Instruction manual
Memories
Page 106 Leap Frog 48/96 Operating Manual – Issue 3
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. All the tagged data in the programmer is recorded into
step two of the chase memory. The Step field in the Memories Window shows step 3
unprogrammed (Step: 3*).
Set up the dimmer levels and fixture parameter values for the next step of the chase.
Press the RECORD key to record the dimmer and fixture data into the next step of the
chase. The Step field in the Memories Window shows step 4 unprogrammed (Step: 4*).
Repeat the above operation until all the steps of the chase have been recorded.
To complete the programming of the chase, return to the Memories Window and move the
cursor out of the Step field.
To run the chase and adjust the modifers as required – see Memory Setup Window.
Note – Programming Memories and Tracking
The Leap Frog 48/96 desk operates primarily as a tracking console. This means that if a
dimmer or fixture parameter is programmed in one memory, it will track through all
subsequent memories in the stack until it is programmed to do something else. If you
program the memory stack sequentially, you shouldn’t have to worry too much about
tracking, as long as you ensure that you tag any parameters you wish to be recorded in
the memory you are working on.