ILLUSION 500 OPERATING MANUAL
ILLUSION 500 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. Zero 88 Lighting Ltd.
Contents 1. Introduction 4. Program Window This Manual 1-1 Introduction 4-1 The Illusion 500 1-2 Program Window Header 4-1 Front Panel Controls 1-4 Brightness Section 4-2 The Monitor Screen 1-9 Colour Section 4-3 Mouse Interface 1-10 Beamshape Section 4-4 Remote Switches 1-10 Position Section 4-5 Palettes Section 4-6 Command Line Area 4-7 Using the Mouse in the PW 4-7 Programming Dimmer Channels 4-8 Using the Control Wheel 4-9 Using the Mouse 4-9 2.
Contents 6. Submasters 10.
Contents iv Illusion 500 Manual 73-741-00 Issue 2
Figure 1 - 1: The Illusion 500 Lighting Desk Introduction This Manual Conventions This manual describes the operation of the Illusion 500 lighting desk. Throughout this manual the following conventions are used. This chapter contains a general overview of the desk followed by a description of the front panel controls and displays, details of the layout and contents of the monitor screen, use of mouse and remote switches.
Introduction The Illusion 500 Fixtures Program Window (PW) This section provides a summary of the Illusion 500 lighting desk, highlighting its main functions. A Fixture is an object requiring one or more DMX channels and can be a scroller or moving mirror or moving head intelligent lights (eg Goldenscan, MAC 250). The Program Window (PW) is displayed on the monitor and provides the main user interface for setting up, editing and previewing dimmer channel and fixture parameter data.
Introduction Memories Submasters Remote Switches The Illusion 500 provides a number of different memory types (scenes, multi-part scenes, chases, sound to light and ripplesound). There are a total of 108 submasters, divided into 9 pages of 12 which can be loaded with channel data directly or have a memory transferred onto them. The desk provides a socket on the back panel for the connection of up to 6 remote switches.
Introduction Figure 1 - 2 : Submaster Controls Figure 1 - 3: Playback X Front Panel Controls Submaster Controls Playback X Controls This section provides a description of the various controls and displays on the front panel of the Illusion 500 desk.
Introduction Figure 1 - 4 : Memory Controls and Numeric Keypad Memory Controls • TRANSFER BUTTON This button is used to transfer a memory onto a submaster. It is applicable when the Memories, Cueline or Submaster screen are displayed on the monitor screen. • PREVIEW BUTTON This button allows the user to preview the dimmer channel and fixture parameter data for a selected memory or submaster on the monitor screen. While the data is being previewed, the red light in the PREVIEW button is illuminated.
Introduction Figure 1 - 5 : Effects Controls • Figure 1 - 6 : Playback A/B Effects Controls Playback A/B Controls The HOME button is used to set the selected dimmer channels to the ‘home’ value (default = 100%). • • The HOME button is also used as a quick mehtod of setting fixture parameters to their home or default values. • HOME BUTTON DIRECTION BUTTON This button is used to select the direction of a chase memory.
Introduction Figure 1 - 7 : Fixture, Attribute and Palette Buttons Figure 1 - 8 : Control Wheels Fixture Controls • FIXTURE BUTTON • ATTRIBUTE BUTTONS The FIXTURE button is used to open the Program Window (PW) from the Memories, Submasters or Cueline screens. The BRIGHTNESS, COLOUR, BEAMSHAPE and POSITION buttons are used to select an attribute for the selected fixtures in the PW.
Introduction Figure 1 - 9: Auxiliary Control and Screen Function Buttons Other Controls • AUXILIARY CONTROL BUTTONS These four buttons are used to activate the auxiliary controls. Each AUXILIARY CONTROL button contains a red light which indicates the state of the corresponding auxiliary output (on, off or fading). • SCREEN FUNCTION BUTTONS These buttons (labelled F1 - F8) are used to access the main Setup (F1), Memories (F2), Submasters (F3), Cueline (F4), DMX Output (F5) and DMX Patch (F6) screens.
Introduction Figure 1 - 10: Memories Screen on the Monitor The Monitor Screen Main Data Area Fade Status Bar The monitor screen display is divided into a number of different sections which are described below. The centre section of the monitor screen shows information which is dependent on the currently selected main screen (Setup, Memories etc.) The Fade Status Bar displays status information on the Submasters, Playback X, Override, Grand Master, Playback A/B and Auxiliaries.
Introduction Figure 1 - 11: CDD, Fade Status and Information Bars Information Bar Mouse Interface Remote Switches The Information Bar contains operating help text, desk mode, topset and lock indicators, memory meter and clock. A mouse interface is available for use on all the main monitor screens (Setup, Memories, Submasters etc.) and popup windows. The Remote Switches socket on the back panel allows up to six remote switches to be connected to the desk.
Figure 2 - 1: The Illusion 500 Lighting Desk Quickstart Tutorial Introduction Turning on the Desk This chapter enables you to get the desk up and running quickly and set up, program and playback a simple show. Connect the DMX output cable, monitor, keyboard and mouse to the desk. It starts by covering how to turn the desk on and set up the required dimmer channels and fixtures (assignment and DMX patching).
Quickstart Tutorial Figure 2 - 2 : Program Window - Brightness Section Setting Dimmer Channels Setting Fixture Parameters Recording Data Press the CHANNEL button on the front panel. The Program Window (PW) is displayed on the monitor. Press the FIXTURE button on the front panel. The Program Window (PW) is displayed on the monitor. There are several methods of selecting dimmer channels and setting their levels as described below.
Quickstart Tutorial Figure 2 - 3: Submaster Controls Playing Back the Memories Playback Using Submasters The programmed memories can be played back in ascending numerical order using the GO button. The Submaster faders can be used to playback loaded dimmer channel and fixture data or transferred memories. Replaying the Memory Stack Outputting Submaster Data 1. If not already selected, press SCREEN FUNCTION button F2 to display the Memories screen.
Quickstart Tutorial Figure 2 - 5 Cueline Screen The Cueline Screen Editing Fade Times etc. Running the Show The Cueline Screen is a graphical representation of the Memory Stack, and represents the same data as displayed on the Memories screen. The delay, fade, transition and dwell times of a cue (memory) can be easily adjusted from the Cueline screen.
Figure 3 - 1: Setup Screen Setup Setup Options Press the SCREEN FUNCTION button F1 or select the Setup screen selection button using the mouse. The Setup screen contains the following options: • Floppy Disk Used for loading and saving show data and memory data to floppy disk, file utilities, copying and formatting disks. • Illumination Used for setting up the desk lamp brightness. • Display Scheme Used for setting the preferred display scheme on the monitor.
Setup Figure 3 - 2: Load Show Window Floppy Disk Functions Load Show from Disk Save Show to Disk The following sections describe the various options available under the Floppy Disk tab. 1. Select Floppy Disk from the Setup options. 1. Select Floppy Disk from the Setup options. 2. Insert a floppy disk containing the saved show into the disk drive. 2. Insert a DOS formatted 3.5” 1.44 MB floppy disk into the disk drive. 3. 3.
Setup Figure 3 - 3 : Load Memories Window Loading and Saving Memories Loading Memories Saving Memories 1. Select Floppy Disk from the Setup options. Insert a floppy disk containing the memory data file into the floppy disk drive. 1. Select Floppy Disk from the Setup options. Insert a DOS formatted 3.5” 1.44 Mb floppy disk into the floppy disk drive. 2. Select Load Memories and press ENTER. There is a slight delay while the disk is being read.
Setup Figure 3 - 4 : File Utilities Window File Utilities Make Directory (F3) Parent (F6) The Illusion desk provides basic file utilities for creating directories, and deleting and renaming directories and files on the floppy disk. This option allows you to create a new directory on the floppy disk. Selecting this button takes you to the parent directory of the one currently displayed in the File Utilities window. 1. Select the Make Dir button in the File Utilities window.
Setup Figure 3 - 5 : Setup - Display Schemes Copy Disk Illumination Display Schemes This function allows the contents of one floppy disk to be copied to another. The Desk Lamp Brightness can be adjusted as follows: A number of monitor display schemes are provided to suit different ambient conditions. 1. Select Floppy Disk from the Setup options. 2. Select the Copy Disk option. A confirmation window is displayed. Select the Copy button in the window to continue. 3.
Setup Figure 3 - 6: Desk Defaults - General Desk Setup Desk Defaults General Defaults Select Desk Setup from the Setup options. The Desk Setup Window is displayed on the monitor screen and contains the following options: The Desk Defaults section allows the desk to be set up to your own personal preferences.
Setup Figure 3 - 7: Desk Defaults - Memory NOTES Memory Defaults • TRIGGER The default memory trigger (GO button, Automatic or At Time). • DELAY UP The delay before the dimmer channels and fixture brightness parameters in the next memory begin to fade in. • DELAY DOWN The delay before the dimmer channels and fixture brightness parameters in the current memory begin to fade out. • FADE UP The time for the dimmer channels and fixture brightness parameters in the next memory to fade up.
Setup Figure 3 - 8: Desk Defaults - Submaster Submaster Defaults • FADE UP Playback X Defaults • • LTP TRIGGER LEVEL The default time to fade up the dimmer channel and fixture brightness data on a submaster, when the fader is moved through its full travel from zero to full. The default value at which the fixture colour, beamshape and position parameters are triggered as the submaster fader is raised.
Setup Figure 3 - 9: Desk Setup - Assign Channels Assign Channels Patching Channels (1) Adding Duplicates This option allows you to define, set up and patch each of the dimmer channels on the desk. The dimmer channel data is displayed on the monitor screen as a table. 1. Move to the DMX Address field of the dimmer channel using the cursor keys or mouse. A duplicate is an additional instance of a dimmer channel which is patched to a different DMX output address. 2.
Setup Figure 3 - 10 : Assign Channels Screen Unpatching Channels Associating Channels Find Channel Function There are two methods for unpatching channels manually. A dimmer channel may be associated with up to three other dimmer channels or fixtures. This function provides a quick method for finding out which dimmer channel, fixture or auxiliary is patched to a particular DMX channel. 1. 2. Move to the DMX Address field of the required dimmer channel.
Setup Figure 3 - 1 1: Desk Setup - Assign Fixtures Screen Assign Fixtures Assigning Common Fixtures This option allows you to assign and patch fixtures onto the desk. This section describes how to assign a fixture to one of the 20 Common fixture types permanently stored on the desk. The fixture data is displayed on the monitor screen as a table.
Setup Figure 3 - 12: Assign Fixture Type Window. Assigning Scroller Fixtures This section describes how to assign a fixture to a Scroller Fixture type stored on the desk. Select a fixture number, then move to the Manufacturer/Type field using the cursor keys or mouse. Press the ENTER key. The Assign Fixture Type Window is displayed on the monitor screen, with the Manufacturer field highlighted. Use the left/right cursor keys to select the manufacturer SCROLLER.
Setup Figure 3 - 13: Assign Fixtures Screen Patching Fixtures (1) Adding Duplicates Unpatching Fixtures 1. Move to the DMX Address field of the fixture using the cursor keys or mouse. A duplicate is an additional instance of a fixture which is patched to a different DMX output address. There are two methods for unpatching fixtures manually. 2. Enter the DMX start address using the numeric keypad on the front panel or external keyboard. 3.
Setup Figure 3 - 14 : Assign Fixtures Screen Associating Dimmer Channels and Fixtures A fixture may be associated with up to three other dimmer channels or fixtures. Find Channel Function This function provides a quick method for finding out which dimmer channel, fixture or auxiliary is patched to a particular DMX channel. For example, a scroller fixture may be associated with its lamp, or up to four separate fixtures may be associated together. 1.
Setup Figure 3 -15 : Autopatch Out Screen. Autopatch Out The Autopatch Out function allows selected dimmer channels and fixtures to be patched to the DMX outputs, unpatched, or unassigned in a single operation. The Autopatch Out screen contains a dimmer channel and fixture selection area, a command line area and a colour coded DMX map which shows the current state of the DMX patch. Autopatching Dimmer Channels and Fixtures 1.
Setup Figure 3 -16 : Clear DMX Patch Autopatch In (Optional) Clear DMX Patch If a DMX In upgrade kit has been fitted to the desk, an Autopatch In function is provided which allows selected dimmer channels and fixture brightness parameters to be patched to DMX input channels in a single operation. This option will allow the user to unpatch the dimmer channels, fixtures and auxiliaries which are patched to the DMX outputs. It will also allow the user to clear the DMX In patch (if applicable).
Setup Figure 3 -17 : Setup Auxiliaries Screen Setup Auxiliary Buttons Patching Auxiliaries (1) Adding Duplicates The desk provides 4 auxiliary buttons which can be programmed and patched to DMX channels. 1. Move to the DMX Address field of the auxiliary to be patched using the cursor keys or mouse. A duplicate is an additional instance of an auxiliary which is patched to a different DMX address. They are normally used to control smoke machines or other simple DMX devices. 2.
Setup Figure 3 -1 8 : Setup Remote Switches Screen Setup Remote Switches Assigning a Remote Switch Clearing Remote Switches The desk provides the facility for up to 6 remote switches to be connected to the desk and assigned to front panel buttons or macros. 1. Select Setup Remote Switches from the Desk Setup options. The Remote Switch data is displayed on the monitor screen. 1. The following front panel buttons may be assigned to remote switches: 2.
Setup Figure 3 -19 : Operating Mode Screen Operating Mode Exiting Desk Setup This option allows the user to set or change the operating mode of the desk. The Desk Setup Window can only be closed by either Saving or Cancelling the Desk Setup. The default operating mode of the desk following a Desk Reset or software upgrade is Partial. To save Desk Setup - select the Save button in the Desk Setup Window or press F7 on the front panel or keyboard. Setting Operating Mode 1.
Setup 3 - 20 Illusion 500 Manual 73-741-00 Issue 2
Figure 4 - 1: Program Window (Brightness Section) Program Window Introduction The Program Window (PW) is displayed on the monitor screen when setting up, programming and editing dimmer channel and fixture parameter levels in memories, submasters, groups and palettes. The PW consists of a header, a user selectable main section (Brightness, Colour, Beamshape, Position or Palettes) and a command line.
Program Window Figure 4 - 2 : Program Window - Brightness Section Brightness Section Bar Graphs This main section is used to display and adjust dimmer channel and fixture brightness parameters. Each assigned dimmer channel and fixture brightness parameter is represented by a bar graph. The Dimmer Channel selection area contains a bargraph and value for each used (active) dimmer channel. Each bar graph is divided into two halves. The left half shows the current output level and is coloured green.
Program Window Figure 4 - 3 : Program Window - Colour Section Colour Section Fixture Parameter Data Fixture Selection Area The Colour section is used to display and adjust fixture colour parameters (eg Cyan, Magenta, Yellow, Colour Wheels etc.). This section of the window shows data on the fixture colour parameters that are currently assigned to the three control wheels on the front panel.
Program Window Figure 4 - 4 : Program Window - Beamshape Section Beamshape Section Fixture Parameter Data Fixture Selection Area The Beamshape section is used to display and adjust fixture beamshape parameters (eg Gobo, Iris, Focus etc). This section of the window shows data on the fixture beamshape parameters that are currently assigned to the three control wheels on the front panel.
Program Window Figure 4 - 5 : Program Window - Position Section Position Section Fixture Parameter Data Fixture Selection Area The Position section is used to display and adjust fixture position parameters (eg Pan, Tilt) and movement effect parameters. This section of the window shows data on the fixture position parameters or movement effect parameters that are currently assigned to the three control wheels on the front panel.
Program Window Figure 4 - 6 : Program Window - Palettes Section Palettes Section Palette Lists Fixture Selection Area The Palettes section is used to display, reference and output Colour, Beamshape and Position palettes. These three sections of the window show data on the Colour, Beamshape and Position palettes. This section of the window contains a soft button for each of the assigned fixtures.
Program Window Figure 4 - 7: Channel Info and Fixture Info Windows Command Line Area Using the Mouse in the PW Channel Information The command line area displays the commands entered from the front panel keys, external keyboard or mouse (eg channel or fixture selection, level data etc). The main sections of the Program Window can be selected by clicking on the required tab using the mouse.
Program Window Figure 4 - 8 : Program Window - Brightness Section Programming Dimmer Channels Selecting All Non-Zero Dimmer Channels This section describes how to select and program dimmer channels using commands, the control wheels or the mouse. If the command line is clear, pressing ENTER ENTER will deselect all the currently selected dimmer channels and then select all non-zero dimmer channels.
Program Window Setting Dimmer Channel Levels There are several methods which can be used to set the levels of dimmer channels: • • • • Entering commands using the numeric keypad and associated buttons on the front panel. The HOME button. The first finger control wheel. The mouse. The new channel levels are displayed in the PW when the command is completed, the HOME key is pressed, the wheel is moved or the mouse is used to adjust the level(s).
Program Window Figure 4 - 9 : Program Window - Colour Section Programming Fixtures Previous and Next Buttons Fixture Tagging This section describes how to select and program fixture parameters. Previous (F1) and Next (F2) soft buttons are provided to allow quick selection of the previous or next fixture. When the desk is in Partial Mode, various methods are provided for tagging and untagging the fixture parameters.
Program Window Attribute Selection Once a fixture (or fixtures) have been selected, the attribute can be selected using the attribute buttons on the front panel (BRIGHTNESS, COLOUR, BEAMSHAPE, POSITION), or by clicking on the attribute tab in the PW. The red lights in the attribute buttons and the attribute tabs in the PW indicate the selected attribute. The corresponding fixture parameters are assigned to the three CONTROL WHEELS. The fixture parameter names and values are displayed in the PW.
Program Window Commands for Setting Fixture Parameters The following sections contain various commands for setting and adjusting fixture parameters using the numeric keypad and associated keys on the front panel of the desk. Commands which include setting a parameter to an absolute numeric value are subject to the Direct Action, HTP Format and LTP Format options in Desk Setup.
Program Window Beamshape Parameters Position Parameters Movement Effects In setting beamshape parameters for fixtures (eg Gobo, Focus, Iris etc.) the keyword BEAMSHAPE and the parameter number are used to specify the actual fixture parameter to be adjusted In setting position parameters for fixtures (eg Pan, Tilt etc.
Program Window Copying Fixture Parameter Data from a Memory Copying Fixture Parameter Data from a Submaster Copying Fixture Parameter Data from another Fixture This command allows the user to copy programmed fixture data from a memory into the Program Window. This command allows the user to copy fixture data from a programmed submaster into the Program Window. This command allows the user to copy fixture data from another fixture.
Program Window Adding Data from a Memory This command provides the facility to include the dimmer channel and fixture parameter data from another programmed memory into the PW. The command is as follows: MEMORY N @ X ENTER Where N is the memory number and X is a percentage. The values of the programmed dimmer channels and fixture brightness parameters in memory N are multiplied by X% and added into the data in the PW on a HTP basis.
Program Window Wheel Editing Modes Undoing and Redoing Edits Closing the Program Window There is a soft button in the PW header (equivalent to F6) which defines the wheel editing mode for each attribute. The UNDO EDIT and REDO EDIT buttons on the front panel and the Undo and Redo menu options can be used to undo and redo dimmer channel and fixture parameter edits from the Program Window.
Program Window Figure 4 - 10: Save As .. Window (Group) Groups Using Groups in the PW Previewing Groups The Illusion 500 desk provides 20 user-programmable groups. The GROUP command is used as a quick method for selecting the dimmer channels and/or fixtures programmed in a group, and setting their values to a particular level, for example: This function is available from the PW and displays the programmed groups. A Group is defined as a number of selected dimmer channels and/or fixtures.
Program Window Figure 4 - 11 : Save As .. Window (Colour Palette) Palettes Referencing Palettes Outputting Palettes The Illusion 500 desk provides up to 200 palettes each for colour, beamshape and position. Once a palette has been programmed, it can then be referenced when programming memories or submasters. Palettes can also be used for quick hands on operation of fixtures (eg select fixtures 1-4 and turn them all to red, make them strobe, move to centre stage etc.
Figure 5 - 1: Memories Screen Memories Introduction Memory Storage Limits The Illusion 500 lighting desk provides a number of different memory types: The Illusion 500 desk has a maximum capacity equivalent to 400 full scene memories (all 512 channels used). • • • • • Scene Multi-Part Scene Chase Sound to Light Ripplesound Memory Zero Memory Zero is a special scene memory which is displayed on the Memories and Cueline screens as memory number “—”.
Memories Figure 5 - 2 : Memories Screen (Detail) Memories - Common Data The following data is common to all memories regardless of their type, and is displayed on the Memories screen: • • • • • • • • • • Memory Number (0 - 999.9) Trigger - Determines how the memory is triggered (GO button, Auto or At Time). Type - Scene, Multi-part Scene, Chase, Sound to Light or Ripplesound. • • Information - A text string used to describe the memory (30 chars).
Memories Figure 5 - 3 : Memories Screen (Detail) Memory Types Chase Memory Sound to Light Memory The Illusion 500 lighting desk provides a number of different memory types: A chase memory contains all the common data plus a number of programmed steps (maximum 99). A sound to light memory consists of all the common data plus four ‘steps’ (Lo, Lo-Mid, Hi-Mid and Hi). Each programmed step contains a set of channel data. Each ‘step’ contains a set of channel data.
Memories Figure 5 - 4 : Memories Screen (Detail) Transition Times Colour Transitions Memory Data in Full Mode The transition from the Current memory to the Next memory on the memory stack (Playback X) is determined by the delay, fade and transition times defined for the incoming memory only. If a fixture colour parameter goes from one value to a different value, the transition is defined by the Colour Delay and Colour Transition parameters.
Memories The Memories Screen Memory Data Multi-Part Scene Memories The Memories screen is used in the programming, editing and playback of memories from the Memory Stack. The memory data is displayed in the form of a table with the memory numbers listed in increasing numerical order down the screen. The information and delay, fade, transition and dwell times for each programmed part of the memory are displayed on separate lines below the main memory data.
Memories Figure 5 - 5: Memories Screen NOTES Programming Memories Programming a Scene The following sections deal with programming the different memory types described earlier in this chapter. 1. Select an unprogrammed memory. 2. Move to the Trigger field - select Go, Automatic or At Time as required. 3. Move to the Type field and select Scene (if not already selected). 4. Move to the Information field. Enter a textual description of the memory (optional). 5.
Memories Figure 5 - 6 : Memories Screen showing Multi-Part Scene Memory Programming a Multi-Part Scene Memory Programming Information and Times for a Part Display of Multi-Part Scenes in the Program Window Select an unprogrammed memory, move to the Type field and select Multi. The memory is displayed as nine lines of data on the Memories Screen. Move to the part of the memory to be programmed. The PW contains a soft button (F7), which toggles between the options Show This Part and Show All Parts.
Memories Figure 5 - 7: Memories Screen showing Chases Programming a Chase Programming Chase Steps Adjusting Chase Modifiers Select an unprogrammed memory, move to the Type field and select Chase. To program the first step in the chase, press the EDIT LIVE or EDIT BLIND button on the front panel, or right click and select the Edit Live or Edit Blind option from the menu. This opens the program Window. Step 1 is indicated as unprogrammed (*).
Memories Figure 5 - 8: Program Window - Editing a Chase Memory Inserting a Chase Step Deleting a Chase Step 1. Select a programmed chase memory. 1. Select a programmed chase memory. 2. Press the EDIT LIVE or EDIT BLIND button on the front panel, or right click and select Edit Live or Edit Blind from the menu. The PW is opened showing Step 1. 2. Press the EDIT LIVE or EDIT BLIND button on the front panel, or right click and select Edit Live or Edit Blind from the menu.
Memories Figure 5 - 9 : Program Window - Editing a Sound to Light Memory Programming a Sound to Light Memory Select an unprogrammed memory, move to the Type field and select S/L. Programming the Memory Information and Trigger Move to the Information field. Enter a textual description of the memory. Move to the Trigger field - select Go, Auto or At Time as required. If the trigger is At Time, enter the start time under the trigger.
Memories Figure 5 - 10: Save As Window Saving Channel Data from the Program Window If the Program Window is opened directly, or as a result of editing a memory or submaster, the dimmer channel and fixture parameter data can be saved straight to a Scene memory, directly onto a submaster, or the relevant fixture data can be saved to a Colour, Beamshape or Position palette.
Memories Figure 5 - 11: Program Window - Save Options Menu Saving Data to a Palette Save Options Update Press the SAVE AS button on the front panel, or right click in the PW and select the Save As option from the menu. The Save As window is displayed. When channel data is being edited live in the PW, various save options are available to the user. This option is only available when editing a memory or submaster.
Memories Figure 5 - 12: Save (As) Excluding Submasters Window Save Excluding Submasters This option is the same as Save except a popup window is displayed allowing the dimmer channel and fixture brightness outputs from individual submasters and/or Playback A/B to be excluded. Save As Excluding Submasters This option is the same as Save As except a popup window is displayed allowing the dimmer channel and fixture brightness outputs from individual submasters and Playback A/B to be excluded.
Memories Figure 5 - 13: Save - Tracking Options Window Modifying Memory Data Editing Memories Live Editing and Tracking Options If any memory data on the Memories screen for a unprogrammed memory is edited (eg trigger, name, fade times), and an attempt is made to save the memory, a warning message is displayed saying that no channel data has been programmed for the memory. When a programmed memory is selected and the EDIT LIVE button pressed, the selected memory is faded in and output live on the DMX.
Memories Changing the Type of a Programmed Memory WARNING: Changing the type of a programmed memory may have serious consequences on the memory data stored, and some channel data may be lost. The results of changing the memory type are detailed below. • Scene to Multi-Part Scene The dimmer channel and fixture data and transition times for the scene are copied into part 1 of the multi-part scene. Parts 2 - 8 are unprogrammed.
Memories Figure 5 - 1 4: Copy Memory Window Copying Memories Copying to a Memory Copying from a Memory The copy function is used to copy a complete memory from one location to another. 1. Select an unprogrammed memory 1. Select a programmed memory. 2. Press the COPY button on the front panel, or right click and select the Copy option from the menu. A window is displayed requesting a memory number to copy from. 2.
Memories Figure 5 - 15: Insert Memory Window Inserting Memories Previewing a Memory Deleting a Memory The desk provides the facility to insert individually up to nine point memories between two whole number memories. Previewing a memory allows the dimmer channel and fixture parameter data for the memory to be examined without affecting the outputs. When previewing it is not possible to edit the dimmer channel or fixture data.
Memories Figure 5 - 1 6: Transfer to Submaster Window Transferring Memories onto Submasters Most programmed memories can be transferred onto submasters and then output by raising the corresponding submaster fader. Transferring a Memory Notes - Transferring Memories to Submasters 1. Select a programmed memory. 2. Press the TRANSFER button on the front panel, or right click in the memories screen and select the Transfer option from the menu. Multi-Part Scenes cannot be transferred onto submasters.
Memories Figure 5 - 17: Setting Time Input Mode in Desk Defaults SMPTE and MIDI Time Modes Programming Memories Jumps This section is only applicable if the optional SMPTE/MIDI/DMX In upgrade kit has been fitted to the desk. When programming memories with an At Time trigger in SMPTE or MIDI time modes, the start time is specified and displayed in hours, minutes, seconds and frames (see earlier). Jumps can be programmed into the memory stack in all Time Input modes (see chapter 7 for details).
Memories Figure 5 - 18: Fade Status Bar showing SMPTE/MIDI Timecode. Running SMPTE/MIDI Shows Internal Time Source Changing Time Input Mode When the desk is running in SMPTE or MIDI time mode, there is an option available to choose between an Internal or External time source. When the time source is set to Internal, the desk itself generates the required SMPTE or MIDI timecode signal.
Figure 6 - 1 : Submaster Controls Submasters Introduction The Illusion 500 lighting desk provides 9 pages of 12 submasters giving a total of 108 submasters. In this manual, the submasters are referenced by page number and submaster number (eg 1-1, 1-2, 1-3). On the monitor screen the submasters are shown as 1.1, 1.2, 1.3 etc. The PAGE UP and PAGE DOWN buttons on the front panel are used to select the required submaster page.
Submasters Figure 6 - 2: Submaster Screen The Submaster Screen All Submasters Display Active Submasters Display The Submaster Screen is used in the programming, editing and playback of submasters. This display mode is used primarily when ‘programming’ or editing the submasters. This display mode is used primarily when ‘running’ the show and playing back data on the submasters.
Submasters Figure 6 - 3: Submasters Screen Submaster Data • The following information is displayed on the Submaster screen for each submaster in both display modes: The time taken for the fixture colour parameters to fade to their programmed values after the LTP parameters have been triggered.
Submasters Figure 6 - 4: Submaster Screen Programming Submasters Selecting a Submaster Loading Channel Data (1) The following sections describe how to select submasters, load submasters directly with channel data (dimmer channel and fixture parameter data), adjust the various submaster parameters and transfer memories onto submasters. Press the SCREEN FUNCTION BUTTON F3 to display the Submaster screen on the monitor.
Submasters Figure 6 - 5: Save As Window (Submaster) Loading Channel Data (2) Submaster Parameters An alternative method of loading channel data directly onto a submaster is as follows: When a submaster has been loaded with channel data or a transferred memory, the submaster parameters (information, fade times etc.) can be edited from the Submaster screen. Open the Program Window directly using the CHANNEL, FIXTURE or GROUP button.
Submasters Figure 6 - 6 : Transfer to Submaster Window Transferring Memories onto Submasters Chase Memories on Submasters Sound to Light Memories on Submasters Programmed memories can be transferred onto submasters and then output by raising the corresponding submaster fader. When a Chase memory has been transferred onto a submaster, the chase trigger, chase trigger level and chase modifiers can all be set from the Submaster screen, if required.
Submasters Figure 6 - 7: Edit Submaster with Memory Warning Editing Memories from the Submaster Screen. Once a memory has been transferred onto a submaster, editing the channel data for the memory can be initiated from the Submaster screen, if required. 1. Select a submaster which has a transferred memory. 2. Press the EDIT LIVE or EDIT BLIND button on the front panel, or right click and select the Edit Live or Edit Blind option from the menu. A warning message is displayed. 3.
Submasters Figure 6 - 8: Copy Submaster Window Copying Submaster Data Copying to a Submaster Copying from a Submaster The copy function can be used to copy all the data associated with one submaster to another submaster (information text, fade times, trigger levels, memory number etc). 1. 1. Select a programmed submaster. 2. Press the COPY button on the front panel, or right click and select the Copy option from the menu. The Copy Submaster Window is displayed. 3.
Submasters Figure 6 - 9: Edit Macro Trigger Window Triggering Macros from Submasters Programming or Editing a Macro Trigger The Illusion 500 desk provides the facility to trigger macros from the submasters. 1. Select a programmed submaster. 2. Press SCREEN FUNCTION key F8 or click on the Extra Functions button, then select the Trigger Macro option. The macro is triggered and runs when the submaster fader level reaches the macro trigger level.
Submasters Figure 6 - 1 0: Submaster Controls Playback using Submasters Outputting Submaster Data Submaster Page Overlay The submasters are used to playback channel data or memories which have been loaded onto them. Select the required page using the PAGE UP and PAGE DOWN buttons, then move the SUBMASTER FADER to the level required.
Submasters Figure 6 - 11 : Submasters Screen Page Overlay Example Triggering Chase Memories Flash Button 1. Memories 1, 2, 21 and 22 have been programmed as scene memories and transferred onto submasters 1-1, 1-2, 2-1, and 2-2 respectively.
Submasters Figure 6 - 1 2: Submaster Controls Submaster Flash Functions Solo Go The SUBMASTER FLASH BUTTONS can be set to Flash, Solo or Go the channel data or memory data on the submasters. 1. Set the Flash Function to SOLO using the FLASH FUNCTION BUTTON. 2. Press a SUBMASTER FLASH BUTTON. The Submaster ‘Go’ function is essentially a ‘timed flash’ and is equivalent to raising the physical SUBMASTER fader to full. The FLASH FUNCTION button is used to select the required function.
Figure 7 - 1: Memories Screen Memory Stack Introduction The Memory Stack is defined as the list of programmed memories in increasing numerical order. The Memories and Cueline screens are two representations of the same Memory Stack. Programming and editing memory data is normally done from the Memories screen, but it can also be done from the Cueline screen, if preferred. Any changes made to memory data on the Memories screen are reflected on the Cueline screen and vice versa.
Memory Stack Figure 7 - 2 : Memories Screen showing Jump, Loop and Macro Trigger Jumps, Loops and Macro Triggers Normally the Memory Stack is played back by going through each of the programmed memories in numerical order, each memory being triggered automatically or by a GO button press. The Illusion 500 desk provides additional functions allowing jumps, loops and macro triggers to be programmed into the Memory Stack.
Memory Stack Figure 7 - 3: Edit Jump To Window Programming Jumps The following sections describe how to program, edit and delete jumps from the Memories or Cueline screens. Programming a Jump from the Memories Screen 1. Select the memory which is the start of the jump. 2. Press SCREEN FUNCTION key F8 and select the Jump To option from the menu, or right click and select the Jump To option. A popup window is displayed. 3.
Memory Stack Figure 7 - 4 : Edit Loop Window Programming Loops The following sections describe how to program, edit and delete loops from the Memories or Cueline screens. Deleting a Loop from the Memories Screen Editing a Loop from the Cueline Screen 1. Select any memory in the loop. 2. Press SCREEN FUNCTION KEY F8 and select the Loop option from the menu, or right click and select the Loop option. The Edit Loop Window is displayed.
Memory Stack Figure 7 - 5: Edit Macro Trigger Window Programming Macro Triggers The following sections describe how to program, edit and delete macro triggers from the Memories or Cueline screens. Deleting a Macro Trigger from the Memories Screen Editing a Macro Trigger from the Cueline Screen 1. Select the memory which has the macro trigger. 2. Press SCREEN FUNCTION KEY F8 and select the Trigger Macro option from the menu, or right click and select the Trigger Macro option.
Memory Stack Figure 7 - 6: Playback X Controls Playback X Memory Triggers Jumps in the Memory Stack The following sections describe how to play back the Memory Stack when the desk is in Real Time mode. The various types of memory trigger available in Real Time mode are described below: For details on running a show when the desk is SMPTE or MIDI Time mode see chapter 5.
Memory Stack Figure 7 - 7: Memories Screen Selecting the Next Memory The Go Button The Go Previous Button To select a memory from the Memories screen - see chapter 5. To output the next memory (indicated by the highlight bar on the Memories or Cueline screen) press the GO button on the front panel or select the GO button on the Cueline screen. The GO PREVIOUS function is used to go from the Current memory to the previously output memory using the transition times for the current memory in reverse.
Memory Stack Figure 7 - 8: Playback X Controls NOTES The Override Control End of the Show Progress through the Memory Stack can be slowed down or speeded up using the Playback X OVERRIDE control on the front panel. When the CUELINE reaches the end of the show (ie the end of the dwell time for the last programmed memory in the Memory Stack), it returns to the start of the first programmed memory in the memory stack.
Figure 8 - 1: Playback A/B Controls Playback A/B Introduction The Playback A/B function allows any of the programmed memories (except multi-part scenes) to be loaded onto the A and B MASTER faders. The A MASTER and B MASTER faders are then used to control the outputs and crossfade between the loaded memories. The A and B fade times are controlled independently by the FADE TIME A and FADE TIME B controls.
Playback A/B Figure 8 - 2 : Load Playback A Window Notes - Playback A/B Manual Load Operation Auto Load Operation When Playback A/B is operating in Manual Mode, memories can be selected and loaded onto the A and B MASTERS as and when required. When Playback A/B is set to Auto Load, memories are loaded onto the A and B MASTERS automatically when the fader level reaches zero. Loading the A Master Loading A/B Automatically 1. Set the A MASTER fader to zero.
Figure 9 - 1: Cueline Screen Cueline Introduction The Cueline screen is a graphical representation of the Memory Stack, and therefore represents the same memory data which is displayed on the Memories screen. Programming and editing memory data and running the Memory Stack can be done from the Cueline screen. Any changes made to the memory data or the memory stack on the Cueline screen are reflected on the Memories screen and vice versa.
Cueline Figure 9 - 2 : The Cueline Screen The Cueline Screen Memory Data Tracks Display Mode Button (F7) The Cueline screen can be used for programming, editing and playback of the cues in the Memory Stack. The remaining tracks display the timing information for each cue. The Display Mode Button (F7), toggles between Stay and Follow modes. The memory data tracks are labelled Part 1 Brightness, Part 1 Colour, Part 1 Beamshape, Part 1 Position, Part 2 Brightness .... Part 8 Position.
Cueline Figure 9 - 3 : New Cue Window Programming Cues Adding New Cues The following sections describe how to add and program new cues from the Cueline screen. 1. When programming cues from the Cueline screen, it is recommended that Stay Mode is selected (see earlier). This prevents the Cueline screen from jumping back to the Current memory. 2. • • • Press the MEMORY button on the front panel. The Select Memory window is displayed.
Cueline Figure 9 - 4: Edit Cue Window Editing Cues Editing Type, Information, Trigger and Modifiers The data of any programmed cue can be edited from the Cueline screen. 1. Move the mouse pointer onto the required cue in the Cue Track and right click. A menu of available options is displayed. 2. Select the Edit option. The Edit Cue Window is displayed showing the current values of the cue parameters. 3.
Cueline Figure 9 - 5: Cueline Screen showing Multi-Part Scene Editing Channel Data Previewing Cues Copying Cues The channel data for a cue (or part of a multi-part cue) can be edited from the Cueline screen as follows: The channel data for a cue (or part of a multi-part cue) can be previewed from the Cueline screen as follows: A complete cue can be copied to another cue from the Cueline screen. 1. Select the cue to be edited. 2. Position the mouse pointer on the appropriate memory data track. 3.
Cueline Figure 9 - 6: Transfer Window Transferring Cues onto Submasters Programmed cues (memories) can be transferred onto submasters and then output by raising the corresponding submaster fader. Right click on the cue (memory) to be transferred in the Cue Track and select the Transfer option from the menu. The Transfer Window is displayed. Zoom Buttons Playback Buttons The zoom buttons allow the Cueline, or part of the Cueline to be viewed at a range of magnifications.
Figure 10 - 1: Super User Screen Super User Entering Super User To enter Super User, press and hold the < and > buttons on the front panel together and then press the F8 button.
Super User Figure 10 - 2: Renumber Memories Window Clear Memories Renumber Memories Clear Submasters This option clears all the programmed memories in the desk. This option renumbers all the user programmed memories according to the parameters specified. This option clears the data from all the programmed submasters in the desk. If any memories have been transferred onto submasters or the A/B masters, then the relevant submasters and A/B masters are also cleared automatically.
Super User Figure 10 - 3: Set Date & Time Window Clear Palettes Clear All Set Date and Time This option clears the data from all the programmed palettes in the desk. This option clears all the memories, submasters, palettes, groups and auxiliary controls in the desk, leaving them unprogrammed. This option allows the date and time to be set for the desk. The Day, Month, Year, Hour, Minute and Second fields can all be set individually. Select the Clear All option from the Super User screen.
Super User Figure 10 - 4: Lock Desk Window Lock Desk Function Locking the Desk Exiting Super User Mode When the desk is locked - all of the editing facilities are disabled (ie none of the setup, memory, submaster, palette or group data can be changed). A padlock icon is displayed in the Information Bar at the bottom of the monitor screen. 1. Select the Lock Desk option from the Super User screen.The Lock Desk Window is displayed. 2.
Figure 11 - 1: DMX Outputs Screen Other Features Introduction This chapter covers the following features and miscellaneous items which are available on the Illusion 500 lighting control desk: • • • • • • • • • • DMX Output Screen DMX Patch Screen Auxiliary Outputs Topset Macros Entering Channel Values Entering Text Entering Times DMX In Upgrading Software For news, views and latest software visit our dedicated Illusion website at: www.illusionsupport.
Other Features Figure 11 - 2: DMX Patch Screen NOTES DMX Output Screen DMX Patch Screen The DMX Output screen shows the current DMX output value (0 - 255) of each DMX channel (1 - 512). The DMX Patch screen shows which dimmer channels, fixtures and auxiliary controls are patched to each of the 512 DMX output channels. The colour of each DMX channel indicates its state as follows: Yellow - A Dimmer Channel, Fixture or Auxiliary is patched to this DMX channel and the output is static.
Other Features Figure 11 - 3: Set Up Auxiliary Buttons Screen Auxiliary Outputs Momentary Action Push On/Push Off Action The DMX output from an auxiliary button is determined by its On Value, Off Value, On Time, Off Time and Action. These values are defined in Desk Setup (see chapter 3 for details). 1. 1. When the DMX output is at the On Value, the red light in the AUX CONTROL button is illuminated. When the DMX output is at the Off Value, the red light in the AUX CONTROL button is off.
Other Features Figure 11 - 4: Topset Window Topset Adjusting Topset Values Resetting Topset Values Topset is a method of limiting the DMX output values of dimmer channels and fixture brightness parameters to compensate for any problems with the actual lamps or fixtures in the lighting rig, without needing to change any of the programmed data. 1. 1. Press the TOPSET button on the front panel. The Topset Window is displayed on the monitor screen. 2.
Other Features Figure 11 - 5: Macro Window Macros Programming a Macro Editing a Macro A macro is a recorded series of front panel button presses which can be played back when required, or triggered by a memory or submaster. 1. Press the MACRO button. Select a macro using the cursor keys or mouse, or by entering the macro number directly. 1. Press the MACRO button. Select a macro using the cursor keys or mouse, or by entering the macro number directly.
Other Features Figure 11 - 6: Macro Window Clearing a Macro Running a Macro Triggering Macros 1. Press the MACRO button. Select a macro using the cursor keys, mouse or by entering the macro number directly. 1. Press the MACRO button. Select a macro using the cursor keys, mouse or by entering the number directly. Macros can be triggered from the Memory Stack when a memory is triggered (see chapter 7). 2. Select the Clear button in the Macro Window or press the CLEAR button on the front panel.
Other Features Figure 11- 7: Desk Defaults - General Entering Channel Values DMX Double Digit Direct Action In Desk Setup there are various options for entering dimmer channel and fixture parameter values in the Program Window. Enter the required DMX value followed by ENTER. The values are displayed as DMX values (0 - 255).
Other Features Figure 11 - 8: Numeric Keypad Entering Text using Front Panel Keys Entering Real Times from Numeric Keypad The numeric keypad on the front panel can be used to enter alphanumeric text where appropriate (eg information fields for dimmer channels, memories, submasters etc.) When real times are entered from the numeric keypad or external keyboard, the values may be entered as seconds only, seconds and tenths, or minutes seconds and tenths.
Figure 12 - 1 : Illusion 500 Back Panel Technical Specification Introduction Desk Power Supply This chapter covers the various inputs and outputs on the Illusion 500 desk: An inline external power supply unit is used to power the desk. • • • • • • • • • • • • Mains Voltage: Desk Power Supply Audio Input Remote Switches DMX Output MIDI (optional) SMPTE (optional) 230V +10%, -17% (190V - 253V) 120V +10%, -17% (100V - 132V) Supply 5V @ 5A and 12V @ 1A.
Technical Specification Remote Switches MIDI (Optional) DMX Input (Optional) An 8 pin DIN connector providing 6 remote switches (common ground ). Short pin to 0V to simulate a button push. MIDI Input: 5 pin DIN connector. 5 pin XLR, not isolated, with voltage protection. Data on channels 1-512. Pin connections - as for DMX Output. WARNING - Do NOT connect anything to the undefined pin.
Zero 88 Lighting Ltd. Usk House Llantarnam Park Cwmbran Gwent NP44 3HD United Kingdom Tel: Fax: e-mail: Web: +44 (0)1633 838088 * +44 (0)1633 867880 sales@zero88.com www.zero88.com * 24 hour answerphone For news, views and latest software visit our dedicated Illusion website at: www.illusionsupport.