Instruction manual

Memory Types
The Frog series of lighting desks
provide two types of memories -
scenes and chases.
Common Memory Data
All memories have a memory number,
memory type, fade up time, fade down
time and dwell time which is stored as
part of the memory data.
All memories have an LTP fade time,
and Colour, Beamshape and Position
actions (snap or fade) which determine
how the different fixture parameters
behave when the memory is played
back. These are all stored as part of
the memory data.
All memories have a Trigger which
allows them to be triggered with the
GO button, to run automatically, when
the previous memory has completed,
to be triggered at a specified time, or to
be triggered by a SMPTE or MIDI
timecode signal (Frog Box only).
All fade and dwell times are in the
range 00:00.0 to 99:59.9 with a
resolution to 1/10 second.
The fade times and actions define the
transition from the Current memory to
the incoming (Next) memory.
The Fade Up and Fade Down times
affect the generic channels and the
fixture brightness channels.
The LTP Fade time affects the fixture
colour, beamshape and position
channels (if applicable).
The Dwell Time determines how long
the current memory is output for, after
completing its fade.
The Trigger determines if the memory
requires a GO button press, runs
automatically, or runs at a specified
time. Memories with timecode triggers
are triggered by an incoming SMPTE
or MIDI timecode signal (Frog Box).
The default fade times, LTP actions,
dwell time and trigger are adjustable in
the Desk Setup section of Super User
(see page 6-2 for details).
Scene Memories
Frog - A scene memory contains a set
of channel data for all the generic
channels.
Fat Frog, Leap Frog & Bull Frog
A scene memory contains a set of
channel data for all the generic
channels and all the assigned fixtures
(full mode) or all the tagged fixtures
(partial mode). The fixture channel
data includes brightness, colour,
beamshape and position data.
Chase Memories
Frog - A chase memory consists of a
number of steps (maximum 99). Each
step contains a set of channel data for
all the generic channels.
Fat Frog, Leap Frog & Bull Frog
A chase memory consists of a number
of steps (maximum 99). Each step
contains a set of channel data for all
the generic channels and all assigned
fixtures (full mode) or tagged fixtures
(partial mode). The fixture channel
data includes brightness, colour,
beamshape and position data.
N-Shot Chases
Chase memories have an additional
parameter called Shots which
determines how many times the chase
runs when it is triggered from the
Playback X or a submaster.
The Shots parameter has a range of
0 - 255, where 0 = run continuously,
1 = run once, 2 = run twice etc.
Chase Modifiers
A chase memory also contains the
following modifiers:
Direction – the order in which the
chase steps are output - Forwards (>),
Backwards (<), or Bounce (<>).
Attack – the transition between steps -
Snap, Slow Attack, Slow Decay or
Crossfade. This only applies to generic
and fixture brightness channels.
Colour Action - the transition between
steps of the colour fixture channels -
Snap or Fade.
Beamshape Action - the transition
between steps of the beamshape
fixture channels - Snap or Fade.
Position Action - the transition
between steps of the fixture position
channels - Snap or Fade.
Drive – the method by which the steps
are triggered when the chase is output
(Auto, Bass, Vari, Manual or Beat).
Speed – defines the basic speed of the
chase (approx. 1 - 600 beats/minute).
Movement Effects
The desks with fixtures provide the
following four movement effects:
Ellipse
Quadrilateral
Triangle
Figure of Eight
The user can select one of the
movement effects, and adjust its size,
offset, rotation and speed to give a
wide range of automatic effects.
The Movement Effect parameters are
displayed on the WHEEL LCD in two
separate Position parameter groups,
which can be adjusted to the required
values using the control wheels.
4 - 2 Frog Series 73-750-00 Issue 6
Memories