Specifications

6 LightJockey Help file - (C) Martin Professional 2010
LightJockey Help
worry if they are new to you, the programming example that follows is designed to illustrate them and
they will make more sense once you have been through it.
Cues, sequences, and scenes
A light show is typically divided into cues that you program and then play back from the list of
available cues. The LightJockey also supports cue playback several external units such as the Martin
2532 Direct Access Controller.
A cue 'points' to up to 12 sequences that run together in parallel. In addition to these pointers, cues
have some additional sequence timing and loop options.
A sequence is a set of scenes that run one after the other. A sequence can have from 1 to
999 scenes.
A scene is a set of instructions for selected fixtures. These instructions are made up of a static
command, a fade time, and a scene time. A static command is one or more instructions such as
"insert the red filter" or "rotate the triangle gobo counterclockwise." Fade time is the time it takes, for
example, for the color to change from blue to red. Scene time is simply how long the scene lasts
before the next scene in the sequence is executed. If scene time is greater than fade time, the fixture
fades to the position and stops.
Current cues and current sequences
To program cues and sequences you either create new ones or load existing ones using standard
Windows techniques such as dragging and dropping. Once loaded or created from new they become
the current cue or current sequence.
The current cue is displayed differently from the current sequence. The action of the current cue is
shown by changes in the relevant control windows. The pan/tilt cursor in the movement window, for
instance, slides back and forth to show a pan movement. This feature lets you see the program
without actual fixtures.
The controls for effects programmed in the current sequence, however, stand still so you don't have to
catch a moving target as you work. The pan/tilt cursor, to take the previous example, stops moving
when you load the movement sequence onto the desktop. To see the sequence run again you have to
clear it from the desktop by loading another sequence or clicking New/Clear Sequence on the
Sequence toolbar.
Bottom to top execution
Understanding the order of execution in the cue is vital for successful programming. The Light-Jockey
executes the current sequence first and then executes the current cue from bottom (sequence 12) to
top (sequence 1). When two sequences contain instructions for the same effect, the sequence
closest to the bottom has priority; instructions in the sequence closest to the top are not executed.
Off/Snap/Fade control
Most effect controls have an Off/Snap/Fade (O/S/F) button. In the default setting, the button is red and
displays "Off." Clicking the red Off button once turns it into a yellow "Snap" button. Clicking again
turns it into a green "Fade" button. Some controls, such as
the Lamp Control, have Off and Snap only.
When an effect's O/S/F button is Off, the control sends no instructions. This allows a lower-priority
sequence to control that effect. It does not turn off the effect itself. The dimmer O/S/F button must be
Off in sequence 10, for example, if you want to program a
dimmer command in sequence 9 or below.
When you set an effect's O/S/F button to Snap, the effect moves at maximum speed.
When you set an effect's O/S/F button to Fade, the effect's speed is determined by the fade time. To
program a scene with a 10-second pan movement, you would first define the movement with the
cursor, then set the Pan O/S/F button to Fade, and finally set the scene and fade times to 10
seconds.
Setting an effect's O/S/F button to Snap or Fade overrides all programming for that effect in higher
sequences in the cue. Leave the button on Off (the default) unless you are programming a command.
Striking lamps
Most Martin fixtures with discharge lamps, also known as arc lamps, must be struck (turned on) from