LEAP FROG 48/96 OPERATING MANUAL
LEAP FROG 48/96 OPERATING MANUAL If a portable or temporary three phase mains supply is used to power this desk, we recommend that the desk mains plug is removed before connecting or disconnecting the supply. Serious damage will occur if the desk is connected across two phases. This equipment is designed for use as a lighting control desk only, and is unsuitable for any other purpose. It should only be used by, or under the supervision of, an appropriately qualified or trained person.
Contents Introduction ............................................... 7 Wheel Editing Modes ...........................92 This Manual........................................... 7 Blind Mode...........................................95 Conventions .......................................... 7 Clearing the Program Window .............96 The Leap Frog 48/96 Lighting Desk ...... 8 Memories.................................................97 Front Panel Controls ...........................
Contents Palette Windows................................ 141 Monitor Windows ...............................155 Recording a Palette........................... 142 Screen Navigation Keys.....................156 Editing a Palette ................................ 142 Output Window ..................................157 Naming a Palette............................... 143 DMX Output Window .........................158 Copying a Palette.............................. 143 External Keyboard Mapping..........
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Introduction Introduction This Manual This manual describes the operation of the Leap Frog 48 and Leap Frog 96 lighting desks. This chapter contains an overview of the capabilities and controls of the Leap Frog 48/96. The Quick Start Guide chapter is designed to get you up and running with the desk, but is not a substitute for the whole manual. For more detail on each function, this manual is divided into chapters, one for each major area of control.
Introduction The Leap Frog 48/96 Lighting Desk A summary of the main functions of the Leap Frog 48/96 lighting desk is as follows: Control Channels The Leap Frog 48/96 desk has 2048 channels of control as standard. These can be assigned and patched to dimmers and fixtures. The actual configuration is dependent on the desk type. Dimmers The Leap Frog 48 desk has 48 faders which control 24 dimmers (two preset mode) or 48 dimmers (wide mode).
Introduction Submasters Submasters may be programmed directly with a scene or a chase or they may contain a transferred memory. • The Leap Frog 48 desk has 20 pages of 10 submasters. • The Leap Frog 96 desk has 20 pages of 30 submasters. Groups The desk provides 200 user definable groups. Automatic groups for each fixture type in the schedule can be generated from the Setup area, if required.
Introduction Audio Input The desk has an audio input, which may be used to trigger chases with bass drives. SMPTE/MIDI/CAN The desk provides SMPTE, MIDI and CAN connections as an optional upgrade card, which can be used to trigger memories with SMPTE or MIDI timecode triggers, or via ChilliNet. Ethernet The desk has an Ethernet port capable of supporting Artnet. In addition to Artnet outputs, this allows Palmtop computers (PDAs) to be used as remotes.
Introduction Front Panel Controls Master Faders Page Control & Display Multi Function Keys (MFKs) Preset Controls Wheel LCD & Control Wheels Submaster Controls Main LCD Playback X Controls This section of the manual describes the various controls and displays on the front panel of the Leap Frog 48/96 desk.
Introduction Preset Controls Preset Faders The Leap Frog 48 (96) desk has 48 (96) preset faders arranged as two rows of 24 (48) faders and buttons. These control 24 (48) dimmer channels in two preset mode or 48 (96) dimmer channels in Wide mode. Channel Flash Buttons The Leap Frog 48 (96) desk has 48 (96) flash buttons located below the PRESET faders.
Introduction Page Controls, Mode Keys and Multi Function Keys (MFKs) This section of the front panel contains page controls and a seven segment display, a set of Mode keys (FIXTURE, GROUP, COLOUR, BEAMSHAPE, POSITION, EFFECTS, MACRO, SPECIAL) and a block of 20 Multi Function Keys (MFKs). Page Controls and Display The current Page (1-10) is indicated on the dual seven segment display. The PAGE UP and PAGE DOWN keys are used to select the required page.
Introduction The function of the Mode keys is summarised below: FIXTURE – turns the block of 20 MFK’s into Fixture selection buttons. GROUP – turns the block of 20 MFK’s into Group selection buttons. COLOUR – turns the block of 20 MFK’s into Colour Palette selection buttons. BEAMSHAPE – turns the block of 20 MFK’s into Beamshape Palette selection buttons. POSITION – turns the block of 20 MFK’s into Position Palette selection buttons.
Introduction Multi Function Key LCDs The LCDs above the MFKs typically display three lines of data. Example 1 - When the MFKs are assigned to colour palettes - The first line shows the number of the palette and the ICBPE information. The second (and third if required) lines show the palette name. Example 2 - When the MFKs are assigned to fixtures – The top line shows the fixture number. The second and third lines show the fixture name, eg MAC 250.
Introduction Submaster Controls Submaster Faders The Submaster faders are used to output channel data (scenes) or chases. The fader controls the output level of the intensity channels and triggers the LTP channels in the programmed data. Submaster Flash Buttons The Submaster flash buttons, located below each of the submaster faders are used to flash, solo or latch the data programmed on the submaster. The action of these buttons is user definable via the Submaster Setup Window.
Introduction Playback X Controls Playback X (Memory) Master Fader The MASTER fader controls the maximum output level of the memory being output on the Playback X. This fader only affects the dimmer and brightness fixture channels (if applicable). The Colour, Beamshape and Position fixture channels are not affected by the master fader. Go Button The GO button is used to initiate a crossfade between the memory currently being output and the Next memory in the memory stack as indicated on the Memories screen.
Introduction Other Keys and Controls SETUP - used to enter Setup mode and display the Setup screen on the Main LCD and monitor. Also used for exiting Setup mode. MEMORIES - used to display the Memories screen on the Main LCD and monitor. SUBMASTERS - used to display the Submasters screen on the Main LCD and monitor. OUTPUTS - used to display the Outputs screen on the monitor. PGM WIN - used to display the Program Window (programmer) on the monitor.
Introduction RECORD - used for programming memories and submasters. COPY - used to copy items from one location to another (eg memories, submasters, groups, palettes etc.) Holding down SHIFT and pressing COPY is used to transfer a memory onto a submaster. INSERT - used to insert point memories, add or insert chase steps or add or insert duplicates when patching dimmers and fixtures. DELETE - used when deleting items (memories, submasters, groups, palettes etc.
Introduction Wheel LCD and Control Wheels Wheel LCD The Wheel LCD is used to indicate which fixture parameters or other data are being controlled by each of the three control wheels. Example - When showing fixture parameter values - The Wheel LCD displays the parameter name (eg Colour1) and the value in %, DMX or the parameter detail name. Tag status is shown by inverse graphics – an inverted display shows a tagged parameter, and a true colour display shows an untagged parameter.
Quick Start Guide Leap Frog 48/96 Quick Start Guide Welcome to the Leap Frog 48/96 Quick Start Guide. This chapter is intended to get you started using your new Leap Frog desk – for full information, please see the relevant chapters of this User Manual. Getting Started Before you power up the desk, it is essential to attach all the peripherals you will be using. The desk has support for USB peripherals such as a Keyboard and Mouse and a VGA monitor (or touch screen).
Quick Start Guide Programming Once you have set up a scene that you like you can then record that state into a memory, or a submaster. Memories are played back sequentially in a theatre style (Cue 1 GO, Cue 2 GO, etc). Submasters are mixed together by raising the faders, useful for live events or unpredictable shows. Memories Recording a Memory If you aren’t already in the Memories Window, press the MEMORIES key.
Quick Start Guide Editing Memories You can make changes to a memory by loading it back into the Program Window. To do this, press the MEMORIES key to display the Memories Window. Select the memory to be edited, then press the LOAD key. The Load Options Window is displayed on the monitor: Select the [OK] button to load the memory into the Program Window. The levels from this memory will be output. Now you can make changes using the preset faders and fixture controls, and press the UPDATE key.
Quick Start Guide Playing Back Memories Before playing back the programmed memories in the stack, it is important to clear the Program Window by pressing the CLEAR button. This removes any unrecorded commands and sends fixtures to their default values (assuming no Submasters are outputting). The Playback X controls on the front panel together with the Memories Window are used to play back the programmed memories in the memory stack.
Quick Start Guide Submasters Once you have set up a scene (or part of a scene) that you like you can then record that onto a submaster. Recording a Submaster Press the SUBMASTERS key to display the Submasters Window, then select the submaster number to be programmed by pressing the relevant flash button under the submaster. Note that there are 20 pages of submasters available so check the page indicator is on 1 before continuing. To store the Submaster, simply press the RECORD key.
Quick Start Guide Editing Submasters The easiest way to Edit a submaster is simply to use the Update function. With the submaster active, make the changes you require using the preset faders and fixture controls, then press Update. The MFKs will list all of the currently active submasters and memories which can be updated, as well as any palettes. Select the Submaster to update, and press OK. Clear the programmer and the update is complete.
Quick Start Guide Playing Back Submasters Before playing back submasters, it is important to clear the Program Window by pressing the CLEAR button. This prevents any unprogrammed data from affecting the outuput of the submasters. Raising a submaster fader will bring the data programmed on the submaster to the outputs. For moving lights, the submaster will trigger at 5% a crossfade to the new values. For generic lights, the submaster fader provides intensity control.
Quick Start Guide Program Window The Program Window is central to the programming functionality on the Leap Frog 48/96 desk. It is recommended (but not mandatory) that the Program Window is displayed on the monitor screen when setting up memories, submasters or palettes. To display the Program Window on the monitor press the PGM WIN key.
Quick Start Guide Setting Up the Desk Now you’ve grasped the basics of the desk, it’s time to venture into the Setup area of the desk. Setup is used for all of the major functions on the desk, such as clearing out the current show, loading in a new one, or adding moving lights to your show. To get into Setup, press the SETUP key.
Quick Start Guide Adding and Patching Fixtures Once in Setup, you can patch in your moving lights. Moving Lights need to be set up on the desk as the desk doesn’t automatically know what you are using. The following operations may be be performed using the MFKs on the front panel or via the popup windows on the monitor or a combination of the two methods, as preferred.
Quick Start Guide Assigning Fixture Type to MFKs Having selected the required fixture type and specified a DMX start address, you now tell the desk where you would like these fixtures to be. Press the MFK for the fixture you require – the LCD above it will change to show the fixture assigned to the MFK and the DMX address for this fixture. There are 10 pages of 20 fixtures available. When you have assigned the fixture type to the required fixture selection key(s), press ENTER to return to the Patch options.
Quick Start Guide Desk Setup The Desk Setup function allows you to configure or customise the settings on the desk to your own requirements. Desk Setup is divided into a number of different sections which are accessed by pressing the corresponding MFK or soft button on the monitor. A summary of the Desk Setup options is provided below. For full details of the various options refer to the Setup chapter in the User Manual.
Quick Start Guide Saving Shows The Leap Frog 48/96 saves the show automatically to its internal memory at regular intervals. External backups of the show data can be made to a USB Storage Device (eg memory stick). Connect your storage device to one of the USB ports on the desk. If using an external floppy drive, remember to insert a floppy disk into the drive. Press the [Files] MFK or select the [Files] button on the Setup Window. Press the [Save Show ] MFK or select the [Save Show] button on the monitor.
Quick Start Guide Controlling Fixtures Once you have added your fixtures to the desk, you are ready to start controlling them. Selecting Fixtures Press the FIXTURES key. The MFKs become fixture selection buttons and the LCDs above the keys indicate what fixture has been assigned to which MFK. Press the MFK to select the fixture; press it again to deselect the fixture.
Quick Start Guide Controlling Colour, Beamshape and Position Parameters The colour, beamshape and position parameters of the selected fixture(s) are controlled using the control wheels. First select the required fixture(s) and then press one of the attribute keys (COLOUR, BEAMSHAPE or POSITION). The corresponding parameters for the fixture(s) are assigned to the control wheels and are indicated on the Wheel LCD.
Quick Start Guide Palettes The Leap Frog 48/96 desk provides the user with four sets of 200 palettes. The palettes are stored under the nominal headings of Colour, Beamshape, Position and Effects. When an attribute has been selected last (eg Colour key was pressed and the wheels are showing Cyan, Magenta and Yellow parameters), the MFKs display the Colour palettes. Palette Windows Each set of palettes has it’s own palette window.
Quick Start Guide Naming a Palette Palettes can have a name, which is displayed on the LCD and in the Palette window. To set the name, display the appropriate palette window on the monitor. Select a programmed palette to be named. Press the NAME key. The Name Window is displayed on the monitor: Use the MFKs or external keyboard to enter the palette name as required, then select the [OK] button to complete the operation. Outputting a Palette Select the required fixture(s).
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Setup Setup In Setup the desk provides functions for setting up the desk - assigning, patching and editing fixtures, saving and loading shows, clearing show data, resetting the desk etc. Press the SETUP key to display the Setup options on the MFKs and the Setup Window on the monitor.
Setup Patch The Patch option allows you to assign fixture types to the fixture selection buttons, patch them to the DMX outputs, adjust parameter default, home and topset values, adjust fixture alignment values (pan/tilt reverse and swap) and a number of other associated functions. Add Fixtures This option allows you to add fixtures to the fixture schedule, assign the fixtures to the fixture selection buttons (MFKs) and optionally patch them to DMX output addresses.
Setup Selecting a Fixture – Manufacturer, Fixture Type and Mode Press [Add Fixtures], then select the first letter for the required manufacturer (eg M) then the manufacturer (eg MARTIN) using the MFKs or directly from the list on the popup window on the monitor. The MFKs and monitor then displays a list of fixture types for that manufacturer. Some manufacturers have more than 20 fixture types, in which case the MFKs will need to be paged in order to select the fixture you require.
Setup Setting the DMX Start Address Once you have selected the required fixture type (eg MARTIN MAC 500 Mode 4), you then have the option of selecting the DMX start address for the fixture(s): The desk has 4 DMX universes available for patching, so the first thing you need to do is to select the DMX universe (1 to 4) you wish to work on. Next enter the required start address using the MFKs or directly into the field on the popup window on the monitor.
Setup Editing Fixtures The Edit Fixtures screen allows you to customise a number of different parameters for the fixtures in the fixture schedule. These functions are summarised below: • Default – These settings edit the fixture parameter default values which are output when a fixture is released. • Home – Home Values are applied when a fixture is homed or highlighted. • Topset – Allows you to set upper limits for fixture parameter values.
Setup Selecting Fixtures to be Edited Before carrying out any of the edit fixture operations - Select the fixture(s) to be edited using the fixture selection keys (MFKs). As each fixture is selected it is added to the Edit Fixtures screen on the monitor. Fixtures can be removed from this selection by pressing their fixture selection key (MFK) at any time. Editing Default / Home / Topset Values Press the [Default] or [Home] or [Topset] button as required on the monitor (if not already selected).
Setup Editing the Fixture Name or Number Fixture Names and Numbers can be altered from any of the tabs, simply use the cursor keys to move the cursor to the Name or Number (No) field for the selected fixture. Press ENTER, enter the required fixture name or number and press ENTER. Once all changes have been made, press the [OK] key to return to the Patch screen.
Setup Patching Fixtures Move the cursor to the DMX column for the required fixture and press the ENTER key. The Patch Fixture popup window is displayed on the monitor screen, for example: Select the Universe by clicking on the [Universe] button and selecting the universe from the drop down menu. Enter the required DMX address in the Address field provided or press the [Next Address] button to automatically pick up the next available patch address in the selected universe.
Setup Repatching Fixtures Move the cursor to the DMX or Duplicate N column for the required fixture and press the ENTER key. The Patch Fixture popup window is displayed on the monitor screen with the current patch address in the DMX Address field, for example: Select the Universe by clicking on the [Universe] button and selecting the universe from the drop down menu.
Setup Multi-Part Fixtures For multi-part fixtures (eg Lamp + Scroller) the different parts of the fixture are displayed on separate lines in the Edit Fixtures table. There is an additional column (Part) to show the part name of the multi-part fixture and a [Fixture Part] button to select which part of the fixture is displayed (eg All Parts, Lamp, Scroll). For example: Fixture Location The Location field shows where each Fixture is located (MFK, Preset or DMX-In).
Setup DMX Input Functionality The new DMX In functionality allows you to add additional dimmers to the desk beyond the 48 or 96 that are provided by default on the Leap Frog 48 and Leap Frog 96 desks. Once you have selected the required fixture type and optionally entered a DMX start address, you can then specify how many fixtures of that type are in the schedule and which DMX Input Channel you wish to assign them to.
Setup The DMX-In Field The DMX-In field in the Patch table shows the DMX In address assigned to the fixture (if applicable). The DMX In channel is used to control the brightness of the fixture. This field may be blank (ie no DMX In control), or a value between 1 and 512. Clicking on an entry in this column allows you to change the DMX In address assigned to the fixture.
Setup Changing Fixture Type This option allows you to swap one fixture type for another. Individual fixtures or groups of fixtures may be changed in one operation. The desk attempts to clone the programmed data for the swapped fixture(s) in memories, submasters and palettes as far as possible. Parameters in the new fixture type that were not present in the original fixture type are left unprogrammed. Select the fixture(s) to be changed.
Setup Auto Menus This Setup option generates automatic palettes, groups and macros based on the fixtures assigned. The exact contents of these depends on the capabilities of the fixtures you assign. Auto Groups Press the [Auto Menus] MFK or select the [Auto Menus] button on the Setup Window Press the [Create Auto Groups] MFK or select the [Create Auto Groups] option from the drop down menu on the monitor.
Setup Position Palettes The desk generates a single Home Position palette which sets the Pan and Tilt parameters to a value of 50%. Effects Palettes The desk generates a number of standard effect palettes (see Effects chapter for details). Auto Macros Press the [Auto Menus] MFK or select the [Auto Menus] button on the Setup Window Press the [Create Auto Macros] MFK or select the [Create Auto Macros] option from the drop down menu on the monitor.
Setup Patch Views The Patch data can be displayed in three different formats or views in the Patch Window. Press the [Patch View] MFK or select the [Patch View] button in the Patch Window and then select [Outputs], [Fixtures] or [Channels] via the MFKs or drop down menu.
Setup Fixtures View This patch view lists all the dimmers and fixtures in the schedule together with their alignment data and DMX patch address(es). Alignment data (Invert Pan, Invert Tilt and Swap Pan/Tilt) is only displayed if it has been changed from the defaults. Patch addresses are displayed in the format universe/address in normal addressing mode or simply the address in absolute addressing mode.
Setup Channel View This patch view shows the dimmer or fixture type, fixture number and parameter (eg Iris) patched to each DMX address in each of the DMX universes, for example: Pressing the [Universe View] button produces a drop down menu allowing you to select either universes 1 and 2 or universes 3 and 4 to be displayed.
Setup Desk Setup The Desk Setup function allows you to configure or customise the settings on the desk to your own requirements. Desk Setup is divided into several sections which are accessed by pressing the corresponding MFK or selecting the option on the monitor screen: A summary of the Desk Setup options is provided below. • Displays – Adjust the brightness and contrast of the Main LCD and other LCDs on the front panel; calibration of external touch screen monitor; screen timeout.
Setup Displays Press the [Displays] MFK or select the [Displays] button on the monitor. The various options are shown on the MFKs and monitor and are summarised below: • Screen Timeout (mins) – This is the time after which the Main LCD, Wheel LCD, MFK LCDs, Submaster LCDs and external monitor screen will be turned off if the desk has not been used. If set to 0, the desk will never time out. If the timeout period is reached - the front panel LCDs and monitor screen will be turned off.
Setup Peripheral Press the [Peripheral] MFK or select the [Peripheral] button on the monitor. The various options are shown on the MFKs and monitor and are summarised below: • Mouse Controls Pan/Tilt - If the mouse or trackball is set to control pan and tilt parameters, this will only take effect when fixtures are selected and the Position attribute is selected. In this situation, the mouse pointer is removed temporarily from the monitor screen.
Setup Inputs Press the [Inputs] MFK or select the [Inputs] button on the monitor. The various options are shown on the MFKs and monitor and are summarised below: • SMPTE Timecode – Disabled or 24, 25, 30 Frames per Second. • MIDI Timecode – Disabled or 24, 25, 30 Frames per Second. • CAN – Disabled, iCAN or Chillinet. • MIDI Notes – Disabled, Channels, Submasters or Memories. • Remote Switches – Each of the six remote switches can be configured as Disabled, GO, Go to Memory or Macro.
Setup Outputs Press the [Outputs] MFK or button on the monitor. The various options are shown on the MFKs and monitor and are summarised below: • DMX Output 1 and DMX Output 2 – The two DMX outputs on the rear of the desk. Can be configured as Universes 1 to 4, individually. Default is Universe 1 from Output 1 and Universe 2 from Output 2. By setting both outputs to the same universe, the desk will behave as a DMX splitter, giving the same signal from both ports.
Setup Behaviour Press the [Behaviour] MFK or select the [Behaviour] button on the monitor. The various options are shown on the MFKs and monitor and are summarised below: • Confirm Overwrites – When this option is set to Yes a confirmation window will appear on the monitor screen when overwriting a memory, submaster, palette, effect, macro etc. • Recovery Mode – When the desk loses power and then has power restored, should the desk recover to the last outputting memory/submaster, or go to a blackout.
Setup Memory Defaults Press the [Memory Defaults] MFK or select the [Memory Defaults] button on the monitor.
Setup Submaster Defaults Press the [Submaster Defaults] MFK or select the [Submaster Defaults] button on the monitor. The options are shown on the MFKs and monitor and are summarised below: • Flash Button Action – Flash, Solo, Latch, Go or Off • Trigger Level Units – Percentage or DMX. • Trigger Level – This is the point at which the moving light attribute parameters are triggered on a submaster.
Setup Set Date Press the [Set Date] MFK or select the [Set Date] button on the monitor. The Set Date window is displayed on the monitor: Enter the day, month and year in the respective fields and select the [OK] button. Set Time Press the [Set Time] MFK or select the [Set Time] button on the monitor.
Setup Files This section of Setup allows you to save and load show files, load User Fixture Types (UFT) from memory stick, clear UFTs from the desk, update the desk software and display desk information. Saving Shows To save a copy of your show, you first need a storage media. The Leap Frog 48/96 desk is supplied with a USB flash memory stick, although other storage media may be used with the console. Connect your media to a USB port on the desk (any port will do).
Setup Loading Shows To load a show, connect the storage media to the USB port on the desk (any port). If you’re using an external floppy drive, remember to insert the floppy disk into the drive. Press the [Files] MFK or select the [Files] button on the Setup Window. Press the [Load Show] MFK or select the [Load Show] button on the monitor. The Load Show window is displayed on the monitor: Select the required source device. A list of show files found on the selected device is displayed in the window.
Setup Loading User Fixture Types The desk provides a method for loading fixture types which are not in the fixture library stored on the desk, ie user fixture types which are stored on a memory stick. Any fixtures which are not in the library can be made using our Fixture Tools – see our support website at http://support.zero88.com for full information and to obtain the free software. To load a user fixture type file, connect the storage media to a USB port on the desk.
Setup Clearing User Fixture Types The desk provides a method for clearing all the User Fixture Types (UFTs) which have been loaded onto the desk. Press the [Files] MFK or select the [Files] button on the Setup Window. Press the [Clear UFT] MFK or select the [Clear UFT] button on the monitor. A confirmation window is displayed on the monitor: Press the [Yes] soft key to clear the UFT’s on the desk.
Setup Desk Information Press the [Files] MFK or select the [Files] button on the Setup Window. Press the [Desk Information] MFK or select the [Desk Information] button on the monitor.
Setup Clear Options This option allows you to clear (delete) various components of a show file (eg palettes, groups, memories, submasters etc.), clear the whole show, or reset the desk back to factory defaults. Press [Clear Options] MFK. The various clear options are displayed as follows: Clear Options and Reset Desk Select the required option. A confirmation window is displayed. Select the [Yes] button to confirm the clear option or the [No] button to cancel the operation.
Setup Network ArtNet This option allows you to set up the various parameters associated with transmitting the DMX output from the desk over Ethernet. Currently only the ArtNet standard is supported on the desk but other protocols may be added in due course. Press the [Network] MFK or select the [Network] button on the Setup Window. [ArtNet] option is selected by default.
Setup Light Converse Visualisation Light Converse visualisation software will talk directly to the Leap Frogs using Artnet for bidirectional communications. Using this method it is possible to move your fixtures on lightconverse and see the effects on the desk, or highlight the fixtures on the visualisation when they are selected on the desk. If Lightconverse and the Leap Frogs are on the same Artnet connection, this bidirectional communication will be initiated automatically.
Setup Zero Wire Zero Wire DMX is a wireless DMX transmission system from Zero 88. The system can be output directly from the console via the [Network] options in Setup, and can then be routed via a Wireless Access Point to Zero Wire DMX boxes which decode the signal to DMX for linking to fixtures and dimmers, etc. In the Zero Wire setup page there are a host of options, which enable each DMX Universe on the desk to be routed to an IP address with a unique Universe number (see below).
Setup Remote Select the [Remote] option The MFKs and monitor window display the various Remote options which are summarised in the following table: Option Range Default Enable Remote Yes or No Yes Enable Security Yes or No No Only available when Enable Remote = Yes frogx Only available when Enable Security = Yes Password Notes The Handheld Remote The Leap Frog remote is designed to run on a Windows Pocket PC or Windows Mobile device (PDA).
Setup File Menu The File menu has three options available: • About - displays the connection status window. • Disconnect - disconnects the remote and returns you to the initial connection screen. • Exit - disconnects the remote and exits the application. The online/offline status of the remote is indicated by an icon in the menu bar. Channel Control The [Chan.] button in the Icon Bar is for Channel Control. This is selected as default.
Setup Memory Control The [Mem.] button in the Icon Bar is for Memory Control, which allows you to trigger the various memories programmed on the desk. The main feature of the Memory Control is a [Go] button at the bottom of the screen. This acts in the same way as the GO button on the front panel of the desk. The light in this button flashes when a fade is in progress, similar to the action of the LEDs in the GO button on the front panel.
Setup Capture The Capture visualiser has now been integrated with the Leap Frog 48/96 desk software: Select the [Capture] option.
Preset Operation Preset Operation The Leap Frog 48 desk has 48 preset faders which control 24 dimmer channels in Two Preset mode or 48 dimmer channels in Wide mode. The Leap Frog 96 desk has 96 preset faders which control 48 dimmer channels in Two Preset mode or 96 dimmer channels in Wide mode. The configuration and operation of the PRESET FADERS and the A MASTER and B MASTER faders is determined by the operating mode of the desk, the WIDE and PRESET CONTROL keys.
Preset Operation Two Preset Operation Ensure that the GRAND MASTER fader is at full and BLACKOUT is off. Set the preset mode to TWO PRESET using the MFK on Special Page 1 or by holding down the SHIFT key and pressing the PRESET CONTROL key. Set the A MASTER and B MASTER faders to zero. The internal Time should be set to 0.0seconds, on Special Page 1.
Preset Operation Timed Fading Between Scenes Set the Time to the required fade time, using Special Page 1 TIME button. Set the A MASTER to full, and the B MASTER to zero. Set up a scene using the PRESET A faders. Set up a different scene on the PRESET B faders. To initiate the timed crossfade, quickly move the A MASTER to zero and the B MASTER to full.
Preset Operation Wide Operation Outputting scenes from the preset faders or stored scene, manual or timed crossfades between scenes (faders and stored). Flashing, soloing and latching of channels. In Wide Mode you are able to crossfade between, or combine two full width scenes, ie 48 channels on the Leap Frog 48 desk or 96 channels on the Leap Frog 96 desk. A scene is set up using the PRESET A and PRESET B faders to set all the dimmer levels.
Preset Operation Manual and Timed Crossfades Crossfading between the preset scene and the stored scene in Wide Mode works in the same way as crossfading between PRESETS A and B in Two Preset mode. With the Time on Special Page 1 set to 0.0, the crossfade time is determined by the speed at which the A MASTER and B MASTER faders are moved. If the Time is not set to 0.0, the transition time from one end of the master fader travel to the other will be the internal Time.
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Programming Programming This section of the manual covers the basic functionality of programming which involves selecting fixtures, adjusting one or more of their parameters to the required values, and then recording the information into a memory, submaster or palette. The Program Window The Program Window is central to the programming functionality on the Leap Frog 48/96 desk.
Programming Dimmer Section The Dimmer section of the Program Window is displayed as a table ‘docked’ at the top of the Program Window and shows the channel number, it’s output value and tag status. The colour coding for this section is as follows: The Dimmer Numbers are always displayed and are black text on yellow background when selected and cyan text on a black background when not selected.
Programming Controlling Fixture Parameters Each fixture type has it’s own set of parameters (intensity, colour, gobo, pan, tilt etc.) which are grouped together in different attributes (Position, Colour, Beamshape). Once a fixture, or group of fixtures has been selected, the attribute buttons and control wheels can be used to adjust the parameter output levels as required. Controlling Intensity Parameters The intensity (or brightness) parameter of the selected fixture(s) is controlled by a control wheel.
Programming Tagging Parameters Fixture parameters must be ‘tagged’ for them to be recorded when programming memories, submasters and palettes. The tag status of each fixture parameter is indicated in the Program Window by it’s background colour: grey = untagged; green = tagged, and also on the Wheel LCD: normal video = untagged; inverse video = tagged. If a parameter’s value is changed by moving the control wheel, applying a palette or directly in the Program Window, it will be tagged automatically.
Programming Smart Tagging In normal desk operation, only those channels which are tagged in the Program Window will be recorded into the memory, submaster or palette. Smart Tags remove the need for you to work out which channels should or shouldn't be tagged in a state. As such, they can be used to build states using submasters and other playback elements.
Programming Home Function The Home function provides a quick method of setting fixture parameters to their ‘home’ values. The home values are taken from the Edit Fixtures table in Setup and unless they have been specifically edited they will typically be brightness (intensity) to full, colour to white, no gobo, no prisms, shutter open, pan and tilt to mid-position etc. Parameters that are homed are automatically tagged in the Program Window. The Home function is available at fixture and attribute level.
Programming Highlight Function The Highlight function provides a quick method of locating a fixture (or fixtures) and allows you to adjust the position (pan and tilt parameters) without tagging any of the other parameters. This can be particularly useful when creating position palettes (see later). To highlight the selected fixture(s) – Hold down the SHIFT key and press the HOME key.
Programming Wheel Editing Modes The desk provides a number of wheel editing modes which are user selectable and apply when editing several fixtures at the same time. For each attribute there is a normal and a shifted wheel mode. The normal wheel mode is applied when the control wheel is moved. The shifted wheel mode is applied when the SHIFT key is held down and the control wheel is moved.
Programming Relative Mode The parameter value on each of the selected fixtures increases or decreases by the same amount from its original value. This mode is most often used for adjusting position parameters (pan and tilt).
Programming Fan Last Mode The parameter value on each of the selected fixtures increases or decreases by a different amount from their original values, depending on the fixture number. The value of the last selected fixture will be locked.
Programming Blind Mode Blind mode allows you to program and edit memories, submasters etc without affecting the live DMX outputs from the desk. There are effectively two Program Windows - a 'live' one, which is normally used, and a 'blind' one which is used when Blind Mode is engaged. Entering Blind Mode Blind Mode is entered by pressing the BLIND key on Special Page 1 of the MFKs. The LED in the MFK is lit and the text in the LCD changes to inverse to indicate that the desk is in Blind Mode.
Programming Clearing the Program Window As soon as any changes are made to the outputs in the Program Window, the LED in the CLEAR key is lit, to indicate that fixture parameters have been changed. Pressing the CLEAR key once will clear (undo) all the operations made in the Program Window since the LED was first lit, except for the fixture selection. The LED in the key goes out. Pressing the CLEAR key a second time clears the fixture selection in the Program Window.
Memories Memories Introduction A Memory is the basic unit for storing dimmer and fixture parameter values on the desk. They may be played back sequentially on the memory stack (Playback X) or individually via submasters. Memory Types The Leap Frog 48/96 desk provides two types of memory for use in the memory stack – Scene and Chase. A Scene contains as single set of dimmer and/or fixture parameter data; a Chase contains between 2 and 99 sets of channel data (see later in this section).
Memories Memory Data Each programmed memory (scene or chase) contains the following data: • Number – see above. • Name – User defined name (optional). • Trigger – GO button, Automatic, Real Time, SMPTE Time or MIDI Time. • Fade and Delay Times – Each memory has a set of fade and delay times which are applied to the dimmer and fixture channel data programmed in the memory when the memory is triggered.
Memories The Memories Window Press the MEMORIES key to display the Memories Window on the Main LCD and monitor screen. The Memories Window on the monitor shows the programmed memories and the next unprogrammed memory. Memories are displayed in increasing number order down the screen. Each line in the window displays the data for a single memory, for example: The various fields in the Memories Window (monitor) are as follows: No – The memory number.
Memories Current and Next Memories The Current Memory is highlighted with a green bar. The Next Memory is highlighted with a yellow bar. When the Current Memory = Next Memory, the memory is highlighted with a yellow bar. Fade Progress Bar The Fade Progress Bar shows graphically the progress through the fade into the current memory. It is displayed in the memories window above the Information Bar.
Memories The Memory Setup Window The Memory Setup Window allows you to do the following: • Change the memory trigger, wait time or timecode, if appropriate. • Jump to a specified memory after the current one. • Run a macro when the memory is triggered. • Adjust the modifiers for a chase memory. The data that is editable via the Memory Setup Window is displayed in the Comments field of the Memories Window.
Memories Jumps in the Memory Stack You can specify a memory number to jump to after the selected memory is run. This allows you to jump forwards or backwards in the memory stack rather than playing the memories back in numerical order. Select the [Next] field in the Memory Setup Window. Enter the memory number to jump to and then press the [OK] button. Only valid programmed memory numbers are allowed.
Memories Triggering Macros from a Memory The Macro option in the Memory Setup Window allows you to specify a user defined macro to be run when the associated memory is triggered on the memory stack. There are also a number of don’t move macros which can be set for a particular memory as required. Select the [Macros …] option in the Memory Setup Window. The Memory Macros popup window is displayed on the monitor: User Defined Macros Select the [User Defined Macro] field or press the [User Defined Macro] MFK.
Memories Chase Modifiers Example Memory Setup Window for a chase: Select the [Direction] option, then select the required direction (Forwards, Backwards, Bounce or Random). Select the [Drive] option, then select the required drive (Auto, Manual, Bass or Beat). Select the [Speed] option, then enter the chase speed (1 – 600 beats per minute). This can be set using the fixture wheels, as well as numerically.
Memories Programming Memories Programming a Scene Memory Press the MEMORIES key to display the Memories Window. Select the memory number to be programmed, if different to the one already selected - see Note below. Set the levels of the dimmer channels using the preset faders. Set the levels of the fixture parameters using the MFKs and control wheels. Press the RECORD key. • If the selected memory is unprogrammed – All the tagged data in the programmer is recorded into the selected memory.
Memories Programming a Chase Memory First program a scene memory (see previous section). Select the programmed scene memory. This scene will become the first step of the chase memory. Set the levels of the dimmer channels using the preset faders. Set the levels of the fixture parameters using the MFKs and control wheels. Press the RECORD key. A warning is displayed on the monitor and Main LCD with the following options: [Overwrite Scene], [Turn into Chase] and [Cancel]. Select the [Turn into Chase] option.
Memories Setting Fade and Delay Times Each memory has a set of fade and delay times which are applied to the dimmer and fixture channel data programmed in the memory when the memory is played back.
Memories Move the cursor to the Colour Fade field. The first and second finger control wheels adjust the Colour Fade and Colour Delay times respectively. Move the cursor to the Beamshape Fade field. The first and second finger control wheels adjust the Beamshape Fade and Beamshape Delay times respectively. Move the cursor to the Position Fade field. The first and second finger control wheels adjust the Position Fade and Position Delay times respectively.
Memories Editing Memories Editing memories is carried out by loading the required scene or chase step into the Programmer, adjusting the dimmer and fixture parameter levels as required, and then updating to save the edited scene or chase step back to it’s original location. Editing a Scene Memory Press the MEMORIES key to display the Memories Window. Select the memory to be edited, then press the LOAD key.
Memories Editing a Chase Step Press the MEMORIES key to display the Memories Window. Select the memory to be edited, then press the LOAD key. The Load Options Window is displayed on the monitor: Select the required memory number and step number, if different to the default numbers displayed. Select the [OK] button to load the chase step into the programmer. Adjust the levels of the dimmer channels as required using the preset faders.
Memories Inserting Memories The Leap Frog 48/96 desk provides the facility to insert up to a maximum of 99 point memories between two whole number memories. The point memories are referenced using decimal notation. For example, the point memories that could be inserted between memory numbers 3 and 4 would be 3.01, 3.02 … 3.09, 3.1, 3.11, 3.12 … 3.19, 3.2, 3.21 … 3.29, 3.3 …. 3.9, 3.91, 3.92 … 3.99. Memories are inserted one at a time and can only be inserted after a selected memory.
Memories Transferring Memories The Leap Frog 48/96 desk provides the facility to transfer a single programmed memory or a range of programmed memories onto a submaster. Press the MEMORIES key to display the Memories Window on the Main LCD and monitor. Select the single memory or the first memory in the range to be transferred. Hold down the SHIFT key and press the COPY key. The Transfer Memory window is displayed on the Main LCD and monitor: The single memory transfer is the default option.
Memories Copying Memories The Leap Frog 48/96 desk provides the facility to copy a complete memory (scene or chase) from one location in the memory stack to another. Press the MEMORIES key to display the Memories Window on the Main LCD and monitor. Select a programmed memory to be copied or an unprogrammed memory to be copied to. Press the COPY key.
Memories Naming Memories Press the MEMORIES key to display the Memories Window on the Main LCD and monitor. Select a programmed memory to be named. Press the NAME key. The Name Window is displayed on the monitor: Use the MFKs or external keyboard to enter the memory name as required, then select the [OK] button to complete the operation.
Memories Playing Back Memories The Playback X controls on the front panel together with the Memories Window on the Main LCD and monitor are used to play back the programmed memories in the memory stack. Memories Window The Memories Window on the Main LCD and monitor displays the Current and Next memories on the memory stack. It is recommended that this window is on display when playing back memories and must be on display if you wish to play back memories out of sequence.
Memories Using the GO Key The GO key initiates a transition from the Current memory to the Next memory, as indicated on the Memories Window. When the GO key is pressed the Current and Next memory numbers are incremented automatically. The Current memory number becomes what was the Next memory number; the Next memory number becomes the next programmed memory in the stack.
Memories Override Control The OVERRIDE control slows down or speeds up time, allowing manual adjustment of a crossfade as it happens. Turn the OVERRIDE control anti-clockwise to slow down the crossfade between memories or clockwise to speed up the crossfade. Playback X Master Fader The playback X MASTER fader controls the maximum output levels of the dimmers and fixture brightness channels only. The fixture colour, beamshape and position channels are not affected by the Playback X MASTER fader.
Memories Page 118 Leap Frog 48/96 Operating Manual – Issue 3
Submasters Submasters Introduction The Leap Frog 48 desk has 20 pages of 10 submasters. The Leap Frog 96 desk has 20 pages of 30 submasters. Submasters may be programmed directly with a scene or chase. Submasters may also be programmed by transferring a single scene or chase memory or a range of programmed memories. Submaster Data Each programmed submaster contains the following data: • Number – Submasters are referenced by page and submaster number, eg 1-1, 1-2.
Submasters Submasters Window Press the SUBMASTERS key to display the Submasters Window on the Main LCD and monitor screen. The Submasters Window on the monitor shows the data for the sumasters on the current page, as indicated by the seven segment display on the front panel. Each line in the window displays the data for a single submaster, for example: The various fields in the Submasters Window (monitor) are as follows: No – The submaster number in the form “Page # – Submaster #” (eg 1-1).
Submasters Submaster Setup Window The Submaster Setup Window allows you to do the following: • Set the Flash button action. • Set the LTP Trigger Level. • Submaster Controls – Fade CBPE. • Run a macro when the submaster fader is raised. • Adjust the modifiers for a direct or transferred chase. The data that is editable via the Submaster Setup Window is displayed in the Comments field of the Submasters Window.
Submasters Submaster Controls … (Fade CBPE) This option in the Submaster Setup Window changes the operation of the submaster fader when outputting data. The colour, beamshape, position and effects parameters in the programmed data may be set to be controlled by the position of the submaster fader rather than being triggered at the trigger point and then fading in the corresponding fade time. Select the [Submaster Controls …] option. A popup window is displayed.
Submasters Triggering Macros from Submasters This option in the Submaster Setup Window allows you to specify a user defined macro to be triggered when the submaster fader is raised. Select the [Macros …] option in the Submaster Setup Window. A Submaster Macro popup window is displayed: Select the [User Defined Macro] field in the window. Enter the required macro number and then press ENTER to complete. Only valid programmed macro numbers are allowed.
Submasters Chase Modifiers Example Submaster Setup Window for a chase: Select the [Direction] option, then select the required direction (Forward, Backward, Bounce or Random). Select the [Drive] option, then select the required drive (Auto, Manual, Bass or Beat). Select the [Speed] option, then enter the chase speed (1 – 600 beats per minute). Select the [Brightness Attack] option, then select the required attack (Snap, Slow Attack, Slow Decay or Crossfade).
Submasters Programming Submasters Programming a Scene Directly Press the SUBMASTERS key to display the Submasters Window. Select the submaster number to be programmed, if different to the one already selected - see Note below. Set the levels of the dimmer channels using the preset faders. Set the levels of the fixture parameters using the MFKs and control wheels. Press the RECORD key.
Submasters Programming a Chase Directly First program a scene directly onto a submaster (see previous section). Select the programmed submaster. This scene on the submaster will become the first step of the chase. Set the levels of the dimmer channels using the preset faders. Set the levels of the fixture parameters using the MFKs and control wheels. Press the RECORD key. A warning is displayed on the monitor and Main LCD with the following options: [Overwrite Scene], [Turn into Chase] and [Cancel].
Submasters Editing Submasters Editing submasters is carried out by first loading the required scene or chase step on the submaster into the Programmer, then adjusting the dimmer and fixture parameter levels as required, and finally updating to save the edited scene or chase step back to it’s original location. Note - If the submaster contains a transferred scene or chase memory, then editing the submaster will edit the actual memory that has been transferred.
Submasters Editing a Submaster with a Direct Chase Editing a Chase Step Press the SUBMASTERS key to display the Submasters Window. Select the submaster with a direct chase to be edited, then press the LOAD key. The Load Options Window is displayed on the monitor: Select the required submaster number and step number, if different to the default numbers displayed. Select the [OK] button to load the chase step into the programmer. Adjust the levels of the dimmer channels as required using the preset faders.
Submasters Editing a Submaster with a Transferred Scene Memory Press the SUBMASTERS key to display the Submasters Window. Select the submaster to be edited, then press the LOAD key. The Load Options Window is displayed on the monitor: Select the [OK] button to load the submaster into the programmer. A warning message is displayed on the Main LCD and monitor telling you that you are about to edit the memory that has been transferred to the submaster.
Submasters Copying a Submaster The Leap Frog 48/96 desk provides the facility to copy a submaster from one location to another. Press the SUBMASTERS key to display the Submasters Window on the Main LCD and monitor. Select a programmed submaster to be copied or an unprogrammed submaster to be copied to. Press the COPY key.
Submasters Naming a Submaster Press the SUBMASTERS key to display the Submasters Window on the Main LCD and monitor. Select a programmed submaster to be named. Press the NAME key. The Name Window is displayed on the monitor: Use the MFKs or external keyboard to enter the submaster name as required, then select the [OK] button to complete the operation.
Submasters Playing Back Submasters The dimmer and fixture data programmed directly onto a submaster or in a transferred memory is output by raising the submaster fader to the required level or using the corresponding SUBMASTER FLASH button. The way that the data is output depends on how the submaster is programmed (ie direct scene, direct chase, transferred scene or transferred chase) and also on the various submaster parameters (fade times, trigger levels etc.
Submasters Submaster with a Direct Scene or Scene Memory Raise the submaster fader to output the scene data. If the submaster Fade Up time is zero then the outputs of the programmed dimmers and fixture brightness channels in the scene will be controlled manually (ie the output level will be directly related to the physical position of the submaster fader).
Submasters Submaster with a Direct Chase or Chase Memory When a chase programmed directly onto a submaster is output, there are two separate chases running internally: • The Brightness (HTP) chase which controls the outputs of the dimmers and the fixture brightness channels. • The LTP chase which controls the outputs of the fixture colour, beamshape and position channels.
Submasters Submaster Flash Functions The SUBMASTER FLASH buttons are used to flash or solo the programmed data on the corresponding submasters. They can also be set to Latch or Go or may be switched off. The default operation of the SUBMASTER FLASH buttons is defined in Desk Setup, but you can set the function of individual flash buttons for programmed submasters via the Submaster Setup Window.
Submasters Latch Press the required SUBMASTER FLASH button. The LED in the SUBMASTER FLASH button comes on and the outputs are as follows: • The programmed dimmers in the scene, chase or transferred memory data on the submaster snap to their programmed levels. • The fixture Brightness channels snap to their programmed levels. • The Colour, Beamshape and Position channels are triggered automatically and snap to their programmed levels. Press the required SUBMASTER FLASH button again.
Groups Groups Introduction The Leap Frog 48/96 desk provides 200 user definable Groups. Groups are most commonly used when selecting fixtures and programming data to be recorded in memories, submasters and palettes. Automatic Groups - In Setup, there is an option to generate a set of automatic groups based on the fixture types in the schedule.
Groups Recording a Group Press the FIXTURES key (if the MFKs are not already fixture selection keys). Select the fixtures to be recorded into the group. Press the GROUP key to make the MFKs group selection keys. Use the PAGE UP or PAGE DOWN keys to select the required page. Press and hold down the corresponding group MFK for two seconds. The LED in the group MFK is lit when the group has been recorded. Naming a Group Hold down the SHIFT key and press the GROUP key to display the Group Window.
Groups Copying a Group Hold down the SHIFT key and press the GROUP key to display the Group Window. Select a programmed group to be copied. Press the COPY key. The Copy Window is displayed on the monitor: Enter the destination (To) group number and then select the [OK] button to confirm the operation. If the destination group is unprogrammed – the source group is copied to the destination group. If the destination group is programmed – a warning message is displayed.
Groups Page 140 Leap Frog 48/96 Operating Manual – Issue 3
Palettes Palettes Introduction The Leap Frog 48/96 desk provides four sets of 200 palettes. The palettes are stored under the headings of Colour, Beamshape, Position and Effects. This chapter deals with Colour, Beamshape and Position palettes. The following chapter deals with Effects. Automatic Palettes - In Setup, there is an option to generate a set of automatic palettes based on the fixture types in the schedule.
Palettes Recording a Palette Set up the required fixture data in the programmer. Press the COLOUR, BEAMSHAPE or POSITION key to make the MFKs palette selection keys. Use the PAGE UP or PAGE DOWN keys to select the required page. Press and hold down the corresponding palette MFK for two seconds. The LED in the palette MFK is lit when the palette has been recorded. Note – Recording Palettes Only the tagged fixture parameters of the selected attribute (eg Colour) are recorded into the palette.
Palettes Naming a Palette Display the appropriate palette window on the monitor. Select a programmed palette to be named. Press the NAME key. The Name Window is displayed on the monitor: Use the MFKs or external keyboard to enter the palette name as required, then select the [OK] button to complete the operation. Copying a Palette Display the appropriate palette window on the monitor. Select a programmed palette to be copied. Press the COPY key.
Palettes Outputting a Palette Select the required fixture(s). Press the COLOUR, BEAMSHAPE or POSITION key to make the MFKs Palette Selection Keys. Use the PAGE UP or PAGE DOWN key to select the required page. Press the Palette MFK to output the data recorded in that palette for the selected fixture(s).
Effects Effects Introduction The Leap Frog 48/96 desk provides a powerful effects generator with a number of standard effects. By adjusting the size, speed and offset values, a wide range of movement and other effects can be generated quickly and easily. Automatic Effects - In Setup, there is an option to generate a set of automatic palettes based on the fixture types in the schedule. The desk generates a number of intensity, colour, beamshape and position effects – see later for details.
Effects Automatic Effects The following standard effects are generated by selecting the [Create Auto Palettes] option from the [Auto Menus] option in Setup: Movement Effects Intensity / Movement Effects Intensity Effects Colour Effects Beamshape Effects Circle, Square, Step Square, Triangle, Figure 8, Vert Line, Horiz Line. Fly In, Fly Out. Mark On, Mark Off, Chaser, Fader, Smooth.
Effects Effect Parameters on the Wheels When the effect wheel groups are active (ie the EFFECTS LED is lit), the wheels control the speed, size, offset and rotation parameters.
Effects Editing an Effect Editing an effect is carried out by first loading the effect into the Programmer, adjusting the effect parameter values as required, and finally updating to save the edited effect back to it’s original location. Display the Effect palette window on the monitor. Select the effect to be edited, then press the LOAD key. The Load Options Window is displayed on the monitor: Select the [OK] button to load the effect into the Programmer.
Effects Copying an Effect Display the Effect Palette window on the monitor. Select a programmed effect to be copied. Press the COPY key. The Copy Window is displayed on the monitor: Enter the destination (To) effect number and then select the [OK] button to confirm the operation. If the destination effect is unprogrammed – the source effect is copied to the destination effect. If the destination effect is programmed – a warning message is displayed.
Effects Deleting an Effect Display the Effect Palette window on the monitor. Select a programmed effect to be deleted. Press the DELETE key. The Delete Window is displayed on the monitor: Select the [OK] button. A confirmation window is displayed. You can then confirm the deletion or cancel the operation.
Macros Macros Introduction The Leap Frog 48/96 desk provides up to 200 user programmable macros. Automatic Macros - When you select the [Create Auto Macros] option in Setup, the desk generates a number of fixture related macros (Reset, Lamp On, Lamp Off). User Defined Macros macros. - The desk provides the function for you to record your own The Macro Window To display the Macro Window on the monitor, hold down the SHIFT key and then press the MACRO key.
Macros Recording a Macro To record a macro carry out the following operations: Press the MACRO key. Press and hold a macro MFK for 1 second until the LED in the MFK comes on. This indicates that the desk is now in macro record mode. Type in the series of key commands from the front panel. Note that the MACRO key cannot be recorded as part of the macro itself.
Macros Copying a Macro Display the Macro window on the monitor. Select a programmed macro to be copied. Press the COPY key. The Copy Window is displayed on the monitor: Enter the destination (To) macro number and then select the [OK] button to confirm the operation. If the destination macro is unprogrammed – the source macro is copied to the destination macro. If the destination macro is programmed – a warning message is displayed.
Macros Deleting a Macro Display the Macro window on the monitor. Select a programmed macro to be deleted. Press the DELETE key. The Delete Window is displayed on the monitor: Select the [OK] button. A confirmation window is displayed. You can then confirm the deletion or cancel the operation.
Other Features Other Features Monitor Windows The Leap Frog 48/96 desk allows you to display a number of different windows on the monitor screen at the same time and to select, resize and delete windows, as required. A window displayed on the monitor can be full-size, half-size or quarter-size, and can be displayed in a number of different positions, as illustrated below: 1. Full Screen 2. Half Screen (Left) 3. Half Screen (Right) 4. Half Screen (Top) 5. Half Screen (Bottom) 6.
Other Features Screen Navigation Keys The desk provides a number of screen navigation keys which are available via the MFKs on Special Page 1. The function of these keys is summarised in the table below: Key Functions CLOSE – Closes the selected (active) window. CLOSE SHIFT + CLOSE – Closes all windows on the monitor display. SIZE – Configures the selected (active) window to one of the nine display positions. SIZE SHIFT + SIZE – Not defined.
Other Features Output Window The Output Window displays the outputs which are coming from all areas of the desk (Programmer, Playback X or Submasters). To display the Output Window press the OUTPUTS key on the front panel. There are a number of soft buttons at the top of the Output Window which determine the format of the output data (see below).
Other Features Source Button When the [Source] button is selected, the Output Window displays the source of the output data rather than the actual output values as follows: D Default value of the parameter. P Programmer. Mn Memory n. S p/n Submaster page / number. Channel Button By default, the Output Window shows the Channel View. When the [Channel] button is selected a drop down menu is displayed allowing you to pick the Channel, Fixture or Intensities view of the Output Window.
Other Features External Keyboard Mapping The following table shows the mapping from an external keyboard to the corresponding front panel keys, numeric keypad on Special Page 2 of the MFKs and the remote switches: External Keyboard Key Desk Front Panel Key or MFK 0 .. 9 0 .. 9 Enter ENTER . .
Other Features Software Updates When software updates become available for the Leap Frog 48/96 desk, announcements will be posted on the Zero 88 Product Support Forum. Zero 88 consoles have a long history of user-inspired development. If you have any questions on the operation of the desk, bug reports or a suggestion for a feature which is not currently included on the Leap Frog 48/96 or any of our other Frog range of consoles, visit the Zero 88 Product Support Forum and make a post.
Glossary Glossary Alignment A function in Setup which allows the user to invert pan and/or tilt or swap pan/tilt parameters for individual fixtures. ArtNet A free networking standard from Artistic Licence. Attribute A group of fixture Parameters. These are Colour, Beam, Position and Effects. Auto Group A group that is automatically created by the desk. Auto Macro A fixture macro that is automatically created by the desk.
Glossary Ethernet A computer networking system, used to communicate between IT devices. On the Leap Frog 48/96 the Ethernet port is used for Artnet DMX output and bidirectional communications with Light Converse, visualisation software. Fan Modes When controlling multiple fixtures, the ability to spread the data relative to a start point, so that some fixtures values change upwards, whilst others change downwards.
Glossary Memory Stack The collection of programmed memories in numerical order which are played back using the Playback X controls on the front panel. MIDI Musical Instrument Digital Interface. Memories can be set to be triggered by MIDI timecode. MFK Multi Function Key. There are 20 MFKs on the desk which can be used as fixture selection keys, palette keys etc. Modifiers A number of parameters which determine how a Chase is output. Chase modifiers are Drive, Direction, Speed, Fade and Shots.
Glossary Speed The Chase modifier which determines how fast a Chase runs. Stack See Memory Stack. Submaster A fader which can be programmed in a number of ways to output dimmer and fixture data. Submasters may be programmed directly with a scene or chase or contain a transferred memory. Tagging The method of marking parameters to be programmed. Only tagged parameters are recorded in Basic-Partial and Advanced Modes. Trigger The method by which a Memory is output.
Technical Specification Technical Specification Power Supply A separate inline transformer with 4 pin male XLR connector on the desk. The desk is fitted with a power on/off switch on the back panel. Mains Voltage Mains Frequency Mains Inlet Connector Power Consumption Connector 90 – 253 VAC 47 – 63 Hz CEE22 < 100 W Pin Number Power 1 0V 2 +5V DC @ 4 A 3 +12V DC @ 0.5 A 4 Not Connected Shell GND Audio The desk has an audio port on the rear panel as a stereo ¼ inch jack socket.
Technical Specification SMPTE (Optional Upgrade) 3 pin XLR input and output. Output 0dBm. Input 0dBm +/- 10dBm. 47 kOhm input impedance. Maximum 50V RMS. Connector Pin Number Description 1 Signal Ground 2 Output 3 Input MIDI (Optional Upgrade) 2 x 5 pin DIN connectors providing MIDI input and MIDI thru.
Technical Specification CAN Port (Optional Upgrade) The desk also has an optional CAN port and is capable of supporting iCAN or ChilliNet messages. Ethernet The desk is fitted with an RJ45 Ethernet port and is capable of supporting the Artnet Ethernet standard. USB Ports Four external USB ports are fitted to the desk (one on front panel, three on rear panel). Mouse The desk provides a mouse interface via one of the USB ports (see above).
Technical Specification External Storage Devices The primary method of storage for the Leap Frog 48/96 is via USB Memory Sticks (also known as Flash Disks or Mass Storage Devices). These can be connected via the USB ports. Video Output The desk provides an interface for one external monitor (XGA) as standard. Touchscreen The desk provides driver support for various external touchscreens, connected via USB.
Technical Specification Desk Light (Optional Upgrade) 3 pin XLR socket, 12V, maximum 5W. Connector Pin Number Description 1 Not Connected 2 0V 3 +12V DMX Input 5 pin XLR, not isolated, with voltage protection. Data on channels 1 - 512 only.
Technical Specification DMX Output Four DMX universes each consisting of dual 5 pin XLR, isolated, with voltage protection and data output indicator. Data on channels 1 – 512 only. Connector Pin Number DMX Output 1 Signal Ground (0V) 2 DMX Drive Complement (1-) 3 DMX Drive True (1+) 4 Not Connected 5 Not Connected Remote Switches (Optional Upgrade) An 8 pin DIN connector providing six remote switch inputs.
Index Index A Adding Fixtures.....................................40 Artnet ..................................................159 Audio Port ...........................................165 Auto Groups..........................................52 Auto Macros..........................................53 Auto Menus...........................................52 Auto Palettes ........................................52 B Blackout Key.........................................19 C CAN Port..............................
Index User Defined Groups.......................137 H Home ....................................................90 Home Key .............................................19 I Insert Key..............................................19 L Load Key...............................................18 Loading Shows .....................................67 M Macro Window ....................................151 Macros ................................................151 AutomaticMacros.............................
Index Wheel Editing Modes ........................92 Q Quick Start Tutorial Clear Options ....................................33 Controlling Dimmers..........................21 Controlling Fixtures ...........................34 Getting Started ..................................21 Loading Shows..................................33 Memories ..........................................22 Palettes .............................................36 Program Window...............................28 Programming...........
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