Eos Family Console Programming Level 3
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Eos Family Console Programming Level 3
Introduction to Ion Programming
Use advanced selection and manual control features • Define and use Highlight, Lowlight, and custom RemDim • Use the fan function on encoders, the command line, and for references • Control multiple-intensity fixtures •…
Eos Family Console Programming Level 3 - ETCConnect
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Eos Family Console Programming Level 3: Intermediate
Workbook
V3.0 Rev. A www.etcconnect.com/education
Released: 2021-01
Table of Contents
PURPOSE OF THE CLASS ......................................................................................................................................... 4 MERGE SHOW FILE DATA ....................................................................................................................................... 5 PATCH FEATURES................................................................................................................................................... 8 DATABASE & KEYWORDS....................................................................................................................................... 9 QUERY ................................................................................................................................................................. 10 MACROS .............................................................................................................................................................. 12 CUSTOM DIRECT SELECTS..................................................................................................................................... 14 MULTI-CELL CHANNELS ........................................................................................................................................ 15 MANUAL CONTROL.............................................................................................................................................. 17 FAN...................................................................................................................................................................... 19 REFERENCE DATA EXPLANATION ......................................................................................................................... 23 DATA MANIPULATION TOOLS .............................................................................................................................. 24 UPDATE ............................................................................................................................................................... 25 NAVIGATION AND EDITING IN BLIND................................................................................................................... 28 ADDITIONAL DISPLAY FUNCTIONS ....................................................................................................................... 31 REFERENCED MARKS............................................................................................................................................ 33 EFFECTS EDITING.................................................................................................................................................. 35 INTERMEDIATE MAGIC SHEETS ............................................................................................................................ 39 APPENDIX 1 � CHANNEL HOOKUP........................................................................................................................ 46
ETC permits the reproduction of materials in this manual only for non-commercial purposes. All other rights are reserved by ETC.
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Eos Family Console Programming Level 3
Purpose of the Class
The class is intended for people who are well versed in Eos Family terminology, already know the layout of the desk, and are experienced conventional and intelligent fixture programmers. This class is intended to build on your knowledge, and make you faster.
LEARNING OBJECTIVES:
After completing this class, users should be able to: � Use, store, and recall advanced displays � Use advanced patch functions, such as copying and moving show
data, editing fixture profiles, and creating keywords � Use advanced selection and manual control features � Define and use Highlight, Lowlight, and custom RemDim � Use the fan function on encoders, the command line, and for
references � Control multiple-intensity fixtures � Apply and store filters � Use manual playback functions like Make Null, Make Manual,
Capture � Use advanced palette and preset modifiers � Use advanced cues, like Multipart, and multi-list � Create and use Macros � Utilize intermediate Magic Sheet skills
SYNTAX ANNOTATION
� Bold � [Brackets] � {Braces} � <Angle brackets> � [Next] & [Last] � �Direct Select� � MS Object
Browser menus Facepanel buttons Softkeys and direct selects Optional keys Press & hold simultaneously Direct Select button press Object on a Magic Sheet
� Play Icon
Link to video on ETC's YouTube Channel ETCVideoLibrary
HELP
Press and hold [Help] and press any key to see: � the name of the key � a description of what the key enables you to do � syntax examples for using the key (if applicable)
As with hard keys, the "press and hold [Help]" action can be also used with softkeys and clickable buttons
THE MANUAL
The manual is available on the console, Tab #100. Click on Add-a-Tab (the {+} sign) , select Manual
Hold [Tab] & press [100]
Please note that it is not available on Windows XP devices or on Macs but is available as a download from the web site.
Merge Show File Data
5
Merge Show File Data
Merging show files is how we bring data from another show file into our current show file.
MERGE COMPLETE TARGET LISTS
From [Live}, [Go To Cue] [Out] [Enter]
START THIS DAY IN LEVEL 2 COMPLETE! start with a blank stage
[Displays], {Browser}, File > Merge, select a show, and press [Select] opens main Merge screen
By default, all items are unselected. Selected items will turn gray. Incoming targets will overwrite existing targets if they share the same number.
ADVANCED MERGE
{Advanced} allows you to select specific ranges of the targets and place them where you want them in the current show file. � Start - The first in a range (such as a range of groups). � End - The last in a range of components. � Target - The desired location of the components in the new show
file (for ranges, this will be the location in the new show of the first component in the range. The others will follow in order).
{Groups}
{Start} [6]
[Page] to the End column, [23] {Target} [206]
{Cues}
{List} {3}
[Page] to {List Target} {103}
[Page] to {Start} [1]
[Page]to the End column, [5]
{Groups} [91] [Page] [95] or {Groups} [91] [Thru] [95]
Don't hit {Ok}!!!
{Cancel}
{Return} goes back to the full target display of Merge
selects what you want to merge selects the starting number of the range from the stored show sets the ending number of the range
sets starting location in current show
selects what you want to merge
from Cue List 3 in the stored show
going into current show as Cue List 1 selects the starting number of the range from the stored show sets the ending number of the range
multiple ranges of the same targets
to go back to main Merge screen
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Eos Family Console Programming Level 3
PATCH A MULTI-CELL FIXTURE
Some fixtures have multiple segments, or cells, that can be individually controlled within a single fixture. For example, many linear LED fixtures have the ability to control different sections independently within the fixture, allowing us to assign a range of colors or intensities across one device. There are also some models of moving lights that have multiple moving parts within a single fixture. These types of fixtures can create dynamic effects and unique stage looks � but first we have to patch them as multi-cell fixtures.
In Patch [291] [Thru] [295] [Enter] {Type}
Find SGM SP 6 (6)
in mode, select 6ch MC [6] [6 Cells]
selects the channels
assigns the fixtures to the channels � notice the parts (.1, .2...)
Notice two options same footprint, but second has MC 6 cells
[At] [4] [/] [411] [Enter]
Note addresses are assigned to cells, not to Master Cell. Sometimes Master and cells are labeled differently - pixels [Live] and look at [291] [Enter]
assigns addresses to cells
CHANGING EXISTING TO MULTICELL
In Patch [Group] [22] {Unpatch} [Enter] DON"T HIT ENTER AGAIN
Notice it will remove all non-intensity parameter show data � we don't want to do that!
[Clear]
notice the message
{Type} Color Force II 72 RGBA x4 OFF MC [24] 6 cells
no need to change addresses
[Live] and look at [Group] [22] [Enter] or [301] [Enter]
Merge Show File Data
7
Patch Exercise - see Appendix 1
Go to Appendix 1 � Channel Hookup in the back of the book to verify the patch and add the additional channels (Ignore Notes/labels). When done, do a Channel check and then save your show.
CHANNEL/ADDRESS CHECK
[Live] [111] [Full] {Chan Check} [Enter] then [Next] ... [Next] ...
quickly steps through all patched channels at 100%
UPDATE THE HOME PRESET
[Clear] [161] [Thru] [168] [Full] [Enter] Tip up on stage ... [Select Last] {Focus} {Update} {Preset} [999] [Enter]
update Home Preset to include these channels on stage
SAVE AS
Please save the show file with a new name using Save As: [Displays], {Browser}, File > Save As > and select Show File Archive
Do you really want to save? [Select] or click {OK}.
Press [Label] to clear "Show File..."
Enter a new show name
Please do not overwrite the existing.
[Enter] on either console or keyboards.
DON'T FORGET! QUICK SAVE
[Shift]&[Update]
quick save
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Eos Family Console Programming Level 3
Patch Features
COPY CHANNELS IN PATCH
When you copy a channel in Patch, only the patch information is copied to the target channel(s) � type, labels, all attributes, interface, and database information.
Recall Snapshot 1
In Patch, [101] [Copy To] [106] [Enter]
copies only the fixture type (no address) to new channel
To copy show data for a channel, use softkey modifiers. This will copy all show data for the copied channels including data in cues, submasters, palettes and presets, effects, and groups.
[101] [Copy To] [107] {Plus Show} [Enter] [101] [Copy To] [108] {Only Show} [Enter] [Blind], [Format] to Spreadsheet, and be in Flexi-Active state
copies the patch and all show data to new channel
copies only the show data to new channel, and doesn't copy any patch info
[101] [Thru] [108]
can see levels are copied
[Shift]&[Format]
to hide non-intensity parameters
Back in Patch, [101] [Copy To] [109] {Only Text} [Enter]
copies only the database information
MOVE CHANNELS IN PATCH
When you move a channel in patch, you are essentially renaming it from one channel number to another. All show file information and patch information is moved to the target channel, as well as park information for the channel(s).
[106] [Copy To] [Copy To] [110] [Enter]
moves channel's show and patch information to new channel
NOTE: Certain show information will not get copied or moved when executed through Patch. This includes channel numbers called in macros, and channel objects in Magic Sheets and Pixel Maps.
NOTE: When copying a channel, park information from the origin channel does not copy to the target channel(s). However, when moving a channel, the move will be made in Park as well.
[Blind] [Focus Palette] [1] [Enter], in Table View
[Group] [Group]
Notice that Group 5, 23 and 99 have extra channels in them [Group] [5] [+] [Group] [23] [+] [Group] [99] [Enter]
[-] [107] [Thru] [108] [Enter]
see that 107 is now in Focus Palette 1
remove channels from these groups for future operations
Database & Keywords
9
Database & Keywords
Each part of a channel can be assigned one note and up to ten keywords. These can be used to inform operators locally regarding attributes of the fixtures, working notes, or to assist with Query operations. Notes can accept paragraph-form text and are not utilized when using the [Query] function. Keywords can be defined in notationstyle and can be searched with [Query].
In {Patch}, {Database}
ADDING NOTES TO A CHANNEL OR PART
[1] {Notes} Hung sideways from catwalk [Enter] [152] [Thru] [154] [Part] [2] {Notes} rental units [Enter]
These notes are only visible in the About Channel display.
ADDING GEL NOTES
[1] [Thru] [10] {Gel} R33 [Enter] [201] [Thru] [209] {Gel} L201 [Enter]
ADDING KEYWORDS TO CHANNELS OR PARTS
From a clear command line � [Shift]&[Clear] {Text1} [Label] Lamp [Enter] {Text2} [Label] Position [Enter] {Text3} [Label] System [Enter] [1] [Thru] [10] {Lamp}
{New Keyword} 575W [Enter] [131] [Thru] [134] [+] [141] [Thru] [144] [+] [151] [Thru] [154] [+] [161] [Thru] [164] [+] [171] [Thru] [174] {Position} {New Keyword} SL Booms [Enter] [135] [Thru] [138] [+] [145] [Thru] [148] [+] [155] [Thru] [158] [+] [165] [Thru] [168] [+] [175] [Thru] [178] {Position} {New Keyword} SR Booms [Enter]
[131] [Thru] [138] {System} {New Keyword} Head High [Enter] [171] [Thru] [178] {System} {New Keyword} Shins [Enter]
navigates to the Database area of Patch
selects channel 1 and adds the note selects part 2 of channels and adds note
adds text and a color swatch adds text and a color swatch
changes Text1 to Lamp changes Text2 to Position changes Text3 to System selects channels and text field adds the new keyword to the database and automatically fills in text field selects channels and text field adds the new keyword to the database and automatically fills in text field selects channels and text field adds the new keyword to the database and automatically fills in text field
KEYWORD BEST PRACTICES
� Keywords are helpful if they are concise and consistent. Having keywords such as "S4 19deg" is easy to understand, but having another keyword "S4-19" will make it difficult to use [Query] to find channels that you want. Re-use keywords that you have already established for similar fixtures.
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Eos Family Console Programming Level 3
Query
[Query] is used to find and select channels that meet conditional criteria and keywords. Query will always result in either a channel selection or an error (if no channels meet the criteria).
Back in Live,
[Go To Cue] [Out] [Enter]
[Record] [100] [Time] [2] [Block] [Assert] [Label] Blackout [Enter]
[Group] [1] [At] [5] [Time] [7] [Enter]
set up some channels to use with Query
[Group] [2] [At] [75] [Enter] [Color Palette] [6] [Enter]
[Group] [20] {Offset} {Mirror In} [At] [10] [Thru] [Full] [Enter]
[Color Palette] [6] [Enter]
[Group] [5] [At] [80] [Enter] [Focus Palette] [1] [Enter]
[103] [Full] [Full]
[Record] [101] [Time] [3] [Enter]
BASIC QUERY
Be in Live Summary View, press [Displays] to open CIA
Records new look
[Query] [At] [75] [Enter]
selects all channels currently at 75%
[At] [50] [Enter] [At] [Full] [Enter]
QUERY WITH KEYWORDS
[Query] {Text} {575W} [Enter]
[Update] [Enter]
[Query] {Text} {SL Booms} [Enter]
[Query] {Text} {SR Booms} {Fixture Type} {Scroller} [Enter]
[Full] [Full]
takes them to 50%, and then to Full
keywords displayed in CIA - selects all channels with a 575w lamp
selects all channels in the SR Booms that are scrollers turns them on
[Sneak] [Enter]
and sneaks them back out
Check out all the options for Query in the CIA: the parameter tiles, Default, Text and Fixture Types.
QUERY SOFTKEYS
{IS IN} & {ISN'T IN}
The specified channels or parameters that are or are not currently at a specific value:
[Query] {Is In} [Color Palette] [6] [Enter]
[Query] {Is In} [Focus Palette] [1] [At] [Full] [Enter]
[1] [Thru] [50] [Query] {Isn't In} [Time] [7] [Enter]
selects all channels currently in Color Palette 6
selects one channel (103) in Focus Palette 1 with an intensity of Full
selects channels in range that do not have a time of 7
Query
11
QUERY AND FLEXI
[Live], [Format], and change the Flexi state to Selected Remember a standard command line selection will return different values based on your Flexi State. Query ignores that Flexi state and returns any channel that meets the criteria of the query.
OTHER QUERY MODIFIERS {MOVES ONLY}
Finds anything in the current cue that has a move instruction
[Query] [Cue] [5] {Moves only} [Enter]
{UNPATCHED}
Finds channels that are not patched or do not have an address in Patch
[Query] {Unpatched} [Enter]
[Query] {Unpatched} {Is In} [Cue] [1] [Thru] [Enter]
looks for anything that has a move instruction in Cue 5
looks for anything that is stored in the selection but is unpatched
Query ends in one of two ways: 1) channel selection that meets the query or 2) an error message � no channels meet the query
[Query] [At] [40] [Enter] [Shift]&[Clear]
will return an error to remove error
OTHER QUERY MODIFIERS
� Can Be � Or � Less Than (includes equal to) � Mark (cue where the intensity is active) � Marking (future cue) � Up Moves � Live Moves � Block � Assert � Park � Capture
� Can't Be � Moves Only � Greater Than (includes equal to) � Broken Mark � Track � Down Moves � Dark Moves � Autoblock � Part � Delay
QUERY BEST PRACTICES
� Query results are not altered by Flexi � it will select channels that are true even if they are not in the current flexi view.
� Query works great in Blind Spreadsheet.
� Save frequently used Queries as macros for quick dynamic channel selection.
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Eos Family Console Programming Level 3
Macros
A Macro is an automated series of console actions. Macros are a way to automate repetitive, complex or hard-to-reach commands in the desk.
LEARN A MACRO
[Live]
[Learn] [1] [Enter]
places console in Learn mode
[Stop Effect] [Enter] then hit [Learn]
button flashes green, "Learning Macro 1" flashes above CIA command line
records `Stop Effect' command as macro
[Group] [99] [Enter]
[Learn] [2] [Enter] [Select Last] {Saturation} [At] [/] [90] [Enter] [Learn]
[Learn] [3] [Enter] [Select Last] [Record] [Focus Palette] [Next] [Enter] [Learn]
RECALL A MACRO
Recall Snapshot 2
[Group] [2] [Thru] [4] [Full] [Rem Dim] [Enter] [Color Palette] [1] [Enter]
records macro that records last selection of channels into a new focus palette
to see the color picker and Direct Selects will make color less saturated
[Macro] [2] [Enter]
macro makes the color less saturated
[Macro] [2] [Enter]
DESK SETTINGS IN MACROS
[Displays] {Setup} {System} {Remotes}
less saturated again to be in right place to record macro
[Learn] [4] [Enter] {Allow Remotes} [Learn]
remember this is a toggle option
NOTE: In addition to calling a macro on the command line, macros can be called by a direct select, magic sheet button, a cue execute, a system command, or a connected show control system.
MACRO EDITOR DISPLAY
The Macro editor display allows you to edit macros, and access softkeys that aren't available from all areas of the desk.
[Macro] [Macro] [1] [Label] Stop FX [Enter] [Next] [Label] Desaturate [Enter] [Next] [Label] Rec Next FP [Enter] [Next] [Label] RFR Enable [Enter] Select macro 4, press {Edit} or [Learn] Using [Page ] and [Page ] to select "Clear_CmdLine" Use the softkey {Delete}
opens macro editor label the macros
enters Edit mode for the macro
Macros
13
[Page ] to , Find "Enable" in the "Common" section in the CIA
[Learn]
[4] [Copy To] [5] [Enter]
{Edit}, highlight "Enable", {Delete}, Add {Disable}
Don't forget {Done}!!
[Label] RFR Disable [Enter]
NOTE: Cursor can be moved using page left and right keys. In Edit mode, only your page arrow keys, Escape, Select, and softkeys will not post to the Macro. All hard keys and CIA softkeys will post into the macro and play back each time the macro is called.
exits Edit mode for the macro.
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Eos Family Console Programming Level 3
Custom Direct Selects
Custom direct selects allows you to select multiple targets to display in the same bank of direct selects.
[Snapshot] [2] [Enter]
(Groups and Color Picker)
Press {Groups}, and choose {Custom} for the Direct Select bank
recalls Snapshot 2 a bank of 10 x 5 appears
ASSIGNING TARGETS
� After selecting {Custom}, the direct selects display as being empty. � Either tap on a direct select to open the configuration window, or
use the command line. � From the configuration window, select the target type, and the
starting and ending target numbers for a range.
Touch a Direct Select button
In the popup configuration window, select target type: Color Palette, start 1, and then Okay On the command line, [Color Palette] [2] [Thru] [7] [Enter] and double touch the next Direct Select
[Group] [1] [Thru] [5] [Enter], double touch a Direct Select button
drops in Color Palette 1 drops in the rest of the Color Palettes drops in the Groups
[Clear]
[Intensity Palette] [1] [Enter], double touch a Direct Select button drops in Intensity Palette 1
Note:
To assign a range of channels to the direct selects, you can also use the configuration window. From the command line, you can only assign one channel at a time.
CLEARING CUSTOM DIRECT SELECTS
Use [Escape] to clear custom direct selects: Hold down [Escape] and then press the first Group Direct Select
Hold down [Escape] and then press (long) the next Group Direct Select in the range until a red X appears
With [Escape] still held down, press the last direct select of the range.
[Focus Palette] [1] [Thru] [5] [Enter], put where Groups were
In preparation for the next exercise: Replace the Color Picker Tab with a Direct Select tab, and make them Groups
[Record] [{Snapshot}] [3] [Enter] [Enter]
clears the first group direct select
clears a range of direct selects
creates 2 frames of Direct Selects, one Custom and one Groups notice both Direct Selects and Custom DS are enabled to be stored by default.
CUSTOM DIRECT SELECTS ADDED TO SNAPSHOTS
A {Custom DS} button has been added to the Snapshots List. When {Custom DS} is enabled, a snapshot will recall the targets that each of the custom direct select buttons are mapped to, unless the snapshot does not have custom direct select button mapping.
When {Visible Workspaces} is enabled, {Direct Selects} and {Custom DS} are enabled by default.
Multi-Cell Channels
15
Multi-Cell Channels
WORKING WITH MULTI-CELL FIXTURES IN LIVE
[Live] if you are not already there [Go To Cue] [Out] [Enter]
Notice for these fixtures the cells are at Full by default
[301] [Enter] [301] [.] [Enter] [301] [Shift] & [.] [Enter]
[.] [0] selects just the Master cells - same as [Shift]&[.]
[301] [Full] [Full] [Out]
[301] [Thru] [312] [Full] [Enter] [301] [Thru] [312] [.] [Full] [Thru] [10] [Enter] [Select Last] [Full] [Full]
Be in Table View!
selects Master and cells posts channel cells only on command line � Cells only selected posts channel minus cells on command line � Master Cell only selected
full intensity in Master cells, lights on takes lights out lights on fans intensity across individual cells, master still at full
USING OFFSET WITH MULTI-CELL CHANNELS
[Select Last] {Offset} [4] [Out] [Select Last], [Clear] to remove the 4, {Mirror Out} [Full] [Thru] [10] [Enter] [Clear] [Sneak] [Enter]
notice channel selection takes all light out
FLEXICHANNEL MODE
[301] [Thru] [312] [Enter], then hold [Flexi]
- Cells Off � collapses the individual cells, can also use [Flexi]&[.]
- Masters Off � collapses the Master cell, leaving only the individual cells
[Format]
Hold [Flexi], select {Cells off}
Channels that have cell intensities that are differnet from the master are displayed with a `+'
[Snapshot] [1] [Enter]
to see Cells off and Masters Off
to go to summary view to see Cells off and Masters Off recalls Snapshot 1
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Eos Family Console Programming Level 3
MULTICELL CHANNELS IN GROUPS
[Group] [Group]
[Group] [31] [Enter], [301] [Thru] [312] [Enter]
[Label] MC Whole [Enter]
[Group] [32] [Enter], [301] [Thru] [312] [.] [Enter]
[Label] MC Cells [Enter]
[Group] [33] [Enter], [301] [.] [1] [Thru] [306] [.] [3] [Enter]
[Label] Cyc Cells SL [Enter]
[Group] [34] [Enter], [301] [Thru] [312] [Shift]&[.] [Enter]
[Label] MC Minus Cells [Enter] [Group] [35] [Enter], [301] [Thru] [312] [.] {Offset} {Mirror Out} [Enter] [Label] Cyc Top Cells Mirror Out [Enter] [Group] [35] [Copy To] [36] [Enter] [Group] [36] [Enter], {Reverse} [Enter] [Label] Cyc Top Cells Mirror In [Enter]
[Group] [41] [Enter] [301] [Thru] [312] [+] [351] [Thru] [362] [.] {Offset} {Mirror out} [Enter] [Live] [Group] [22] [Full] [Full] [Group] [41] [Color Palette] [2] [+] [7] [Enter]
Mirroring out entire selection, want them to mirror out in pairs
[Group] [Group] [Group] [41] [Enter] [301] [Thru] [312] [+] [351] [Thru] [362] [.] {Offset} {Mirror out} {Chan per group} [2] {Interleave} [Enter] [Enter] [Live] [Group] [41] [Color Palette] [2] [+] [7] [Enter]
[Group] [Group] [Group] [41] [Label] Full Cyc Mirror Out [Enter] [Group] [41] [Copy To] [42] [Enter] {Reverse} [Enter] [Group] [42] [Label] Full Cyc Mirror In [Enter]
to go into the Group List to create a group of the whole multicell fixtures to create a group with the cells only of the selected multicell fixtures to create a group with the cells only of the selected multicell fixtures to create a group with only master cells using offset creates a copy of the group reverses the content of the group
that's not what we want!
mirrors out in pairs across cyc
Manual Control
17
Manual Control
REMDIM
RemDim can be used to take all active channels that are not in a selection, and force them to a lower level.
ABSOLUTE REMDIM
Recall Snapshot 1
[Live] [Go To Cue] [Out] [Enter]
[1] [Thru] [5] [Full] [Full]
[1] [At] [5] [RemDim] [Enter]
[5] [Thru] [2] [At] [1] [Thru] [3] [Enter]
[10] [At] [5] [RemDim] [20] [Enter]
[RemDim]
turns on channels
puts channel 1 at 50, and forces all other channels to 0
sets channels at different levels
puts channel at 50, and any channels that are above 20 to 20, any values below 20 stay at their previous value toggles RemDim off � only works once, immediately after a RemDim command is completed (mini Undo)
PROPORTIONAL REMDIM
[1] [Thru] [10] [At] [50] [Enter]
[Group] [2] [At] [75] [RemDim] [/] [50] [Enter]
puts channels at 50
puts selected channels at 75, and puts all other channels at 50% of their previous level
HIGHLIGHT & LOWLIGHT
Highlight mode allows you to put fixtures into a temporary, pre-defined state. You can use the desk's defaults for Highlight, or define your own Highlight, Lowlight, and Highlight RemDim behaviors.
USING HIGHLIGHT MODE
Highlight is very useful to isolate and adjust individual fixtures.
[Clear] [Sneak] [Enter]
[High]/{Highlight} [Enter] [Group] [5] [Enter], then [Next]
enters Highlight mode � look at command line
selects first channel in a group, turns others off and advances thru group
[Next]...[Next] and focus each light on crate on far stage right notice yellow HL on each channel
[Select Last] [Record] [Focus Palette] [7] [Label] Crate [Enter] [High]/{Highlight}
records Focus Palette 7
exits Highlight mode � no [Enter] required
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Eos Family Console Programming Level 3
HIGHLIGHT & LOWLIGHT PRESETS
[Clear] [Sneak] [Enter]
[Group] [23] [Full] [Full]
[Select Last] [-] {Focus} [Record] [Preset] [997] [Label] Highlight [Enter] [Select Last] [Enter], run cyan and magenta to full and yellow out to make them all dark blue, [At] [50] [Enter], [Select Last] [-] {Focus} [Record] [Preset] [998] [Label] Lowlight [Enter]
DEFINE HIGHLIGHT, LOWLIGHT AND HIGHLIGHT REMDIM LEVELS
There are three levels that can be defined with presets or hard values. [Displays] {Setup} {User} {Manual Control}
{Highlight Preset} [997] [Enter]
{Lowlight Preset} [998] [Enter]
{Highlight RemDim} [20] [Enter]
selects all the moving lights records just the color and beam parameters into Preset 997
records just the color and beam parameters into Preset 998
defines Preset 997 as Highlight preset defines Preset 998 as Lowlight preset puts in a value for Highlight RemDim
NOTE: You can set Highlight RemDim as a hard percentage value (like the example above), a [/] value (percentage) or as a preset.
USING HIGHLIGHT MODE
[Live] [Go To Cue] [101] [Enter]
[High]/{Highlight} [Enter]
[Group] [7] [Enter] ... [Next],* [Next], [Next]
Note:
101 is in Highlight Preset (HL), rest of Group 99 is using Lowlight Preset (LL), and all channels outside of the selection are manual (red) using the Highlight RemDim level.
[Group] [5] [Enter] [Next], focus downstage center, [Next], [Next]...
[Select Last] [Record] [Focus Palette] [11] [Label] Down Center [Enter]
[High]/{Highlight} [Record] [102] [Enter]
go back to Live and into a cue go into Highlight mode, levels drop to Highlight RemDim value (20) puts current channel within selection at Highlight level, puts remainder of channels within selection at Lowlight level, and puts all unselected channels at Highlight Rem Dim level
focus all 5 fixtures downstage center selects the channels, putting them all in Highlight look and records all into focus palette, can then start on next position exits Highlight, restores look on stage
HIGHLIGHT & LOWLIGHT BEST PRACTICES
� Highlight is a great way to quickly build up focus palettes for a group of fixtures.
� Highlight can be helpful to see lights in a rig when there is ambient light you cannot control, like work lights, or while programming outdoors.
� With Highlight RemDim disabled, all channels not in the selected group remain at their previous values. So you'll have light on stage.
Fan
19
Fan
It is possible to take a selection of channels, and quickly spread across them a range of mathmatical values � such as intensity
COMMAND LINE FAN
[Go To Cue] [Out] [Enter]
[1] [Thru] [5] [At] [10] [Thru] [Full] [Enter]
Be in Table View on the Live display
[351] [Thru] [362] [Full] [Full]
[Select Last] [.] [At] [10] [Thru] [Full] [Enter]
[Select Last] [Fan] {Mirror Out} [At] [10] [Thru] [Full] [Enter]
[Select Last] [Fan] {Repeat} [4] [At] [10] [Thru] [Full] [Enter]
FAN MODIFIERS
When [{Fan}] is pressed, the following fan styles softkeys appear: � {Center} � The middle channel in the order is the start and
remains unchanged; first and last channels change in different directions. � {Reverse} � The selected channel order is reversed � {Mirror Out} � The middle channel in the selected order is the starting channel; the first and last channels are the end channels. � {Random} � The selected channels are put in a random order � {Repeat} � The number of times a pattern is repeated within a selection [31] [Thru] [42] [Fan] {Repeat} [3] [At] [50] [Thru] [70] [Enter] � Fans the intensity values of 50 to 70 across channels 31 to 34, 35 to 38, and 39 to 42. � {Cluster} �The channels are put into collections, which contain channels with all of the same value. [31] [Thru] [42] [Fan] {Cluster} [4] [At] [50] [Thru] [70] [Enter] - sets channels 31 to 34 at 50%, 35 to 38 at 60%, and 39 to 42 at 70%.
takes us to a clean stage fans the intensities across the channel selection and defined intensity range
puts Master cells at Full channel selection matters, look at cells of each fixture, nice gradient
intensity repeats across 4 subgroups
FAN PARAMETERS
In Eos Family software, Fan is a mode. When enabled, any parameter that is moved will spread evenly across the selection based on the styles below.
Recall Snapshot 3
recalls the Direct Selects
�FOH Movers� (G5) [Full] [RemDim] [Enter] �Singer� (FP2)
[Fan] [Enter] Move the Pan encoder Move the Cyan encoder Run the Level Wheel up and down
enables Fan mode
first channel is anchor, and others fan relative to the first channel look at beams � White to Cyan across the fixtures, first channel unaffected
same with intensity
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Eos Family Console Programming Level 3
Touch �Singer� [Fan] {Center} [Enter] Move the Pan encoder
Move the Tilt encoder Touch �Singer�
�MC Masters Only� (G34) [Full] [Full] �MC Cells� (G32) [Fan] {Mirror Out} [Enter] Roll Amber out and then Green out [Fan] {Mirror Out} {Repeat} [3] [Enter] Roll out all of the Red and slowly dial in the Green
sets fixtures back to Focus Palette 2
center channel is anchor, and channels fan out from the middle same, channels fan up and down from the middle puts all fixtures back on Singer
brings up the cyc fixtures
watch how the fixtures respond now repeats the fan in the selection 3 separate subgroups
FAN REFERENCES
It is possible to fan referenced data over a range of channels. [Group] [20] [Color Palette] [1] [+] [6] [Enter]
[Group] [5] [Focus Palette] [1] [+] [3] [Enter]
[Select Last] [Sneak] [Enter]
[Group] [20] [Color Palette] [1] [Thru] [7] [Enter] [Select Last] [Fan] {Mirror Out} {Cluster} [2] [Color Palette] [1] [Thru] [7] [Enter] [Record] [102] [.] [5] [Enter]
creates a gradient fan between the two color palettes fans the movers between guitars and drums, like a line between
fans all seven color palettes across the channels, and repeats assigns a color palette to each subgroup of 2
FAN DISCRETE TIMING
Ranges can be used to fan discrete time and delays. [Group] [2] [Full] [Full] [101] [+] [103] [Preset] [1] [Enter] [104] [+] [105] [At] [80] [Enter], �Drums� (FP3) [102] [At] [80] [Enter], �Guitar� (FP1) [Group] [22] �Dk Blue� (CP6) [Clear] ( [101] [+] [103] ) [+] [102] [+] ( [104] [+] [105] ) [Time] [2] [Thru] [12] [Enter] Hold [Time] display key (or [About]&[Time] on other consoles) [Group] [41] [Delay] [0] [Thru] [6] [Enter] Hold [Time] display key again [Record] [103] [Enter] [Go To Cue] [102] [Enter] press [] (Go) and [] (Go)
on drummer on guitar Cyc in dk blue
[Shift}&[/] to create the ( ) to see channel timing
only applied to cells
watch cue 102.5 and then cue 103
Note: To view discrete timing, hold the Time Display button or [About]&[Time]. [About] [Time] [Time] latches the timing view.
Fan
21
BUILD PALETTES USING HIGHLIGHT, FAN, AND MACROS
RECORDING COLOR PALETTES WITH MACROS
Recall Snapshot 3
[Go To Cue] [Out] [Enter]
[Group] [99] [Full] [Full] Touch �Red� (CP1)
[Macro] [2] [Enter] [Record] [Color Palette] [11] [Label] Lt Red [Enter] Double tap the blank custom direct select under �Red�
builds new Color Palette with macros and Direct Selects use the desaturate macro
stores new Color Palette
adds it to the Direct Selects
Touch �Orange� (CP2) [Macro] [2] [Enter] [Record] [Color Palette] [12] [Label] Lt Orange [Enter] Double tap the blank custom direct select under �Orange�
use the desaturate macro stores new Color Palette adds it to the Direct Selects
Touch �Yellow� (CP3) [Macro] [2] [Enter] [Record] [Color Palette] [13] [Label] Lt Yellow [Enter] Double tap the blank custom direct select under �Yellow�
use the desaturate macro stores new Color Palette adds it to the Direct Selects
Collapse CIA
Change each frame to have 2 banks: bottom left - Focus Palettes and bottom right - Macros
[Record] [Snapshot] [4] [Enter]
Snapshot Four should look something like this:
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Eos Family Console Programming Level 3
RECORDING FOCUS PALETTES WITH MACROS
[Clear] [Sneak] [Enter]
Touch �OS Movers� �100%�, [Form] {Zoom} [19] [Enter] Tilt fixtures up until at the SL & SR edges of stage, in line with the proscenium
builds new Focus Palette
�Rec Next FP� [Label] X Stage Look [Enter]
stores new Focus Palette
[Select Last] [Enter] and tilt fixtures up until they are in the grid �Rec Next FP� [Label] Flyout [Enter]
stores new Focus Palette
RECORDING PALETTES WITH HIGHLIGHT & FAN
[High]/{Highlight} [Enter]
toggle Highlight mode on
[Select Last] {Offset} {Chan Per Group} [2] {Pan} [Fan] {Center} [Enter]
notice that only Pan is fanned � they tilt together
Tilt all fixtures back down, so they are all on center line
[Next]
[Next] Pan/tilt these fixtures downstage on top of the first pair
[Next] Pan/tilt these fixtures downstage on top of the first pair
[Next] Pan/tilt these fixtures downstage on top of the first pair
[Select Last] [Update] �Down Center� (FP11)
updates Focus Palette
[High]/{Highlight}
to exit Highlight mode
Reference Data Explanation
23
Reference Data Explanation
REFERENCED DATA
Another feature that moving light desks gave us has to do with the ofttimes repetitive nature of working with automated lighting. It quickly became apparent that the act of setting lights manually to the down stage left sofa each time you wanted them there or putting them in the closest approximation of R80 repeatedly was time consuming and, well... boring. Enter referenced data, typically called palettes. These smaller record targets are building blocks upon which cues can be built. Palettes are constructed from "absolute data" � the term that we use for lights that have values provided from encoders and/ or a keypad (channel 5 at 50, cyan at 35, magenta at 20 and yellow at 0 are examples of absolute data).
Palettes can contain intensity, focus, color or beam parameters, depending on the palette type. Palettes can only contain their type of parameter data. This automatic selective storing by category makes it faster to set them up. Most desks support "all palettes", which allow you to put any data into one of these referenced building blocks. Typically, you focus any lights you might want on the down stage left sofa on that sofa and store them in focus palette `n'. Then, when you later need one of your lights on the sofa, you just select it and recall focus palette n. When the director later moves the sofa three feet to the left at the last dress rehearsal, you are left with one focus palette to update instead of 300 individual cues. The modification to this focus palette then propagates through all the cues in which it was used.
ABSOLUTE
STORED
MANUAL
REFERENCED
A bit of data theory � a piece of data is always in two states, each with two options. First, a piece of data is either manual or it is stored. To convert something from manual to stored, you simply record it. There are tools to make data manual as well.
Second, data is either absolute or referenced. Absolute data are hard numbers that don't point to any other location in the show file. But palettes and presets are referenced data, meaning the data is stored in a "bucket," not directly in the cue. The cue looks into the bucket every time it is called and replays that data. This means that if a reference is used in multiple places in a show, it can easily be changed globally. Let's say there is a couch that is in several scenes and you make a focus palette for the couch and store it in several cues. When the director decides to move the couch, you can update the focus palette, thus changing all the cues in which it is stored, so you don't have to go into every cue and change it one by one.
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Eos Family Console Programming Level 3
Data Manipulation Tools
Data is always either Manual or Stored, and it is always either Absolute or Referenced. To convert from Manual to Stored, simply Record. Absolute data is numeric or hard data. Referenced data such as palettes and presets are combinations of parameter settings that get used over and over. The desk offers different tools to collect and handle these different data types, and to convert data between them.
CHANGE ABSOLUTE TO REFERENCE
[Live]
Recall Snapshot 2
[Go To Cue] [28] [Enter]
[Group] [21] [Full] [Full], in Color Picker, Standard Colors, choose Blue
cyc channels have manual (red) data
[Group] [22] [Record] [Color Palette] [21] [Label] Split Cyc [Enter] [Blind], [Format] to be in table view [Color Palette] [21] [Enter]
all channels are manual & referenced all cyc channels have data stored
CHANGE REFERENCE TO ABSOLUTE (MAKE ABSOLUTE)
[Live], be in table view, looking at channel 101 [101] [+] [104] {Focus} {Make Absolute} [Enter] [Select Manual] [-] [101] [Record] [Preset] [11] [Enter]
[Blind] [Preset] [11] [Enter] [104] [Enter] Select Manual command includes the entire channel, even if only some parameters have manual values.
CHANGE MANUAL TO STORED
[Live] [Update] [Enter] (still in cue 28)
Look at [301] [Enter] Look at [101] [Enter]
current Focus values have references breaks the references, leaving manual selects all channels with manual data stored all the data for 104 as well cyc channels that were manual as well
converts all manual values to stored values data is stored and referenced (PR11) Focus data is stored and absolute
MAKE MANUAL & RECORD ONLY
[103] [Full] [Full]
{Beam} [Home] [Enter]
[Focus Palette] [3] [Enter]
[104] [+] [105] {Focus} {Make Man} [Enter]
[Clear] command line
[Record Only] [Preset] [12] [Enter]
[Blind] [Preset] [12] [Enter]
Record Only is not a selection tool; it is a store manual values tool. Therefore, only the manual data was stored into this Preset.
adds manual values
Intensity and Focus values are manual converts stored values to manual values (red)
stores only manual data to selected target only things that were manual (red) were stored
Update
25
Update
Update is a `save changes' tool. It only pertains to values that are red or modified � values that have been changed. Update saves manual changes back to targets such as cues, palettes, presets and submasters.
[Live] [Go To Cue] [35] [Enter] [104] [Enter]
Pan/tilt fixture up to the figure SL on staircase [Update] look at where it's updating, default style on right [Enter] [105] [Preset] [1] [Enter] [101] [Enter], make a slight adjustment to the focus on the drums
[Update] {All} [Enter]
Note: Remember that updating a palette or preset will change it everywhere it is used in the show.
TO CHANGE DEFAULTS OF UPDATE DISPLAY
Go into Setup > User > Record Defaults
Change {Update Mode} to All
Disable {Break Nested}
Disable {Update Last Ref}
[Live], [Update] to see the changes
[Clear]
note that the focus information is stored in a reference (drums) data is now manual and absolute � notice the red `R's (straight to cue as absolute data) no longer a reference
look at where the values are updating � targets and cues *
Update style and modifiers changed to new defaults
UPDATE MODIFIERS
UPDATE LAST REF
[103] [Focus Palette] [4], pan/tilt to make slight adjustments [Update]
{Last Ref} [Enter]
UPDATE BREAK NESTED
[105] [Enter], iris down to headshot, pan/tilt up to head [{Snapshot}] [1] [Enter] [Update] Do not hit Enter! [Clear]
[Blind] [Preset] [1] [Enter] [Format] [105] [Enter]
[Live] [Update] {Break Nested} [Enter] [Blind] [Preset] [1] [Enter] [105] [Enter] Singer FP did not get updated. The Pan/Tilt data from channel 105 was stored in Preset 1 as absolute data, not referenced data
manual and absolute � notice red `R's look at where the values are updating � FP2 (Singer) what is stored in cue 35 changes to FP4 (Low Platform), the most recently used manual reference new FP4 (Low Platform) stored in cue
Iris and Pan/Tilt have red `R's Notice 105 is updating into Preset 1 and FP2 � change FP for rest of show? look at focus (stored as referenced data) and iris (stored as absolute data) look at where it's updating (preset 1 only, not the FP) notice Absolute data for iris and pan/tile
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Eos Family Console Programming Level 3
UPDATE REF ONLY
[Live] [102] [Enter] pan/tilt up to the guitar player [101] [Enter] make slight adjustment to pan/tilt on drums [Update]
{Ref Only}
[Enter]
[Go To Cue] [Enter]
see absolute data
see referenced red `R's
look at where the values are updating now only 101 is updating into the focus palette 3, 102 is not being stored into the cue
101 doesn't move (it is in same FP, which we updated), 102 moves back to where it was since we never updated it
All
Make Absolute
Ref Only
All - Break nested
Update
27
UPDATE TRACE
Trace allows changes to be tracked backwards through the track in the cue list to where the level was first changed and forward in the cue list until it sees a new move instruction. It will update into a block, but not past it.
[Go To Cue] [36] [Enter]
Recall Snapshot 4
[Live], [Format] in to Summary View
[Blind], [Format] to Spreadsheet , look at [301]
[Live]
�All Cyc� (G22) [At] [/] [5] [Enter]
[Update] [Trace] [Enter]
[Blind] � Spreadsheet, look at [301]
cyc fixtures in a tracked value of 50 see the move instruction in cue 33
takes intensities down by half now tracked values at 25 move instruction was updated in Cue 34
TRACE TRACE
Still in [Blind], �Side Mids� (G9), look at [141] [141] [At] [Full] [Trace] [Enter] [Undo] [Enter] [Live] �Side Mids� (G9) [Full] [Full], then �Green� (CP4) [Update] [Trace] [Trace] [Enter] [Blind] Look at [141]
notice fixtures aren't on only tracks forward since it was at 00
forces fixtures on from previous move instruction and makes change to color notice it changed back to cue 32, also forward into the Block but not beyond it
TRACE CUE ONLY
Using [Q Only/Track] as a modifier allows changes to be tracked backwards through the track in the cue list to where the level was first changed and then creates a move instruction in the next cue to stop the track going forward. This is basically a backwards Trace only.
In Blind, [141] [At] [5] [Trace] [Q Only/Track] [Enter]
creates two move instructions
28
Eos Family Console Programming Level 3
Navigation and Editing in Blind
NAVIGATION
Navigation in Blind works similarly to other areas of the desk. You have access to Format, Flexi, and paging tools, as well as Data and Time Display options. [Blind] is a hard key. When in Blind, the screen background turns gray, the word "Blind" is in front of the command line and in the top left corner of each display.
VIEWING OTHER TARGETS IN BLIND
When you enter the Blind display, you always enter into Cue Blind. Blind is also used to view and edit other target data.
Recall Snapshot 1
[Blind], [Format] to Table view
[Color Palette] [2] [Enter]
Flexi to Active Channels
[Color Palette] [Color Palette]
[Color Palette] [5] [Enter] {Edit}
[Next], [Last]
defaults to the cue that is current in Live displays the data stored in color palette 2 - able to edit this data shows only active channels in current target opens the color palette list, 1 will be automatically selected from a target list, Edit drops you into the blind view of that target
scroll through targets including parts
[Cue] [1] [Enter]
[Next]........[Last]
switches to looking at cue targets
[Live]
notice still in Cue 36
[Displays], Setup > User > Displays
to change the behavior
Enable {Preserve Blind Cue}
[Live], [Go To Cue] [36] [Enter], [Blind], [Cue] [7] [Enter]
[Live], still in 36, [Blind] returns to Cue 7
Go back into Setup and disable {Preserve Blind Cue}
If this is something that you may use often, this would be a great macro.
NON-INTENSITY PARAMETERS IN SPREADSHEET
In [Blind], [Format] to Spreadsheet view
by default, all parameters are shown
[Shift]&[Format]
hides all non-intensity parameters
[101] [Enter] Press & Hold [Data]/[Params], [Color] Press & Hold [Data]/[Params], deselect {Color}
shows all color information columns for all channels
back to seeing only intensities
NOTE: By default, encoders are disabled in Blind. To enable use of the encoders, press any of the Encoder Page navigation buttons.
Navigation and Editing in Blind
29
EDITING DATA IN BLIND
Data that is changed in Blind is automatically stored, without the need for a Record or Update command. This makes it extremely fast, but be sure to use caution. Undo if necessary.
AT ENTER � PALETTES, PRESETS, AND SUBS
[At] [Enter] behind a channel or parameter selection will remove the data that is stored in a target
[Format] to Table View, [Flexi] to Active
[Clear] [Color Palette] [1] [Enter]
[101] [Thru] [128] [Enter]
[Select Last] [-] {Cyan} {Magenta} {Yellow} [At] [Enter]
Scrolling up and down
Keep in mind the difference between no data and a zero value.
AT ENTER � CUES
[At] [Enter] in a cue removes the data stored, but unlike other targets, there are tracking implications when removing data.
[Format] to Spreadsheet View
[Cue] [12] [Enter]
[31] [Thru] [33] [At] Look at the values
[Enter]
[Undo] [Enter]
[6] [At] [Cue Only] [Enter]
NOTE:
[At] [Enter] in Live will give you that channel or parameter's value from the previous cue, in a manual state. Updating the cue will result in a tracked value from the previous cue � the same as removing the move instruction in blind.
displays only the channels with data stored in Color Palette 1 shows all color parameters are stored in this palette grabs all parameters except Cyan, Magenta, and Yellow, and removes the data from those parameters shows none of other color parameters affected except 101 - 128
displays all the cues in spreadsheet, with cue 12 selected shows move instruction to go to Full removes the move instructions for these channels, and allows the previous values to track forward puts the values back removes the move instruction and adds a move instruction in the next cue
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Eos Family Console Programming Level 3
RANGE EDITING IN BLIND
You can edit over a range of cues, including overwriting cues with move instructions. Just like any edit, there are tracking implications when changing data.
Still in Blind Spreadsheet, [Cue] [21] [Thru] [25] [Enter]
[3] [At] [75] [Enter], may need to scroll to see how far it tracks
[Undo] [Enter]
[3] [At] [75] [Cue Only] [Enter]
REPLACE WITH
You can find values across ranges of cues and replace them with new values.
[Cue] [1] [Thru] [15] [Enter] [1] [Thru] [10] [At] [35] {Replace With} [50] [Enter]
NOTE: Replace With works with palettes and presets as well. You can also command line filter to specific parameters for more control.
selects a range of cues puts a move instruction in the first cue, tracks that value through the range, and continues the track until the next move instruction outside of the range puts the data back puts a move instruction in the first cue, tracks that value through the range, but stops the track at the end of the range and adds a move instruction in the first cue of the range
selects the cue range finds all values that are 35, and replaces them with values of 50
MOVING CUES
Just like any edit, there are tracking implications when moving cues.
In Flexi - Patched, look at Ch. 51 thru 82 [Cue] [13] [Copy To] [Copy To] [0] [.] [5] [Enter] [Enter] [Undo] [Enter] [Cue] [13] [Copy To] [Copy To] [0] [.] [5] [Cue Only] [Enter] [Enter] [Undo] [Enter]
look at channel 51� move instructions tracked into cues 1 and 2
puts the data back
look at channel 51 � a simple move instruction in 0.5., another in cue 1
NOTE: You can move ranges of cues, with the same tracking or cue only behavior as moving a single cue.
BLIND BEST PRACTICES
� If a cue on stage is edited in Blind (either through cue changes or referenced data changes), the cue must be reloaded on stage. Sub edits in Blind are immediately changed in Live.
Additional Display Functions
31
Additional Display Functions
FLEXI VIEW CHANNELS
It is possible to make a custom Flexi view based on a channel selection.
[Live], Recall Snapshot 3
Hold [Shift], Touch �FOH Movers� (G5) and �OS Movers� (G7)
Press & Hold [Flexi] {View Chans}
[Flexi] [Flexi], [Flexi]...
NOTE: This will remain the View Channels state until you change the selection. To replace the channels in View Channels Flexi, simply do the same process again.
puts groups on command line unterminated
completes the command line, makes the channel selection a Flexi State
cycle thru Flexi state and see new View Channels
PREVIEW
{Preview} displays the intensity values for another cue under the current values in the Live Summary tab. Preview is not available in Table View.
� {Previous} - previews the last cue run from the selected cue list. � {Pending} - previews the pending cue from the selected cue list. � {Preview} [Next] - previews the cue higher than the one currently
selected (or pending if no cue selected). � {Preview} [Last] - previews the cue lower than the one currently
selected (or previous if no cue selected). � {Preview} <Cue> [5] - will preview cue 5. � {Preview} [Enter] - takes you out of preview mode
Format to Summary and Flexi All
[Go To Cue] [2] [Enter]
{Preview} {Pending} [Enter]
previews whatever cue is pending
[Next], [Next], [Last],
to look at future cues
{Preview} [10] [Enter]
An indicator of which Preview mode you are in is displayed in the upper left hand corner of the Live Summary display.
previews cue 10
[10] [At] [75] [Enter] [Clear] {Preview} [Enter]
can do other work and Preview stays turns Preview off
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Eos Family Console Programming Level 3
TAB DISPLAY BEHAVIOR
Display tools in Eos follow tab focus. There are two types of display tabs: � Display tabs � various displays available on the console � Control tabs � virtual control options
TAB FOCUS
Recall Snapshot 3 Left hand screen - 2 Display tabs � Live Summary is in focus, PSD is grayed-out, not in focus Right hand screen - 2 Control tabs � both Direct Select tabs are purple Control tabs don't take focus when being interacted with.
Touch or click on the PSD tab � notice the gold frame
Touch or click on a Direct Select tab � notice it doesn't pull focus
Double hit or click on the tab name
displays tools such as paging are tied to that display.
to pull focus to that controls tab
Touch or Click on the Add-a-Tab (+)
OTHER WAYS TO PULL FOCUS
Press [Tab] ... [Tab] ... [Tab]
Hold [Tab] & press [#] of specific display,
SHIFT LIVE
If you have multiple Live /Blind Tabs open, you can pull focus through all the Live/Blind displays using [Shift]&[Live]
Add another Live Tab Hold [Shift] and press [Live], [Live], [Live]...
Displays tabs on left and Controls tabs on right
to change focus from open display to the next open display to select/highlight a specific display by number
toggles just Live and Blind displays,
MAGIC SHEET DISPLAY BEHAVIOR
Magic sheets can be either a Display tab or a Control tab. We allow you to make the selection.
Hide the CIA
Open the Magic Sheet display, select the one you have been working on
Open the Magic Sheet editor
for better visibility to open Magic Sheet 1
In Settings (the Gear tab in Objects Library), select Display Behavior Normal, Channel or Control options
Default is Normal Change to a Control tab and close the Editor [Live] Open the Editor, and select Channel Display and close the Editor Hold [Shift] and press [Live], [Live], [Live]...
follows the rules of a Displays Tab Magic Sheet tab is now purple, double -hit the tab name to bring focus to it
now in the rotation when using [Shift] & [Live] with other Live and Blind tabs
Referenced Marks
33
Referenced Marks
REFERENCED MARKS
A Mark automates the process of presetting moving lights to their required state in a cue, prior to fading intensity up (Also referred to as move while dark/move before bright). All move info about a marked cue is stored in the reference or source cue.
CREATE A REFERENCED MARK
AutoMark always uses the cue before the light turns on to mark the fixture. Not a lot of flexibility. So....
Recall Snapshot 1 [Displays], {Setup}, {System}, {Cue Settings}, and disable Automark [Blind] [Cue] [104] [Thru] [Thru] [110] [Enter] [Enter] [Time] [1] [Enter] [Live] [Go To Cue] [110] [Enter] [Group] [7] [Full] [Full] [Home] [Enter] [Focus Palette] [11], {Zoom} [19], [Color Palette] [5] [Enter] [Update] [Enter]
[Group] [7] [Mark] [106] [Enter]
[Update] [Enter]
[Go To Cue] [105] [Enter] [] (Go) on 106, play cues through 110
notice lots of `R's in the flags column of the PSD creates cues changes timing
updates cue 110 , notice the L in the Moves column of the PSD notice the red m's - Focus, color & beam times moved to Q106, Q110 now has R (reference), Q106 has an M (Mark)
channels take their marks in cue 106, track through cue 107, come up in position in cue 110
SEE WHERE A MARK IS HAPPENING Hold [About]&[Mark]
to see where a mark is happening
CHANGE A MARK
[Group] [7] [Mark] [104] [Enter]
[Update] [Enter] `M' indicates cue has current channels that are marking. A small `m' indicates the cue still has a Mark flag even though nothing is marked on that cue, identifying it as having once been a marked cue. May want to use it again.
marks these channels in cue 104 need to update the red `M's
To quickly mark fixtures to a predesignated mark cue, simply select the channels and type [Mark] [Enter]. It will find the Mark flag that is the closest the list and then mark in that cue.
REMOVE A MARK
[Cue] [106] [Mark] [Enter]
removes the m
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Eos Family Console Programming Level 3
BROKEN MARK
[Go To Cue] [106] [Enter], [Group] [7] [Full] [Full], [Focus Palette] [12] [Color Palette] [1] [Enter]
breaks the mark
channels unable to mark now in cue 104 (m) and in cue 109 notice the x
[Update] [Q only] [Enter]
[] (Go) on 107, [] (Go) on 108, [] (Go) on 109
channels do their best to mark for cue 110
[] (Go) on 110
Lights come up in cue 110
[Group] [7] [Mark] [107] [Enter] [Update] [Enter]
gets the marks back in cue 107 notice the M in the PSD
[Go To Cue] [104] [Enter]
[] (Go) on 105, [] (Go) on 106
notice the Live moves
[Group] [7] [Mark] [Enter] [Update] [Enter]
[] (Go) on 107, [] (Go) on 108, [] (Go) on 109, [] (Go) on 110
finds the nearest mark flag watch for live and dark moves
TIMING ON MARKS
By default, Marks use the time of the cue in which they move. To change the mark time to a different time, use a discrete time on the parameters that mark in the reference cue (R).
All attributes of the mark are stored in the Reference cue!
In Cue 110, [Group 7] [-] {Intensity} [Time] [5] [Enter]
[Update] [Enter]
[Go To Cue] [106] [Enter], [] (Go) into 107
Run the cues, watch the fades
notice red `t's, also m's
notice discrete time + , duration is 6 s in PSD
1 sec to fade out, 5 seconds to mark
MARK TIME
Mark Time is a setup option which allows you to set the time that mark instructions will use.
[Displays], {Setup}, {System}, {Cue Settings}, {Mark Time} [5] [Enter]
When {Mark Time} is disabled, which is the default, mark instructions use cue timing unless overridden with discrete timing. When you enter a Mark Time in Setup, all NPs that mark (either through referenced marking or Auto-Mark) use this time. The only way to override setup mark time is to use discrete timing.
all marks will use this time instead of their cue time
REMOVE A MARK
[Live] [121] [+] [122] [Mark] [Enter] [Update] [Enter]
removes a mark on a specific channel
Effects Editing
35
Effects Editing
EFFECT STATUS DISPLAY
Recall Snapshot 4 [Effect] [1] [Thru] [4] [+] [901], double tap a blank Custom DS [Shift] & [Clear] [Record] [{Snapshot}] [4] [Enter] [Enter] [Go To Cue] [Out] [Enter] [Group] [30] [Enter]... Touch �DS Chase� (FX1) From a clear command line, [Effect]
to open Effect Status Display in CIA
This display shows you any currently running effects, the channels on that effect, the source (man, cue or sub) as well as attributes of the effect such as Rate and Size, which defaults at 100..
This display gives you the ability to edit just this instance of the effect, on a cue-by-cue basis.
ENCODERS AND SOFTKEYS
You can modify an effect by clicking on the properties displayed on the bottom of the display � Attributes, Entry, Exit, Grouping, Trail.
You can also use the encoders to adjust the effects � Axis � Default is 0� and can be modified by +/- 180�. � Shape � Vertical or Horizontal as defined by the {Mode} button) �
Default is 100%, and can be modified from 0%-2000%. � Size � modifies scale. Default is 100%, range from 0%-2000%. � Rate � modifies cycle time. Default is 100%, range of 0%-2000%.
The softkeys also give you access to Rate, Size, Axis, and more.
{Rate} [300], {Rate} [50]
[Stop Effect] [Enter] or �Stop FX�
enter a rate numerically
36
Eos Family Console Programming Level 3
GLOBAL CHANGE TO AN ABSOLUTE EFFECT [Group] [30] [Enter]... �Intens Fade� (FX4) [Effect] [Effect]
[Live] [Select Last] [At] [25] [Enter]
[Effect] [Effect],
Change Action 2 from background to [50] [Enter]
Note: Be careful about globally changing effects as the changes will populate anywhere the effects are used.
to see actions in effect changes second action to an absolute value, background value doesn't matter Background state is now 25
intensity values are going between 50 and 100, level is an absolute value, background value doesn't matter
EDIT A RELATIVE EFFECT
[Live], Touch �FOH Movers� (G5), �100%� (IP1), �Singer� (FP2) �Circle� (FX901) Pan fixtures to stage right, stage left, then back to center Go to a new Workspace, Add-a-Tab (the {+} sign), open the Effect Status Tab (6) [Effect] [901] [Enter] if not already selected [Effect] {Size} [50] [Enter] Use size encoder to make the effect size larger, [Clear] [Update] [110] [Enter] [Go To Cue] [110] [Enter]
run relative to their location on stage workspace 2 icon in upper left corner of monitor under Controls, bottom line
larger circle size is stored in cue 110
Effects Editing
37
EFFECT CHANNELS DISPLAY
In the Effect Channels Display, you can override certain effect properties per channel at the cue level.
Back to Workspace 1
�OS movers� (G7) in �Flyout� (FP13) [Group] [30] [Color] [Home] [Enter] Switch back to Workspace 2
Changes made here are stored in cue, won't effect the base effect
Add-a-Tab (the {+} sign) and open Effect Channels tab (8)
[31] [+] [35] {Rate} [500] [Enter]
[102] [+] [104] {Size} [50] [Enter]
can also use encoders to change size
[101] [+] [103] [+] [105] {Horiz Form} [0] [Enter]
sweep left and right
[Record] [111] [Time] [2] [Enter]
[Go To Cue] [37.2] [Enter], Back to Workspace 1
Touch �OS Movers� (G7), �100%� (IP1),and [Home] [Enter]
Touch �X Stage Look� (FP12), �Heart� (FX2)
[Clear]
[Effect]
opens effect Status display
{Grouping} [4] [Enter]
Switch back to Workspace 2 with the Effect Chan Display tab use [Shift]&[Effect]
[121] [+] [122] {Rate} [250] [Enter]
or Workspace 2
[125] [Thru] [128] {Size} [50] [Enter]
[Update] [Enter]
Note: All the values have been recorded into the cue and will track forward till they receive another move instruction
38
Eos Family Console Programming Level 3
BPM � BEATS PER MINUTE
We can assign Beats per Minute to an effect within the base effect or on a cue-by-cue basis. Beats per minute (BPM) can be set up for stepbased and absolute effects. For step-based effects, BPM affects the step times and for absolute effects, this affects the time/dwell.
Go to Workspace 1
[Go To Cue] [37.3] [Enter]
Touch �All Cycs� (G22), �Abs Rainbow� (FX3)
[Clear]
[Effect]
Change Grouping to 2
runs rainbow effect on cyc channels opens Effect Status Display makes effect less granular
DIRECTLY SETTING BPM
Done in Blind, changes applied immediately to all instances of this effect.
[Effect] [Effect]
[Effect] [3] should be on command line
Softkey {BPM} [200] [Enter]
Notice BPM is posted in the Effect Editor to the far right of the Effect number. Also notice changes to Step times and Cycle time.
make sure you are in Effect 3 sets the BPM of the effect to 200
{Cycle Time} [7] [Enter]
removes the BPM
LEARNING BPM
Done in Live, changes will need to be recorded. [Live] [Effect] [3] [Learn] [Time] Notice "Effect 3 Learn Time Sample BPM" on the command line.
[Enter] [Enter] [Enter] [Learn] Notice the red BPM to the far right of the Effect number.
[Update] [Enter]
jump back into Live opens the Effect Status Displays
averages the timing or tap rate of the last three hits of Enter stops the Learn mode or averaging
updates effect in cue with the modified BPM (3* in effects column on PSD)
Intermediate Magic Sheets
39
Intermediate Magic Sheets
OPEN THE MAGIC SHEET TAB
Recall Snapshot 1 Use Add-a-Tab (the {+} sign) and select the magic wand (Tab 3) Select Magic Sheet 1 that we build previously
OR
[Displays] {Magic Sheet} [1] [Enter]
After Level 2, the Magic Sheet should look something like this:
opens Magic Sheet 1
40
Eos Family Console Programming Level 3
ADDITIONAL OBJECTS
Open the magic Sheet Editor
Use your mouse wheel
to zoom out a bit
Drop in a fader on the right.
Assign it to 1/3 (Frontlight Inhib) page #/fader #
Change color to red Add CL - command line in top left, stretch across top of screen Add clock in top right
to mimic an inhibitive submaster
follow main user or any other user, have command line in full screen mode
helpful in full screen mode
Grab the Group objects and move them to the left a bit
include gobo and arrow images as well
Select the Quick Layout tool
notice the + on the cursor
Select a fixture, Source 4, drop in 4 fixtures and hit Done.
prevents you from adding more
Don't forget to go back to normal cursor!
Select the third fixture down, in the properties, check the scroller box adds scroller to fixtures, shows color
Select all fixtures, change target to groups, rotate them horizontally
Use Alignment tools � align them center and distribute vertically
remember to look at the gold arrows!
Grab just the bottom fixture, drag it up a bit, then select all four, and distribut vertically again
realigns between two farthest objects
Select all 4 fixtures, change field 1 to be label, nothing in fields 2 and 3
Using Quick Number tool/hand, assign groups 8, 9, 10, 12. Click on bottom fixture twice to "skip" 11. Don't forget to hit Done!
Add stick of truss, drop it in, rotate it, stretch a bit, and place on fixtures. Turn line color to white, fill color to none (transparent) Ordering Tools: Send truss to bottom Drop in a stop sign (octagon) object, stretch it, make it red Assign it be Macro 1, first field is Label, Drop in a rectangle, stretch it. Color it orange, Assign to Effect 901, change field 1 to label Copy/paste the effect, make sure it's effect 4. Display label. Change color to lavender. Drop in an Intensity Palette object, place center, add Field 3 Label
can see things through it fixtures are visually on top of the truss
the Stop Effect macro
the circle effect
Intermediate Magic Sheets
41
COMMAND OBJECTS
Type a function and trigger it directly from the Magic Sheet.
Add a triangle object, make it slightly bigger Make the target a command Click in Command box, type in "clear sneak enter" � no enter Oh, and make it green Go ahead and close the Editor and play with the Magic Sheet
MAGIC SHEET VIEWS
DISPLAY TOOLS
Right click or tap on the Magic Sheet tab You can also click on the Gear tab for the same options.
� < Add View > � for each magic sheet, multiple views may be created, then < and > allow for scrolling through the views.
to see configuration settings
Press or click on Add View Zoom in and adjust so just Groups are visible [Record] {Displays} {Magic Sheet} [1] [/] [2] [Enter] Now use the < > to go back and forth between views
records Magic Sheet 1 View 1 zooms in to show only selected item
BUILD A SECOND MAGIC SHEET TO "CHANGE PAGES"
Open config � MS browser, add a new magic sheet Already in Editor Drop in a few objects Use browser to go between
or, on the command line, {Magic Sheet} [1] [Enter] Open the Editor Select the arrow object, make its target Magic Sheet 2 Clear the fields Close the editor and hit the arrow � MS 2 Open Editor, select an object, make it Magic Sheet 1 View 1
nothing specific
Don't forget Magic Sheet List to see all magic sheets and views If you call a Magic Sheet without a view, it will zoom to all and takes the Magic Sheet and fills the space that you have.
42
Eos Family Console Programming Level 3
POPUP MAGIC SHEET
The Popup gives you a temporary magic sheet window. The window that pops up is 800 x 450 pixels
Touch or click on the Magic Sheet Popup (camera) on the top of the screen Magic Sheet browser, open a new Magic sheet
Open the Editor
Drop in a square � target =none, make the fill be nothing
At the very bottom of properties, make the size w: 800, h: 450
Drop in a square � make it Macro 4, change field 1 to label
Close the editor
Open the Editor again, make it green
Control C, Control V to copy the object, make it Macro 5, make it red Also drop in a fader, make it fit in the border, make it the Fader 1/3, make it red Touch or click on the Magic Sheet Popup (camera) on the top of the screen Touch or click on Magic Sheet 3, the Utilities that we just created
Anywhere you go, always have access to that Popup Magic Sheet
see the Magic Sheet browser
gives a border to constrain the MS
shows macro is called RFR enable as it enables this one disables same fader as in the other Magic Sheet
The first time you open the Magic Sheet Popup, it gives you the Magic Sheet browser, and you can select whichever Magic Sheet you want to be your popup.
TO CHANGE THE POPUP TARGET
[Displays], {Setup}, {User}, {Displays}, {Popup MS}
{Popup Nav Lock} [Live]
currently set as Magic Sheet 3 from the last
locks navigation of your Magic Sheet
Intermediate Magic Sheets
43
USE A MAGIC SHEET TO WRITE CUES
Collapse the CIA, and open a new tab, Magic Sheet #1 [Go To Cue] [Shift]&[Home] [Enter] Hit Stop Effect object on the magic sheet Grab Mid High boom fixtures, then Full Rem Dim Enter Put them in Magenta Grab Scroller fixtures, 100%, use color encoder to select Frame 6 [Group] [22] [Full] [Enter] and put them in Orange Grab 105 and 104, left two FOH Movers, 100%, Guitar Grab 102 and 101, right two FOH Movers, 100%, Drums Grab 105 104 102 101, and put them in Lt. Blue [Record] [Next] [Time] [3] [Enter]
to go to the last cue in the show file (111) to stop the current effects running turn select channels on and rest off change color of selected channels turn scrollers on and put in color turn cyc on and put in color focus channels on guitar player focus channels on drum player change all four to a new color records next cue (112)
[Group] [22] [Enter] and put them in Dk. Blue Grab Overstage Movers [Focus Palette] [13] [Enter] Intensity Fade Grab Side Mids boom fixtures, [Out] [Record] [113] [Time] [3] [Enter]
change color of cyc lights effect is still running but new position adds intensity fade effect to same fixtures
records next cue (113)
Grab Overstage Movers (G7) [Out] [Enter] and Stop Effect Grab 105 104 102 101, {Beam} [Home] [Enter], Singer [Record] [Next] [Time] [2] [Enter]
Depending on the style and experience of the programmer, Magic Sheets can be a great way to expediate their programming process.
turn channels off and stops effect removes beam attributes, refocuses records next cue (114)
44
Eos Family Console Programming Level 3
COMMAND LINE SEARCH
Having troubles finding the correct target number? Here's a quick way to search target labels.
Grab 105 104 102 101 [Focus Palette] [Shift]&[About] Start typing `crate',
then [Enter],
[Enter] Yellow [Record] [115] [Enter]
select the channels type in the target type opens a search bar in the CIA field narrows down by letter puts target on the command line, unterminated, so can continue to program to terminate command line
(115)
[Group] [Shift]&[About] type `side' Double click on menu option: `Group 10: Side Scrollers', [Out]
shows all groups that contain `side' in the label
[Group] [22] [Color Palette] [Shift]&[About], type `split', [Enter] [Enter] changes cyc to split color palette
[At] [50] [Enter]
Intensity at 50 %
[Record] [Next] [Enter]
(116)
[Shift]&[About] will work with any record target, including groups, pallettes, presets and cues.
PSD FLAGS
Flags can be applied to cues to change specific behaviors. Flags can be set for "Mark - M", "Block - B", "Assert - A", "Preheat - P", "AllFade - AF" and "Moves - MV."
M - Mark (Auto Mark Disabled) m A cue that has been set as a Mark cue but has nothing marking in it.
M A cue that has been set as a Mark cue, and has channels marking in it.
R
A Reference cue, which stores move instructions for channels that are being marked in a previous Mark cue.
+
A cue that is both a Mark cue (with or without marking channels) AND a Reference cue.
A broken Mark. Always appears in the cue directly before a Reference.
A Mark gets broken when the channels become Active between their
x Mark cue and their Reference cue. When a Mark is broken, the
software will use Auto Mark behavior to try to get the parameters
marked in the cue immediately preceding the Reference cue.
M - Mark (Auto Mark Enabled)
A cue that the software is using for an Auto Mark, and has channels M marking in it. The 'M' always appears in the cue directly before the
Reference (which is not indicated when Auto Mark is enabled).
D A cue where Auto Marks have been disabled, allowing live moves.
B - Block
B Cue-Level Block
b Discrete channel/parameter Blocks are present
b Auto-Blocks are present
I Intensity Block
A - Assert
A Cue-Level Assert
a Discrete channel/parameter Asserts are present
P - Preheat
P
A cue that is set for Preheating. The cue before it will use each channel's preheat value from patch.
AF - All Fade
*
Plays the cue in an All Fade mode, which sends any intensities that are not owned by the cue to zero.
MV - Moves
A cue with Dark Moves. There are channels that have an intensity of
D zero and non-intensity moves stored in this cue. This is where you might want to delete unnecessary moves.
A cue with Live Moves. There are channels that have an intensity of
L
zero stored in the previous cue, and an intensity above zero and nonintensity moves stored in this cue. This is where you might want to
Mark channels to a previous cue.
+ A cue where both Dark Moves and Live Moves are present.
R - Release
R
Like Make Null, but releases data to a background state or out. Tracks through until removed or a move instruction happens.
46 Eos Family Console Programming Level 3
Appendix 1 � Channel Hookup
Grayed out channels should have been patch in Level 1 & 2
Chan Univ / Address Manufacturer
Fixture
1
1 1
Generic
Dimmer
2
1 2
Generic
Dimmer
3
1 3
Generic
Dimmer
4
1 4
Generic
Dimmer
5
1 5
Generic
Dimmer
6
1 33
Generic
Dimmer
7
1 31
Generic
Dimmer
8
1 32
Generic
Dimmer
9
1 35
Generic
Dimmer
10
1 34
Generic
Dimmer
Mode
31
1 301
32
1 310
33
1 319
34
1 328
35
1 337
36
1 346
37
1 355
38
1 364
39
1 373
40
1 382
41
1 391
42
1 400
43
1 409
44
1 418
45
1 427
46
1 436
47
1 445
48
1 454
49
1 463
50
1 472
ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures
ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+ ETC D60 Lustr+
Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9]
51
2 1
52
2 7
53
2 13
54
2 19
55
2 25
56
2 31
57
2 37
58
2 43
59
2 49
60
2 55
61
2 61
62
2 67
+ End of range +
ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures
ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT
Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6]
Label Frontlight - A Frontlight - B Frontlight - C Frontlight - D Frontlight - E Frontlight - A Frontlight - B Frontlight - C Frontlight - D Frontlight - E
Downlight - A Downlight - B Downlight - C Downlight - D Downlight - E Downlight - F Downlight - G Downlight - H Downlight - I (eye) Downlight - J Downlight - K Downlight - L (ell) Downlight - M Downlight - N Downlight - O (oh) Downlight - P Downlight - Q Downlight � R Downlight � S Downlight - T
Hi Side Tx - Ln 1 Left Hi Side Tx - Ln 1 Mid Hi Side Tx - Ln 1 Right Hi Side Tx - Ln 2 Left Hi Side Tx - Ln 2 Mid Hi Side Tx - Ln 2 Right Hi Side Tx - Ln 3 Left Hi Side Tx - Ln 3 Mid Hi Side Tx - Ln 3 Right Hi Side Tx - Ln 4 Left Hi Side Tx - Ln 4 Mid Hi Side Tx - Ln 4 Right
47
Chan 71 72 73 74 75 76 77 78 79 80 81 82
Univ / Address 2 73 2 79 2 85 2 91 2 97 2 103 2 109 2 115 2 121 2 127 2 133 2 139
Manufacturer ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures
Fixture ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT ColorSource SPOT
101 2 201*
High End Systems SolaFrame Theatre
102 2 251
High End Systems SolaFrame Theatre
103 2 301
High End Systems SolaFrame Theatre
104 2 351
High End Systems SolaFrame Theatre
105 2 401
High End Systems SolaFrame Theatre
* Think Offset!
111 3 1
High End Systems SolaFrame 750
112 3 48
High End Systems SolaFrame 750
113 3 95
High End Systems SolaFrame 750
114 3 142
High End Systems SolaFrame 750
115 3 189
High End Systems SolaFrame 750
116 3 236
High End Systems SolaFrame 750
117 3 283
High End Systems SolaFrame 750
118 3 330
High End Systems SolaFrame 750
Mode Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6] Direct [6]
SolaFrame Theatre [47] SolaFrame Theatre [47] SolaFrame Theatre [47] SolaFrame Theatre [47] SolaFrame Theatre [47]
SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47]
Label Hi Side Tx - Ln 1 Right Hi Side Tx - Ln 1 Mid Hi Side Tx - Ln 1 Left Hi Side Tx - Ln 2 Right Hi Side Tx - Ln 2 Mid Hi Side Tx - Ln 2 Left Hi Side Tx - Ln 3 Right Hi Side Tx - Ln 3 Mid Hi Side Tx - Ln 3 Left Hi Side Tx - Ln 4 Right Hi Side Tx - Ln 4 Mid Hi Side Tx - Ln 4 Left
FOH Mover - Spot FOH Mover - Spot FOH Mover - Spot FOH Mover - Spot FOH Mover - Spot
Overstage Mover - Spot Overstage Mover � Spot Overstage Mover � Spot Overstage Mover � Spot Overstage Mover � Spot Overstage Mover � Spot Overstage Mover � Spot Overstage Mover - Spot
121 4 1 122 4 37 123 4 73 124 4 109 125 4 145 126 4 181 127 4 217 128 4 253
High End Systems High End Systems High End Systems High End Systems High End Systems High End Systems High End Systems High End Systems
SolaWash 2000 SolaWash 2000 SolaWash 2000 SolaWash 2000 SolaWash 2000 SolaWash 2000 SolaWash 2000 SolaWash 2000
SolaWash 2000 [36] SolaWash 2000 [36] SolaWash 2000 [36] SolaWash 2000 [36] SolaWash 2000 [36] SolaWash 2000 [36] SolaWash 2000 [36] SolaWash 2000 [36]
Overstage Mover - Wash Overstage Mover - Wash Overstage Mover - Wash Overstage Mover - Wash Overstage Mover - Wash Overstage Mover - Wash Overstage Mover - Wash Overstage Mover - Wash
131 5 1 132 5 10 133 5 19 134 5 28 135 5 37 136 5 46 137 5 55 138 5 64 + End of range +
ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures
S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr
Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9]
Side - High Side - High Side - High Side - High Side - High Side - High Side - High Side - High
48 Eos Family Console Programming Level 3
Chan
141 142 143 144 145 146 147 148
Univ / Address 5 73 5 82 5 91 5 100 5 109 5 118 5 127 5 136
151
1 281
151 P2 1 291
152
1 282
152 P2 1 292
153
1 283
153 P2 1 293
154
1 284
154 P2 1 294
155
1 285
155 P2 1 295
156
1 286
156 P2 1 296
157
1 287
157 P2 1 297
158
1 288
158 P2 1 298
Manufacturer
ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures
Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic
Fixture
S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr
Dimmer Scroller Dimmer Scroller Dimmer Scroller Dimmer Scroller Dimmer Scroller Dimmer Scroller Dimmer Scroller Dimmer Scroller
161
5
162
5
163
5
164
5
165
6
166
6
167
6
168
6
171
5
172
5
173
5
174
5
175
5
176
5
177
5
178
5
+ End of range +
301*
High End Systems SolaFrame 750
351
High End Systems SolaFrame 750
401
High End Systems SolaFrame 750
451
High End Systems SolaFrame 750
1**
High End Systems SolaFrame 750
51
High End Systems SolaFrame 750
101
High End Systems SolaFrame 750
151
High End Systems SolaFrame 750
* Think offset!
Note Universe Wrapping
163
ETC Fixtures
S4 LED S2 Lustr
172
ETC Fixtures
S4 LED S2 Lustr
181
ETC Fixtures
S4 LED S2 Lustr
190
ETC Fixtures
S4 LED S2 Lustr
199
ETC Fixtures
S4 LED S2 Lustr
208
ETC Fixtures
S4 LED S2 Lustr
217
ETC Fixtures
S4 LED S2 Lustr
226
ETC Fixtures
S4 LED S2 Lustr
Mode
Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9]
-----------------
SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47] SolaFrame 750 [47]
Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9]
Label
Side - Mid Side - Mid Side - Mid Side - Mid Side - Mid Side - Mid Side - Mid Side - Mid
Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller Side - Scroller
Side Mover - Spot Side Mover - Spot Side Mover - Spot Side Mover - Spot Side Mover - Spot Side Mover - Spot Side Mover - Spot Side Mover - Spot
Side - Shin Side - Shin Side - Shin Side - Shin Side - Shin Side - Shin Side - Shin Side - Shin
Chan 181 182 183 184 185
Univ / Address 3 381 3 390 3 399 3 408 3 417
Manufacturer ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures
201
1 191
202
1 192
203
1 193
204
1 194
205
1 195
206
1 196
207
1 197
208
1 198
209
1 199
251
3 431
252
3 440
253
3 449
254
3 458
255
3 467
256
3 476
261
4 351
262
4 356
263
4 361
264
4 366
265
4 371
266
4 376
267
4 381
268
4 386
269
4 391
270
4 396
271
4 401
272
4 406
+ End of range +
Generic Generic Generic Generic Generic Generic Generic Generic Generic
ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures ETC Fixtures
Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic Generic
Fixture S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr
Foot Light [1] Foot Light [1] Foot Light [1] Foot Light [1] Foot Light [1] Foot Light [1] Foot Light [1] Foot Light [1] Foot Light [1]
S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr S4 LED S2 Lustr
LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA LED IRGBA
Mode Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9]
----------
Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9] Direct Str [9]
8B [5] 8B [5] 8B [5] 8B [5] 8B [5] 8B [5] 8B [5] 8B [5] 8B [5] 8B [5] 8B [5] 8B [5]
49
Label Front Wash Front Wash Front Wash Front Wash Front Wash
Talent Uplight Talent Uplight Talent Uplight Talent Uplight Talent Uplight Talent Uplight Talent Uplight Talent Uplight Talent Uplight
Architectural Highlight Architectural Highlight Architectural Highlight Architectural Highlight Architectural Highlight Architectural Highlight
Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight Scenic Highlight
50 Eos Family Console Programming Level 3
MULTICELL PATCH
Done on page 6 of this workbook
Chan Univ / Add
Manufacturer
291
4 411
SGM
292
4 417
SGM
293
4 423
SGM
294
4 429
SGM
295
4 435
SGM
Fixture SP 6 SP 6 SP 6 SP 6 SP 6
Mode 6 ch MC [6] [6 cells] 6 ch MC [6] [6 cells] 6 ch MC [6] [6 cells] 6 ch MC [6] [6 cells] 6 ch MC [6] [6 cells]
Label
301
8 1
302
8 25
303
8 49
304
8 73
305
8 97
306
8 121
307
8 145
308
8 169
309
8 193
310
8 217
311
8 241
312
8 265
Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q
Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72
RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells]
Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top Cyc Top
351
9 1
352
9 25
353
9 49
354
9 73
355
9 97
356
9 121
357
9 145
358
9 169
359
9 193
360
9 217
361
9 241
362
9 265
Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q Chroma Q
Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72 Color Force II 72
RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells] RGBA x4 Off MC [24] [6 cells]
Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom Cyc Bottom
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