the CIA will repaint with the default entries for the effect and an action chart for the effect.
Multiple Intensity HTP Effects Multiple intensity HTP effects are either step or absolute effects running on HTP submasters or the cue list. For multiple intensity HTP effects to run correctly, they must be recorded and played back from different sources. For example, you create three separate step effects. Each effect impacts the same channels. For the three separate effects to run correctly you need to record them to three separate effect submasters.
Color Effects Color effects impact only color parameters. Hue and saturation offsets can be used which are represented in the horizontal and vertical axes of the graph in the effects editor. The {Parameters} key within a color effect displays the various color mechanisms used in any patched channels. New color effects default to a circle. You can clear this and draw your own shape by pressing {Edit}>{Clear} and drawing on the graph with your finger or the mouse. Press {Apply} when you are done.
Define a Pattern Shape Shapes can be defined for any relative effect (focus, color, or linear). Note: You will need to use a mouse or touchscreen for shape definition. To define a shape, press the {Edit} softkey beneath the pattern editor. The softkeys will change to {Apply}, {Restore}, {Clear}. • Press {Clear} to clear the pattern. • Draw a new pattern using your finger (or the mouse). If you want to return to the original pattern, press {Restore} before pressing {Apply}.
Apply an Existing Effect Once an effect has been created, it will appear in the effects list. To apply an existing effect, press: • [Select Channels] [Effect] [n] [Enter] or using the direct selects • [Select Channels] {Effect x} The selected channels will begin their changes as programmed in the effect. Since step effects have an embedded channel list, these effects can be replayed by pressing [Recall From] [Effect] [n] [Enter].
Effects on Submasters Channels running effects can be loaded onto a submaster. Pressing the bump button of the submaster starts or stops the effect. For the submaster fader to control the rate and/or size of the effect, it must be configured as an effects submaster. When a submaster is defined as effect, only the effect information is stored. The fader will then have control of the in and out behavior of the effect. If the submaster is set to additive, the fader will control non-effect values only.
Delaying Effects in Cues and Submasters A delay can be placed on an effect in a cue or submaster in the Effect Status display by using the syntax [Effect] [n] [Delay] [n] [Enter]. [Effect] [n] [Delay] [Enter] removes the delay. Note: If an effect delay is set in live, the cue or submaster must be recorded or rerecorded to include the delay. A delay column has been added to the Effect Status display. When an effect is in delay mode, the column will display the countdown for the delay.
Chapter 14 Using About [About] provides detailed information regarding selected items. When opened, it appears in the CIA and remains open until closed or until another action forces it to close. This chapter contains the following sections: 14 Using About • [About] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179 • About System. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179 • About Channel . . . . . . . . . . . . . . . . . . . . .
About [About] Pressing [About] puts the console in “about” mode, which allows you to examine “about” information indefinitely, simply by selecting the item you are interested in. When in about mode, selecting a channel will reveal information about that channel. Below are examples of the “Current Values” view (see below) of information that is presented when selecting conventional or moving lights.
[About] When [About] is pressed, the CIA presents the following information: • • • • • • • • • • Channel count for the console Software version Copyright notifications Device name Assigned as (Primary/Client/Offline) User ID Parameters (used of system total) Addresses (used of system total) Priority (ACN and Net2) IP Address About System When {About System} is pressed, the CIA displays a list of all network devices that are connected to Element.
Clicking on a CEM+ / CEM3 in the {About System} list will open the About Rack display, which shows the following information about the rack: • • • • • • • • • Rack Name (displays as the title) Type Ambient Temperature Phase A,B,C Voltages Frequency System Number IP Address Software Version Rack Errors Buttons available in the About Rack screen are {Activ. Preset}, {Deactiv. Preset}, and {Clear Errors}.
About Channel Press [About] to put the CIA into “About” mode. When a channel is selected, the information below is displayed: You can select the information you wish to view from the buttons located on the right side of the CIA.
{Patch} displays the following information: • • • • • • • • Address range Proportional patch level Curve (if any) Preheat information (if any) Swap/invert pan/tilt status Keywords Notes List of all parameter values with their address, home value, snap parameter, DMX value, and parked value (if any) {Lamp Controls} displays controls for the lamp, available RDM commands, or other parameters of the device (if it is a moving light).
About Address Press [About] to put the CIA into “About” mode. When an address is selected, the information below is displayed. You can select the information you wish to view from the buttons located on the right side of the CIA. Additional buttons may display based on RDM and Sensor Feedback if enabled.
{Dimmer Feedback} - appears when the current address is patched to a dimmer in an ETC Sensor rack with a CEM+ or CEM3. Sensor feedback must be enabled. See Enable Sensor/ FDX3000 Feedback, page 248 and Errors and Warnings, page 75 for more information. Note: For Sensor feedback, the CEM+ must be running software version 3.0 or later.
{Device Details} - appears when the current address is patched to a RDM device. RDM devices must be enabled through the ECU and discovered through the patch. See Enable RDM, page 248 and {Patch} Display and Settings, page 67. {Device Details} displays the information that it receives from the device and allows some changes to be made to: Note: Changes may take a few seconds to take effect. They will propagate to the RDM device and then back to the console’s patch and about displays.
About Cue The following information will be displayed when a cue is selected: • • • • • • • • • • • the cue number timing data for the cue flags attributes number of moves per IFCB provided by the cue current status of the cue intensity moves live NPs moves dark NPs moves any effects running external links About IFCB Palettes The following information will be displayed when an intensity, focus, color, or beam palette is selected: • • • • the number of cues the palette is used in the number of channels th
Chapter 15 Advanced Manual Control This chapter describes some more advanced features for manual control functions. These features can save you valuable programming time. This chapter contains the following sections: 15 • Using [Copy To] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188 • Using [Recall From] . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189 • Using Move To . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Using [Copy To] [Copy To] allows you to copy data from one channel to another, either within the current working mode or to a different record target. [Copy To] works much like [Recall From], but in the opposite direction, [Copy To] forces data to a channel from the selected channel, whereas [Recall From] pulls it from a channel to the selected channel. See “Using [Recall From]” on page 189.
Using [Recall From] [Recall From] is similar to [Copy To], except that it retrieves data from other locations, and can be used only for a channel list recalling from the same channel list but in a different location (for example, a cue). [Recall From] is essentially a “copy from” command. You may recall all parameter data for selected channels, or by using the IFCB category buttons in the ML Control display, you may recall subsets of channel data.
Using Move To While technically not a manual control instruction, Move To is very useful when managing record target data stored from manual control. You need to use [Copy To] [Copy To] to access Move To. Move To allows you to take recorded data from one location and move it to another location.
Using [Undo] Undo is a method to reverse or “undo” certain operations performed in the software.You can use [Undo] to reverse any command that results in a change to data that would be saved to the show file or any command that changes manual levels in live. If there are any commands in the command line, pressing [Undo] once clears the command line. Once the command line is empty, pressing [Undo] will start the undo process.
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Chapter 16 Using Park This chapter describes using park functions from both the live and park display. This chapter contains the following sections: 16 Using Park • Park Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .194 • Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .194 • Scaled Parked Values in Live . . . . . . . . . . . . . . . . . . . . . . . .195 • Parked Addresses in Live . . . . . . . . . . . . . . . . . . . . . . . .
Using Park The park instruction allows you to set a channel or parameter to a specific value and have it remain at that level on stage (live mode), prohibiting manual control override, cue or submaster playback modification. Park may also be used to place a scaling instruction on the intensity output of a channel. Note: A parked channel intensity is not impacted by grandmaster or blackout operations.
• [2] {Color} {Park} [Enter] - parks channel 2 color at its current value. • [Group] [Cue] [6] {Park} [Enter] - parks all the channels stored in cue 6 at their levels provided in the cue. • {Park} [Enter] [Enter] - clears all parked channels and scaled park instructions (see Scaled Parked Values in Live, page 195). When a channel is unparked, it reverts to the level the console is currently providing, or its default value if there is no current instruction.
Park Values from the Park Display You can park and unpark channel parameters or addresses from the park display. Open the display by pressing [Park]. While in this display, it is assumed that you want to park channels or parameters, therefore the use of the {Park} softkey is not necessary when parking, but is used for unparking. You can also use [At] [Enter] to unpark. Following are examples for parking channel parameters from the park display: • [3] [At] [4] [5] [Enter] - parks channel 3 at 45%.
Chapter 17 Multipart Cues Cues can be divided into up to 20 parts. This chapter describes the methods used to create and edit multipart cues. This chapter contains the following sections: 17 Multipart Cues • About Multipart Cues. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .198 • Record a Multipart Cue in Live . . . . . . . . . . . . . . . . . . . . . . .198 • Storing a Multipart Cue in Blind . . . . . . . . . . . . . . . . . . . . . .
About Multipart Cues Cues can be divided into up to 20 parts. Each part can have its own channels or parameters, levels and timing information. Multipart cues can be stored in live or blind using the same conventions to record a standard cue. There are three basic ways to create a multipart cue. You can build a multipart cue part-by-part in live, you can break an existing cue into multipart cues in live, or you can break an existing cue apart in blind.
Setting Multipart Cue Attributes Cue attributes, such as [Time], [Delay], and [Label] can be assigned in part cues. They are stored and function exactly as they do in single part cues. Cue part attributes can be defined as the parts are recorded, or they can be added after the part has been created. For example: • [Record] [Cue] [2] [Part] [1] [Delay] [8] [Enter] • [Cue] [4] [Part] [3] {Color} [Time] [6] [Enter] For more on cue attributes, see Assigning Cue Attributes, page 113.
Storing a Multipart Cue in Blind Note: Edits in blind take effect immediately, they do not require a [Record] or [Update] command. Changing a Single Part Cue to a Multipart Cue Select the cue you wish to break apart and begin by selecting any channels that you wish to move into some part other than part 1. • [1] [Thru] [5] [Part] [2] [Enter] • [6] [Thru] [1] [0] {Intensity} [Part] [3] [Enter] • [6] [Thru] [1] [0] {Color} [Part] [4] [Enter] - and so on. As you create each part, that part is now selected.
Chapter 18 Storing and Using Curves A curve is a relationship between the timing of a fade and the output level of a cue, cue part, or dimmer at each point of time during that fade. By using a non-linear curve, you can create a variety of effects, accommodate variations and deficiencies in your lighting equipment, alter the transition ramp, and protect equipment from stress. This chapter contains the following sections: 18 • About Curves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
About Curves You may apply curves to dimmers in patch. Curves may also be applied to cues, to cue parts, and to scroller fans. When applied to a cue, the curve impacts only the intensity moves in that cue. When applied to a cue part, the curve impacts all parameter moves stored in that cue part. When applied in patch, the intensity transition will follow the ramp defined by the curve during its fade.
Creating and Editing Curves Creating a Curve When you have opened the curves display (see About Curves, page 202), you can select a curve or create a new curve by pressing: • {Curve} [x] [Enter] If the curve is already stored, the contents are displayed in the CIA. If this is a new curve, a linear curve is displayed.
Editing Curves Using the Keypad Once selected and displayed in the CIA, you can edit a curve from the keypad. Points are established in increments of five. You can add more points from the keypad. • • [3] [At] [1] [Enter] - adds control input point “3” and sets its curve level at 10%. [7] [7] [At] [Full] [Enter] - adds control input point “77” and sets its curve level at full.
Applying a Curve To Channels In Patch Curves can be applied to any intensity parameter in patch. Once added, the curve number appears in the channel’s “Curve” column of the patch display. Pressing {Curve} in Patch>Attributes will display a list of available curves. • • • [Patch] {Attributes} [1] {Curve} [9] [0] [1] [Enter] - applies curve 901 to channel 1 intensity. [Patch] {Attributes} [2] [Thru] [8] {Curve} [2] [Enter] - applies curve 2 to intensity for channels 2 thru 8.
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Chapter 19 Storing and Using Macros Macros allow you to compose a series of programming actions and be able to execute them later by recalling the macro. This chapter contains the following sections: 19 • About Macros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .208 • Store a Macro from Live . . . . . . . . . . . . . . . . . . . . . . . . . . . .208 • Macro Editor Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .210 • Recall a Macro . . . . . . . . .
About Macros Macros are a recorded series of button presses (both hard and softkeys), screen commands and events. Macros can be used to simplify complex or repetitive console programming and operating tasks that you perform often.
Begin writing the sequence of button presses and events for the macro record. When you have finished with the series of events and button presses, press the [Learn] key again to exit macro learn mode. Examples of a macro record function include: • [Learn] [1] [Enter] [Go To Cue] [Out] [Time] [0] [Enter] [Learn] - records macro 1 with the go to cue out command. • [Learn] [5] [Enter] [1] [Full] {Chan Check} [Enter] [Learn] - records macro 5 with channel 1 at full in channel check mode.
Macro Editor Display Macro editing is accomplished from the macro editor display. As an alternative to recording your macro in live, you may create it from this display instead. Open the macro editor display from the browser by navigating to Record Target Lists > Macro Editor, then press [Select]. The editor will display on an external monitor.
While in the macro editor display, the following functions may be performed using the control keypad and softkeys: • [Label] - when a macro is selected and [Label] is pressed, the alphanumeric keypad will display on the CIA. Label the macro and press [Enter]. • [1] [Label] [Enter] - labels macro 1. • [Delete] - when a macro is selected and [Delete] [Enter] is pressed, you will be prompted to confirm the deletion of the selected macro. To confirm press [Enter], to abort press [Clear].
Create a New Macro in the Macro Editor Display From the macro editor display, enter any unrecorded macro number from 1 to 1000 and press [Enter]. Your new macro number will display in the macro list in numerical order but will not have a label or any content. To store the macro contents, select the macro and press {Edit}. A cursor appears flashing in the macro content detail portion of the display, ready for you to add the macro content. For Example: Create macro 3.
Edit an Existing Macro When you have created a macro using macro learn mode from live or otherwise, you can edit the content of your macro by removing or adding commands and special macro softkey functions (such as wait, loop, and so on). From the macro editor display, select an existing macro number and press [Enter]. The selected macro contents will display the detail section. Press {Edit} to make changes to the content.
Recall a Macro You can recall a macro from the command line, from the direct selects, run it from the execute field of a cue, or from another macro. To play macro 5 from the command line press [Macro] [5] [Enter]. “Running Macro 5” displays above the command line in live while the macro is running, if the macro is a default or foreground macro. To run macro 5 from the macro direct selects simply press {Macro 5}. “Running Macro 5” displays above the command line in live while the macro is running.
Chapter 20 Using Magic Sheets Magic Sheets are user created custom interactive displays. This chapter contains the following sections: 20 • About Magic Sheets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .216 • Magic Sheet Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .217 • Navigating a Magic Sheet . . . . . . . . . . . . . . . . . . . . . . . . . . .219 • Creating and Editing Magic Sheets . . . . . . . . . . . . . . . . . . .
About Magic Sheets Magic Sheets are user created interactive displays that offer customizable views for displaying data and programming. Magic Sheets are comprised of objects that are tied to show data, such as channels and palettes. The following are two examples of magic sheets. For additional examples, see Examples of Magic Sheets, page 232.
Magic Sheet Display You can first open the magic sheet display by pressing [Displays] {Magic Sheet} [Enter], or you can navigate within the browser to Displays> Magic Sheet Display> new and press [Select]. After you have created a magic sheet, you can recall a specific magic sheet, by pressing [Displays] {Magic Sheet} [#] [Enter] or you can navigate within the browser to Displays> Magic Sheet Display and press [Select]. All available magic sheets will be displayed in the magic sheet browser.
Magic Sheet List Double pressing {Magic Sheet} or CTRL+S on an external keyboard will open the magic sheet list. The magic sheet list displays a list of all created magic sheets, their labels, and how many views have been saved for each magic sheet. See Display Tools for more information about views. To label a magic sheet, use the syntax {Magic Sheet} [#] [Label] [Enter]. Pressing [Label], when a label has already been applied to a magic sheet, will display the label on the command line for editing.
Navigating a Magic Sheet Magic sheets can be navigated using a mouse, a keyboard, a touchscreen, or a multi-touch touchscreen. The drag and drop function for placing objects is a single touch action or done using a mouse. Note: If a magic sheet contains a channel object, you will need to press [Escape] instead of [Live] to go to the live channel display. Additional mouse commands include: • • • • Left Click - selects an object. Right Click - pans the display. Wheel - zooms the magic sheet.
Keyboard Shortcuts With an external alphanumeric keyboard attached, the following keyboard shortcuts can be used: • • • • • • • • • • • • 220 ARROW KEYS - move selected item or navigate when nothing is selected. SHIFT - move/rotate item without snapping to grid. SHIFT + mouse wheel - provides a fine zoom of the magic sheet. CTRL+S - double tap to open the magic sheet list.
Creating and Editing Magic Sheets Pressing the edit button on the right hand side of the magic sheet display will open the editing tools. Layout Tools MS Object MS Object Library Edit Button MS Object Properties Quick Save Button The main area of the magic sheet will display a grid to aid with layout. The editing tools will be displayed on the right side of the magic sheet.
Layout Tools The layout tools are divided into four areas: edit mode, zoom, alignment, and ordering. Edit Mode Clicking on the arrow will open the edit mode options, which include: • Grid Enabled - toggles between a grid being displayed and no grid. With the grid enabled, the magic sheet will also have a snap to grid behavior when placing objects. • Normal - allows for dragging and dropping of objects from the object list. • Quick Layout - allows you to place more instances of a selected object.
Alignment Clicking on the alignment icon will open the alignment options, which include: • Create Array - allows you to create arrays of objects. After placing one object of your choice, click on {Create Array} to open an additional window for choosing what array type you want to use. • Rectangle - will layout a rectangle array of objects. You can define how many rows, columns, and the spacing. • Circle - will layout a circle array of the objects.
• Distribute Vertically - allows you to distribute objects vertically at an equal distance apart between two objects. Set the distance you would like by placing the first and last objects. Then with all objects selected that you wish to distribute (including the first and last ones you positioned), click the {Distribute Vertically} button. • Distribute Rotation - allows you to distribute objects at an equal rotation between two objects.
description of what they do. Settings for objects can be adjusted in the MS Object Properties area. 20 Channel acts as a direct select for a channel. Group acts as a direct select for a group. Preset acts as a direct select for a preset. Palettes acts as a direct select for a palette. Macro acts as a direct select for a macro. Blank can be assigned a target. Tombstone mirrors the channel indicators from the live/blind summary view. Command Line mirrors the command line.
Fixture Symbols From the second tab, fixture symbols can be placed on a magic sheet. The symbols can be tied to a channel number. Information about that channel can be displayed with the symbol, such as intensity, FCB data, and error indicators. See MS Object Properties, page 229 for more information on the customizing options available. An example of a fixture showing the channel number, fixture type, intensity, and a color swatch. Importing Fixture Symbols Additional fixture symbols can be imported.
Images Images from the third tab can be imported into magic sheets for two different purposes. They can be used as background images or as icons. You can use a graphics image file as a background or icon. The following is a list of accepted image formats: .bmp, .gif, .ico, .jpg, .pbm, .pgm, .png, .ppm, .svg, .svgz, .tga, .tiff, .xbm, and .xpm. The maximum image size allowed is 1920 x 1920. Larger images will be scaled to this size.
Gradient When gradient is selected, you will have the chance to select a two color gradient for the magic sheet background. You can either click on the color squares in the tab, which open a color selection window, or you can manually enter the RGB values. Image With image selected, you can adjust the size, opacity, and invert the colors of the selected background image.
MS Object Properties You can customize MS objects and fixture symbols in numerous ways found in the MS Object Properties area. With an object selected, you can select options. The customizable options include: • Color - the object’s outline width, outline and fill colors can be adjusted here. The object’s colors can either be set or tied to a channel’s color. • Font - the font used for a text object can be changed and adjusted as needed here.
• Fields - up to six different fields of custom information can be displayed per objects. The justification of each field around the object can be adjusted. The text and color used for each field can also be adjusted. A scroller indicator bar can be added. Fields can display the following data:.
Address Object Color An address object, with its outline color set to Link to Channel Color, will have a white outline if the address is patched, or a dark outline if the address is unpatched. If the address object's outline color is set to Link to Channel Intensity, the brightness of the outline color will be tied to the DMX level of the address. The higher that the DMX value is the brighter the outline color will be.
Examples of Magic Sheets The following are examples of magic sheets created using the magic sheets feature. These examples use a variety of objects provided in the software along with user-generated images.
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Appendix A Important Concepts Important Concepts Before using Element, you should read and familiarize yourself with the concepts defined below. You will find that understanding these terms and concepts will improve your efficiency with Element. Channel A channel is a single numerical name that is used by Element to control a dimmer, a group of dimmers, a dimmer and a device, or a complete moving light fixture.
Tracking vs. Cue Only Element is, by default, a tracking console. Tracking relates to how changes to cue data are handled. New data is saved to a cue, and unchanging data is allowed to track through to the next cues until a change or move instruction is given. When editing a cue in tracking mode, changes will track through subsequent cues as long as that previous data was also tracking through those cues. It is possible to change the default setting of Element to “Cue Only”.
LTP LTP is applicable to any parameter of any channel. LTP output is based on the most recent move instruction issued to the channel parameter. Any new values sent to the channel will supersede any previous values, regardless of the level supplied. Element determines the LTP value for a channel, which is overridden by any HTP input values that are higher than the LTP instruction. This is then finally modified by manual control.
Parameters and Parameter Categories Element divides fixture parameters into four major parameter categories: Intensity, Focus, Color, and Beam. These are the parameters in each category: • Intensity . . . . . . . . . . Intensity • Focus . . . . . . . . . . . . Pan and Tilt • Color . . . . . . . . . . . . . All color parameters (such as color wheel, CMY, scrollers, and so on). • Beam . . . . . . . . . . . . Any parameter not covered in the other categories.
Appendix B Element Configuration Utility Overview This appendix covers the Element Configuration Utility (ECU) and its use. This is a component of the Element Lighting Control System and is used for both system configuration and performing basic level test functions of your Element desk. These instructions illustrate how to use the utility, but do not specify what changes to make as these are based on your preferences and can be changed to suit your control needs.
Element Configuration Utility Reference You can force the desk to boot into the utility instead of the main desk application. During the boot process, a countdown timer will appear. You will have 5 seconds to click the timer or to hold down “e”, “o” and “s” at the same time on the connected alphanumeric keyboard. Otherwise, you can always enter the ECU from the Element application by choosing [Displays]>Exit. If you want the desk to always boot into the utility, make sure {Open in Shell} is checked.
General Settings When you click on a field to change the entry, an appropriate keyboard (numbers only vs. full alphanumeric) will pop-up to provide a data-entry method even without a keyboard connected to the desk. If you do have a USB keyboard attached, you can use either keyboard for the data-entry. Device Name This specifies the name the Element desk will use to identify itself on the network to other devices. Examples might be Booth Desk and Tech Table. Tim e The time the desk is using.
Keyboard Allows you to select the language for the alphanumeric keyboard within Element. A wide variety of keyboards are supported. The keyboard can also be changed in the application when the virtual keyboard is open. Click on the flag icon to change the keyboard language. Open in Shell When this is checked, the Element desk will boot into the Configuration Utility every time instead of booting directing into the main Element application.
Calibrate ETC Touchscreens Note: Before you calibrate your touchscreens, you may need to first use the External Monitor Arrangement display. See “External Monitor Arrangement” on page 243. Allows you to calibrate an ETC touchscreen. With the touchscreen connected, press the {Calibrate ETC External Touchscreen}. The first display will have you touch various parts of the display to make sure the cursor follows your finger and the second will have you touch some targets.
• {Primary} - selects which monitor will display the Element Configuration Utility and Central Information Area (CIA). • {Resolution} - sets how many pixels the monitor will display. • {Color Depth} - sets how many colors will be displayed. • {Refresh Rate} - sets the number of times in a second the monitor refreshes. • {Orientation} - sets the monitor layout. • {Apply} - will save and use your settings. A window will open asking if you want to {Keep Changes} or {Revert} back to the defaults.
Network Settings Local Area Connection These are the settings that determine the method to get an IP address and/or the actual IP address information that Element uses for network communication. Status This reports if the port is “Online” (configured, connected to a network and operational). It reports as “Offline” if any one of the above conditions is not true.
Subnet Mask If DHCP is disabled, you set the Element subnet mask here. This is a static setting and will remain set until changed by a user. Element’s default subnet mask is 255.255.0.0. If DHCP is enabled, this field will display the subnet mask that is being used by the desk (whether it is served via DHCP or a self-generated link-local IP address). Gateway If DHCP is disabled, you set the gateway IP address here. This is a static gateway IP address and will remain set until changed by a user.
O u t p u t P r o to c o l s This is for selecting which protocols the desk will output and which ones are included in the default. sACN This sets the control priority for ACN data from this desk. The valid range for this setting is 1 (lowest) to 200 (highest). This is the reverse of EDMX. Element and the Net3 Gateways support two versions of ACN, the draft version and the final ratified version. The ratified version is outputted by default unless this is selected.
B a c k u p A u t o m a t ic a l l y T a k e s C o n t r o l Switches to the backup automatically if the primary should go offline. This option is not available on Element. Allowed Output Addresses A range or ranges of addresses that can be assigned to limit the number of output addresses. The default setting is to allow addresses 1 through 65536. Interface Protocols M u lt i C on s o l e Clicking in the enable box will allow for multiconsole communication on the selected port.
DHCP Service All settings in this section require a reboot of the desk before they will take effect. If this section is grayed out, or you are unable to change any settings, you don’t have Net3 Services installed on your desk. Net3 Services are installed by the installer for ETC's Gateway Configuration Editor (GCE) software, which is available for download from the ETC website. Element can provide a DHCP (Dynamic Host Configuration Protocol) address server.
Time Server (SNTP) Clicking in the enable box will start the SNTP (Simple Network Time Protocol) service. You determine if the service is running as a client (receiving time messages) or as a server (sending time messages) during the installation process. • Client/ Server - When configured as a client, a desk will attempt to synchronize its time with the rest of the devices in the system, by listening for time information and altering its own clock.
Maintenance and Diagnostics Deep Clear {Deep Clear...} functions in much the same way that New does from the File menu or Reset System does from the Clear menu (both are found within the browser). A deep clear is automatically performed when new software is installed. Sometimes it is useful to perform a deep clear between updates. The advantage of deep clear is that you can clear all desk data before reloading the desk’s current state during boot.
Backup Show Archive {Backup Show Archive...} allows you to either backup the most current version of each show file or every version of each file to a USB drive or file server. Restore Show Archive {Restore Show Archive...} allows you to restore show files from a USB drive or file server. File Manager {File Manager} provides a way to manage show files. You can create and delete folders, move, and copy files between the desk and USB drives.
Upgrade I/O Firmware {Upgrade I/O Firmware} is used to upgrade the firmware in the desk’s I/O card. When you first open the I/O Downloader, it will look for the connected console. This may take a second or two. Once the console is found, the downloader will search for the needed files. If it finds the file, it will list it and you can click {Download}. If it doesn't find the file, you can use {Browse} to look for the needed file and selected it. Once finished, click {Exit}. Network Drives {Network Drives.
Firmware Update The firmware update window will display any detected devices that use firmware and may require an update. With the device selected, if an update is available, the {Update} button will be highlighted in yellow. If the button is grayed out, an update is not available. Face Panel Test Face Panel Test provides a way to verify the functional state of all of the keys and faders on the Element desk. The screen is very straightforward.
Local I/O This screen allows you to configure the ports on the back of the Element desk. Local DMX Outputs The following settings are available: • Enable - enables DMX output from the local ports. • Default Output Protocol - enables DMX as a default output. • Ports - the settings for the two DMX ports. • Address - sets the starting address for the port. • Doubled - enables dimmer doubling on the port. • Speed - sets the speed for the ports. Options are: maximum, fast, medium, and slow.
Relay Out (remote trigger connector) Allows you to set the Group and Address In values for the remote trigger port on the back of Element. S1 1 9 Relay Out, Normally Closed 10 Relay Out, Normally Open 11 Relay Out, Common 2 S2 Remote Trigger connector pinout 8 7 6 5 4 3 2 3 4 S3 12 5 1 13 6 15 14 13 12 11 10 9 S4 Ground Ground 14 + 12Vdc 7 15 8 + 12Vdc RFR This screen is used for setting up the Radio Focus Remote (RFR) to work with Element.
Appendix C Display Conventions Element relies on many traditional ETC indicators with which you may be familiar, as well as some new ones. This section identifies the graphical and colorful conventions used in Element to indicate conditions to you. Indicators in the Live/Blind Display This is the live/blind summary view.
Color indicators Element uses color to indicate the selection state and information about channel or parameter levels. Channel numbers/channel headers Selected Unselected Unpatched Deleted • 1- Gray number . . . . . . .Unpatched channel number. • 2- White number . . . . . .Patched channel number. • 3- Bright White number Channel is parked. • 4- Gold outline . . . . . . .Selected channel. • 5- No outline . . . . . . . . .Deleted channel. Channel or parameter levels 258 • 6- Red . . . . . . .
Channel Number Straight line under channel heading Intensity data (I) No other parameter categories Wavy line under channel heading Intensity data (I) Focus data (F) Color data (C) Beam data (B) C Display Conventions Conventionals Most of the channels in the above image are conventional channels (intensity is the only available parameter). Conventionals have a straight line beneath the channel number.
Text Indicators in live/blind Please note examples of text indicators in the following graphic: “Ph” “+” “_” (underscore) “Q” “R” “B” “CP2” “P” “ND” “I” Color conventions listed above apply to text indicators as well. Therefore red indicates a manual value that must be stored. 260 • _ . . . . . . . . . . . . . . . . . . .Underlined value (white) indicates a system-applied block (also called an auto-block). • + . . . . . . . . . . . . . . . . . . .
• R. . . . . . . . . . . . . . . . . . .Indicates a manual reference override. Manual changes have been made that override a previously stored reference (such as to a palette). Once recorded, the reference will be broken. If updated, the referenced target will be updated as well, unless otherwise instructed. • ! . . . . . . . . . . . . . . . . . . .Indicates an ACN, RDM, or dimmer error. • ND . . . . . . . . . . . . . . . . .Indicates that a channel has been patched as a non-dim fixture type. • S . .
• E 1*. . . . . . . . . . . . . . . . .Indicates a cue level effects override. Indicators in the Fader Status Display 4 5 6 10 262 1 7 8 13 2 12 3 9 11 • 1 . . . . . . . . . . . . . . . . . . .Amber box indicates a channel fader. • 2 . . . . . . . . . . . . . . . . . . .Current channel number controlled by fader. • 3 . . . . . . . . . . . . . . . . . . .Current channel level. (Level will display regardless of control from fader or keypad.) • 4 . . . . . . . . . . . . . . . . . . .
Appendix D Facepanel Shortcuts Overview The following is a list of button pushes: single, maintained, or combined. It is highly recommended that you read and familiarize yourself with this list. For keyboard shortcuts, see the Eos Family v2.0 Hot Keys Quick Guide.
• [Shift] & [Sneak] - Makes manual data “unmanual”. It leaves the values as they are, but they are then no longer available for update or record only operations. When executed from an empty command line, this affects all manual data. When done with a channel selection, this affects only those channels.
Appendix E Mirror Mode Mirror Mode is used to mirror the displays of an Element console. Mirror mode is intended primarily to allow a designer or assistant to see the exact same displays as a programmer on the system. An Element console can be mirrored by an RVI, another Element console, or a client PC. An RVI or a client PC will automatically run in mirror mode when they see an Element console online.
To install the Eos Family offline software on Windows Step 1: Step 2: Step 3: Step 4: Step 5: Step 6: Download the software from the ETC website, http://www.etcconnect.com/ product.downloads.aspx?ID=20271. Navigate to the offline software, Eos Family Offline/Client Software v.X.X.X for PC. Click on the file name. You will be prompted to give your first and last name and email address. Click “Submit”. Click on the file name. You will be prompted to either open or save the file.
Connecting to Element There are some additional steps for connecting to an Eos Family network. Step 1: Step 2: Note: Follow the steps for installing the Eos Family offline software. Change the IP address, subnet mask, and gateway of the PC to match the Eos Family system IP address scheme. It is recommended that you use the IP address of 10.101.1.101, subnet mask of 255.255.0.0, and gateway of 10.101.0.1. You may need to restart your computer after changing the IP address.
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Appendix F Remote Control Remotes Overview Three different remotes are available for controlling Element; the phone remote, the radio focus remote, and the iRFR/aRFR. Phone Remote The phone remote allows for remote control of the Element console by using a wireless phone. The base station for the phone connects directly to the phone remote jack on the rear of your console. See “Console Geography” on page 12.The numeric keypad of the phone is used to control channels and levels.
The RFR handheld remote and receiver unit features a high frequency (HF) link for bi-directional communication with a connected console. During operation, the system status can be viewed on the LCD of the remote. more sk Enter Chan The Net3 Radio Focus Remote (RFR) provides remote access to frequently used console features such as dimmer and channel checks as well as update and record functions. mode R e m ot e F o c u s R e m o t e ( R F R ) Push RFR connections must be enabled in Setup.
Base Station Receiver The receiver includes a USB type B connector and an Ethernet connector (IEEE 802.3af) on the front of the unit for connection to the console (USB) or to a switch in your Net3 network USB When the base station is connected directly to a console by USB type B, the RFR is powered by and controls only the console the base station is connected to. ETC supplies a 1.8m (6 ft.) USB cable for base station connection to a console or USB hub. The maximum distance between products is 5m (16 ft.).
Change Frequency and ID Setting A network ID is a separate digital channel on a single high frequency (HF) setting. Changing an ID setting from the default “1” is useful when multiple systems are utilizing the same frequency. Note: If you change the frequency and ID settings in the handheld remote you must also change the frequency and ID settings to match in the base station. To change the radio settings on your remote: Step 1: Step 2: Step 3: Step 4: Step 5: Step 6: Set HF Channel 1 (2.
To change the frequency and network ID in your base station receiver using USB: Step 1: Step 2: Step 3: Step 4: Step 5: Step 6: Step 7: Step 8: In the browser menu, select File
Recharge the Handheld Battery A battery level indicator is found in the upper right corner of the handheld LCD. When the battery is near to a complete drain, the indicator will flash. When charging, the indicator will depict increasing power to verify that it is charging. When the remote is not in use, set the switch to the “Off” position to guard against accidental key presses and to conserve battery power. Charge the battery using the USB Mini-B cable that shipped with your RFR.
Park Mode This mode is used for parking channels. Softkeys The following softkeys are available in park mode: • • • • • • Address Channel Last Full Out Next {Address} and {Channel} are used to select addresses or channels for parking. • [7] [@] [5] [Enter] - parks channel 7 at 50%. • {Address} [8] {Full} - parks address 8 at full. {Full} and {Out} are used to set those levels for channels or addresses. {Out} parks the channel or address at 0. • [9] [@] [Enter] - unparks channel 8.
Live Mode Live mode is used for modifying levels and recording or updating cues. This mode is intended to allow you to make basic adjustments to show data. Buttons and softkeys function as they do within Element. The command line is displayed in the LCD to verify the commands you enter. It also displays details for the currently selected channel or the current cue (if no channels are selected).
Playback Mode Softkeys The following softkeys are available in playback mode: • • • • • • Sub Load Q Stop/Back Out Go to Q Go {Sub} is used to set the level of a submaster. • {Sub} [5] [@] [7] [Enter] - sets submaster 5 to 70%. {Load Q} allows you to load a cue into the pending file for the master playback fader pair only. • {Load Q} [5] [Enter] - loads cue 5 of the master playback fader to the pending file for that fader. Clicking {Go} will execute this cue.
Patch Mode In patch mode, the LCD displays the channel, address and type for the currently selected channel(s). Softkeys The following softkeys are available in patch mode: • • • • • Address A B / Fixture Controls (shown as: FixCtrl) {Address} allows you to change the address of the selected channel. • [1] {Address} [1] [Enter] - addresses channel 1 to output 1. {A} and {B} are used for patching dimmer doublers.
Technical Specifications Handheld Transmitter Output U.S.A. - Default HF:1 (2.410 MHz) with 11 additional HF: channels available (2.410 - 2.465 GHz). 99 groups available per channel. Antenna - Helical, fixed. Working range - 90m (300 ft) indoor, 200m (656 ft) in free field. Size - 160mm(4.5”) x 72mm (2.6”) x 20mm (.8”) excludes antenna. Connections - Integral USB Mini-B connector for charging the unit. Power - 2x NiMH rechargeable battery. (Recharge using the USB connection.) Weight - 400g (14 oz.
iRFR The iRFR is a software application that runs on an Apple iPhone®, iPod Touch, and iPad. The application can be downloaded from the Apple Application Store, search for iRFR. The iRFR offers the same functionality of the RFR. A closed wireless network is needed. For the iRFR to connect to your console, WiFi remotes must be enabled in the ECU, Enable WiFi RFR, page 248, and RFR connections in Setup must be enabled, {RFR Settings}, page 49.
Index Symbols * . . . . . . . . . . . . . . . . . . . . . . . . . . 24, 25 -% . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 +% . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 Numerics 1-to-1 patch. . . . . . . . . . . . . . . . . . . . . 52 A about about . . . . . . . . . . . . . . . . . . . . . 178 channel. . . . . . . . . . . . . . . . 181, 183 cue . . . . . . . . . . . . . . . . . . . . . . . 186 curves. . . . . . . . . . . . . . . . . . . . . 186 effects. . . . . . . . . . . . .
clear patch . . . . . . . . . . . . . . . . . . 23 clear show . . . . . . . . . . . . . . . . . . 23 reset patch . . . . . . . . . . . . . . . . . . 23 reset system. . . . . . . . . . . . . . . . . 23 client . . . . . . . . . . . . . . . . . . . . . . . . . 265 connecting to Element . . . . . . . . 267 software installation . . . . . . . . . . 265 close displays . . . . . . . . . . . . . . . . . . . . 24 color control from encoders . . . . . . . . . . . . . . 147 color effects . . . . . . . . . . . . . . .
deleting a part . . . . . . . . . . . 200 multiple cue parts in range. . 200 setting part attributes . . . . . . 199 numbering . . . . . . . . . . . . . . . . . 106 out of sequence . . . . . . . . . . . . . 140 using go to cue . . . . . . . . . . 140 part. See cues - multipart recording using {Record} . . . . . . . . . . . 107 recording in blind . . . . . . . . . . . . 122 recording in live . . . . . . . . . . . . . 107 recording multiparts in live . . . . . 198 settings in setup . . . . . . . . . . . . . .
E editing cues in blind . . . . . . . . . . . . . . . . 122 curves. . . . . . . . . . . . . . . . . . . . . 204 effect live . . . . . . . . . . . . . . . . . . . . 174 from submaster list. . . . . . . . . . . 104 groups from group list index . . . . . . 133 groups in live . . . . . . . . . . . . . . . 131 macros . . . . . . . . . . . . . . . . . . . . 213 palettes in blind . . . . . . . . . . . . . 156 palettes in live . . . . . . . . . . . . . . 155 palettes in spreadsheet view . . .
description . . . . . . . . . . . . . . . . . 150 follow. . . . . . . . . . . . . . . . . . . . . . . . . 114 foreground . . . . . . . . . . . . . . . . . . . . 211 group list index using. . . . . . . . . . . . . . . . . . . . . . 133 format changing. . . . . . . . . . . . . . . . . . . . 27 summary data view . . . . . . . . . . . 28 G gateways. . . . . . . . . . . . . . . . . . . . . . . 15 go (key). . . . . . . . . . . . . . . . . . . . . . . 142 in playback . . . . . . . . . . . . . . . . .
Littlites. . . . . . . . . . . . . . . . . . . . . . . . . 14 brightness settings . . . . . . . . . . . . 49 dimming . . . . . . . . . . . . . . . . . . . . 14 live . . . . . . . . . . . . . . . . . . . . . . . . . . 238 {Address} . . . . . . . . . . . . . . . . . . . 95 display indicators . . . . . . . . 235, 257 editing effects in . . . . . . . . . . . . . 174 editing groups in. . . . . . . . . . . . . 131 editing palettes in . . . . . . . . . . . . 155 modifying cues in . . . . . . . . . . . . 118 park .
monitor arrangement . . . . . . . . . . . . . . . . 243 move fade . . . . . . . . . . . . . . . . . . . . . 111 definition . . . . . . . . . . . . . . . . . . . 236 move instruction definition . . . . . . . . . . . . . . . . . . . 235 move to about . . . . . . . . . . . . . . . . . . . . . 190 in patch. . . . . . . . . . . . . . . . . . . . . 77 with cues in blind . . . . . . . . . . . . 124 Moving Light Control. . . . . . . . . . 96, 146 moving lights display conventions . . . . . . . . . . 259 patching .
parking from. . . . . . . . . . . . . 196 in live . . . . . . . . . . . . . . . . . . . . . 194 scaled. . . . . . . . . . . . . . . . . . . . . 195 part. See multipart cues partial show loading . . . . . . . . . . . . . . 35 patch . . . . . . . . . . . . . . . . . . . . . . . . . . 51 1-to-1 . . . . . . . . . . . . . . . . . . . . . . 52 accessories . . . . . . . . . . . . . . . . . 65 applying curves in . . . . . . . . . . . 205 assigning curves in. . . . . . . . . . . . 69 clear . . . . . . . . . . . . .
cue attribute . . . . . . . . . . . . . . . . 115 RDM device details . . . . . . . . . . . . . . . 185 recall macros . . . . . . . . . . . . . . . . . . . . 214 recall from . . . . . . . . . . . . . . . . . . . . . 189 record cues in live . . . . . . . . . . . . . . . . . . 107 using {Record} . . . . . . . . . . . 107 cues in blind . . . . . . . . . . . . . . . . 122 groups live . . . . . . . . . . . . . . . . . 130 multipart cues . . . . . . . . . . . . . . . 198 attributes . . . . . . . . . . . . . . .
saving existing . . . . . . . . . . . . . . . 40 show setup . . . . . . . . . . . . . . . . . . . . . 44 {show settings} . . . . . . . . . . . . . . . 44 SMPTE setup . . . . . . . . . . . . . . . . . . . . . . 45 snap parameters. . . . . . . . . . . . . . . . . 85 sneak description . . . . . . . . . . . . . . . . . . 94 softkeys about . . . . . . . . . . . . . . . . . . . . . . 19 changing pages . . . . . . . . . . . . . . 19 context sensitive. . . . . . . . . . . . . . 19 split channel display . . . . . .
cues using {Cue Only/Track} . . . . 120 without references . . . . . . . . 119 current cue . . . . . . . . . . . . . . . . . 121 fixture library. . . . . . . . . . . . . . . . . 79 groups in live . . . . . . . . . . . . . . . 131 inactive cues . . . . . . . . . . . . . . . 121 palette . . . . . . . . . . . . . . . . . . . . 155 references in cues . . . . . . . . . . . . . . . . . 119 source cue . . . . . . . . . . . . . . . . . 121 submasters. . . . . . . . . . . . . . . . . 101 using trace . . . . . . . .
292 Element User Manual
Corporate Headquarters 3031 Pleasant View Road, P.O.
END USER LICENSE AGREEMENT (“EULA”) PLEASE READ THE FOLLOWING CAREFULLY BEFORE OPERATING/INSTALLING THE SOFTWARE. BY OPERATING/INSTALLING THE SOFTWARE, YOU WILL BE DEEMED TO HAVE ACCEPTED AND AGREED TO THE TERMS OF THIS AGREEMENT. THE SOFTWARE IS LICENSED AND COPYRIGHTED (NOT SOLD). Subject to the following terms and conditions, Electronic Theatre Controls, Inc. (“ETC”) grants to you (“User”), a non-exclusive license to use the Software. 1.
identification, copyright notices, or other notices or proprietary restrictions from the Software. 4. Warranty Information Software is provided “AS IS” under this License, without warranty of any kind, either express or implied, including, without limitation, warranties that the Software is free of defects, merchantable, fit for a particular purpose or noninfringing. The entire risk as to the quality, operation, and performance of the Software is with User.
Theatre Controls, Inc., 3031 Pleasant View Road, Middleton, Wisconsin, USA, 53562-0979. 8.
measures in any relevant jurisdiction; or if you cease doing business in any form or are no longer able to meet your obligations within the meaning of this EULA. 11. Confidentiality You shall keep secret and confidential and shall not disclose to any third party any and all confidential information owned or otherwise possessed by ETC including without limitation the Software, the related documents and the contents of this EULA without prior written approval from ETC. 12.
The Artistic License Preamble The intent of this document is to state the conditions under which a Package may be copied, such that the Copyright Holder maintains some semblance of artistic control over the development of the package, while giving the users of the package the right to use and distribute the Package in a more-or-less customary fashion, plus the right to make reasonable modifications.
b) use the modified Package only within your corporation or organization. c) rename any non-standard executables so the names do not conflict with standard executables, which must also be provided, and provide a separate manual page for each non-standard executable that clearly documents how it differs from the Standard Version. d) make other distribution arrangements with the Copyright Holder. 4.
WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE. The End Copyright (c) 1998, 1999, 2000 Thai Open Source Software Center Ltd and Clark Cooper Copyright (c) 2001, 2002 Expat maintainers.
NORTON LICENSE AGREEMENT Norton Ghost IMPORTANT: PLEASE READ THE TERMS AND CONDITIONS OF THIS LICENSE AGREEMENT (“LICENSE AGREEMENT”) CAREFULLY BEFORE USING THE SOFTWARE (AS DEFINED BELOW).
2.
The name given during initial setup to the computer on which the Software is being installed. If collected, the name will be used by Symantec as an account name for such computer under which You may elect to receive additional services and/or under which You may use certain features of the Software. You may change the account name at any time after installation of the Software (recommended). Status information regarding installation and operation of the Software.
7. Disclaimer of Damages: SOME STATES AND COUNTRIES DO NOT ALLOW THE LIMITATION OR EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE BELOW LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.
Additional Terms and Conditions: In additon to the terms and conditions set forth above, the following terms and conditions will also apply to Your use of the Software: A. You may use the Software on one Device to clone, or apply an image of a hard drive on that Device, or to another hard drive on the same Device, a replacement Device, secondary media, or network drive. B.