The most important question is: Why are you here? The goal with this guide is to point you in the right direction no matter what your answer to that question is.
This page might guide you a new page asking more question. If you feel the questions about something completely different, it might be that you need to go one page back and use a different answer - it might also be that this guide is guiding you in the slightly wrong direction or you have come up with a whole new question. If you feel something is wrong or you are missing something please let us know. And using this on the console, you might have an old manual, and you might want to update the manual - you can get some help on installing a new manual using this page.
It's also worth noticing the Version number in the upper right corner of each page (okay, some might be missing them - but most pages). This tells you when the page was last edited. So you will find pages edit some version ago, this might mean that there has been no changes - but it might also mean that you have found something that the manual team haven't updated yet. SO if this is the case don't hesitate to tell us. It's a very big manual and something might have slipped away from our attention.
The online manual also have a working index. Here you can browse through an alphabetical list of pages.
To read about the lates changes go to the ReleaseNotes.
The guide pages offer you a lot of reading. You might want to skip some of it (and that's fine), but we promise you, IF you read it all, you'll learn a lot about this manual and the grandMA2!
Okay, one of the first questions you should answer is it following:
Are you looking for...
...help with a specific command or word (like: Cue, Goto or Macro)?
... help trying to find out, how a specific key is working?
... what a window or menu does or what a pop-up means?
... a step by step tutorial/guide?
... an example on how to solve a specific task?
... learning more about the philosophy behind the grandMA2?
... something about networking with the grandMA2?
... something about the grandMA NPU?
...pages that's updated to the newest version?
The hope and goal is that you can ansver yes to at lest one of the questions above.
If this isn't the case, you could try to browse the manual or formulate your question on ma-share.net - maybe another user can point you in the right direction.
And if you would like the manual writing team to add some guide info, you can contact us using this contact form. You won't get any responds but serious suggestions will be appreciated :-)
All right, you need some help about commands or keywords.
This might be the right place for you, but if the following isn't what you where looking for you might want to take a step back and see if there's one of the other sections that might fit you better.
But to return to the commands. The grandMA2 is a command line console - This means that the command line is the fundamental way to communicate with the console. Many of the buttons and function available to you is in fact tools that help you enter the correct commands.
There are many commands and keywords, and in the manual they are divided into "common" and "Special" keywords.
The common keywords are mostly the commands you can access by pressing one of the hardkeys on the console (like "Edit"), but there's also some of the keywords used for other common operations (like "PresetType").
The special keywords are commands that are useful for crating macros (like "SetVar"), commands working in the background (like "Call") or commands used to control the function of the console (like "Reboot").
But there's no real definition about where a keyword is found, so be sure to check both - you might also discover something new :-)
Okay, take a look at these next questions:
Are you looking for a explanation on a specific command or keyword?
Are you trying to find out what a hardkey is doing?
Are you creating a macro and need help?
Do you need to know more about the grandMA2 syntax?
None of the above is what I am looking for...
There's only one place to look if you need help about the keys and buttons on the console. It's the Keys & Buttons reference section.
But if you're looking for something else - the following questions might help you. And again if you didn't find what you where looking for, you can send a comment to the manual team using this form. Please be specific with what you think is missing.
Are you looking for a command that can't be accessed with the hardkeys?
Are you trying to learn more about executors?
Is this not what you where looking for?
Many windows allow you to press the key followed by pressing in the window, to open a help pop-up describing that window.
There's an entire section dedicated to describe all the windows, menus and pop-ups. It's the Windows reference section.
The windows description is divided into different areas. Many of the window descriptions also have links to other relevant pages.
Look through the following question for further direction.
Are you looking for help on any of the window you can create with the Create Basic Window pop-up?
Have you gotten a pop-up you don't understand?
Have you encountered an error or warning pop-up, and need help?
Are you looking for help on how to create views?
None of this is what you where looking for?
As of this writing there's 9 different tutorials. They can be seen in the tutorial section. The first two are basic tutorial that deals with most of the common actions on the grandMA2. The next tutorials deal with more specific actions on the console.
The tutorials are step by step guides that work best if you follow the descriptions very tight. If you are more into examples of how to use the console, you might also find a lot of useful info in the Task section.
If this isn't what you are looking for you could try to go back to the Guide Front Page and see if there's an other answer that might suit you better.
If you feel that there's a tutorial missing, feel free to write a comment to the manual team using the contact form. Please be specific with what you are missing.
The tasks are divided in to two different sections, each with sub sections.
There's the Hardware section. This has most to do with connecting peripheral equipment.
The other section is the Software section. Here you can find all sorts of tasks about Updating, Setup, programming and Software connections.
Read the following questions for the right direction.
Do you need to know how to connect something to the console?
Are you looking for other task regarding the console hardware?
Do you need help with installing or updating the software?
Do you need help with software or show setup on your console?
Do you need help something about programming a show?
Are you looking for help with networking?
Are you trying to create a macro?
Where you looking for a step by step tutorial / guide?
None of this is what you where looking for?
There are some pages about the grandMA2 philosophy and how some parts of the console works.
The concept pages are divided into three sections called Basic Operation, System Setup & Extended Operation. Basic and extended operation are the most comprehensive sections (as of this writing).
There are many different operations on a grandMA2 and not every operation is described, but the concept section will grow in the future.
The adwise to you, is that you browse through the three sections mentioned above to see if what you are looking for is described yet. If you don't find what you where looking for, we suggest that you write a comment to the manual team using this form and let us know what you are missing. Please be as specific as possible.
If this isn't what you where looking for, I suggest you go back to the Manual Guide front page and try a different path.
Networking is a lot of things. The following will point you in the right direction.
There's a page about the concept behind the grandMA2 networking. Find it here. When dealing with networking it's also worth mentioning something about multiuser. This is a link to the multiuser concept.
If you are looking for information about connecting a network cable - follow this link.
There's a task about setting the IP address - follow this link.
There's a lot of commands and keywords relevant for networking. This is some of them: InviteStation (IS), JoinSession (JS), DisconnectStation (DS), LeaveSession (LS), NetworkInfo (NI), SetIP.
There's also a description of the setup menus network section. This might also provide you with a lot of information.
If you need something that you didn't find here, you are welcome to write a comment to the manual team using this form. Please be as specific as possible. If this isn't what you where looking for, you can try to go back to the Manual Guide front page and try a different path.
Generally it's a good idea to know all the commands needed to create the macro - but then I guess you didn't need the guide :-)
If you are in any doubts about the commands you need, you should look at the Commandline guide.
One of the most important commands when trying to create a macro and not really sure about the correct syntax is List.
For general information about the macro philosophy in grandMA2, you should have a look at the Macro Concept.
If you are new to macros, you might want to have a go at the Macro Tutorial. Here you are presented with the most common steps to create macros. And it's very recommendable to go through this first.
If you are looking at using macros you might want to take a look at the Macro Tasks. Here you'll find some tasks about using macros.
The Macro Editor window, describes how to use this dialog to create macros. Here you can also see how to create predefined macros.
If you are trying to find info on how to import or export macros you can find it here.
The last place I'm going to tell you about is the Macro Keyword. This just tells you how to use the keyword.
Looking at the pages linked above will give you answers to many questions about macros. Should you have something you didn't find, please write a comment to the manual team using the contact form, and we will try to add the info here.
If this wasn't what you where looking for you could try to go back to the Manual Guide front page and try a different path.
This NPU manual guide will hopefully guide you in the right direction when you are looking for help with the grandMA NPU.
If you are not looking for anything about the grandMA NPU you should try to go back to the Guide Front Page, and see if there's something else that fits you better.
If there's nothing below here that helps you, you could send a comment to the manual team using this form, and tell us what you think is missing. Please be as specific as possible.
There are tasks describing the most common actions regarding the grandMA NPU.
There are some task regarding setting up the hardware.
The software tasks are divided into using the NPU in Series 1 Mode or Series 2 Mode.
And there's also a separate task about updating the software.
All the windows and screens on the NPU (in Series 2 Mode) are described in the NPU windows section. But you might also want to have a look at the MA Network Configuration - NPU in the Setup Menu. This is used for setting the DMX ports on the NPU.
There's a NPU Tutorial taking you though the steps needed to set up a NPU in a MA system.
After the initial setup of the NPU it works very much in the background. But there are some commands that can help you adding and dismissing NPU's to the network. NetworkInfo, InviteStation and DisconnectStation.
If you need the specifications on the NPU, have a look here.
With the grandMA, MA Lighting started a new era of highly developed lighting and visual control console platforms. On the one hand, these consoles can be used for stand-alone lighting control, on the other, they can work via Ethernet (MA-Net) as an integrated MA system network.
With the introduction of the grandMA2, MA Lighting took the next logical step. Offering vastly more powerful software and hardware, this series is again setting standards for the years to come.
The grandMA2 hardware may also be used with full compability and functionality of the series1 software.
For using the grandMA2 in compatibility mode, please refer to the latest grandMA series1 manual.
.
| Manufacturer's name | MA Lighting Technology GmbH |
| Manufacturer's address | Dachdeckerstr. 16 D-97297 Waldbuttelbrunn Germany |
declares that the product.
| Product category | Control unit |
| Name of product | grandMA2 fullsize , grandMA2 light, grandMA2 ultra-light, grandMA2 wing |
| . | . |
complies with the following product specifications:
| Safety | EN60065, EN60950 |
| EMV (EMC) | EN55103-1 (E1), EN55103-2 (E2) |
Dipl. Ing. Michael Adenau
The grandMA2 Help system will eventually be available on the console by pressing .
These pages are also available online at www.grandma2.de/help
With each software-release, the latest version of the online pages is included in the console, however as the online version is constantly updated, expanded and refined, based on userfeedback from the grandMA2-forum and experiences from the software-team, the online-version may be slightly different from what you find inside your console.
This section aims to give you a conceptual understanding of the philosophy behind the console, without digging deep into every little detail. With a conceptual understanding, you will have the knowledge needed to understand the technical information and facts found in the reference section.
This section is intended for look-up and reference, to expand the basic knowledge gained by the concept section
This section contains step-by-step instruction for common tasks and procedures.
By the use of reserved words, keywords, and numerical identifiers, the operator may command the desk to perform any task, e.g Delete Effect 3 or Goto Cue 5. Every commandline has to be completed with the magic word Please, so the exact buttons to push for these examples would be and .
| Please is not a keyword or part of the commandline, it is the button that sends the commandline to the console, so remember to be polite and add to any commandline examples you find in these pages. |
Most commonly used keywords have a dedicated labeled key, while others may be accessed by a second (or third) press of the key. Some keywords may only be available from onscreen buttons, while all keywords may be typed manually with the keyboard.
You may always see what is currently being typed into the commandline, by looking at the teal-colored Commandline Input field displayed on both the command screen and the right monitor-wing screen:
Like in any language, words may be classified into different groups (i.e. verbs and nouns), and there are rules on how words may be combined, to form understandable expressions.
Object keywords may be compared to nouns in human languages.
Functional keywords may be compared to verbs in human languages.
Helping keywords may be compared to prepositions and conjunctions in human languages
Store Cue 3 may be typed as , as Cue is the default object-type for the function Store
Go+Macro 5 may be typed as , as Go+ is the default function for the object-type Macro
Store Cue 3 may via the keyboard be typed as st cu 3
Macro 10 may via the keyboard be typed as ma 10
typing just will generate Channel 9, as Channel is currently the default keyword/object of the commandline.
You may change this default keyword at any time, by entering the keyword and then press please.
The multiple screens on the grandMA are used both to display informational data to the user and also via their touch functionally, to produce input to the console.
The grey areas with light grey dots are the areas where user-definded windows may be arranged

The bottom section of this screen contains label and softbuttons for the X-keys. The X-keys can control Button Executors, (List) or Views/Macros (User1 + 2). Additionally these act as hardkeys for options in pop-ups, menus and dialogs.

The bottom section of this screen contains the Encoder Toolbar which gives access to fixture attributes and object properties. In the bottom left corner is the Executor-label for the currently selected (Main) executor. Along the right hand side is 10 View-buttons for easy recall of different userdefined Window-arrangements

The bottom section of this screen contains the labels for the Fader and Button Executors. Along the right hand side is 10 View-buttons for easy recall of different userdefined Window-combinations
To get started, you may load a Demoshow with a simple set of Views with window arrangements , however to work efficiently with the console you should create your own views, optimized for your type of show, amount of fixtures, and your personal preferences regarding data-presentation
Windows are created by pressing an empty space on your screen, and choosing type of window, from the Create Window dialog.
Windows may be moved by dragging the headline, and resized by dragging the lower right corner. After filling your screen with multiple windows, it could look something like this:
Every window has a yellow ball in the upper left corner, which may be used to access the Window Option dialog. Within the options dialog, you may select how the data is presented, fontsize, readout, special filters, toolbars etc.
Here is two examples of the same Window, Fixture Sheet , but with different options:
The grandMA2 is a versatile control system, there are no predefined limitation of what type of fixtures it does control, e.g. "this desk controls 200 dimmers and 48 moving lights". With grandMA2 all fixtures to be controlled are defined in , by the user.
Every fixture needs an identifier (ID) . grandMA2 has two different types/ranges of such, Channel ID & Fixture ID.


Selecting may be done with the commandline by i.e. pressing Fixture 5 Please . Multiple fixtures may be selected in one go by using the helping keywords +, - and Thru, e.g. Channel 2 Thru 10 - 4
To see your current selection onscreen, you need a Channel Sheet and/or Fixture Sheet window. Selected fixtures will have their name and number (ID) displayed with yellow text.
| If your sheets are not large enough to display all fixtures, enable Fixture Sort in the top right corner, to move the selected fixtures to the top of the list |
A fixtures's parameter for adjusting its intensity, would be the Attribute "Dimmer", of the Feature "Dimmer" of the Preset-type "Dimmer"
The top row of the Encoder Toolbar will display one button for each Preset-type existing in your Showfile. Pressing this button puts the attributes of the first feature, on your encoders. If the Preset-type contains multiple features, or more than 4 attributes per feature, these amy be accessed via the leftmost button in the second row.
The most obvious is the level wheel next to the numeric keypad, which is allways linked to the dimmer attribute, and the Trackball which is linked to Pan&Tilt, unless it is in Mouse-mode.
Additionally some features like Colormix and Shapers have grahical tools on the multitouch commandscreen.
Your current Selection of fixtures, and the values of any manually adjusted attributes resides in the Programmer
Parameters gets automatically activated when you adjust them in the programmer. For convenience the console will also activate related parameters, so if you adjust the attribute Pan, then Tilt will also be included.
With the Layer select buttons centrally located above your encoders, you may choose which layers you are working on.
The Value layers consist of 3 layers
The Effect layers consist of 11 layers
These layers define a dynamic value for the parameter. Learn more about what each layer does via the concept and tutorial pages for Effects
Commonly used combinations of fixtures may be stored as Groups.
To create a group, select the desired fixtures, e.g Channel 1 Thru 5 - 4 then enter Store Group 3 .
Channel 1, 2 3 and 5, may now be selected by just entering Group 3 .
Multiple Groups may be combined in one commandline, also with the Channel and Fixture keyword. i.e. Group 1 Thru 4 - Channel 3 + Fixture 7
Groups are merely shortcuts for selecting fixtures:
Group 5 At 50 , Store Cue 3 will set the fixtures in Group 5 to 50%, not Group 5 to 50, so any later changes to Group 5 will not be reflected in Cue 3.
Your groups are displayed in the Group Pool Window.
With the Group Pool window, you can select groups merely by pressing the tile in the pool, - and create groups, by pressing in advance.
| Groups also remember the order of the selection. Fixture 1 + 2 is not exactly the same as Fixture 2 + 1. The order of a selection is important when applying effects and value-ranges, which will be distributed along the selection |
If you are labeling a pool-object (i.e a group), and the pool and the object has focus (white square around the object), you can enter a new label just by start typing with the keyboard.
This Direct labeling of object with focus, enables you to enter the name directly after selecting or storing via pool-windows.
Direct labeling also work in the Cue-lists when focus is on the cue-name.
Sets group "pars"to 50%. If the name includes white-space or reserved words (keywords), the name must be enclosed in quotes Group "All Macs" At 50 .
The idea of Presets is to store a labeled reference in a cue, rather than the actual value itself.
After positioning Fixture 1 thru 3 at the Piano, rather than storing the actual pan&tilt attributevalues into the cue, these values are stored as Preset "Piano" and the Cue only contains that fixture 1 thru 3 should point at "Piano".
The advantage of this concept is that if the piano (or fixtures) is moved, you only have to update the Preset "Piano" even if you have used the fixtures at this position in multiple cues. Another surplus is that in your fixturesheet you may see that pan and tilt is at Piano, and not just a numeric value or deflection in degrees.
Presets are divided into different types, each by default collecting related attributes. e.g. Pan, Tilt belong to the Preset-type Position, while ColorWheel and CMY belong to the Preset-type Color etc.
Fixture parameters adjusted to different values, together form "looks" on stage, which may be memorized by the console as Cues.
Cues are organized in Sequences, and are played back by Executors. - A simple analogy would be that your Cue is a song/track, the Sequence is an Album/CD, and your Executor is your CD/DVD player.
This means that you cannot have a Cue without a Sequence, and you cannot use your Cue/Sequence without assigning it to an Executor. Sounds complicated, but this process is automated. If you press then any button of an empty Executor, the console will automatically create a new sequence, assign the sequence to your executor, and add first cue, Cue 1.
In addition to contain values for each included parameter, a Cue also includes properties for when and how to recall the cue, like Trigger source/time, Fade and Delay times etc.
A cue may further be divided into Parts , to apply different timing to groups of fixtures or parameters.
Rather than taking a complete snapshot from stage for each cue, a tracking console will put just the values into a cue which differ from the previous look. This follows the way a designer would think about his cues as well as it saves console's processing power and memory.
Quite simply, tracking is the idea that once a parameter is set to a level, it stays there until it is told to go somewhere else.
e.g.
The actual content of Cue 2 is just to turn on the frontlight, - Cue 2 does not contain any data for the backdrop. However, when playing back Cue 2, the blue backdrop will stay on, and the result, the state of Cue 2, becomes guitarplayer with a blue background. The blue background is tracking to the next cue.
The output-value of any attributes may be dynamically generated by applying two values (low and high) and a wave-form/graph, where the bottom of the graph represents the low value, the top of the graph represents the high value, and the transition between these two values is defined by the shape of the graph:
With the means of these three parameters, the output-value will start oscillating at the given rate:
Furthermore by aligning the phase , where to start on the curve, you may achieve a continuous flow:
Effect-values may be manipulated by selecting the corresponding Effect-layer via the Layer select buttons above your encoders:
The most obvious use for an executor is to assign a sequence of cues for playback, however executors may also be used as handles for other objects, e.g. a physical button of a specific macro or a speedfader for a group of chasers.
Executors are arranged in Pages. This enables you to easy get a new set of executors merely by changing page.
| Changing page will not load new content into your physical Executors, like on some other consoles. Changing page just instructs the console to display another set of Executors on your physical hardware. This enables you to have executors from multiple pages active and running at once. |
There are two types of executors, Fader Executors and Button Executors.


Typical button functions could be Go, Pause or Flash, while fader function could be Master (intensity), Speed or Crossfade.
The process of building your fixture schedule consist of importing FixtureTypes from the Library, and adding quantities of these types into your showfile.
The Fixture Schedule may be segmented into multiple Layers, to simplify navigation within setups with large amount of fixtures and or different fixture-types.
Generic fixture-types like ordinary dimmer channels, simple RGB LEDs, scrollers etc may be found via the manufacturer "Generic"
Altering fixture types must be done in the Fixture Schedule, and any changes first takes place when you exit. If in a session, the new schedule will be uploaded to all other stations
Altering ID's must be done in the Fixture Schedule, and any changes first takes place when you exit. If in a session, the new schedule will be uploaded to all other stations
The grandMA2 supports patching to 256 different universes, and address & universe are given in the format universe.start_address e.g. 1.1 = first address of first universe, 256.512 = last address of last universe
The DMX-patch does not have to be edited within the Fixture Schedule. The patch may be altered at any-time via the Fixture Sheet or Commandline.
Fixture Positions does not have to be edited within the Fixture Schedule. the positions may be altered at any-time via the Stage Window
Click on any of the sub topics for more info about the Extended Operations.
The grandMA2 series is designed for networking. Beeing in a network is the normal situation. Even if the console is all alone on the network, it will run happily with all the network functionallity.
Every console has two Ethernet ports at the back:
A session is a group of stations, communicating and sharing data within a network. There may coexist 32 different Sessions within the same Network.
Additional members/stations in the session may be added and removed via the MA Network Configuration, under the same tab.
DMX Streaming over Ethernet is configured under the DMX-protocols menu
By the use of user-login with userprofile, each operator may tailor the console to his/her needs, with individual Views, default settings and programmer. In a session with multiple stations/consoles, the operator may log into any console and be "home".
MIDI Show Control (MSC) is used to send and receive show control data.
Show control data is used to control other devices or to be controlled by other devices. This can be used to sync several elements in your show.
MSC is a standard used by many manufacturers. This allows you sync your show across light, sound, stage, etc.
It can also be used to remote control the console from any equipment that can send Midi.
The console will automatically send MSC messages when MSC Out is turned on.
When MSC In is turned on, the console will listen to MSC messages and act accordingly.
The console will ignore the message if it isn'’t recognized as a valid MSC massage.
MIDI is usually transmitted in hex numbers. They are organized in groups of 2 numbers.
You might be using a MSC software that offers you a more comfortable way to work with MSC, but to understand the basic MSC message the following is only concerned with the raw MSC hex data.
This is the format of a MSC message:
F0 7F [Device ID] 02 [Command Format] [Command] [Data] F7
In the following we'll have a look at the different elements in the square brackets.
Let’s first have a look at “Device ID”. This is used to limit the receivers of the MSC message. There are three categories. “Individual device” number, “group” number and “All” devices.
The device ID is a 2 digit hex number. And the three categories are divided like this:
Command format is used to indicate the type of equipment that’s intended to receive the MSC message.
The list of different equipment is long, but the console only responds to and transmit three different command formats. They are:
The console supports five different commands.
| There's a small risk of crashing the console if you transmit MSC messages that isn't supported. |
The commands are:
Read more about the different commands below.
This is the same as a GOTO command. After the “01” command you’ll need to specify a cue number (the "Data" part of the massage). Cue numbers need to be transmitted in ASCII format using hex. This means that if you need to transmit the cue number 4 you’ll need to use the hex number “34”. All number can be transmitted by placing a “3” in front of it. A dot is “2E” in hex. So to transmit the cue number “309.45” you’ll need to transmit “33 30 39 2E 34 35”.
You may also specify an executor and executor page number. This is controlled by the MSC options in Setup. You’ll need to separate the cue number and the executor by a “00”.
An executor and page can be separated by a space (00) or a dot (2E). So if you need to trigger cue 5 on executor 4 on page 3 and the separation is a dot, you’ll need to transmit the following data: “35 00 34 2E 33”. If the separator between the executor and page is a space then the same command would be “35 00 34 00 33”.
The grandMA2 always transmit full cue numbers with three decimals. This means that the cue number 2 is transmitted as “2.000” (“32 2E 30 30 30”) and cue number 2.5 is transmitted as “2.500” ("32 2E 35 30 30") but it doesn’t need to receive full cue numbers.
The full MSC message for a GOTO cue 4.5 on executor 12 on page 1 (dot separator) to all devices and all types of equipment is: F0 7F 7F 02 7F 01 34 2E 35 00 31 32 2E 31 F7 .
This is like hitting the pause button. Please read the section above for a better understanding of the hex cue numbering system.
How much you need to transmit is dependent of the MSC options in Setup. If the “MSC In Exec” option is “Default Only” they only the default executor will respond and you don’t need to send any “Data” values. So you’ll only need to send “F0 7F [Device ID] 02 [Command Format] 02 F7”.
The console will transmit “F0 7F [Device ID] 02 [Command Format] 02 30 2E 30 30 30 F7”. This is like sending a “pause running cue” command.
If you have specified in the Setup that you need to specify an executor and a page, then you’ll also have to specify this for the Stop command. And then you’ll have to transmit the “running cue” number. The full MSC message for stopping a running cue on executor 12 on page 1 (dot separator) to all devices and all types of equipment is: F0 7F 7F 02 7F 02 30 00 31 32 2E 31 F7 . This is the shortest possible format for that MSC message. The console would transmit the full message: F0 7F 7F 02 7F 02 30 2E 30 30 30 00 31 32 2E 31 F7 .
This is the only way to continue a paused cue. The only difference between the Stop and Resume commands are the “02” and “03”. So continuing the cue we just paused in the example above would be:F0 7F 7F 02 7F 03 30 00 31 32 2E 31 F7 .
Again if the MSC options in Setup is set to “Default Only”. You can just transmit F0 7F 7F 02 7F 03 F7 to continue the fade.
This is the same as the 01 (Go) command but with a specified time. So, if you haven’t already, please read (and understand) the 01 (GO) section above. Just to make this a bit simpler we are going to pretend that the “Default Only” option is turned on in the MSC options in Setup.
To transmit a timed GOTO you need to specify the time first and then the cue number. The time is specified by five 2-digit hex numbers. They represent (in order) Hour Minute Second Frame and Fraction.
The hour, minute and second sections are very strait forward. You’ll need to transmit the value in hex number but you can transmit a value above the normal limit i.e. you can transmit 64 seconds (“40” in hex). The console will transmit this as 1 minute and 4 seconds.
Right now the console will not accept any time specified in the Frame and Fraction sections. But it transmit values below a second in the Frame section. The console divides the second into 24 frames. So 0.5 seconds is 12 Frames and the received hex number is “0C”.
Follow the link below to a table that compares decimal and hex numbers.
The set command is used to move a fader to specific position. The “06” is followed by two 2-digit hex numbers that indicate the fader and then two more 2-digit hex numbers that dictates the position.
The first of the two numbers for the fader is the fader number (on a page). The first fader are hex number “00”, the second “01” and so on. Remember that this is a hex number so fader 16 have hex number “0F” and 17 is “10”.
The second of the two numbers for the faders are the page number. This is 1 to 1 - although also in hex. But page 1 is “01” in hex and page 2 is “02” etc.
So, how to calculate the position in hex numbers? For this we need to do some math. The faders’ position is defined by a coarse and fine value. The scale for both values is 128 steps. The “Fine” value is transmitted first followed by the “Coarse” value. So you need to multiply the desired fader position (in percent) by 1.28. The resulting integer is the “Coarse” value. The rest of the number (everything on the right side of the separator) should be multiplied with 128 to get the “Fine” value. The two decimal numbers should be converted to hex. You can use the link below to a table that allows you to convert up to decimal number 128.
Let’s try to do an example. Let’s say you want to move a fader to 45%. Multiply 45 with 1.28 (45*1.28) this gives you 57.6. So our Coarse value is “57”. Now we need to multiply 0.6 with 128 (0.6*128). This gives us 76.8. So our Fine value is “76”. Decimal “57” is “39” in hex. Decimal “76” is “4C” in hex. Remember that we need to transmit the Fine value first. Our two hex numbers after “06” is “4C 39”. If we then need to move fader 3 on page 1, our complete MSC message would be: F0 7F 7F 02 7F 06 02 01 4C 39 (all devices and all command formats).
The console only transmit the position of some faders (executors and all the green colored special masters (for the selected executor)), but it accepts positions for all faders that have something assigned.
As mentioned before, you might be using some software that makes this more user friendly, but you might need to know what's really happening down in the hex numbers.
The following are some more examples of MSC messages.
Sending a GOTO cue 15 on executor 5 on page 1:
F0 7F 7F 02 7F 01 31 35 00 35 2E 31 F7
Sending a GOTO cue 425.36 on executor 2 on page 3:
F0 7F 7F 02 7F 01 34 32 35 2E 33 36 00 32 2E 33 F7
Stopping a running cue on executor 1 on page 1:
F0 7F 7F 02 7F 02 30 00 31 2E 31 F7
Continue the cue on executor 1 on page 1:
F0 7F 7F 02 7F 03 30 00 31 2E 31 F7
Sending a GOTO cue 25.5 in 30 seconds on executor 2 on page4:
F0 7F 7F 02 7F 04 00 00 1E 00 00 32 35 2E 35 00 32 2E 34 F7
Sending a GOTO cue 4 in 5 seconds on executor 7 on page 1:
F0 7F 7F 02 7F 04 00 00 04 00 00 34 00 37 2E 31 F7
Moving fader number 4 on page 1 to 75%:
F0 7F 7F 02 7F 06 03 01 00 60 F7
Moving fader number 1 on page 1 to 32%:
F0 7F 7F 02 7F 06 00 01 7A 28 F7
By entering 3-dimensional data of your fixtures location, their operation may visualized internally via the stage-window (wire-frame), and externally via a networked computer running grandMA 3D (realistic)
Layouts are interactive 2 dimensional drawings where you may freely arrange channels fixtures, draw shapes and write text, add macros presets or other objects.
Via the Layout Pool, you may create multiple layouts for each part of your stage. Use the Layout View to edit content of layouts and to display layouts.
Oridinary pixelmapping has been limited to overlay a twodimentional image, with a twodimentional representation of your fixures, and map corresponding pixels to fixtures. However, in real life your fixtures are not neccessarily located in one flat plane, and your audience does not neccessarily have a direct 90 degrees viewing angle of your "plane" with fixtures.
grandMA series2 has taken pixelmapping to the next level:
Every fixture's position in 3D space may be considerd a pixel of a virtual 3-dimensional canvas/screen.
Onto this screen (or a selection of it) you can from any angle/position virtually "project" an image, and animate its position rotation and size.
Worlds are used to restrict access to Fixtures, Channels and Attributes. The elements not in the applied World are not displayed in sheets and cannot be accessed by the programmer. Values store in a sequence will still be played back.
Filters are used to limit what to store and playback from an executor. Applying a Filter will not hide elements in sheets, but will only store/copy/retreat(at) attributes in that filter.
Masks can be used to hide Fixture/Channels and Attributes in sheets. There's a lot of criteria that can be used to display only the desired Fixtures/Channels and Attributes.
Worlds are used to limit what you can access and what is displayed in sheets.
The first world in the pool is locked. It contains everything and is used when you don't want to exclude anything.
You can select a new world by simply pressing the pool element.
Worlds can be used as Input filters. This will limit what can be stored. Worlds can also work as Playback Filters for a sequence. This will limit what is executed by a sequence. Let's say you have a sequence that have Dimmer, Pan/Tilt and Color - If you apply a world that only allows dimmer values and some fixtures, then the sequence will only output dimmer values for those fixtures. If you also uses the "Dimmer only" world as a Input filter, then you can only store dimmer values for those fixtures in the sequence. This is all done in the Assign Menu.
Playback filters only works by attributes not by layers (Value, Value Times and Effects). E.g. if you have applied a world that only contains the Effect layers, then everything will still playback - but if you have a world that have only fixture 1, then only fixture 1 will be played back.
In previous versions there where a lot of different filters. They are now all combined and can be stored and recalled from the Filter pool. That means that the Store Filter and the At Filter are now combined into one filter.
The filter contains a selection of Attributes. A filter is always active, but the first filter contains all attributes and therefor doesn't filter anything out. The first filter is also locked and cannot be edited.
A Filter can be applied(called) and/or permanent selected. An applied filter have a green bar in the middle. A selected filter have a green color in the name area. You can select a different filter by pressing followed by a different filter button. You can call a different filter temporarily by just pressing one of the filters.
A called filter overwrites the selected filter. If you press and hold the key or the key you'll get the a filter pop-up. Here you can create a temporary filter. This can be store to the first available pool button using the . Here you'll also find a button. This will keep a temporary (called) filter active until the programmer have been cleared.
Filters can be used as Input filters. This will limit what can be stored. Filters can also work as Playback Filters for a sequence. This will limit what is executed by a sequence. Let's say you have a sequence that have Dimmer, Pan/Tilt and Color - If you apply a filter that only allows dimmer values then the sequence will only output dimmer values. If you also uses the "Dimmer only" filter as a Input filter, then you can only store dimmer values in the sequence. This is all done in the Assign Menu.
Playback filters only works by attributes not by layers (Value, Value Times and Effects). E.g. if you have applied a filter that only contains the Effect layers, then everything will still playback.
When it's not the first filter that's active, then the At key will flash.
The filter pool is a global pool that's shared by all users.
Masks are used for hiding fixtures and attributes in sheets. There can be a set of criteria that define the mask.
There can be up to 10 mask buttons in the top title bar of sheets (except DMX sheet). This allows you to apply a mask to only that sheet.
You can set the sheet to follow the selected mask. This will allow you to use the Mask pool to mask all sheets (following selected) at the same time.
A mask pool button can be selected by simply pressing the pool element.
The first 6 masks are locked. The very first mask doesn't mask anything.
Worlds are created in the programmer, and stored in the World Pool. Worlds may be thought of as matrix with rows (fixtures) and columns (attributes), and you may eliminate rows and/or columns
The created world will contain the rows of the current selection, and the columns of any active attribute. If no attributes were active, all columns will be included in the created World.
You will now only have programming access to fixture 1 thru 5, (which is reflected by the Fixture Sheet Window)
If you now with World 3 active, i.e Delete Cue 3 , you would only delete fixture 1 thru 5 from Cue 3. - if Cue 3 contains more fixtures than 1-5, the cue will not be deleted as a whole.
| World 1 contains all parameters of the show, and cannot be altered or deleted |
In addition to the traditional macros of series1, grandMA2 macros may be used as a scripting language, with possebilities to create dialogs for user-input, conditional execution of macrolines, - interacting with the users current commandline, or as parallell execution, not interfering with the commandline.
Macros may be executed directly from the Macro-pool, or be assigned to any Executor, View or X-key User button, for direct hardkey access.
| When CLI is disabled for a macro, the actual press of the Macro will no longer interact with your commandline, but directly execute its content. This means that i.e to edit or delete this object you cannot just press the command and then the button, you will need to type the actual keyword and ID. e.g. Edit Macro 5 to edit macro 5 or Delete ViewButton 11.5 to remove the macro from the User1 X5-button). By disabling the CommandLineInteraction of the actual buttonpress, you can make the content of the macrolines interact, by the use of the @-sign. |
SetVar $answer= ("your flash buttons to be 1 -above- or 2 -below- the faders?")
SetVar $button = [$answer==1] ExecButton2 [answer==2] ExecButton1
Assign Flash at $button 1 Thru 30
The Agenda is primary intended for architectual installation, however you can also use it to remind you to take coffee breaks or other reminders.
This may be achieved with the command CD (Change Destination).
If your destination is not the root, the Commandline input field will display the destination as a prefix of the commandline. Press the yellow ball to open the Commandline Response window
In the situation above, Store 1 will create FixtureType 1, rather than the usual Cue 1.
When your commandline is directed to a specific destination, you can still do normal operations, however shorthand entry no longer work, you need to enter the full syntax Store Cue 1 to create Cue 1
A grandMA2 Replay Unit is a basically a grandMA2 Light compacted into a rack unit but without the user interface. There's a small 7" internal touch screen that allows you to do everything you can on the small screen.
The screen works as a combination of screen 1 and 2. It's devided into two areas as the multitouch on a console, but the lower part is mostly displaying the encoder toolbars. Se below for example screenshots.
The grandMA2 Replay Unit can be connected to a series 2 network and can only boot in series 2 mode.
The grandMA2 Replay Unit is a 3 unit 19" rack mount device with an 7" internal touchscreen.
When you use the grandMA NPU in Series 2 mode, it provides parameters to the network. It can be used with a grandMA2 console or with grandMA2 onPC.
In this mode you can use the touch screen to change some of the setting. DMX port settings needs to be changed from a console or onPC.
The grandMA NPU can be connected to a series 1 or series 2 network.
The NPU helps the consoles with the output calculations, and it provides 8 DMX ports that can be configured as input or output. The output follows the USITT DMX512-A protocol.
One of the main thoughs behind the NPU, is a central DMX output/iinput device, that's shared by all the stations in the MA-Net. It supports the system with real time calculations and parameter expansion (4,096 parameters).
| It's very important to know that, if a NPU is set to be a member of several sessions in a network, It will connect to the session that reaches the NPU first!! If that session is then closed - Then the NPU will connect to the next session it finds on the network, possibly creating a very different DMX output! |
The grandMA2 NPU is a 3 unit 19" rack mount device with an 7" internal touchscreen. It has 8 DMX ports (5-pin female XLR) and 3 USB plugs.
When you use the grandMA NPU in Series 2 mode, it provides parameters to the network. It can be used with a grandMA2 console or with grandMA2 onPC.
In this mode you can use the touch screen to change some of the setting. DMX port settings needs to be changed from a console or onPC.
You can also use the grandMA NPU in Series 1 mode. When connected to a console or onPC it also provides parameters.
When in series 1 mode, you can only make change to the NPU using a USB keyboard.
There's a manual guide directing you to all the pages in the manual that has anything to do with the grandMA NPU: Manual Guide - NPU
Well, I can tell you the difference between the two, but to make MA or you change your ways, is a bit out of the scope if this manual. The physical DMX512 output on all grandMA2 products is a 5 pin XLR connector. A connector like that will output one universe equal to 512 DMX channels. Okay, that’s pretty standard knowledge.
So why are MA talking about parameters?
Well, let’s have a look at the DMX history. Some years back the only thing controlled by DMX was dimmers. The standard was designed to make a smooth transition from 0 to 100% Because of the way the protocol works it was decided that 256 steps would do the trick.
A lot of water passed under the bridge and now DMX controls everything (well almost everything). Some things were just not happy with 256 steps (also known as 8-bit). Like Panning from 0 to 460 degrees in 256 steps gives you something close to 1,8 degrees per step. That really wasn’t good enough. So someone thought of adding the values of one DMX channel to another. And then we had 16-bit equals 65.536 steps! That's much better for panning. But some products still needed more than that. And we have 24-bit and that’s a stacking 16.777.216 steps!
MA is only thinking in parameters. If you think of a fixture with a 16-bit Pan, 16-bit Tilt and an 8-bit Dimmer. This is 5 DMX channels, but MA is only calculating this as three parameters (Pan, Tilt & Dim). The internal calculations of the parameters are higher than 8/16/24-bit (more like 32-bit), and they are then converted down to the amount of DMX channels a parameter uses.
Now how does this affect you and why should you care?
Let’s imagine that you have bought a grandMA 2Port Node onPC. This acts like a hardware dongle for 512 parameters. This means that you can with an onPC control 512 parameters. Let’s imagine that you only control dimmers. But you have 512 of them. When MA is only counting parameters, it doesn’t matter if they are 8-bit, 16-bit or 24-bit dimmers.
If MA was counting in DMX channels, you could control 512 8-bit dimmers or 256 16-bit dimmers or 170 24-bit dimmers.
Is that fair? MA doesn’t think so. That’s why they think in parameters and you should be a happy customer :-)
If you want to know more about parameter count and expansion, follow the link below.
This page is a closer look at how many parameters you can control and how you can expand that number. At the bottom of this page there's a link to a page that explains the difference between "Parameter" and "DMX universe". If you have any doubt in this area you should take the time to read it.
There are a fewer parameter numbers to remember in grandMA2.
This section is about the parameter count for single units
If we begin at the top end and work our way down the ranks:
The NPU is the only unit that expands your parameter count. Every NPU you add to your network, also adds 4096 parameters!
You can add a maximum of 16 NPUs regardless of your console.
The NPUs help with parameter calculations
When you use a grandMA2 onPC with a 2 Port Node, you add the parameter count of the "biggest" node e.g. having a network with an onPC and a 2 Port Node and a 2 Port Node Pro, you get 1024 parameters. You can add as many nodes you like (for more DMX connectors) but it will not expand your parameter count.
You can also add a NSP to a grandMA2 onPC it works like the 2 Port Nodes, but it adds 2048 parameters. When using nodes (2 Port Node, 2Port Node Pro or NSP) you only get the parameters from the biggest unit.
Connecting a Command Wing to your onPC will give you 2048 parameters. You can add a 2 Port Node or a 2 Port Node Pro and expand the parameter count to 2560 or 3072 respectively.
When you use a NPU with an onPC you get the parameters from the NPU (4096 parameters). You can add a maximum of two NPUs to grandMA2 onPC but the parameter limit for onPC is 4096 parameters.
If you have a onPC with a NPU, NSP, 2 Port Node Pro and 2 Port Node, you get 4096 parameters - from the biggest unit.
Remember you can add all the units you like for more DMX connectors.
They start with the Basic tutorials and then moves into more specific areas (still work in progress).
This will give you a short tour through all the most basic things you need to know for creating a show, turn on channels, make groups, store cues and make your screens display the relevant data.
On a grandMA there are many different ways to get from A to B. But to get the best result with this tutorial, it’s important that you follow the steps fairly precise. You can always experiment on your own afterwards.
I have chosen to use different markings when I want you to do different things.
If I need you to press a hard key (a key that is physically on the desk) it looks like this: . If I’m just referring to the button I will put it in single quotation marks e.g.: 'Setup'.
If you are supposed to press a button on the screen or a area on the screens I will write it like this >>Macro 1<<.
If you are supposed to write text on the keyboard I will write it like this: Moving light. I will often tell you to end a command with 'Please'. This referrers to any of the two keys on the console (only one on the UltraLight).
When referring to a window on a screen you have created, I will mark it like this: CommandLine Feedback.
If you are doing this on an onPC , you need to imagine all the physical buttons, and use the relevant buttons in the program. I will write this as if you where at a real console (a FullSize).
A real FullSize console can have up to 6 screens (incl. 2 external). I will refer to them as "Screen 1", "Screen 2", etc.
Screen 1 is the 9" Multi Touch Screen. Screen 2 to 4 is the 15.4" touch screens on a FullSize (from right to left). 5 and 6 are the external screens.
If you are at a desk that only got one 15.4" touch screen, just ignore everything with screen 3 and 4. You will learn to store and recall screen views on the one screen you have. The same thing applies for the external screens. If you don’t have any, just use the one screen you do have.
This tutorial is made on version 1.3. So it should be working on every version from and above this.
Happy Programming.
The first this you need to do is the press the key. Then make sure the >>Internal<< tab is selected.
Now press the >>New Show<< button.
This gives you the "New Show" pop-up. Here you can write the name of the show and change some options.
In the name box, write your name followed by this: _Tutorial_Basic1
Make sure you check all the boxes in the pop-up. This ensures that we create a new empty show with all default options.
Your pop-up should look something like this (I used the name "John Doe"):
Then you can press the >>Please<< button and close the "Backup" menu by pressing the yellow X in the upper right corner (this is how you always closes temporary windows.
You have how created a new empty show.
Go to the next page to learn to patch dimmers.
Do you want a show without lights? No, not really! I’ve made a simple design with some general stage wash.
This gives us a total of 40 dimmer channels. Press the key and make sure the >>Show<< tab is selected. The press the >>Patch & Fixture Schedule<< button.
This gives you a pop-up is called "Layer Name". Here you write: Dimmers followed by a 'Please'.
Then a part of your screen should look like this:
Now you should press the button called >>Please select fixturetype<<.
Now we are going to import a fixture type from the library on the desk to the show.
Press the >>Add Fixturetypes from Library<<.
This is a list of all the fixture types in the library. We are going to use the manufacture filter to limit the list.
At the bottom of the page you'll find a box named "Manufacturer Filter". Here you write: generic.
Now you can only see the generic fixture types. At the bottom you'll also see a box called "Fixture filter", here you write dim.
The list is now limited to only display generic fixtures that has "dim" in its name.
Select the one called "generic@dimmer@00.xmlp".
The bottom of your screen should now look like this:
Press the >>Ok<< button and then the >> 'Dimmer'1 << button.
Now you'll get a series of pop-ups that help you adding new fixtures.
The first one asks for the quantity of fixtures. Write: 40 followed by a 'Please'.
Now it asks for the Channel ID. Write: 1 followed by a 'Please'. This gives the first dimmer an ID number of 1, the second one an ID of 2, etc.
Then you need to give your first dimmer a Fixture ID. We don't want a fixture ID so write 0 followed by a 'Please'.
Now we need to give the first dimmer a patch. Write: 1.1 followed by a 'Please'. This places the first fixture in universe 1 and DMX channel 1.
Now you are almost ready to add the fixtures. We just need to edit the name. Just press where it says >>Dimmer<< in the box called "Name".
Then you write: Dim 1 followed by a 'Please'. This names your dimmers "Dim 1", "Dim 2", etc.
Now it should look like this:
Press the >>Apply<< button. You have now added 40 dimmer channels.
Close the two setup screens using the yellow X.
On the next page we are going to look at controlling those channels.
Often it can be a advantage to see how the console reacts to your commands. This is done on the Commandline Feedback window.
We are going to create this window at the bottom of screen 2 (the 15,4" touchscreen on the right side).
Press anywhere in the upper left corner on the empty screen. This gives you the "Create Basic Window" pop-up. Here you need to press the >>Other<< tab. Here you'll find a >>Command line<< button. Press it.
Now you have created a Commandline Feedback window.
It continually gives you a lot of information. Don't be confused about all the information, I'll tell you about it when you need it.
You can resize the window by pressing the area in the lower right side of the window (where there are a lot of yellow dots).
The window can be moved by pressing and holding the headline of the window (where it has a yellow ball and the "Commandline Feedback" text).
Now you should size and move your window so it takes up three whole lines at the bottom of the screen.
To view your 40 channels you need a Channel Sheet window.
Press the upper left corner on screen 2. Then select the >>Sheets<< tab in the "Create Basic Window" and then the >>Channel<< button.
You have now created a Channel Sheet. Here you can see your channels and the values they have.
Your screen should now look something like this:
You can store your view on any of the view buttons in the side of your screen.
Now we are going to store our view on the top button just right to screen 2.
Press key followed by the key.
This gives you a pop-up. It asks which screens you want to store. Without changing anything press the >>Please<< button.
You have now created a view. Let's give it a name.
Press key twice followed by the . This gives you a pop-up. Here you write: Channel followed by a 'Please'.
You can see in your Commandline Feedback window writes this:
This tells you that you have given your view a new label.
On the next page we are going to learn about controlling the values of the channels.
There are many ways to turn on your channels on a grandMA. Let's begin with one of the simple ones. Press thise hardkeys: . You have now turned on channel 1 at 100%. Let's look at what else happened. The channel ID "1" has changed to a yellow color and the background behind the value has changed to a red color. Also the value (in this case the intensity) is now in a red color. The yellow color means that the channel is selected and you can change the value. Press . Since the channel is already selected you can just give it a new value and it is now at 50%. Now press once. Channel 1 is no longer selected and you can't just change the intensity again. The red background color indicates that the value will be saved if you press 'Store' (don't do it now). Instead press once more on . The only thing left is the value in the red color. This means that it's still in the temporary memory (called the programmer), but it will not be saved if you store. Press once more. Now channel 1 is turned off and it's not in the programmer anymore. Instead of pressing the 'Clear' button 3 times you can keep it pressed for about 1 second and you have cleared the programmer.
There are other ways to turn a channel at 100%. Here's another example: . This is a shortcut to give the channel a value of 100%. Press twice. This gives channel 1 a value of 0%. You can of course also use "At 0 Please". The value is in the programmer and will be stored (if you save a cue). Press until the programmer is cleared. If you have several channels in the programmer and just what to "release" one, you can use the 'Off' button in combination with the 'Channel' button. Turn on channel 1 at 100%. Now press . The final way (I will introduce to you) is the "Level" wheel. With this you can change the value fast and simple. Turn it away from you and the value of the selected channels goes up. Turn it towards yourself and it goes down.
If you want to turn on several channels at the same time you need the buttons '+' and/or 'Thru'. They are pretty self-explanatory. Guess what you need to press to turn on channel 1 to 10 plus 20 at 20%. This is the fast way: . If you want to exclude channels you can use '-' (minus). So if you want to give channel 1 to 10 plus 20 but minus 5 a value of 0%, this is the fastest way: .
You can also use '+' and '-' to change the value. . This brings channel five up to 50%. . Brings the channel down to 0%.
Now you know how to assign values to channels. End this section by clearing your programmer.
On the next page we are going to look at Groups.
Since we are going to make some groups it would be practical to be able to see them.
I find it nice to have it at the same screen (since there's room). So I suggest making the Channel Sheet one line smaller and then press the empty space on the left side.
Again we are presented with the "Create Basic Window" pop-up. This time you need to access the >>Pools<< tab. Here we find the >>Groups<< button. Now you got some empty group buttons right at your fingertips. You could store this as a new view (or store your existing view again).
All the odd numbers in our light plot have a warm color and all the even ones have a cold color. We are going to make some groups with those colors. The first one is all the warm colors from front of house. Press: . Now you have selected channel 5, 7, 9 and 11. Then press followed by the first available group button. Groups cannot contain any value so we don't need to assign any.
Before you do anything else, use your keyboard to write: FOH Warm. Should you have touched anything else (buttons, screens, anything) before typing, you can use a different method to name things (e.g. groups). The function is called "Label" and you access it by pressing the 'Assign' key twice. Do that and then press the first group button again. Now you have the option to change the name, delete it, or type it for the first time. When you are happy press .
Look at your Channel Sheet. Here you can see that the numbers 5, 7, 9 and 11 have the yellow color, meaning that they are still selected. We are done with those four channels, so press the 'Clear' key once.
All right, now I have told you everything you need to know about making groups. In all we need 12 groups. I have gathered all the information you need for making the groups in a table. You have already made group 1, but the rest is a nice little exercise.
| Group number: | Channels: | Name: |
|---|---|---|
| 1 | 5 + 7 + 9 + 11 | FOH Warm |
| 2 | 17 + 19 + 21 + 23 | LX1 Warm |
| 3 | 25 + 27 + 29 + 31 | LX2 Warm |
| 4 | 33 + 35 + 37 + 39 | LX4 Warm |
| 5 | 1 + 3 + 13 + 15 | Box Warm |
| 6 | All uneven numbers | All Warm |
| 7 | 6 + 8 + 10 + 12 | FOH Cold |
| 8 | 18 + 20 + 22 + 24 | LX1 Cold |
| 9 | 26 + 28 + 30 + 32 | LX2 Cold |
| 10 | 34 + 36 + 38 + 40 | LX4 Cold |
| 11 | 2 + 4 + 14 + 16 | Box Cold |
| 12 | All even numbers | All Cold |
When you are done, your group pool should look something like this:
On the next page we will make the first cue.
A light cue is saved in a sequence. The grandMA can handle an almost unlimited number of sequence.
We only need one for this tutorial. All cue numbers are in numeric order i.e. cue number 4 cannot be before cue number 3. But the cue can have any name.
First of all we need a window where we can see our sequence. Click on the top left cell on one of your empty screens. If you only have one screen you need to clear it first (by deleting the windows already there) and then press the cell.
The window we need is called Sequence Executor, so in the "Create Basic Window" pop-up, select the >>Sheets<< tab and press the button called >>Sequence Executor<<. You could save this as a (new) view.
The first thing you should do is to select the first executor. Press: . You can always locate your selected fader by its green background color where it says "Seq". And to indicate that there is a sequence assigned to that fader the number underneath the fader is brighter. The green LED is on when the executor is on.
Let’s make our first cue. Press: . Then . That was it! You have now saved channel 20 at 40% in cue 1 in sequence 1 at executor fader 1.
If you don’t specify anything else the console assumes you are referring to your selected executor and the sequence assigned to that executor. You can always locate your selected excutor by its green background color where it displays the sequence name (now it says "Seq 1").
You also got a line in your Sequence Executor window. Most of the columns are self-explanatory - but I will mention some of them. "Number" is of course the cue numbers. "Name" is the name. "Trig" describes what triggers the cue. If we look at our first cue, the trigger is "Go". This means that to execute the cue you need to press a Go key. "Delay", "Fade", "Out Delay" and "Out Fade" shows you the respective times.
Before we make any more cues, let’s change the cue name. If you don’t specify anything the desk names it "Cue". Press . Use the keyboard to write Behind Curtain followed by a 'Please'. A different way to change the cue name is to right click on the name with the mouse. No matter what way you choose - your first cue should now have the name "Behind Curtain".
If you can't see the entire name you can expand the column width by placing the mouse curser on the line that divides "Name" and "Trig". When you are at the right place, your curser changes so it now also has a little horizontal double ended arrow. Click and hold the left mouse button while you drag the mouse to your right. Then release the mouse button again. Now your Sequence Executor window should look something like this:
On the next page we are going to create more cues.
Let’s make some more cues. Press:. That created cue 2 with a fade time on 15 seconds. Let’s continue with cue 3. Now we’re going to use the groups and the command line.
You need to locate the Command Line. It looks like this:
This is the CommandLine. It can be a fast way to get around the console and the commands. But sometime the keys are fastest. In the CommandLine type this:
followed by . Then type:
followed by . Now let's have a look at the commandline feedback and how the console has responded (please don't press any buttons).
What does all this mean? "g" is a short cut to "Group". That means the respond to the first line is:
The "t" in the second line as a short for "thru". The console respond to the second line is:
We are gonna store the cue using the hardkeys: . This is the response from the console:
Now why is this? We typed "Time 20 Time 25". The desk interprets this as 20 seconds (Basic)Fade and 25 seconds (Basic)OutFade. Pretty clever, huh?
Notice that after the second cue we don't need to specify the cue number. The desk automatically uses the next available number.
In cue 4 we need to take 30% of everything that is on. We do this in a fast and easy way: .
That was fast! By using "If Please" you get the command "IfOutput", this selects everything that has output. Then using "At - 30" you subtract 30% from whatever value the channels had before (of course nothing less than 0%).
Now we're going to make a lot of changes: .
What is "Time 15 Time Time 5"? If you have a look at your Command Line Feedback” it reads: "BasicFade 15 BasicDelay 5". This means that you told the desk to delay the execution of the cue with 5 seconds after you've pressed the "Go" button (and then fade at 15 seconds - but you probably guessed that).
With the "Time" command we can assign many different times. A command like: "Time 20 Time 15 Time 10 Time 5" the desk translates to: "BasicFade 20 BasicDownFade 15 BasicDelay 10 BasicDownDelay 5"!
The last cue we are going to make is a blackout. And we do that with only six button presses:. That was our 6 cues. It was hopefully fast and painless.
The next page we are going to make some changes to the sequence.
We would like to change cue 3 to automatically activate when cue 2 is done. You do this by right-clicking with the mouse (or pressing Edit and then) on the screen where it says "Go" in "Trig" column in the Sequence Executor sheet in cue 3.
This gives you a drop down box with the following choices: Go, Time, Follow, Sound & BPM. Select >>Follow<< by clicking or pressing it.
Then when cue 2 is done the desk automatically activates the fade to cue 3.
Let's change the cue names. You know how to do this, so I just made a table:
| Cue Number: | Name: |
|---|---|
| 1 | Behind Curtain |
| 2 | With Curtain Up |
| 3 | Build |
| 4 | Darker |
| 5 | Cold |
| 6 | B.O. |
If you need to, then expand the "name" column in your Sequence ExecutorSheet, so you can see the entire names.
Let's imagine that we’'ve got a lighting designer who has changed his mind. He wants 5% more on the group called "LX 1 Warm" in cue 3. Let’'s load cue 3: .
What happened? We loaded a cue and activated the executor. And we now have a yellow frame on cue 3 in the Sequence Executor Sheet. To load cue 3 you only need to write "Goto 3 Please". We added "Time 0". This overwrites the fade times stored in the cue and we didn't have to wait for the cue to fade in.
Let’s move on:. Now the 'Update' button lights up. This means you can update the activated cue. Press and without worrying about anything press the U3 key (or where it says: "Tracking Update") so the button changes to "Update Cue Only". Now press the key (or where it says "Update Cue") to update the cue. To exit the cue and deactivate the sequence you need to press the top button above executor fader 1.
Let's change some of the times in the cue list. This is how your times should end up:
| Delay | Fade | Out Delay | Out Fade |
|---|---|---|---|
| . | 0 | . | . |
| 3 | 15 | . | . |
| . | 20 | . | 25 |
| . | 10 | . | . |
| . | 15 | 5 | 10 |
| . | 0 | . | . |
Look at the Sequence Executor Sheet. Right click on the cells and type in the new value ether on "the calculator" on the screen, the buttons on your desk or using the keyboard. The final result should look like this:
Try pressing the big 'Go+' ”button to see how your channels react to the different times.
Press: (as double-clicking a mouse button). This is a fast way to store your show.
That was it! Now you know the most elementary things. You have leaned to create a show, make a simple patch, create views, turn on channels, save and use groups and finally creating a sequence with cues with different times.
This will give you a short tour through all the most basic things you need to know for adding fixtures to the patch, controlling fixtures, creating presets, adding a sequence and using worlds.
This tutorial builds on the first tutorial. I strongly recommend making that one first: Tutorial Basic 1.
On a grandMA there are many different ways to get from A to B. But to get the best result with this tutorial, it’s important that you follow the steps fairly precise. You can always experiment on your own afterwards.
I have chosen to use different markings when I want you to do different things.
If I need you to press a hard key (a key that is physically on the desk) it looks like this: . If I’m just referring to the button I will put it in single quotation marks e.g.: 'Setup'.
If you are supposed to press a button on the screen or a area on the screens I will write it like this >>Macro 1<<.
If you are supposed to write text on the keyboard I will write it like this: Moving light. I will often tell you to end a command with 'Please'. This referrers to any of the two keys on the console (only one on the UltraLight).
When referring to a window on a screen you have created, I will mark it like this: CommandLine Feedback.
If you are doing this on an onPC , you need to imagine all the physical buttons, and use the relevant buttons in the program. I will write this as if you where at a real console (a FullSize).
A real FullSize console can have up to 6 screens (incl. 2 external). I will refer to them as "Screen 1", "Screen 2", etc.
Screen 1 is the 9" Multi Touch Screen. Screen 2 to 4 is the 15.4" touch screens on a FullSize (from right to left). 5 and 6 are the external screens.
If you are at a desk that only got one 15.4" touch screen, just ignore everything with screen 3 and 4. You will learn to store and recall screen views on the one screen you have. The same thing applies for the external screens. If you don’t have any, just use the one screen you do have.
This tutorial is made on version 1.3. So it should be working on every version from and above this.
Happy Programming.
Before we are doing anything else, we need to store the show with a new name.
But maybe you need to load the show from "Tutorial Basic 1" first.
Press the key and then make sure you have chosen the "Internal" tab. Now press the >>Load Show<< button.
Locate your saved show from tutorial basic 1 in the list of shows. Make sure all the boxes on the right side is checked and then press the >>Ok<< button.
Now we have loaded the show (again).
Still in the Backup Menu, press the >>Save Show As<< button and in the pop-up write your name followed by this: _Tutorial_Basic2.
I use the name "John Doe" so I would write: JohnDoe_Tutorial_Basic2.
Now we have saved our show with a new name and we can close the Backup Menu using the yellow cross in the upper right corner.
We just got 9 Mac 700 Profiles from Martin Professional. And we want to add them to the patch. This is what the new light plot looks like:
All right, let's go. Press the key then the >>Show<< tab and the >>Patch & Fixture Schedule<< button.
We want to add the fixtures in a new layer. So that's the first thing we are gonna add.
Make sure the "Layer" part (the left half) of the screen is selected (the headline has a bright blue background), and then press the 'Add' key (it's the key)
In the pop-up write: Mac700.
Now press the 'Add' key again. And the press >>Please select fixturetype<<. Now press >>Add Fixturetypes from Library<< to import a new fixture type into the show.
The manufacturer is "Martin" and we need the "Mac 700 Profile" in extended mode:
When you have selected the correct fixture type press the >>Ok<< button. Back in the Select Fixture Type pop-up press the >>'Mac 700 Profile' 2<<.
The quantaty is "9".
For the Channel and Fixture ID we need them to start at "111". And the patch to begin at the second universe with DMX channel 1 (that makes the first fixtures patch number "2.1"). Change the name to "Mac700 1". And now press the >>Apply<< button.
But we are not quite done. We need to change some of the Channel and Fixture ID's to match the light plot. When you are done your fixture list should look like this:
And now we can exit both the Edit Setup pop-up and the Setup menu. This also saves your new fixtures.
Go to the next page to learn about the Fixture Sheet.
Now that we have fixtures it would be nice to see what they are doing. For this we are going to need the Fixture Sheet window.
I like the on screen 2. That way it's directy above the four encoders. But it's all up to you where you put it on the screens.
When you have room for it, press the empty space where you want your Fixture Sheet. In the Create Basic Windows pop-up you need to select the "Sheets" tab and then press the >>Fixtures<< button.
Now you have a Fixture Sheet. Here your fixtures are (as a default) represented as a list. Your fixture are in rows and the different attributes (like Dimmers, Pan/Tilt, Gobos, etc.) are sorted in columns.
When you press the yellow ball in the upper left corner of the sheet you get the sheet options (it's also here you can delete a window - if you haven't noticed).
You can follow the link below to read details about the Fixture Sheet. This is how my fixture sheet looks:
This is my sheet options:
Tools:
Layer Filter:
Display:
Feature Mask:
On the next page we are going to have a look at how to control fixtures.
The key to control fixtures is this bar:
It's the "Preset Control" bar. With this you can control what preset type you have assigned to your encoders.
The bar will only display the preset types you have access to. you might have noticed that before we added the Mac 700's there was only the "Dimmer" button in the bar.
The bar might disappear when you move focus to something else. Like working in the Sequence Executor Sheet. But you can always bring it back by pressing somewhere in your Fixture Sheet or Channel Sheet.
To control fixtures you need to select them. Let's try with fixture 111. Press: .
This selects the fixture, and you can assign a dimmer value using the methods you learned in Tutorial basic 1. Or you can select the "Dimmer" preset type using the bar and turn the first encoder to turn up the lights.
Select "Position" by pressing it. Notice how your encoder changes function according to what preset type you have selected. With the "Position" your encoders look like this:
Turning the encoders changes the values. Turning them with the encoder pressed changes the value faster. if you want to make smaller movement with a turn (incresing the resolution) you can press the "Normal / Fine / Ultra" button next to the value.
Notice how some of the buttons in the Preset Control Bar have a red square and some a grey one. The red one indicates that you have changed values in that preset type. This will be saved if you press the 'Store' key (don’t do it).
Press the >>Gobo<< button. Now instead of turning the first encoder, just press it shortly. This is where the "calculator" proves its power. The "calculator" is the pop-up that allows you to input values to attributes using a graphic interface. This is what it looks like with "Gobo 1" selected:
Next to the usual buttons with numbers etc. there is a lot of buttons that changes according to your selections. When gobo is selected you have easy access to all the different gobos. Select the one called "Water" and confirm you choice by pressing 'Please'.
When our fixture has more than one gobo wheel you can choose the others by using the "Feature Select" button:
You can press the text (Gobo1) to scroll thru the possible features or the "up arrow" to se a small list of the possible choices:
The last thing I will introduce you to is how to control colors.
Press the Preset Type button "Color". The first thing you see is the attribute "Color Wheel 1". This works as all the other attributes.
Now try to select "ColorMix" using the "Feature Select" button. This assigns Cyan, Magenta and Yellow to the first three encoders (in that order). Then you can control these three attributes manually.
What it also does is gives you the possibility to press the "Show Specialized Dialog" button - press it now. It should brig you this window on screen 1 (the 9" multi touch screen):
It's three different ways to assign a color to your fixture. What you are currently looking at is the "Fader" window. Here you can control the gradiant color wheels using HSB (Hue, Saturation & Brightness), CMY (Cyan, Magenta & yellow) and/or RGB (Red, Green & Blue). They are all connected, so other faders will move when you are moving one.
Try to press the key (or where it says "HSB"). This gives you this window:
This is much like the "ColorPicker" from grandMA series 1. You can choose a color by pressing anywhere in the colored area. You can also see how this affects your HSB, CMY and RGB values.
Try to press the key (Swatch Book). The window changes to this:
This can be used to choose a color much like the ones in the books of the leading gel manufacturers.
Notice how your Fixture Sheet changes and always shows you what your fixture is outputting.
Take some time experiment with the fixture controls. When you’re done clear your programmer and move on to the next page.
A preset is a way to store a set of values. There a 10 different groups of presets. They are named "All", "Dimmer", "Position", "Gobo", "Color", "Beam", "Focus", "Control", "Shapers" & "Video". Basically the preset groups can only store their own kind of info i.e. the "Position" preset group can only store info about Position values.
The exception to this is the "All" presets. They can store info about all the types of values. The Preset Pool windows are a lot like the Group Pool window except if you have nothing selected the first time you press a preset button, the desk selects the fixtures/channels that can use that preset. If you press a second time the desk assigns the values (stored in the preset) to the fixtures/channels.
In this tutorial we are gonna use "All", "Position", "Gobo" and "Color" presets. How you arrange them is all up to you. You know how to create and store views.
But one thing that is good to know is that you can dicide what color the frame around the different preset pools should have.
You enter the Pool Options by pressing the yellow ball above the pool headline:
Here you'll find a something called "Frame Color". Pressing here followed by a press on any color in the options, changes the color on you pool frames.
When you are done, your view could look something like this:
On the next page we are gonna look at creating presets.
In just a few seconds we are going to store a preset. But to make sure we save them correctly we need to examine the "Store options". Press and hold the key. After approx. 1 second the Store Options pop-up appears. The only thing we are interested in is the "Preset Options" they look like this:
Press the buttons until it looks like the buttons above. When you are happy press >>Save as Default<< next to the yellow X.
Finish by pressing the key twice (we are not storing anything right now).
All right, try placing all your moving lights in different positions.
When you are happy, make sure you can se the preset group called "Position". Press and the first (Position) preset button.
Now instead of values our fixture sheet shows "P 2.1". This refers to Preset Pool 2, Pool Button 1. If you have given the preset a name, then this name will appear instead.
Move your lights to different position. Now press . This creates a second position preset. The "2 ." is a reference to the position presets (you may recall the window you created was called "2:Position").
Move your light and make one more position preset. Clear your programmer.
Select the first Mac 700 (Fixture 111). Change the color to a blue one using the Specialized Color Dialog. Press and hold the key. In the "Store Options" press the button "Selective" until it is changed to "Global". Now store it to the first color preset.
So what's the difference to the 2 different store options? All the Position presets we made with the "Selective" option. This means that the presets only applies to the fixtures that actually had values when you stored the preset. The "Global" means that this preset applies to all fixtures of the same fixture types even though you have only created it with some of them.
The last option "Universal" may be used to make presets that applies also to other fixturetypes than the one(s) used for creation. this functionallity applies only to the generic attributes dimmer, pan, tilt and colormix.
Make 2 more color presets. Make 3 different gobo presets. Clear your programmer.
Press: . Now you have made an "All" preset that contains all the default values of the fixtures (The "Please Please Please" activates all parameters of the fixtures).
| Pressing multiple times without entering any commands, will activate/deactivate all parameters of the current selection. |
You should have presets that look something like this (I have rearranged the view so all the created presets are visible):
This is what we need for making our new second sequence. Go to the next page to do that.
Clear your programmer. Press the first Position preset twice. Now press and one of the buttons labelled "3" around executor fader 3.
Now we got our second sequence. Let’s build some more into it. Select executor fader 3 by pressing followed by one of the executor buttons around the executor fader. Press the first Gobo and Color presets followed by . Then we got the Save pop-up:
Here you choose how you want to store things. Press >>Merge<<.
That was our first cue. Clear the programmer. Press the second Position twice followed by the second Gobo and Color presets and then Store Please. This time choose >>Create second Cue<< in the Save pop-up.
Make a third cue with the third Position, Gobo and Color presets.
The last cue I need you to make is a cue containing the "All" preset and all the cue times need to be 0 seconds! Clear your programmer.
Select your first sequence. Now press the green name field above the executor fader (where it says "Sequ."):
On screen 1 you see some of the options for that executor fader. This window can be a bit confusing the first you see it, but right now we are only interested in is the size of the executor. Change that to 2 by pressing the X2 key (or where it says "Width 2").
Now we need to change the button assignment. The buttons and fader can have a lot of different functions (explaining those goes beyond the scope of this tutorial). Press where it says "XF" and in the small pop-up select >>Speed<<.
Press where it says >>GoBack<< and choose the option called >>Rate 1<<. Change the rest of the buttons so they end up looking like this:
Close the Assign Menu by using the yellow X. What is a Speed rate fader? Well, the speed fader is used for changing the overall speed of the fade. You can speed it up or slow it down to a complete stop. The times are not changes in the sequence permanently, just adapted to the faders position.
The button called "Rate1" resets the fader to the mid position, where all the times are back at their saved times.
The '<<<' and '>>>' steps one cue back and forward accordingly without time.
Have you noticed that we didn’t save any dimmer values to the fixtures in the second sequence? We are going to put those in our first sequence. And we are going to do some sequence linking.
In your Sequence Executor window make sure you can see the "Cmd" (command) column.
Right-click in the "Cmd" cell for cue 1 and in the pop-up write: Goto cue 1 exec 1.3 followed by a 'Please'. In the "Cmd" cell for cue 3 right-click and write: Goto cue 2 exec 1.3also followed by a 'Please'. In cue 4 the command is for cue 3 on executor 1.3. And in cue 6 we need a command to cue 4. When you’re done it should look like this:
Now press the big key. Notice that booth sequences go to cue number 1. That’s the command doing its trick.
Press the executor button. Turn on your moving light at full. Press . Press the key (or where it says "Original Content Only") followed by the X10 key (or where it says: "Save as Default").
Now there are two possible sequences to update. Make sure you update the one called "1.1 sequ.". You can do this by pressing the correct line.
Go to cue 6. Notice that the moving light gets the dimmer value "p 0.1". This is actually the value 0%. But to make sure that no matter what, they go to 0, let’s store this value in the first sequence also. Press: . Now you can see that you also have the option to update the preset. Don’t do that; just update the cue in sequence 1.
Clear your programmer and try moving back and forward in your sequence to see how the link works.
On the next page we are going to have a look at "Worlds".
One last little treat for you is the worlds. You can use the worlds to limit your own (and others) access to channels or fixtures. Find a empty space on your screens and create a new window called Worlds(it's in the "pools" section).
Press: followed by the second world button. Name it "Dimmers".
Clear your programmer. Now press: followed by world button number three. Name this "Moving Lights".When you are done it should look something like this (remember you can change the frame color):
Now you actually got three worlds! The two you created and then there is a default world called "Full". This one can't be changed. It will always give you the full world.
Select >>Dimmers<<. Now try to press: . It doesn’t work and they have disappeared from the fixture sheet.
If you select >>Moving Lights<< you can’t control the dimmers.
You can still run sequences and the cues will load all their content (Dimmers and Moving Light) as if you were in the "Full" world. The only effect the worlds have is what you can select, manipulate and store.
You should save your show. you can do this in the command line:
That was it! You have leaned to make changes to the patch, controlling fixtures, creating and use presets, linking sequence and creating and use worlds.
Macros are basically lines of text, which are executed as command-line for processing. The power of macros is based on the power of the command-line.
To learn macros, you need to learn the grandMA2's commandline-syntax.
The first step to learn grandMA2 commandline-syntax is to always have a Commandline Response Window visible on one of your screens:
Most of your action on the console will result in an entry in this window, and will be listed as Done , Realtime or Macro:
You do not have to worry about these 3 different classifications for now. This indicates the source of the processed command, Realtime means that the command originated from your pushing executorbuttons and has been processed with a high priority, while Macro means that the command is originating from a direct hardkey, macro or cue-link etc and not via the normal user-input commandline, - which is indicated with Done.
The encoders change to pan & tilt, and we see that the console has processed the following command:
So lets create a macro that does exactly this.
We now have a Macro called "Position", that will call the Pan&Tilt Encoders, and we may assign it to an Executor, view or User-keys for easy hardkey access:
You have now created your first basic macro. The following pages will learn you more about how to create complex macros.
A macro-button has several ways to interact with your command-line.
Lets say we have a Macro 5, with the command-line text "Highlight". Pressing this Macro, the following are processed by the console:
- the result is that Highlight is enabled/disabled, as expected.
But opposed to the normal Highlight Hardkey, you cannot operate this button without destroying what you currently are entering in the command-line. This is because the press of the Macro-button is interacting with your command-line - the macro is called via your normal command-line-input.
Open the Macro Editor, and disable the CLI option (X6) for Macro 5, close editor. Then try to press the macro-button again:
The push of your macro-button is now processed directly. You can operate it and turn Highlight on and off at any time, even if you are in the middle of entering some other commands.
So let us try to Edit the macro again by pressing Edit and the macro-button.
It is not possible anymore! Even if we have Edit in the commandline, pressing the macro just turns Highlight On and Off.
When we disabled CLI, we told the console that this macro-button should not interact with our commandline, so it does not react to our Edit Command either.
Don't' worry, the disabled CLI only applies to buttons in the pool, and when the Macro is assigned to an Executor or View-button. By using the commanline we can still tell the console that we want to edit this macro, via the Macro keyword, and the ID of the Macro.
Enter Edit Macro 5 in the command-line, followed by Please, to open the Editor when CLI is disabled.
Lets say we have a Macro 3, with the commandline text "Fixture 15". Pressing this Macro, the following are processed by the console:
- the result is that Fixture 15 gets selected, as expected.
What if we want to do something else with Fixture 15, than selecting it? can the Macro we made be used for this as well?
e.g. The syntax Edit Fixture 15 usually gives the dialog for changing patch and default-values for Fixture 15, so as our macro basically does "Fixture 15", how can we use the macro to get the dialog to patch Fixture 15?
Pressing , then the Macro button, we are editing Macro 5, not editing Fixture 15.
To be able to interact with the content of the macro, we need first to disable the macro-button's own CommmandLine Interaction (CLI), as in previous example, then we need to make sure that the macro-text "Fixture 15" is appended to whatever is in the Command-line. Appending a macro-line to the users existing commandline is done by starting the macroline with the @-sign:
You may also use the @-sign at the end of the macro-line, to indicates that the macro shall wait for the user to append some more text, before the line is processed.
By adding the @-sign both in the beginning and at the end, a singleline macro is effectively just putting text into the commandline.
Variables may be used to store phrases of text, for later reuse by commandline and macros, similar to what Presets are for Attributes.
Variables are defined via the SetVar keyword and the dollar-sign:
SetVar $nameofvariable="content of variable"
Whenever the variable is later referenced in the commandline, the variable is replaced by its content.
If only one chaser needs to be triggered, this simple syntax usually does the job.
By using variables, triggering of multiple chaser may be easily managed:
| Your console will only process valid commands. If none of the Executors exist, the console will not bother to process the command, and you will not see this last line |
With the keyword ListVar and ListUserVar, the Commandline Response Window will list current variables and their content.
Sometimes you may want to create a macro that collects data from the user while running.
As we learned in the CLI part of this tutorial, you may use the @-sign to combine macro-lines with user-interaction. The @ approach is convenient when the user knows how the macro works and don't want to be bothered by popups, but if one were to create a more wizzard-like macro, using popup-dialogs enables guided interaction.
Popups are created by the use of parantheses - round brackets :
The text inside the parantheses are used as text prompted to the user, while the response entered by the user will replace the parantheses and the prompting text.
SetVar $universe=("Which Universe?")
SetVar $address=("Which Address?")
Assign Dmx $universe .$address At Selection
| In the third line, please notice the space after $universe, and no space between dot and $address |
Running this macro the console first promts for universe:
then for Address:
Processed, our macro looks like this:
DMX channel 401 of Universe 1 is added to the patch of the currently selected fixture.
| When you are using popups to assign text to variables, you should use qoutes inside the parantheses: ("What is your name?") but when using popups for commands and numbers, do not use quotes inside the parantheses: Goto Cue (where should i go) |
In some situation you may want to only process a command, if the user has answered something specific in a popup, or if a variable is set to a specific value.
The grandMA2 supports simple conditional expressions, which must resolve to "True" for the following commandline to be executed.
SetVar $answer=("really delete all groups? yes/no")
[$answer=="yes"] Delete Group Thru
Conditional expressions are recognized by Square Brackets, and accept the following logical operators:
| The two arguments a and b are not compared as numbers, but as text-strings, character by character, e.g. "61" is considered to be greater than "599", as 6 is larger than 5. |
As you may have noticed within the Macro-editor, in addition to the command-text field, there is also a time-field for each macro line.
By default the macro will proceed immediately and start processing the next line, however this "Follow" may be changed to either a Wait-time in seconds, or a trigger to pause and wait for next Go, before the macro proceeds with next line.
Wrong timing is the major pitfall when creating complex macros. The console is multi-tasking so when a command immediately follows another, the second command will start processing, even if the previous has not yet finished processing.
If a macro-line depends on an earlier line, to be processed correctly, you may need to add a wait-time, to prevent the next command to follow immediately and be processed too early.
Let's create a Macro that Parks Channel 10 at 50%:
Channel 10 At 50
Park Channel 10
With the default "Follow" trigger, this macro does not work. Setting channel 10 to 50% takes some time, and our macro Parks the channel before the first line has been fully processed.
Giving the first line 50 millisecond to be processed, before proceeding to the next line, solves the problem in this case:
When creating complex macros it is wise to start with a timing of i.e. 100 milliseconds per line, unless you are sure that the lines that do not rely on previous lines to be fully processed.
| Necessary processing-time is not fixed. You may experience that a timing that worked when in Standalone is not enough in a session with multiple stations and NPU's |
Macros are useful if you easy want to change specific setting of your showfile, without the need to navigate thru multiple windows every time.
Lets try to make a Macro that toggles ETC Net2 on/off.
This setting is usually found under Setup > Network > Dmx Protocols > ETC Net2.
First we need to find this object in the Showfile object tree:
Index number 4 "DMX_Protocols", which have (6) childs/subobjects looks promising, lets examine it by enter this destination with the CD keyword, and do List a second time:
Index number 2, "ETC Net2" seems to do what we need. It as a green (editable) property "Active" with no value, lets try to change this value to "on" via normal Assign syntax:
and List again to check if it worked:
Now that we know where the object is in the showfile, (from Root, then index 4 then index 2), and we know how to change it (/Active=on ) we may exit to Root destination, and create our macro
And enter what we have learned
Notice the Go trigger in the time Column, to have the next line wait for the next macropress, to make this a toggling two state button.
Finally you could add some sugar and change the Macro label to indicate the status of this macro (has it just switch on or off the ETCNet)
If you have created a nice macro you would probably want to use it in other showfiles.
The current solution for this is to Export the Macro, then Import the Macro after loading the other showfile.
will create an xml-file labeled "Nice_macro" containing your macro, in the Macro-directory of your console.
to Import macros you need to change your commandline destination to macros:
then import the file with the following syntax
Macro(s) in the file "Nice_macro" will be imported and added after the last of your exising macros.
To list the files in your Macro-library, the current keyword is ListMacroLibrary
Export and Import applies to the currently Selected Drive. To i.e. Export to USB-stick, enter SelectDrive to find the drive-ID of your Stick, then select the drive with the syntax SelectDrive [ID].
| Remember to change destination to root with CD / when you are finished |
| Import/Export currently do not support preservation of Macro ID. macros are imported after your last used Macro ID, in other words if you last current macro is Macro 245, the imported macros will become Macro 246 and upwards |
FixtureTypes are definitions used by the console to generate Fixtures in Patch & Fixture Schedule. Even though the grandMA2 comes with an extensive FixtureType Library, you might want to create your own or edit an existing type.
In this tutorial we are going to make a FixtureType for the Clay Paky Golden Scan 4.
The first thing to do, is to get hold of the manual with DMX-specifications of this fixture from the manufacturer
Then we enter
| If your showfile is empty, you will be prompted with two popups, - cancel these by pressing the "X" in the upper right corner. |
Continue by pressing the softkeys , then , to create a new one.
The next to do is to populate the empty fields, and describe our fixture (longName, ShortName etc)
We leave ModelScale at 1, and ModelKey empty, and press the softkey , to open the FixtureType Editor.
Our next task is to examine the spec of the GoldenScans functions:
Press , and press and then the "none" (or right-click the "none") in the Attrib column. In the popup-dialog select .
Your editor should now look like this:
Repeat Add & edit of Attributecolumn with the following attributes:
Do not add the two last Functions listed by Clay Paky, Pan Fine and Tilt fine.
Our next task is to Edit the Coarse and Fine column, and enter the DMX-channel for each function according to the first column in the Clay Paky List. When finished, your editor should look like this:
The next step is to add default-values for each function. By default, the range of each function is 0 - 100%, so we enter the defaults as a percentage value.
Examining the manual, I find that I should change the default from zero for the following functions
At the same go, we also adjust the Highlight-values. Highlight values is personal preferences, basically I want the fixture to be Open White, but don't affect i.e gobo so I choose my Highlight values to be:
We have now created a very basic GoldenScan4, with the minimum data needed, to control this fixture, so we should now close the editor, connect the fixture to the console, patch and test that the each function work.
If you do not have the fixture available, you may patch and look at the DMX Sheet window to check that your encoders controls the correct DMX-channels.
We will go through steps that introduce you to the most common effect functions.
But before doing a lot of programming, we need to have a look at the theory behind the effects.
Effects run in an cycle. This uses a 'Form' to change the value over a period of time. There are many ways to make adjustments to this.
A form could be a sine curve:
The 'Form' dictates how a value is changed. In the effect editors we have two options to look at values. One is 'low' / 'high' the other is 'Center' / 'Size'. In the following tutorials we are going to look at both methods.
When using 'Low' / 'High' mode, then bottom part of the form is 'Low' and the top part is 'High'. When using the other method, the 'Center' value will move the form up and down. The 'Size' value will make the form bigger or smaller.
In cues and in the programmer, the speed of the effect is controlled by the 'Rate'. The Rate follows the speed. An effect in the effect pool has a default speed and a Rate per line. The Rate value is a multiplier for the speed. An effect with a speed of 60 BPM and a rate of 1 in the effect line, uses 1 second to complete the cycle of that line. If the speed is set to 30 BPM, it uses 2 seconds to complete the cycle. An effect with a speed of 60 BPM and a rate of 2 in the effect line uses 0,5 seconds to complete the cycle of this effect line.
If you need to spread out a group of fixtures to begin different places in the effect cycle you need to use 'Phase'. Phase is described as a number between 0 and 360. Think of it as a circle, and the numbers as a number of degrees on that circle.
And this is basically what you need for an effect.
Some forms can also use parameters like 'Width', 'Attack' and 'Decay'.
'Width' controls how much the form should occupy the cycle. A 'Width' of 100% makes the form take up all the time in the cycle. If the 'Width' is only 50% then the form only occupies the first half of the cycle.
'Attack' And 'Decay' is used to 'fade' values in forms that doesn't normally fade (Random, PWM (Pulse Width Modulator) and Chase).
In the following tutorials we will look at:
You will get the best result if you follow the steps precisely. You can always save your show, play around, and then return to your saved show.
Go to the next page for setting up a new show with some fixtures.
For the different effect tutorials we need a new empty show, that doesn't have any leftovers (default setting and user settings) from previous shows.
I will not go into details of how to do this (it's outside the scope if this tutorial).
Create a completely new show.
Name it "Tutorial Effects" followed by your name.
Create 10 "Mac 700 Profile Extended"from Martin Lighting.
Place then in one line, 5 meters above the floor facing down. They need to have approx. 1 meter between them. Ca. in the middle of the room. They need to be hanged so fixture 1 is at the stage right and they all follow in number, ending with fixture 10 at the stage left.
Create views that gives you a fixture sheet (with the Layer Control Bar turned on), color presets and an Effect pool.
And also a view with the "Stage" window might be nice.
That's it. Now you are ready to go to the next tutorial page.
You should have a new show for this tutorial. On the previous page we went through what we need for these tutorials.
When working with effects in the programmer there are some elements that are vital for controlling what is going on.
In the fixture sheet you need to turn on the 'Layer Control bar'. In this bar you'll find some buttons. Press the magenta 'Effect Layers' button so the bar looks like this:
These buttons allows you to control what part of the effect you are controlling on your encoders.
We are also going to use the 'Encoder Effect Toolba'. It's the one above the encoders (bottom of screen two). This is what it looks like when you are in the Effects Layers:
This is used to control what parameters we are working with and assign values to the parameters.
On the Encoder bar you'll see the 'Special Dialog' button. Pressing it opens (and closes) the Effect Editor on screen 1. It could look like this:
Here we can work with effects in a more dynamic way. We are going to use this editor in creating our effect.
We are going to build an effect that moves the fixtures in circle. This looks like a figure of 8 when the heads pointing strait down. But when moved off center it becomes a circle.
It's going to be a nice slow movement.
Select all your fixtures by any means you like. I prefer using the keys ( ). It's important for this tutorial that you select them in the correct order, starting with 1 and finishing with 10.
Make sure you select the 'Position' button in the Encoder Toolbar. And open the Special Effect Dialog.
On the right side of the editor you'll see a 'Pan' and a 'Tilt' button. They have an on or off status. When they are on they have yellow text and a dark yellow background color.
We are going to add some value for both Pan and Tilt. So go ahead and select both of them.
Now press right under where it says 'Rate'.
This opens the calculator. Here we can type the desired rate. You also have the possibilities to select some predefined values. We are going to make an effect with a 4 seconds cycle. That means we need to select the '15 BPM' option.
We also need to spread the fixtures across the effect cycle (Phase). This means that the fixtures will do the same movement, but will be at different stages of the move.
Press right under where it says 'Phase'. This again opens the calculator. Here you need to select the 'Intelligent' option. This looks at the amount of fixtures and spread them evenly.
At the lower part of the editor you'll see different buttons.
There are two buttons we need to look at.
The one in the lower right corner should say 'Val. Readout Center/Size'. If it doesn't then press it until it does.
The other button is also in the lower row (number four from the right). It can say 'Relative' or 'Absolute'. We need it to say 'Relative'
'Relative' refers to how the values are applied. This key toggles between 2 modes, 'Absolute' and 'Relative'. When it's 'Absolute', the values we use are absolute values. The effect will use those values only. If you change to 'Relative', it will use those values as a reference according to its current location. E.g. if a 'Dim' attribute has a 'Low' value of '10' and a 'High' of '50' and mode is 'Absolute'. Then the effect will cycle between 10% and 50% no matter what dimmer value the fixtures was assigned. If mode is 'Relative', then the cycle between 10% and 50% will use the actual value in the Value layer as a base, and Low and High will be put on top. E.g. setting the value of the dimmer to 25%, the cycle of 10% to 50% will result in an output of 35% to 75%.
We have one more value that's common for both Pan and Tilt. Press right under 'Center'. And select 'Center' in the calculator.
Now we need to make some changes to the Pan parameter only. So press the 'Tilt' button, to deselect it. Make sure that you only have selected the Pan parameter.
Now press where it says 'Form'. In the pop-up you need to select the one called 'Circle'. In the next small pop-up, select the second line called '18.2 Circle'.
Then wee need to change the size value. Press where it says 'Size'. Change the value to '60'.
Now we need to make some changes to the tilt parameter only. Make sure you have selected the 'Tilt' button only.
Press the 'Form' again. Here you also need to select the 'Circle' form. But in the small select pop-up you need to select the top line ('18.1 Circle').
We need to change the size to '40'.
Now the fixtures are moving. But for us to see that in the Stage window, you need to turn them on. Do this by pressing the key twice.
This dimmer value won't be stored when we store the effect.
Now you can see all the light move.
This is basically all we need for our effect.
Let's store what we got. Write this in the command line:
Followed by a .
Now let's check that it worked.
Clear you programmer. Press the effect pool button twice and the turn the fixture on.
Now everything should be moving as before.
On the next page we are going to create a template effect using the Effect Editor pop-up.
The effect we are going to make is a dimmer chase that snaps to 100% and then fades back to 0%.
If you haven't done the previous effects tutorial I'll strongly urge you to do so.
Make sure your programmer is empty, by pressing the button for more than 3 seconds.
Now press the key followed by the second effect pool button.
This gives you the Effect Editor pop-up. This is currently empty:
To make an effect you need to add an effect line with the 'Dim' attribute.
Press the 'Add' button and if it isn't already visible, you need to press the '+' next to 'Dimmer' and 'Dimmer' and then select 'Dim'.
This gives us the effect line we need:
We can edit the value here, but the easy way to edit this is by pressing the 'Edit Effect Line'. This is what it looks like:
This looks very much like what we used in the first effects tutorial.
Now we need to make some changes to the effect.
You need to change the form. Press where it says form. In the pop-up we need to select the 'PWM' Form.
The standard rate is a bit fast. It's displayed as a multiplier. This means that if it says '1' and you have a speed of 60 BPM it will run at 60 BPM. If the multiplier then says '0.5' the speed will be 30 BPM. THe standard speed is 60 BPM. This is a cycle of 1 second. Lets make it a 2 seconds cycle and change the rate to '0.5'.
Since we want the effect to go from 0% to 100%, that needs to be our two absolute values. As a standard the effect is a Relative effect that uses a value readout of Center and Size. We need to change that. This is done using the buttons in the lower part of the editor. Here you'll find a button called ether 'Line Relative' or 'Line Absolute'. This button need to say 'Line Absolute'. The other button will say 'Val.Readout Center/Size' or 'Val.Readout Low/High'. This need to be 'Val.Readout Low/High'.
Now we can make sure the 'Low' value is '0' and the 'High' value is '100'.
Instead of all the fixtures to do the same, we want to spread the values evenly across the fixtures. To do this we need the 'Phase From' to be '0' and the 'Phase To' to have a value of '360'.
The standard 'Width' is 100% but, we would like it to be more dark than bright. So moving the 'Width' fader down to '15%' gives us the desired look.
Now all we need is to make it fade out. This is done by turning the 'Decay' up to '100'.
That's it! we have now created a template effect using the windows.
And since we started by editing an (empty) effect all our changes are automatically stored (or actually updated) in the effect.
But we should label it. Press twice followed by effect pool button number 2. Label it "Dim Effect".
Now we can test it. Select all the fixtures and press the pool button. The effect should now be running.
Next we are going to take a look at using presets in effects.
If you haven't done the previous effects tutorials I'll strongly urge you to do so.
Before we begin making this tutorial, you need to make two different color presets using the CMY attributes. It's very important that you make Color presets or All presets that uses only the CMY parameters (you can use other parameters- but that's not the point with this tutorial).
I made an Orange presets and named it 'Orange', I know - it's the logic choice:-). And a blue preset - guess what I called that one (yes - 'Blue' is the correct answer).
We have gone through many of the elements we need for making this effect. The new thing is that instead of using 'Low' / 'High' or 'Center' / 'Size' values, we are going to use references to presets..
This means that to change colors, you don't need to change the effect - you can simply change the presets. Ergo: business as usual with presets.
Make sure your programmer is empty.
Select all your fixture and then make sure the 'Effect Layer' is selected. Then you need to select the 'Low' layer.
Then you can press the first (Orange) preset.
Now select the 'High' layer and then the other (Blue) preset.
Now all the fixture are at the same place in the effect cycle. We would like the fixture to be distributed out on the cycle.
Select the 'Phase' layer and the 'Color' Preset type and the 'ColorMix' feature.
Now press the first encoder under the 'CM1' attribute. In the calculator pop-up select '0.0 thru 360.0'. Do the same for 'CM2' and 'CM3'.
Now press followed by the third effect pool button. And label the new effect 'Color Effect'.
And that's it! Test it by clearing your programmer. Then press the effect twice and turn on the lights:
The image above displays my result. There is a magenta color in the transition between the orange and blue. But that's what happens when you fade between the two colors.
If you now change the color in the presets, the effect will use the new color.
In the next effect tutorial, we are going to edit this effect using the command line.
Now we are going to change the rate of the color effect using the command line.
If you haven't done the previous effects tutorials, I'll strongly urge you to do so.
You need to have a Command Line window so you can see what you are going.
The two keyword for this tutorial is 'List' and 'CD'.
'List' is used to display show data. 'CD' is "Change Directory" - it's used to navigate the layers of the console.
Please follow the links at the bottom for more details about these commands.
Every input line displayed in the following tutorial is followed by a to execute the command.
We need to navigate to the effects. We do that using the 'CD' keyword
This will take us directly to the effect part of the system.
Now we should use the 'List' to see what options we now have:
Now we get a list of your three effects. The number in the parentheses are the number of lines each effect uses:
Our goal is to change the rate of the color effect. So we need to go into the third effect:
A new 'list' revials a lot more:
What you now see is all the lines in the effect (in each row) and all the elements in the lines (the columns). Those with a green headline (like 'Rate') can be changed using commands like assign 1 /dir=<. Those with a red color are references to other elements. They can be changed using commands like assign form "Cos" at 1.
Now let's change the 'Rate' in the first line:
You can do another 'list' to check that it changed the rate. Now do the two other lines:
That's it. Now all three line have a rate at 1.5 Hz.
Return to the "root" of the console by typing "cd /" in the command line.
In the next tutorial we are going to have a look at using macros to edit our effects.
It's important that you have followed all the previous steps in the previous effect tutorials. If you haven't done that, then I strongly urge you to do so.
We are going to use some command elements that's outside the scope of this tutorial. If you want to learn more about making macros, please complete the Macro tutorial.
We almost have all the windows we need. The one thing you should add is the macro pool.
Press and then the first Macro pool button.
Press Add (the key). We are going to create a variable called "newRate". This variable will hold the new rate time. The first thing our macro should do is to ask us what rate we want, and store it in the variable.
In the 'Text' cell of the macro write this:
SetVar $newRate = ("What rate do you want?")
Add a new line to you macro. We are now going to navigate to the effect. We leant how to do this in the previous tutorial page. In the macro line type this:
cd Effect 3
That takes us directly to the color effect. Now we can use the variable to assign the new rate to the lines.
Add a new line in the macro and write this:
assign 1 t 3 /rate=$newRate
Now all we need is to return to the root. Add line to the macro, and type this:
cd /
The macro is done. It should look like this:
Close the editor. And give your macro the name: "New Rate for Colors".
And we are done. Make your color effect run and then test your new macro.
There's only one page left. Here we are going to take a look at different ways the effects can be run and controlled.
In this last effect tutorial we will look at some of the ways to use effects. Not really a tutorial, but more a short explanation.
First we need to take a look at how the Effects Pool view work.
The pool have three different modes:
But let's have a look at different ways to run effects.
You can run effects directly in your programmer. This can be useful in one-offs or any situation where you can improvise and there's room to play.
You can build the effect directly or you can use the effect pool (in 'Normal Call' or 'Fast Call') to take the effects into your programmer.
In grandMA series 1 you could use modulators to create effects directly in a cue. This is now different.
When we made an effect in the programmer, we stored it in an effect pool button - but we could have stored it directly in a cue (or updated an active cue).
Values will then fade using the fade times in the cue. You can also change any effect values from cue to cue.
Effects you have stored in the effect pool, work as effect "presets". You can call these effects and store them in cues. If you then change the effect your changes will be used in the cue.
You can assign an effect to an executor. Simply by pressing and then an executor button.
There are three special options for effect executors: 'Off On Overwritten', 'Speed (scale)' and 'Speed (group)'.
You may change these options by opening the Assign-menu for the Executor, press , then the Exec-button, and select Options on the right hand side.
'Off On Overwritten' turns the effect off if it's completely overwritten by new values.
'Speed (scale)' is used to multiply or divide the overall speed of the entire effect.
'Speed (group)' is 'individual' as a standard. This means that the rate stored in the effect is the ones used. You can use this button to assign the effect executor to an speed group (there are 15 possible speed groups). Try pressing here and select 'Speed Group 1'. Then assign an speed group master to an executor. Then run your effect and turn the speed master up and down.
When you press followed by a pool button, you'll run the effect directly in the pool. You can also athive this when your pool is in 'Pool Backback' mode. Then you just need to press the pool buttons.
To change the options in the 'Pool Playback'. Press the followed by the pool button (only when in 'Pool Playback'). This gives you the assign menu and you can change the options described above.
Effects running on executors or in the pool have a higher priority than effects in from the sequences.
You can view all the running effect by pressing and holding the key (or create a 'Running Effects' view). This allows you to get an overview of all the running effects. And turn them off.
The effect engine in the grandMA2 has introduced some big changes. The possibility to use presets directly in the effect is a major advantage. Coming from the grandMA series 1, you will notice that the modulators has disappeared. But the new changes to the effect generator allows you to make the same effects in a more streamlined method. But hopefully you'll have some idea of how they work after finishing these tutorials.
MoveInBlack is a function which in a tracking sequence will look ahead and preposition attributes of fixtures that are fading in from zero, to automatically prevent "ugly" transitions where you would normally see the fixture move the attributes into position, while the fixture is fading in.
MIB is enabled on a cue-per-cue basis (actually per cue-part), by giving the MIB-property of the cue-part a value which tells the console when it should do the prepositioning.
If Cue 91 is given a MIB-value of "-5", the console will as soon as possible from Cue 86 and forward try to preposition fixtures for Cue 91. (91 minus 5 equals 86 -> Cue 86)
The actual prepositioning of each attribute will not necessarily take place in the cue indicated by the MIB-value. "as soon as possible" means that for each attribute, the prepositioning will be put "on hold" if any of the scenarios below is present.
In the Sequence Executor Sheet you will find the MIB-column, where you may edit the MIB-value via normal right-click/encoder-click and enter the value.
An asterisk "*" indicates that a Cue is capable of MIB, but no MIB-value is given, while a MIB-value in red indicates that a MIB-value is given, but the cue is not capable to MIB.
- "MIB-capability" here defined as a cue with one or more fixtures with dimmer-value above zero, and previous state of dimmer-value not above zero (=fixture is fading up) - and one or more other additional attributes (= something to preposition)
MIB is a property of Cue Parts, and its value may be assigned with standard syntax:
A useful MIB-macro could go something like this:
Assign Cue /mib=off
SetVar $mibvalue=("Please enter MIB")
AssignCue /mib=$mibvalue
Pressing the Macro and Please, will disable MIB for the current cue, while presing the Macro, then a number followed by Please, will set the MIB-value for current cue.
MIB Delay is the time to wait from a fixture have faded out until it starts to MIB, while MIB fade is the actual time used to prepositioning.
Increasing MIB Delay may be useful for fixtures with slow dimmer or afterglow. Increasing MIB Fade may be useful for noisy fixtures, or if the movement of the fixturebody is visually disturbing for the audience
In addition to the general MIB-timing found under Setup>Show>Playbacktiming, it is also possible via the fixturetype Editor to set individual MIB delay per Fixturetype, and individual MIB fade per attribute per Fixturetype.
When MIB Fade is active (fixtures are moving to preposition), the Executor key backlighting will blink slowly
Attributes which have MIB'ed will be displayed in the ExecutorID and SequenceID layer of the Fixture Sheet with a slightly paler shade of the usual backgroundcolor (green for selected Executor, yellow for others), to indicate that the source of the value is from a future cue.
When using MIB, the desk is not only tracking values from earlier cues, it is also tracking forward and outputting values from future, non-executed cues. This is sort-of "Back to the Future", with dilemmas you find in time-travel-theory.
e.g
As we don't want to see the scroll to blue in cue 10, we mark this cue as MIB early.
now let's say we're in cue 5 and want to make some changes...
Next time we play back the sequence, cue 5 does not look the same ?
- last time we played back the sequence, fixture one was blue because it had prepositioned to cue 10, however as it is now used in cue 5 it cannot preposition until after cue 6, - and will stay red.
These issues may be minimized by not prepositioning too early, and by activating MIB Never in the Executor Assign-menu if you are to make major changes to your cues.
In a tracking sequence, the content of a cue represent the changes happening in that cue. Any unchanged values will track from earlier cues, and the state - the actual look - of the cue is a combination of what has happened earlier and what is happening in the cue. This tracking philosophy works similar to how the staging, set-design and any props may be handled.
Cue 1: Place sofa on stage left.
Cue 2: Actor1 enters from rear.
Cue 3: Actor2 enters from left and gets seated
Cue 4: Actor1 exits stage right
Even though Cue 3 only tells us that Actor2 will be in the sofa, when we are in Cue 3, we also have the sofa and Actor1 on stage. Unless we take out the sofa, it will stay on stage....
In some scenarios, you may want this tracking behaviour to stop. When starting the second act, you don't want any additional props added to first act to stay on the stage, just because you didn't tell the stage-crew to carry these out when you originally created the look of the first cue of second act. - You want this tracking behaviour to Break.
The Break mode of a cue will make sure that any later addition or changes in earlier cues is reverted back to its original state in the break-cue, similar to how a Cue-Only store would work for the next cue.
| A Break is indicated in both Sequence Executor and Sequence Tracking sheet with a white line above the cue |
By default when calling a cue with a normal "Go", only the content of the cue is called, not the tracking state. If you are only using one executor/playback this behaviour is irrelevant, however if you have other executors that have overwritten your state, you might in some scenarios want that calling the cue also calls the tracking state. this may be achieved with then cue-mode Assert. Assert will call the state of your sequence, by using the original timing, and not affect any ongoing fades, (e.g. a 30 minutes sunset still on it's way out).
In other scenarios you might want to re-establish state, and assert the sequence, but terminate any ongoing fades. The cue-mode X-Assert will crossfade to the current state - with the timing of the current cue. This may be used i.e. if you want to make sure that your zero second Blackout Cue is cutting to black, even if you have to run the cue earlier than usual and the sunset has not yet finished.
The mode property of a cue may be accessed with normal syntax for changing object-properties:
Assign [cue] /mode=[mode]
Example:
AssignCue 3/mode=x-break
The first (Setup Show) is a generic tutorial, setting up the basics show for all the other Bitmap Tutorials.
The first thing you need to do is to create a new show.
I made one called "BitmapEffectTutorial" and made sure all the boxes are checked.
Then you need to go to .
Here you need to patch 300 "generic@led+virtual_dimmer@.xml". Give them channel and fixture ID "1". Patch them where you like.
Create a 'Stage Window'. Select all the LED fixtures and press the "Setup" button in the 'Stage Window'.
We need to rotate the LED's so they face the audience.
Press the 'Location 1 of 2' button until it changes to 'Rotation 2 of 2'. Now we can rotate the LED's.
Set the 'X' value to "-90". That rotates the LED's. Now would be a good time to turn the LED's dimmer value at full. Then there should be a white square facing the camera.
Next we are going to set them up in a matrix.
Begin by moving all the fixtures. Press the 'Rotation 2 of 2' button so it changes to 'Location 1 of 2'.
Then set your 'X' value to "-7", 'Y' value to "3" and the 'Z' value to "4.5".
Press the 'Wizard' button and in the Wizard pop-up select the 'Matrix2D' tab.
Make sure you set the options like this:
Every setting here is important. Make sure you have the exact setting as above.
Then press the 'Apply & Close' button.
This is actually all we need to setup the show.
Your stage view should look like this:
Turn of the 'Setup' button in the stage view, clear your programmer and move on to the next page.
We are going to create a color bitmap effect. This means that the effect is affecting the color attributes of the fixtures.
This also means that it doesn't affect the dimmer attribute. So we need to make some preparations.
First we need to turn on the dimmer so we can see the color values change (when the bitmap effect is running).
Select all your LED's and turn them at full. .
Store this in a new sequence on executor fader 1. .
Now make sure the fader is at 100 and the sequence is on.
Without clearing the programmer we need to create the basis of the bitmap effect. Press . Pressing the 'Effect' key twice gives you the 'Bitmap' keyword.
When you create(store) a Bitmap Effect it's important to have a selection with the fixtures you want affected by the bitmap effect. This stores the fixtures in the Bitmap Effect.
To run the Bitmap Effect you need to assign it to an Executor: .
This also gives you access to the best Bitmap Effect Editor.
Now we are going to edit the Bitmap Effect so it looks like we want it. But first it might be a good idea to activate the Bitmap Effect so we immediately can see the changes we do. Make sure the fader is at full an press the "Go" executor button.
Nothing happens because the Bitmap Effect is almost empty.
We need the Bitmap Effect Editor. Press . This gives us the editor on screen 1.
The first thing we can edit here is the name of the Bitmap Effect. Press the green area next to 'Name'. Now enter: Rainbow Scroll.
Then we need a picture source. Press the empty green area next to 'File'. This opens the Browser pop-up. Press the 'Folder Up' icon
and navigate through and select the file called "059900CS-0168".
The 'Mode' should be "Color". 'ScaleMode' doesn't matter in this tutorial since we are going to set the Size to the original picture.
The 'Size X' and 'Size Y' should both be "128". It doesn't matter for this tutorial if the 'Tile' is on or off.
In the small stage window on the right side you should zoom out and move the view so you just can see all the LED's. It should look like this:
Right now the bitmap effect is boring. It just displays a picture. Our goal here is to make something that works like an animation wheel in an normal fixture. Let's begin by making it rotate.
Press the 'Tools' tab followed by the 'Toggle Function' button and then the 'Rotate Right' button. Now we have a rotating effect. But we would like it to scroll, so we need to tweak the scale and offset the image.
Press the 'Modulator Fader' tab.
Here we can change a lot of values. Let's begin with the 'Scale'. This is the second set of faders in the top row. We want the scale to be smaller on both X and Y. This is easily achieved by pressing the second 'Single' button on the bottom until it says 'Both'. This will make both the X and Y value change together.
Move the 'Scale X' fader until it has a value close to "5". You might need to release the fader and move it again to reach "5".
Now we need to decide what direction we want it to move. It's all done by offsetting the rotating picture.
If you want it to scroll from left to right your need to set the 'Offset Y' to something like "1.75".
If you want it to scroll from right to left your need to set the 'Offset Y' to something like "-1.75".
If you want it to scroll from top to bottom your need to set the 'Offset X' to something like "-1.4".
If you want it to scroll from bottom to top your need to set the 'Offset X' to something like "1.4".
You can also combine any of the two making it in an angle.
It's all up to you. The result should look something like this:
This was the Rainbow Scroll Bitmap Effect tutorial.
We are going to create another color bitmap effect. If you haven't made the Rainbow Scrolling Bitmap Effect, I suggest you go back one page and make it.
If you have done this already, just skip this step.
If this is the first Bitmap Effect tutorial you make, you need to turn on the dimmer so you can see the color values change (when the Bitmap Effect is running).
Select all your LED's and turn them at full. .
Store this in a new sequence on executor fader 1. .
Now make sure the fader is at 100 and the sequence is on.
Make sure you have all the LED's selected. Press . Pressing the 'Effect' key twice gives you the 'Bitmap' keyword.
When you create(store) a Bitmap Effect it's important to have a selection with the fixtures you want affected by the bitmap effect. This stores the fixtures in the Bitmap Effect.
To run the Bitmap Effect you need to assign it to an Executor: .
This also gives you access to the best Bitmap Effect Editor.
Now we are going to edit the Bitmap Effect so it looks like we want it. But first it might be a good idea to activate the Bitmap Effect so we immediately can see the changes we do. Make sure the fader is at full an press the "Go" executor button.
Nothing happens because the Bitmap Effect is almost empty.
We need the Bitmap Effect Editor. Press . This gives us the editor on screen 1.
The first thing we can edit here is the name of the Bitmap Effect. Press the green area next to 'Name'. Now enter: Rotating Spiral.
Then we need a picture source. Press the empty green area next to 'File'. This opens the Browser pop-up. Press the 'Folder Up' icon
and navigate through and select the file called "059900CS-0163".
The 'Mode' should be "Color". 'ScaleMode' doesn't matter in this tutorial since we are going to set the Size to the original picture.
The 'Size X' and 'Size Y' should both be "128". It doesn't matter for this tutorial if the 'Tile' is on or off.
In the small stage window on the right side you should zoom out and move the view so you just can see all the LED's. It should look like this:
Right now the bitmap effect is boring. It just displays a picture. Our goal here is to make a rotating picture that full the entire LED "screen". Let's begin by making it rotate.
Press the 'Tools' tab followed by the 'Toggle Function' button and then the 'Rotate Left' button. Now we have a rotating effect. And all we need is to scale it.
Press the 'Modulator Fader' tab.
Here we can change a lot of values. We are just going to use the 'Scale'. This is the second set of faders in the top row.
We want the picture to fill all the LED's, so the picture needs to be bigger.
This is easily achieved by pressing the second 'Single' button on the bottom until it says 'Both'. This will make both the X and Y value change together.
Move the 'Scale X' fader until it has a value of "1.5". You might need to release the fader and move it again to reach "1.5".
The result should look something like this:
This was the Rotating Spiral Bitmap Effect tutorial.
MAtricks is a collection of tools working on your current Selection. The most basic tricks are Next and Previous, which will step through your current selection one by one, in the order they were selected.
You may temporary enable/disable the matrick with the key:
or reselect your original selection with the All keyword, accessible via hardkeys by pressing simultaneously and
&
With a basic selection, all fixtures are in one row, based on the selection-order
With the function MatricksInterleave, the selection is wrapped onto a new row for every n'th fixture, creating a virtual array
& (reselect All columns)
With the use of the modifier key you may step through the array row by row rather than column by column
&
&
And reselect all rows with:
&& (reselect All rows)
These tricks may also be combined:
(third column) && (second row)
The Interleave value (array-width) may be modified with the key in conjunction with and to increase, decrease or reset interleave:
& (MatricksInterleave +, increase array-width)
&& (MatricksInterleave Off)
Stepping through a Selection with Next will normally give you single fixtures ( or columns of fixtures, if interleave is active):
With the function MatricksBlocks, x adjecent fixtures/columns are treated as one block:
You may adjust the block-size with & in conjunction with or
&& (MatricksBlocks -, decrease block-size)
The block-width may be reset to one/none by pressing both & together with &
&&& (MatricksBlocks Off, reset block-size)
With an Interleaved array the Blcok-size may be adjusted both in the x and y axis:
Stepping through a Selection with Next will normally give you single fixtures:
With the function MatricksWings, the selection is splitted in x parts, and each part is mirroring the previous part:
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With MatricksGroups the distribution of aligned values may be limited to x fixtures, for then to be repeated:
If you are aligning without grouping on an an array created with MatricksInterleave
the values are distributed from upper-left to bottom right.
With an interleave array active, the grouping may be given with dot-separated digits to give different values for the x and y axis
Why is this an interesting tutorial?
Well, there are two scenarios that are relevant for DMX input.
At the moment you can't load a grandMA 1 show (or a show from any other manufacturer) into a grandMA 2 console, but if you have two identical patches you can run cues at the "source" console and record them on your grandMA2. You can transfer several DMX universes at the same time.
The other scenario is when you need an input to merge with an existing signal from your grandMA2. This can for several reasons be a more or less permanent situation.
You should know how to do basic setup and programming. If you don't, you should complete the Basic Tutorials before this one (follow the link below).
To complete this tutorial you need a console or an onPC with some grandMA hardware. You'll also need a DMX source.
This page takes you through the steps for setting up a useful show.
The next pages look at DMX recording and merging DMX into a console and a grandMA 2Port Node.
Please go through the "DMX Input tutorial" for setting up for this tutorial.
OK, now it's time to plug in the DMX source, and make sure the grandMA2 is correctly set up for the signal.
When you send any DMX values to the console, you can see the values go to your programmer, and you can store as you would normally do.
| Be aware that when a value has been changed by an external DMX source and this source disappears the value in the programmer goes to the default value! |
When you have stored what you need you should turn of the remote DMX to avoid any unwanted output or values in your programmer. There are predefined macros that turn "On" or "Off" the remote DMX, or you can go to the Setup and turn it of.
You might have a system where you want to merge an incoming DMX signal into your grandMA. This can be a more permanent or a temporary situation.
Please make the DMX Input tutorial to prepare for this one.
OK, now it's time to plug in the DMX source, and make sure the grandMA2 is correctly set up for the signal.
When you send any DMX values to the console, it will merge with the DMX generated by the console. The merge will always be a HTP merge - there's currently no way to change this.
You can only see the incoming signal in a DMX Sheet window.
In this grandMA NPU tutorial we are going to pretend that we just got a NPU with the delivery, and need to have it connected with a grandMA2 console (or onPC 2) for the first time.
One thing we will skip in this tutorial is how to update the software. But when we reach a point where you might want to update the NPU, I’ll give you a link to a task showing you how.
You might need a USB keyboard to complete this tutorial.
The pictures used in this tutorial are pictures used throughout the manual, and they may not look exactly like the ones you see.
All right, let’s begin.
You need to make a cable with a blue female PowerCon connector in the one end and a plug in the other end at is legal and useful in your region. On the back panel of the NPU you can see what power requirements the NPU have.
You also need an Ethernet Cat.5e cable (minimum) to connect the NPU to your switch. It’s recommended to always use a (1 Gbps) switch when connecting grandMA hardware.
Plug in the Ethernet cable and the PowerCon. If you need the NPU to output DMX, you can also connect those to the DMX ports on the back panel.
Turn on the power switch on the back panel.
If you need to update the NPU software, now could be a good time to do this. Read this task about software updating. When you have finished the update, you can continue with this tutorial.
On the front panel you should press the power button to boot the NPU. At some point in the boot process you can see a window displaying what mode the NPU was using last. It could look like this:
If you need to change the mode, you need to attach a USB keyboard and use the arrow keys to stop the automatic boot, and select the mode you need (series 1 or 2 mode). If you miss the window, you need to reboot the NPU and try again.
We need the NPU in series 2 mode. Make sure it boots in that mode by selecting to top row in the boot window.
When the boot is done, you will see a main screen like this:
You’ll probably need to change the IP address on the NPU. Press on the screen where it says “Setup”. This will give you a new window:
Here you can edit the IP address, the name and calibrate the touch screen. Our current quest is to change the IP address. Press where it says “Edit IP”. All right - you are now presented with a new window asking you to input the IP address:
To my switch I got a grandMA2 console with the IP address of 192.168.123.001 - So a good IP for the NPU could be 192.168.123.150 - Type this in the window and confirm it with “Please”. Now you get a pop-up asking you if you want to reboot:
We could reboot, but I think we should change the name of the NPU first. Press “No”.
We are now back at the NPU Setup window. Press where it says “Edit Host Name”. This presents us with a small “enter Name” pop-up.
Now if this isn’t the first time some has touched this, you might see the big pop-up already. If you don’t, we are going to pretend that we don’t have a keyboard attached (this might even be true). To expand the pop-up, you need to press the “+” in the upper left corner (if there’s a “-“ , then it can’t get any bigger!). Now the pop-up should look like this:
Type a new name using the onscreen keyboard and confirm it by pressing “Please”. And voilŕ we have a new pop-up! This is also asking if we want to reboot now. Let’s do that. Press “Yes”.
While it reboot, we can turn on the console (if you haven’t already).
When the console is ready, you should load the show you need. Then go into the Here we need to add the NPU in your system. Press the X1 key. This will open a pop-up that could look like this:
Select the NPU - if you cannot see it, then something is wrong with your network.
Now there should be a line in the NPU list.
For the NPU to connect to the session, it needs to be added as a “session member”. Press the empty cell in the “Session member” column and then press the screen encoder. This should give you a “yes” in the cell.
Now we need to start a session. Close the “MA Network Configuration” using the “X” in the upper left corner. Now go to “MA Network Control”. Here you should press the X1 key to create a new session.
The show should upload to the NPU and it should now be a part of the session. You’ll hopefully see a change on the NPU. The pulsing heart should change from this:
To this:
| It's very important to know that, if a NPU is set to be a member of several sessions in a network, It will connect to the session that reaches the NPU first!! If that session is then closed - Then the NPU will connect to the next session it finds on the network, possibly creating a very different DMX output! |
You might need to change the DMX ports on the NPU. Close the “MA Network Control” using the “X” in the upper right corner. Then go back into “MA Network Configuration” and press the “NPU” tab.
Now let’s change the output from the port marked “H” to input DMX to universe 1. In the configuration you should press in the cell below “XLR H” and then press the screen encoder. This opens a pop-up like this:
Here you need to change the mode to “In” and the universe to “2”. Confirm you selection by pressing “Please”. Now if you haven’t changed any of the merge settings in the , then the DMX input on port H will merge into the second universe. You can test this by patching some channels on universe 1 and the same on universe 2. Then connect a double male DMX cable between port A and H. On a DMX sheet you can now see that all the values on universe one are mimicked on universe 2.
There are much more to say about the NPU. And things are different if you use it in Series 1 mode. This tutorial only covered the most common way to use the NPU. If you need to know more you should go to the NPU Manual Guide. This can point you in the right direction for more knowledge.
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The software update of a NDP can be done with the NDP updater tool. The current version of it is not distributed via the MA Lighting webpage like all the other MA Lighting products. Contact MA Tech Support via Tel +49 5251 688865-30 (normal business hours, GMT+1) or via tech.support@malighting.com to get access to it.
Presumption: the NDP updater runs on any Windows XP / Vista / Windows 7 machine. You need to have a valid network connection to the NDPs within the same subnet and the subnet mask has to be set correctly, just as you would have to do e.g. for a grandMA series 1 onPC. There is no version available for Mac OS X or Linux stand December 2010.
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To be able to control and connect to NDPs you have to have a valid session started in the console and the NDPs have to be part of that session. The following lines will help you to achieve that.
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The grandMA Show Converter converts grandMA1 shows stored with version 6.6 into grandMA2 shows Version 2.5.
The following elements of the grandMA1 show will be converted into a grandMA2 show.
Be aware all other elements of the grandMA1 show will not be converted into the grandMA2 show. E.g.
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Main Menu
The show source can be specified at the upper part of the screen. will open the Source popup
The destination of the converted show has to be specified at the lower part of the screen. will open the Destination popup.
will start the showfile conversion and open the log view.
will open this helpfile.
Source Popup
: Select this source to convert all shows currently stored at your grandMA1 onPC.
:Select this source to convert all shows currently stored at the plugged in USB device.
: Opens a file browser to select a single show (only *.tar.gz) currently stored at your grandMA1 onPC or at the GMASHOWS folder of your usb stick.
: Opens a file browser popup to select any other folder containing grandMA1 shows as source.
Destination Popup
: The converted files will be stored at the current onPC2 shows folder at your computer.
: The converted files will be stored at the (USBDRIVE)\gma2\shows folder.
: Opens a file browser popup to select any other folder as target to store the converted shows to.
Log View
This view displays all log messages during the show convertion. When the convertion is finished, Done! will be displayed at the upper left corner of this view.
: will copy the logfile to the clipboard.
:will close the Log View to return to the main screen.
will stop the showfile convertion and will return to main screen.
For conceptual understanding of the console and property-description of each element of the console, please read the Concept and Reference sections.
If you get a rental desk this should be supplied with it.
The goose-neck lights can help illuminate the console in a dark environment.
It's recommended only to use wired keyboards and mouses. The console supports a keyboard with a US key layout.
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For ArtNet, the console will look for an Ethernet adapter with 2.x.x.x or 10.x.x.x address. - in other words, if you change the IP of the second Ethernetport to something other than 2.x.x.x / 10.x.x.x you will not be able to transmit or receive Artnet.
OnPC will look for the same IP-adresses. If not found, OnPC will try to create a 2.x.x.x address on the Network-adaptor chosen for MA-net |
You need to make a switch that sends between +5 and +15 volts to pin 1 for the console to react to analog input number 1.
Pin 21 ans 22 supplies +5 volts. Pin 25 is a common ground.

| Anything that has changes since the last save will be lost! |

| When lowering the wing, make sure nothing gets caught between the wing and the console, as this area has a potentional risk of hand or finger injurey. |
| Instead of using the motors, you may press and hold & to release the torque and then adjust the angle by hand |
You will normally do this adjustment via the menu, however some of these elements may be adjusted directly via special hardkey combinations, even while the console is Booting:
The following elements has its own shortcut via the numeric keypad:
There are currently these three NPU hardware tasks.
To perform this task you need to have a MAC or Windows PC (XP or Vista) with StickMAker installed, an empty USB-stick larger than 2Gb, and a keyboard connected to your console.
Additionally you need in advance to backup any data you wish to keep, as this procedure totally overwrites the hard-drive of the console
It's almost never a bad idea to save your show. And with grandMA2, it's so fast that you are not spending time waiting for the console to save.
In a new show there are only the grayed out Administrator and Guest users. These are defaults and can't be deleted or altered.
In a new show there aren't any layers or fixtures and the console guide us through the steps the first time.
on the onPC it just looks like this:
There are currently three different importing methods described here: Command line, GUI and FTP connection.
Read the following pages for each method.
There are one window that makes sense when importing using the Command line. It's the Command Line Window. With this you can see how the console reacts to your input.
Read the following pages for details about each section.
and
and
and
and
All imports are done from the Setup menu.
Read the following pages for details about each section.
There are different files that can be imported to the console using a FTP connection.
For this you need a FTP program. There are many good free FTP program available (like Filezilla).
Please install such a program on a computer connected to your console.
Log in using the IP adress of the console and the username "Data" and the password "Data".
Double click the folder called "actual" and then the "gma2" folder.
Read the following pages for each type of import.
There are currently three different exporting methods described here: Command line, GUI and FTP connection.
Read the following pages for each method.
There are one window that makes sense when exporting using the Command line. It's the Command Line. With this you can see how the console reacts to your input.
There's a general rule about exporting. When you export several files and give the exported group of files a name, it creates a single file with that filename. If you don't specify a name, the console will export the files separately with the same filename as the name of the object you are exporting.
Read the following pages for details about each section.
If you need to change the drive back to the internal drive, you should type:
If you need to change the drive back to the internal drive, you should type:
If you need to change the drive back to the internal drive, you should type:
If you need to change the drive back to the internal drive, you should type:
All exports are done from the Setup menu.
Read the following pages for details about each section.
There are different files that can be exported (downloaded) from the console using a FTP connection.
For this you need a FTP program. There are many good free FTP program available (like Filezilla). Please install such a program on a computer connected to your console.
Log in using the IP adress of the console and the username "data" and the password "data".
Double click the folder called "actual" and then the "gma2" folder.
Browsing the folders in the console, you can see what you can download.
There are several files to get here:
As you can see, there are many things to get out of the console.
Should you type something wrong you can delete the last pressed key (backspace) with the key. Should you have typed something completely wrong, you can press the key to clear the command line. One thing that could also help you in doing this task is the Command Line window.
Read the step results to get more info and tips on the steps.
The background of the value ("Open") have changed from blue to dark red. The value text have also changed from gray to red. Theres also a little red marker between the ID number and the value. This means that the value is in the programmer.
| If you are going to assign a value to a selection right after making the selection, you can skip the "Please" in the last example. |
For this task you need to patch some fixtures. I suggest a fixture that have a gobo wheel, color wheel and CMY color mixing and some focus and zoom options. For this task I use the Mac 700 Profile from Martin.
It might also be a good idea to have a visible Fixture Sheet and a Command Line Window. You should also have a look at the previous page. It gives you a basic understanding of controlling dimmer attributes.
We are going to look at different ways to control the moving light attributes.
There are several ways to control attributes, we are primarily going to use the encoder toolbar and the encoders.
The task is a look at the most common attributes (Pan/Tilt, Gobo, Color, Focus and Zoom). The next tasks takes a detailed look at some of the more special attributes.
Read the step results to get more info and tips on the steps.
| Note: | If you don't have a button called "Gobo" you need to patch a fixture that have gobos. |

| Note: | If you don't have this feature available, you need to patch a fixture that uses CMY color mixing. |
Select a manufacturer and scroll through the colors or use the filter to narrow your selection.
You can always switch between any of the ways to select colors.For this task you need to patch some fixtures with shapers. For this task I use the VL3500 Spot from Vari*Lite.
It might also be a good idea to have a visible Fixture Sheet and a Commandline Feedback Window. You should also have a look at the previous pages. They give you a basic understanding of controlling general attributes.
For details you should have a look at the window description of the Special Dialog. It gives you a complete description of the dialogs.
The task is a look at controlling the shapers attributes in fixtures.
The grandMA2 series introduces a new and intuitive way to control shapers.
| If you only have one green circle, then your fixture can't rotate the entire shaper module. |
and the "Encoder Toolbar":
should appear.
A Normal Preset will apply its values in programmer, while a Highlight Preset will be applied to the Highlight property of your fixture schedule.
| The current implementation does not support setting of Highlightvalue "None" via these presets. In other words, if you set a Highlightvalue to i.e. Pan by activating a Highlightpreset containing Pan-values, you will need to manualy type Edit Fixture x, and change highlight back to "None" in the popup dialog, for each fixture. |
| In the predefined Macros you will find macros to change special mode of presets to normal/default/highlight(e.G. "Special Preset Highlight") |
A Normal Preset will apply its values in programmer, while a Default Preset will be applied to the Default property of your fixture schedule.
| In the predefined Macros you will find macros to change special mode of presets to normal/default/highlight |
This is currently organized in series 1 and 2 mode. There's also one topic about updating the software. It outside the series 1 and 2 modes since it applies to both modes.
This section is about using th NPU with a grandMA series 1 system.
| It's important that you have a USB keyboard connected when you are changing the mode! |

You need a NPU with power on and booted in series 1 mode. And you need to have a USB keyboard connected.
When the NPU is booted in series 1 mode it works a bit differently. This task takes you through the steps needed to change the IP address when in series 1 mode.
When it's done rebooting, you'll have a new IP address.
To something like this:
This section contains the following tasks.
| It's important that you have a USB keyboard connected when you are changing the mode! |

| It's very important to know that, if a NPU is set to be a member of several sessions in a network, It will connect to the session that reaches the NPU first!! If that session is then closed - Then the NPU will connect to the next session it finds on the network, possibly creating a very different DMX output! |
You can also see on the NPU that it's now a part of the session. The screen changes from something like this:
to something like this:
| It's very important to know that, if a NPU is set to be a member of several sessions in a network, It will connect to the session that reaches the NPU first!! If that session is then closed - Then the NPU will connect to the next session, possibly creating a very different output! |
The letter is the same as the port markings on the back of the NPU. The number is the assigned DMX universe. The line indicates the port status. Green is "Output", Yellow is "Input" and Grey is "Off".
To perform this task you need to have a bootable USB stick with the new software version (installed using StickMAker). It uses the same software as the console. You also need an USB keyboard connected to your NPU.
For conceptual understanding of the console and step-by-step instructions, please read the Concepts and Tasks sections.
The general rules for the commandline are:
[Function]
[Function] [helping keyword]
[Function] [Object]
[Function] [Object-list]
[Function] [Object-type]
[Function] [Object-type] [ID]
[Function] [ID]
[Object]
[Object-type] [ID]
[Object-type] "name"
[ID]
Some object-types are non-exclusive, and may exist in multiple instances, e.g. Cue 1 could refer to Cue 1 of Sequence 1, or Cue 1 of Sequence 2. To refer to Cue 1 of Sequence 2, both Cue 1 Sequence 2 , and Sequence 2 Cue 1 is valid
Unless you are creating new Objects (with the Store-function) you may reference objects by using their name, rather than their number, as ID. If the name contains keywords or space, it needs to be enclosed in quotes.
All Objects have a default function which is used if no function is given. This means that even if the general syntax is [Function][Object], just using [Object] is totally valid.
[Object-type1] [ID1]
[Object-type1] [ID1] [Object-type1] [ID2]
[Object-type1] [ID1]+[ID2]
[Object-type1] [ID1] Thru [ID2] - [ID3]
[Object-type1] [ID1] Thru
[Object-type1] Thru [ID1]
[Object-type1] Thru
[Object-type1] "Name"
[Object-type1] "Nam*"
[Object]
[Object-type1] [ID1]
[Object-type1] [ID1] + [Object-type2] [ID2]
[Object-type1] [ID1] Thru [Object-type2] [ID2]
[Object-type1] [ID1] Thru [Object-type2] [ID2] - [Object-type3][ID3]
[Object-type1] [ID1] Thru
[Object-type1] Thru [ID1]
[Object-type1] Thru
[Object-type1] "Name"
[Object-type1] "Nam*"
With a selection-list (as opposed to an object-list) each object-type is resolved into its corresponding fixture-objects, which is then used to build the list.
Executor [list]
Page [list]
FaderPage [list]
ButtonPage [list]
An executor-list has same syntax as object-lists, but are resolved into Executor-objects when building the list
Attribute [list]
Feature [list]
PresetType [list]
An attribute-list has same syntax as object-lists, but are resolved into Attribute-objects when building the list
[IP-address]
[IP-address] Thru [IP-address]
[Host-ID]
[Host-ID] Thru [Host-ID]
"Station-name"
IP-address is a 32-bit number, written in a dot-decimal notation.(four numbers, each ranging from 0 to 255, separated by dots, e.g. 192.168.0.101).
Host-ID is the unique part of the IP-address within a Network, - usually the last decimal (e.g the IP-address 192.168.0.101 has the Host-ID 101 and Network-ID 192.168.0)
Station-name is any name in the IP-address-list found under
If start or end of the Thru command is missing, first/last occurrence will be used.
Most pages contains description of the keywords with examples of use.
Functional Keywords are used in the commandline to perform a task or function. Examples of functional keywords could be Goto, Delete, LeaveSession. Functional keywords are often followed by an object, that the function/task should be applied to: Goto Cue 3, Delete Preset "Blue". Some functions are global and does not need an object as argument, e.g. Blackout.
Functional keywords may be compared to verbs in human languages.
Object Keywords are used in the commandline to reference objects in your showfile. Examples of object keywords could be Channel, Fixture, Effect, Preset. These keywords represent object-types, and are typically used together with a number/ID or a name/label, to point to specific objects: Channel 3, Fixture 10, Effect 4, Preset "Red".
Object keywords may be compared to nouns in human languages.
Helping Keywords are used in the commandline to give relations to functions and objects. Examples of helping keywords could be At, Thru : Copy Cue 3 At Cue 5, Delete Effect 4 Thru 6.
Helping keywords may be compared to prepositions and conjunctions in human languages
The asterisk character is used to insert a wildcard into a string, when referring to names
The @-sign is used to create a non-executing macro-line. The sign may be inserted in the beginning and/or end of a macro-line
| v 1.5 does not support variable content containing spaces to be used as text for labeling etc. |
Parantheses, round brackets are used to create a popup dialog in a macro, to collect userinput. The user will be prompted with the text inside the round brackets, and a text-input field. Unless the user cancels the popup, the macro-line will be executed with the user-input replacing the brackets and text inside
The square brackets are used in macros, to set a conditional expression which must resolve to "True", for the following commands to be executed. The expression takes userdefined variables and logical operators.
| The two arguments a and b are not compared as numbers, but as text-strings, character by character, e.g. "61" is considered to be greater than "599", as 6 is larger than 5. |
The dot character is used as a delimiter to enter numbers with decimal fractions and to enter hierarchical object IDs. The dot is also used together with the function CD to change destination one level up.
The Semicolon character is used as a delimiter to enter multiple commands in one line.
[Functional keyword] /?
Assign [object-list] /property=value
[commandline-syntax] /option1 /option2 /option3=value
The Slash character is used as a delimiter to enter object-properties or function options. The slash is also used together with the function CD to change destination to root level.
"text with spaces"
"ReservedWord"
If used as a starting keyword, + will create a Selection-list, which will be added to the current selection.
If used as a starting keyword, - will create a Selection-list, which is removed from the current selection.
>>> [Executor-list]
>>> [Timecode-list]
<<< [Executor-list]
<<< [Timecode-list]
Align [mode]
Align Off
When activating an Align-mode, the encoders will no longer adjust the whole selection equally, but adjust proportionally according to selection-order, either most at the last, most at the first, most at the first&last or most at the first&last inverted.
AlignFaderModules
Which executors the wings controls is not freely adjustable by the user. Wings are fader-extensions and are intended to follow after the faders inbuilt in the console.
On the Light and Ultralight which have 15 inbuilt faders, a connected wing will control executor 16-30.
On a fullsize which have inbuildt 30 faders, a connected wing will control executor 31-45.
On a Replay Unit which doesn't have any inbuilt fader, a connected wing will control executor 1-15.
Which executors the wing controls is stored inside the wing. If you take a wing normally used with a fullsize and connect to a Light, or vice versa if you connect a Wing normallly used by a Light, to a fullsize, you will experience either an overlap or gap in the executor numbering. To fix this you can run the AlignFaderModules command to readdress the wings to fit the current consoletype. When running this command , all connected wings will be readdressed to remove any gaps and/or overlaps.
All
[function] AllButtonExecutors
[function] AllChaseExecutors
[function] AllFaderExecutors
AllRows
[function] AllSequExecutors
Assign [Object-list 1] (At) [Object-list 2]
Assign [Function] (At) [Object-list]
Assign [Helping-keyword] [Value-list] [Object-list]
Assign [Object-list] /[property1]=[value] /[property2]=[value]
Assign [Object]
| Assign is the only function that may be directly proceeded by another function |
At [Value-list]
At [Value-type] [Value-list]
At [Object-list]
[Object-list] At [Value-list]
[Object-list] At [Value-type] [Value-list]
[Object-list] At [Object-list]
[Function] [Object-list] At [Object-list] (as helping keyword)
As a starting keyword, At is a function that applies values in the programmer, to the current selection.
If value-type Fade or Delay is used, the value-list will be applied as individual fade/delay-times
Following an object-list, At is a function that applies values to the object-list. If the object-list does not support the At function, the object-list is resolved into a Selection-list which gets selected and At applies values in programmer
Following an object-list that follows a function, At is a helping keyword for the starting function
| When At applies a range/list, the values/objects are usually spread across the receiving objects. e.g. Fixture 1 Thru 3 At 0 Thru 100 will set 1 At 0, 2 At 50, and 3 At 100. There is however one exception from this rule: If the applied range is a list of cues from a tracking sequence, all fixtures will be set to all cues. This enables you with the At function to apply the tracking status of a cue (At Cue Thru x) |
Attribute [Preset-type].[Feature].[Attribute]
Attribute "Name"
Attribute [Preset-type].[Feature]
Attribute [Preset-type]
The default function for attributes is Call. Calling attributes will bring them to the encoder, and select them in the fixturesheet (blue column-header)
An Attribute's numerical ID is a hierarchical triplet (3 numbers seperated by a dot). If only two, or one number is supplied, you are calling groups of attributes
Backup
Bitmap [ID]
Bitmap [Bitmap-pool].[ID]
Black [Executor-list]
Black On [Executor-list]
Black Off [Executor-list]
Blackout
Blackout On
Blackout Off
Blackout is a toggle function. This means that entering Blackout without any helping keyword will toggle Blackout-mode on/off.
Blind
Blind On
Blind Off
Blind is a toggle function. This means that entering Blind without any helping keyword will toggle Blind-mode on/off.
BlindEdit
BlindEdit On
BlindEdit Off
BlindEdit is a toggle function. This means that entering BlindEdit without any helping keyword will toggle between the Live and the Blind programmer .
Block [Object-list] [Selection-list] [Attribute-list]
If syntax does not contain any Selection-list, all fixtures will be used
If syntax does not contain any Attribute-list, all attributes will be used
| Block/unblock of specific attributes is not yet implemented. Please use Worlds to limit you access if you need to apply to only some attributes |
ButtonPage [ID]
ButtonPage [Pagepool].[ID]
The default function for this object is Call. Calling a ButtonPage will change your physical executors to that page.
If you apply a function not supported by the ButtonPage object, the function will be passed on to the Executor child objects of the ButtonPage.
| The ButtonPage keyword currently only supports its default-function Call |
Call [Object-list]
Channel [ID]
Channel [ID].[Sub-ID]
CD [Element-index]
CD [Object-type] [Object-ID]
CD ..
CD /
ChannelFader [ID]
ChannelFader [Page].[ID]
ChannelLink
ChannelLink On
ChannelLink Off
ChannelLink [Attribute-List]
ChannelPage [ID]
Clear
Depending on status of the programmer the function will sequentially:
CircularCopy [offset]
CircularCopy will move the attributevalues within your currently selected fixtures, according to selection-order
This function obeys the Attribute/At-filter
ClearActive
ClearAll
ClearSelection
Clone [Source Selection-list] At [Destination Selection-list]
Clone [Source Selection-list] At [Destination Selection-list] If [Scope Object-list]
By default the cloning is done with a low priority, which means that wherever the destination fixtures already contains data, this will be preserved, the data from the source fixtures is just added the places where data doesn't exist.
With the option /merge (or /m), new data from source is merged on top of the original data.
With the option /overwrite (or /o), original data of the destination is removed and replaced by new data
Clone will obey Worlds, and not change data outside your current World, however you may use fixtures outside your world as clone-source.
Whenever cloning with a limited scope, the console will automatically clone dependencies (e.g. presets and effects referenced by the cloned sequence). These dependecies will be cloned with the default low priority clone-option, to protect existing data.
CmdDelay [Value-list]
As a helping keyword to programming functions (e.g. Store), this keyword will set the cmddelaytime of the object in question
CmdHelp [filter]
Copy [Object] At [target-ID]
Copy [Object-list] At [target-start]
Copy [Object] At [target-list]
Cue [ID.ID]
| Cue is the only object-type that accepts numerical ID as decimal fractions. The allowed ID range for cues is from 0.001 to 9999.999. In all other objects, a dot inticates the ID of a parent or child object |
The default function for Cue objects is SelFix. This means that calling cues without any function specified will select the fixtures of the cue.
Cues are arranged in Sequences, and divided in Parts. If only Cue ID is entered, you are applying functions to all Parts of Cues of the Sequence assigned to the selected Executor.
To access cues of unselected Sequences/Executors, add a parent object to the syntax, i.e. Cue 3.001 Executor 1 or Sequence 5 Cue 3.999
| The object sets are Commutative : Sequence 1 Cue 2 is the same as Cue 2 Sequence 1 |
CrashLogCopy
CrashLogDelete
CrashLogList
Assign Crossfade (At) [Executor-list]
Assign CrossfadeA (At) [Executor-list]
Depending on the Executor option AB/Split, this function will (for dimmer-attributes) either act as a crossfader for decreasing values or as a master for current cue.
Assign CrossfadeB (At) [Executor-list]
Depending on the Executor option AB/Split, this function will (for dimmer-attributes) either act as a crossfader for increasing values or as a master for next cue.
Nomather chosen option, CrossfadeB will for non-dimmer attributes gradually activate the next step of an executor, according to the position of the fader.
Default
The initial content of the Default-object is based on the fixture-library
Delay [Value-list]
As a helping keyword to programming functions (e.g. Store), this keyword will set the time of the object in question
Used as a starting keyword, Delay will apply individual timing in the programmer for the current selection and attributes.
Delete [Object-list]
Delete [Object-list] [Selection-list filter]
if a Selection-list filter is given, only the specified fixtures will be deleted from the objectlist
DeleteShow [filename]
DeleteShow [filename] /noconfirm
DisconnectStation [Station-list]
Dmx [Address]
Dmx [Universe].[Address]
The DMX-tester has priority over the normal output of the console (parked, executors, programmer) and HTP priority with DMX-input.
Assign [Fixture-list] (At) [DMX start]
Assigning fixtures to a DMX-start address will remove all existing patch for the fixtures, and assign the new DMX-addresses
Assign [DMX-list] (At) [Fixture]
Assigning a list of DMX addresses to a fixture will add to existing patch (multipatch)
Delete [DMX-list]
Deletion of DMX addresses will remove from existing patch (unpatch)
Delete [Fixture-list]
Deletion of fixture will unpatch all assigned DMX-addresses
Assign [DMX address] (At) [Fixture] /break=n
Assigning a DMX address to a specific break
DoubleRate [Object-list]
DoubleSpeed [Object-list]
Edit [Object-type] [Object-ID]
Effect [ID]
Effect [Effect-pool].[ID]
Effect [Effect-pool].[ID].[Effect-line]
EffectBPM
EffectBPM [Value-list]
EffectDelay
EffectDelay [Value-list]
EffectHZ
EffectHZ [Value-list]
EffectSec
EffectSec [Value-list]
[commandline]If [condition/filter] EndIf [commandline continued]
The EndIf keyword enables If-statements to be entered in the middle of a syntax. Upon processing, the If-statement is moved to the end of the syntax, and will be used a s a filter/condition. This enables If-syntax to be used in conjunction with pool-items.
ExecButton1 [Executor]
ExecButton1 [Page].[Executor]
ExecButton1 [Pagepool].[Page].[Executor]
| For Fader Executors, the buttons are numbered from the bottom and upwards; 1 is right below fader, 2 is right above fader, 3 is on the top. |
ExecButton2 [Executor]
ExecButton2 [Page].[Executor]
ExecButton2 [Pagepool].[Page].[Executor]
| For Fader Executors, the buttons are numbered from the bottom and upwards; 1 is right below fader, 2 is right above fader, 3 is on the top. |
ExecButton3 [Executor]
ExecButton3 [Page].[Executor]
ExecButton3 [Pagepool].[Page].[Executor]
| For Fader Executors, the buttons are numbered from the bottom and upwards; 1 is right below fader, 2 is right above fader, 3 is on the top. |
ExecButton4 [Executor]
ExecButton4 [Page].[Executor]
ExecButton4 [Pagepool].[Page].[Executor]
| Physical hardkey-access or GUI support to a fourth ExecButton is not yet implemeted. |
Executor [ID]
Executor [Page].[ID]
Executor [Pagepool].[Page].[ID]
The default function for Executor objects is SelFix. This means that calling executors without any function specified will select the fixtures of the executor in programmer.
If you apply a function or reference a property not supported by the Executor object, the command will be passed on its childs: Buttons/fader, or the object assigned to the executor.
Extract [Object-list]
[Selection-list] Extract [Object-list]
If the given object-list is an attribute-list (which contain no data/values) current outputvalues will be extracted
If no object-list is given at all, all attributes of current selection will be Extracted.
Extract will obey the At-filter, and the Program-time.
Export [Object-list]
Export [Object-list] "filename"
The Export keyword will write to the currently selected hard-drive. For export to a USB stick select it at the Backup Menu, or type "selectdrive 4" in the CommandLine - 4 is for the first USB stick.
The exported files will be organized in folders according to object-type for the following objects Effect , Macro , FixtureType (library) and Gel (Colors).
Other objects will be placed in the importexport folder.
| Export is implemented for several objects, but not yet for all. |
Fade [Value-list]
As a helping keyword to playback functions (e.g. Goto), this keyword will set the time used to execute the function.
As a helping keyword to programming functions (e.g. Store), this keyword will set the fadetime of the object in question.
Used as a starting keyword, Fade will apply individual timing in the programmer for the current selection and attributes.
| As long as the commandline starts with a function, the fade keyword and value may appear anywhere in the commandline. |
Fader [Executor]
Fader [Page].[Executor]
Fader [Pagepool].[Page].[Executor]
| Even though Button Executors do not have a physical fader, they still have a virtual fader permanently assigned as a Master |
FaderPage [ID]
FaderPage [Pagepool].[ID]
The default function for this object is Call. Calling a FaderPage will change your physical executors to that page.
If you apply a function not supported by the FaderPage object, the function will be passed on to the Executor child objects of the FaderPage.
| The FaderPage keyword currently only supports its default-function Call |
Feature [Preset-type].[Feature]
Feature "Name"
Feature [Preset-type]
The default function for features is Call. Calling features will bring them to the encoders, and select them in the fixturesheet (blue column-header)
A Feature's numerical ID is a hierarchical pair (2 numbers seperated by a dot). If only one number is supplied, you are selecting groups of features
Filter [ID]
Selecting a filter, will limit all programmer-actions until Filter 1 is selected.
Fix [Executor-list]
Fix On [Executor-list]
Fix Off [Executor-list]
Fix is a toggle function. This means that using Fix without any helping keyword will toggle the Fixing of the objects on/off.
Fixture [ID]
Fixture [ID].[Sub-ID]
FixtureType [ID]
Flash [Executor-list]
Flash On [Executor-list]
Flash Off [Executor-list]
If this function is used without the helping keywords On/Off, the function will toggle between on or off.
If the executor is not On when this function is applied, the executor will be temporary activated with zero timing.
Flip [flipnumber] [selection-list]
Flipwill pan your fixtures 180 degrees, and invert the tilt-angle, effectivly pointing your fixture in the same direction, but via another pan/tilt combination.
If no selection-list is given, Flip is applied to your current selection
If no flipnumber is given, the function toggles thru the different possible combinations
Form [ID]
Form [ID].[subID]
Freeze
Freeze On
Freeze Off
Freeze is a toggle function. This means that entering Freeze without any helping keyword will toggle Freeze-mode on/off.
Full
GoBack [Object-list]
Group [ID]
Group [Group-pool].[ID]
HalfRate [Object-list]
HalfSpeed [Object-list]
Help
Help [keyword]
Help [filter] /cmd
Highlight
Highlight On
Highlight Off
Highlight is a toggle function. This means that entering Highlight without any helping keyword will toggle Highlight-mode on/off. Holding the key "Highlt" pressed, the attribut "Dimmer" toggles between default and highlight value.
If [Selection-list]
[Selection-list] If [Selection-list]
As a starting keyword (function), If will deselect fixtures not in the Selection-list.
As a helping keyword, between two Selection-lists, If will create a Selection-list of the common fixtures of the given lists.
IfActive
IfActive [filter]
IfOutput
IfOutput [Object-list]
IfOutput At [Value-list]
IfOutput At Fade [Value-list]
IfOutput At Delay [Value-list]
If no argument is given to the IfOutput function, fixtures with dimmer above zero will be selected.
IfProg
IfProg [filter]
Import "filename" [destination-object]
The Imported objects will be appended after your existing objects in showfile.
The Import command will look for files on the currently selected hard-drive
| Currently supported objects: Effect, Macro , FixtureType and Color (Gel |
| Importing FixtureTypes is only allowed while in Edit Setup |
ImportResource "filename"
ImportResource /list
ImportResource "filename" /import
The ImportResource command will look for files in the gma2/importexport/ folder of the currently selected drive.
Info [Object-list] "Some info to add"
Info [Object-list]
If text is included, this will be set as info for the objects. If no text is included, existing info will be displayed in the Commandline Response window
Insert [Object-list] At [Start-ID]
| For Cues, which uses decimal fractions as ID, "one ID up", will be calculated as the highest available of +1, +0.1, +0.01 or +0.001 |
| The Insert keyword is not implemented |
InviteStation [Station-list]
JoinSession [ID] "Name"
Kill [Executor-list]
The quotes surronding name is only neccessary if the name is a reserved word (keyword) or if the name contains spaces. If multiple objects are labeled, and the name contains a free-standing number, the number will be enumerated for each object. If no name is given, you will be prompted with a dialog to enter the name.
Layer [layerID]
Layer [layername]
Layout [ID]
Learn [Object-list]
LeaveSession
List [Object-list]
List [Object-type]/filename=[filename]
If the list does not specify any Object-type, data from the current destination will be displayed.
If the filename option is specified (/f= or /filename=), the listdatatext will be saved as a csv-file in the reports folder of the selected drive.
| The List keyword are accessed via & . |
ListFaderModules
ListLibrary [filter]
ListEffectLibrary [filter]
ListMacroLibrary [filter]
ListShows [Filter]
ListUserVar [Filter]
ListVar [Filter]
LoadShow "Showname"
If the showfile does not exist on the currently selected drive, a new empty showfile will be loaded. If you are in a session, the showfile will be uploaded to all connected stations.
Locate [Object]
Locate
Locate is a function used to find the executor where an object is assigned. using the Loacte function will change page and display "HERE!" above the executor. to turn off the Locate, repeat the Locate keyword with no argument
Lock [Object-list]
Lock Off[Object-list]
Lock is a function used to protect objects from being changed or deleted. To remove the lock, either use Lock Off or the Unlock keyword
Login [User-name] [Password]
Logout
Macro [ID]
Macro [Macro-pool].[ID]
Macro [Macro-pool].[ID].[macro-line]
Mask [ID]
Assign Master (At) [Object-list]
Matricks [ID]
Matricks On
Matricks Off
Matricks Toggle
With the helping keywords On, Off and Toggle, Matricks may temporary be enabled/disabled. Calling an Matricks will automatically enable Matricksmode.
MatricksBlocks [block-size]
MatricksBlocks [block-size x].[block-size y]
MatricksBlocks + | -
MatricksBlocks Off
MatricksFilter [filternumber]
MatricksFilter "filtername"
MatricksFilter + | -
MatricksFilter Off
MatricksGroups [group-size]
MatricksGroups [group-size x].[group-size y]
MatricksGroups + | -
MatricksGroups Off
MatricksInterleave [array-width]
MatricksInterleave [column].[array-width]
MatricksInterleave + | -
MatricksInterleave Off
MatricksReset
MatricksWings [parts]
MatricksWings + | -
MatricksWings Off
Menu "menuname"
Menu On "menuname"
Menu Off "menuname"
Menu /?
| The Merge keyword is not implemented |
MidiControl [controller] [value]
MidiControl [midichannel].[controller] [value]
MidiNote [note]
MidiNote [midichannel].[note]
MidiNote [note] [velocity]
MidiNote [midichannel].[note] [velocity]
MidiNote [note] Off
MidiNote [midichannel].[note] Off
MidiNote [note] [velocity] Off
MidiNote [midichannel].[note] [velocity] Off
MidiProgram [program]
MidiProgram [midichannel].[program]
Move [Object-list] At [destination-start-ID]
NetworkInfo
NewShow "Showname"
NewShow "Showname" /noconfirm
If a showfile with same name exist on the currently selected drive, you will ave to confirm to overwrite existing file.
Next
If there is no selection, and the current default keyword is Fixture or Channel, the corresponding fixture with lowest ID will be selected.
If there is only one fixture in selection, and the current default keyword is Fixture or Channel, the corresponding fixture with next ID will be selected.
If multiple fixtures are selected, Next will increase the Matricks property Single x, effectivly sub-select fixtures of your current selection one by one. If MatricksInterleave is active, fixtures will be subselected column by column.
NextRow
With MatricksInterleave active, NextRow will increase the Matricks Single y property, effectivly subselecting fixtures row by row.
Normal
Off [Object-list]
[Function]Off [Object-list] (helping keyword)
[Function]Off (helping keyword)
As a function (starting keyword) Off has four distinct meanings with the following priority :
On [Object-list]
[Function]On [Object-list] (helping keyword)
[Function] On (helping keyword)
As a function (starting keyword) On has four distinct meanings with the following priority:
Assign OnOffTime (At) [Object-list]
| OnOffTime is not yet implemented, please use the MasterFade keyword |
Oops
OutFade [Value-list]
As a helping keyword to playback functions (e.g. Goto), this keyword will set the outfadetime used when executing the function.
As a helping keyword to programming functions (e.g. Store), this keyword will set the outfadetime of the object in question
OutDelay [Value-list]
As a helping keyword to playback functions (e.g. Goto), this keyword will set the outdelay used when executing the function.
As a helping keyword to programming functions (e.g. Store), this keyword will set the outdelaytime of the object in question
Page [ID]
Page [Pagepool].[ID]
The default function for this object is Call. Calling a Page will change your physical executors to that page.
If you apply a function not supported by the Page object, the function will be passed on to the Executor child objects of the Page.
Park [Selection-list] (At [Value] )
Park [Attribute-list] (At [Value] )
If no value is given, the attribue is parket at current value.
Part [ID]
Pause [Object-list]
Pause On[Object-list]
Pause Off[Object-list]
Pause is a toggle function. This means that using Pause without any helping keyword will toggle Pause of the objects on/off.
Preset [ID]
Preset [Preset-type].[ID]
Preset [Preset-pool].[Preset-type].[ID]
Preset "Name"
The default function for Preset-objects depends of the selection-status of your programmer. If no fixtures is selected, the default function is SelFix, if there is a selection in programmer, the default function is At.
PresetType [ID]
PresetType "Name"
The default function for preset-types is Call. Calling preset-types will bring them to the encoders, and select them in the fixturesheet (blue column-header)
Preview [cue-object]
Preview [part-object]
Preview Next
Preview Previous
If no cue is given, the current cue of the selected executor will be used.
PreviewEdit
PreviewEdit On
PreviewEdit Off
PreviewEdit is a toggle function. This means that entering PreviewEdit without any helping keyword will toggle between the Live and Preview .
PreviewExecutor
Previous
If there is no selection, and the current default keyword is Fixture or Channel, the corresponding fixture with highest ID will be selected.
If there is only one fixture in selection, and the current default keyword is Fixture or Channel, the corresponding fixture with previous ID will be selected.
If multiple fixtures are selected, Previous will decrease the Matricks property Single x, effectivly sub-select backwards fixtures of your current selection one by one. If MatricksInterleave is active, fixtures will be subselected column by column.
PrevRow
With MatricksInterleave active, PrevRow will decrease the Matricks Single y property, effectivly subselecting backwards fixtures row by row.
Rate1 [Object-list]
Reboot
Reboot /noconfirm
Record [Object]
Remote [Remote-type].[ID]
Root [root-index]
Root [root-index].[sub-index]
Root [root-index].[sub-index].[sub-sub-index] etc
SaveShow "Showname"
SaveShow "Showname"/noconfirm
Screen [screen-number]
Screen [screen-number].[window-number]
Select [Executor-object]
Select Layout [ID]
Select Mask [ID]
Select Filter [ID]
The selected Executor will be your main target for all executor related commands, i.e. Store Cue 4
The selected Layout will be displayed in any Layout View which have the option "display selected" enabled
The selected Mask will be used by any Sheet which have the option "Follow Selected Mask" enabled
The selected Filter will be used by any action involving fixture parameters, i.e. storing or deleting a cue
SelectDrive [ID]
If a readonly media (like older installations) is selected, write-functions will change the selected drive to 1 (internal) .
Selection
SelFix [Object-list]
| This function is the default function for most objects, so even if selecting fixtures is the most commonly used function, you will seldom need to enter this keyword |
| If the SelFix functionallity is repeated multiple times, with the exact same object-list, the fixtures in the object-list will start to Toggle. e.g. if you enter Group 3 three times in a row, you would first select group 3, then activate group 3, then deactivate group 3 |
Sequence [ID]
Sequence [Sequence-pool].[ID]
If you apply a function not supported by the Sequence object, the function will be passed on to the Cue child objects of the Sequence.
SetIP [Interface-name] [IP-address]
| The IP-address will take change first after the next reboot. |
Setup
SetUserVar $variablename = numericvalue
SetUserVar $variablename = "text"
| to remove a variable, set it to nothing |
SetVar $variablename = numericvalue
SetVar $variablename = "text"
| to remove a variable, set it to nothing |
ShuffleSelection
ShuffleSelection will randomize the selection-order of the current selection.
ShuffleValues
ShuffleValues will shuffle the attributevalues of your current selected fixtures
This function obeys the At-filter
Shutdown
Shutdown /noconfirm
SnapPercent [Value-list]
As a helping keyword to programming functions (e.g. Store), this keyword will set the snaptime of the object in question
Solo
Solo On
Solo Off
Solo is a toggle function. This means that entering Solo without any helping keyword will toggle Solo-mode on/off.
SpecialMaster [ID]
SpecialMaster "Name"
Assign Speed (At) [Executor-list]
Assign StepFade (At) [Executor-object]
Stomp [Selection-list]
Stomp [Attribute-list]
Stomp [Value-list]
Stomp [Object-list]
Stomp is a function to stop running effects by setting the EffectForm-Layer to 'Stomp' in the programmer.
Stomping Channel/Fixture/Groups will Stomp all attributes of the given selection-list.
Stomping Attribute/Feature/Presettypes will stomp the given attributes for the current selection.
Stomping a value or an object that contains values will apply the value/object as if the keyword At was used, but additionally add Stomp to the affected parameters..
Store [Object-list] "Name"
Store [Object-list] "Name" [/options]
If no value is given, the parameter is set to On
Swap [Executor-list]
Swap On [Executor-list]
Swap Off [Executor-list]
When the Swap function is used with an Executor button, the Swap On command is executed when the button pressed and the Swap Off is executed when the button is released. Protect this executor with option "Swap protect" in the Assign Menu.
If this function is used without the helping keywords On/Off, the function will toggle between on or off.
If the executor is not On, it will be temporary activated with zero timing.
| Some other consoles calls this function Solo-Flash |
Temp [Object-list]
Temp On [Object-list]
Temp Off [Object-list]
If this function is used without the helping keywords On/Off, the function will toggle between on or off.
[Start of range] Thru [End of range]
Timecode [ID]
ToFull [Executor-list]
ToFull SpecialMaster [ID]
|
The ToFull function is not the same as "... At 100". While "Executor 1 thru 10 At 100" will set all 10 faders to full, "ToFull Executor 1 Thru 10" will only adjust the faders that controls masterlevels (i.e. not speedmasters or crossfaders) |
Toggle [Object-list]
[Function/Mode]Toggle
The Toggle keyword acts as an On or Off keyword depending of the on/off-status of the object or function/mode it is applied to. If object or function/mode is On, it will turn Off, if object or function/Mode is Off, it will turn On.
Tools
Top [Executor-list]
Top [Timecode-list]
ToZero [Executor-list]
ToZero SpecialMaster [ID]
|
The ToZero function is not the same as "... At 0". While "Executor 1 thru 10 At 0" will set all 10 faders to zero, "ToZero Executor 1 Thru 10" will only adjust the faders that controls masterlevels (i.e. not speedmasters or crossfaders) |
Unblock [Object-list] [Selection-list filter] [Attribute-list filter]
If syntax does not contain any selection-list, all fixtures will be used
If syntax does not contain any attribute-list, all attributes will be used
| Block/unblock of specific attributes is not implemented. Please use Worlds to limit you access if you need to apply to only some attributes |
Unlock [Object-list]
Unlock is a function used remove locks from objects that has been protected with the Lock keyword. Unlock is equivalent to Lock Off
UnOops
Unpark [Selection-list]
Unpark [Attributes-list]
Update [Object-type]
Update [Object-list]
Update is a function that will, for each attribute with active values, check if the attribute originally had a value coming from any objects (i.e a cue or preset).
If the originating object is a part or a child of the supplied Object-list, the attribute's value in programmer will be stored/updated back into the originating object.
If just Object-type and no specific list is supplied, this function will update according to examples below.
UpdateFirmware
| Updating firmware may take 30-60 seconds. During updating there will be no progress report in the Commandline Respons window, however with the command Version, you may check if the update is still running |
User [ID]
UserProfile [ID]
Version
View [ID]
With the option /screen you may via commandline select which screen(s) to store or where to recall.
ViewButton [ID]
ViewButton [ViewPage].[ID]
The ViewButton object also represents the User1/2 X1-X20 keys, which resides on ViewPage 11.
: ViewButton 11.1
: ViewButton 11.40
ViewPage [ID]
World [ID]
Zero

The key will toggle the window-encoder between the commandscreen and the display-wing screen. This key does not interact with the commandline.
If the key is held down, a temporary popup will appear in the bottom right of each screen, with options to Clear each or every screens. While pressed down, you will additionally get a dialog above the encoders, with options to change resolution and mode for encoders, Level Wheel and Trackball. Follow the link below for more info about the Encoder Settings pop-up.

The numeric keys gives access to the numbers 0 thru 9. These are used to together with the dot key to enter values and object IDs.
Used together with the modifier key, the numeric keys acts as shortcut to presettype 1-9, and successively their features
Used together with the modifyer key and or , some of the numeric keys may be used to adjust Desk Lights

A single press of the key gives access to the delimiter character dot (period). This delimiter is used to enter numbers with decimal fractions and to enter hierarchical object IDs.
A second press on the key will execute [Commandline] At Zero. This will set the value of any objects, or the intensity attributes of current selection, to 0%
Used together with the key the key will execute [Commandline] At Default. This will set the value of any objects, or the current selection, to defaultvalues

A single press of the key gives access to the keyword +. (plus)
Multiple presses on the key will execute [Commandline]At + [Step-value]. This will increment the values of any object, or the current selection, with a predefined value.

A single press of the key gives access to the keyword -.(minus)
Multiple presses on the key will execute [Commandline] At - [Step-value]. This will decrement the values of any objects, or the current selection, with a predefined value.




A single press of the key gives access to the keyword At
A second press on the key will execute the commandline Normal . This will set the values of the current selection to the predefined value Normal
A long press on the key will open the At-filter menu. A flashing key indicates an active attribute filter.
Used toghether with the modifyer key the key will give access to the keywords Stomp and Extract.

| this function is not yet implemented. |

A single press on the key will execute the commandline Backup which will open/close the Backup Menu on the command-screen.
A dubble press on the key will execute the commandline SaveShow which will save your showdata to the currently selected drive

is an immediate hardkey with two functions.
When pressed a short time it will execute the commandline Blind . This command will turn on/off output of the Live programmer.
When pressed a long time it will execute the commandline BlindEdit . This command will switch between the Live programmer and the Blind editor.

This command will change to next page for the Button Executors (Executor 101 up to 190 and executor 201 up to 220)

This command will change to previous page for the Button Executors (Executor 101 and upwards)
A long press of this key will execute ButtonPage 1 and jump to first page

is an immediate hardkey. The functionallity of this key is defined in
In Toggle-mode this key will execute the commandline Blackout
In Push-mode this key will execute the commandline Blackout On when pressed and Blackout Off when released


If the faders allready are in Channel Mode, this command will change to next page for the Channel Faders
If the faders are in Executor Mode, this command will change the faders to Channel Mode.

If the faders allready are in Channel Mode, this command will change to previous page for the Channel Faders
If the faders are in Executor Mode, this command will change the faders to Channel Mode.
A long press of this key will execute ChannelPage 1 and jump to first page

Depending on status of the programmer this function will sequentially:



The key is used navigate the focus/cursor in pop-up dialogs. If there is no popup, this key will scroll in the Commandline History, to enable repetition of earlier used commands
Used together with the modifyer key this key will lower the monitor-wing



The key gives access to three keywords, Effect , Bitmap and Form
When pressed together with the modifyer-key, it will execute the commandline SyncEffects which will syncronize effects in the programmer
If the key is being kept pressed down, a temporary RunningEffects View will be displayed


The key gives access to the keyword Executor .
Press the key 2 x brings the keyword "SpecialMaster" to the CommandLine.

These Buttons are usually immediate. On an Executorpage, when pressed they will execute the commandline [Function] Executor [ID] , where [Function] is the function assigned to the button, and [ID] is identity of the related executor.
On a ChannelPage, when pressed they will execute the commandline [Function] ChannelFader [ID] , where [Function] is the function of the button, and [ID] is identity of the related fader.
If Executors has CLI enabled (CommandLine Interact), any Function in the commandline will be used instead of the assigned function. If the Function is missing a needed helping keyword At, the commandline wil not yet execute. When an At-requireing Function is in used, pressing an empty Executorbutton will add At along with its Executor ID, and then execute the commandline.

Each label works as a twin button. When commandline is empty, pressing the upper part will execute the commandline Assign Executor [ID] , and pressing the lower part will execute the commandline Edit Executor [ID]
If commandline is not empty, any function in the commandline will be used instead of Assign/Edit. If the Function is missing a needed helping keyword At, the commandline wil not yet execute. When an At-requireing Function is in used, pressing an empty Executorlabel will add At along with its Executor ID, and then execute the commandline.

If the faders allready are in Executor Mode, this command will change to next page for the Fader Executors (Executor 1 and upwards)
If the faders are in Channel Mode, this command will change the faders to Executor Mode.

If the faders allready are in Executor Mode, this command will change to previous page for the Fader Executors (Executor 1 and upwards)
If the faders are in Channel Mode, this command will change the faders to Executor Mode.
A long press of this key will execute FaderPage 1 and jump to first page

The key gives access to the keyword Fix


is an immediate hardkey. When pressed it will execute the commandline Freeze
This command will turn on/off Freeze-mode. (High Priority Programmer).

is an immediate hardkey. When pressed once it will execute the commandline At Full, which will for the current selection set the intensity-atrributes to 100%.
If pressed a second time this key will execute the commandline At Highlight, which will for the current selection extract highlitevalues into programmer.
Finally pressed a third time this key will execute the commandline At Open, which will for the current selection set intensity attributes to 100% and all other attributes to default.

| Do not mistake this hardkey with the larger default Go+ key located between the Executor Faders and the Multitouch Command-screen. |
The key gives access to two keywords, Go and Unpark

| Do not mistake this hardkey with the smaller Go+ key located in the command-area to the right of the multitouch. |
is an immediate hardkey. When pressed it will execute the commandline Go
This command will perform a Go on the selected Executor(s).

| Do not mistake this hardkey with the larger default Go- key located between the Executor Faders and the Multitouch Command-screen. |
The key gives access to the keyword GoBack

| Do not mistake this hardkey with the smaller Go- key located in the command-area to the right of the multitouch. |
is an immediate hardkey. When pressed it will execute the commandline GoBack
This command will perform a GoBack on the selected Executor(s).


If the key is being kept pressed down, a temporary Groupmaster View will be displayed

The keyword gives access to two keywords, Help and CmdHelp

is an immediate hardkey. When pressed it will execute the commandline Highlight
This command will turn on/off Highlight-mode. Hold the key pressed additionally the attribut "Dimmer" toggels between Default value and Highlight value.

When commandline is empty, the key will toggle thru the first four keywords.
When commandline is not empty, the key will give access to the keywords If and EndIf, either via multiple presses, or via If-key-press - press something else - then If-key-release.


The key will change the function of the X-keys to Button Executors.
Used as a shift-key together with pool-object keys, a temporary poolwindow is opened.
Used together with the modifyer key, gives access to the keyword List. The key together with key opens a temporary Effect Pool. Temporary Pools are available with , , , , and .



The key is used to toggle between different modes for the trackball. This key does not interact with the commandline. Set the function of this button at "Setup / User / Settings / Trackball Sequence".


The key has multiple functions.
If there is a pop-up dialog on screen, the key is used to navigate the focus/cursor within the pop-up.
If there is no popup, is an immediate hardkey. When pressed it will execute the commandline Next
Used together with the keys , and/or , several different other commands relating to MAtricks will be executed, follow the link below to the MAtricks Tutorial for description.



The key is a multifunctional key. If commandline is not empty, it will perform a Backspace and remove the latest typed keyword, if commandline is empty it will execute the commandline Oops ("Undo") . Used together with the modifyer-key it will execute the commandline Unoops("Redo") - not yet implemented. A long press on the Oops button (>1 sec.) opens the Multi Oops menu; here you can undo multiple actions at once.


The key gives access to two keywords, Pause and Park
| Do not mistake this hardkey with the larger Pause key located between the Executor Faders and the Multitouch Command-screen. |

| Do not mistake this hardkey with the smaller Pause key located in the command-area to the right of the multitouch. |
is an immediate hardkey. When pressed it will execute the commandline Pause
This command will Pause or Unpause the selected Executor(s).

The key is used to send and execute the typed commandline to the console, like an Enter key.
Multiple presses on the key will activate/deactivate all attributes of the current selection.


The key has multiple functions.
If there is a pop-up dialog on screen, the key is used to navigate the focus/cursor within the pop-up.
If there is no popup, is an immediate hardkey. When pressed it will execute the commandline Previous
Used together with the keys , and/or , several different other commands relating to MAtricks will be executed, follow the link below to the MAtricks Tutorial for description.

The key gives access to the keywords Preview , PreviewEdit and PreviewExecutor
With an empty commandline, a single press will put Preview into commandline and open the preview-toolbar, while a second press will execute the command PreviewEdit
With already a function in the commandline, a press of the key will add PreviewExecutor to commandline, and execute the commandline
While the key is held down, the Preview keyword will persist in commandline, and Preview-syntaxes will be executed with the option /add



The key has two functions. If a there is a popup dialog on screen, this key will set/select/enable the item that has focus.
If there is no popup dialog, this key is an immediate hardkey, and will execute the commandline Matricks Toggle This function will temporary enable/disable any MAtricks-settings.
Being pressed together with the modifyer key, the key will release the torque of the monitor-wing motor, to enable manual adjustment of monitor-wing angle.
Used together with the keys , and/or , several different commands relating to MAtricks will be executed, follow the link below to the MAtricks Tutorial for description.

The key execute the commandline Setup which will open/close the Setup Menu on the command-screen.

is an immediate hardkey. When pressed it will execute the commandline Solo
This command will turn on/off Solo-mode.

The key gives access to the keyword Store
Additionally, when pressed down, this key will open the Store-option dialog on the command-screen



is a context sensivitive multifunctional hardkey. Usually this key will perform sequentially a dual action:
For each press, this key will toggle your attribute-encoders to display and edit either individual fadetimes, delaytimes or back to the normal attributes values
Additionally this three-step cycle will put the keywords Fade and Delay temporary into the commandline, to accept numerical inputs for the values of these keywords
If on the other hand, the key is pressed while there is a Cue related starting Function in the commandline (e.g. Store or Assign) this key then gives sequentially access to the 6 helping keywords for cue-timing:
A longpress will switch to normal valuelayer.


The key will execute the commandline Tools which will open the Tools Menu window on the command-screen.

The key is used to navigate the focus/cursor in pop-up dialogs. If there is no popup, this key will scroll in the Commandline History, to enable repetition of earlier used commands
Used together with the modifyer key this key will raise the monitor-wing

The key gives access to the keyword Update , and will also open or close the Update-menu dialog on the command-screen. At least one sequence must run and programmer must have active values.

The key will change the function of the X-keys to user-definable, first page. (ViewButton 11.1 -11.20)This key does not interact with the commandline.

The key will change the function of the X-keys to user-definable, second page. (ViewButton 11.21 - 11.40). This key does not interact with the commandline.


These Buttons are usually immediate. When pressed with an empty commandline, they will execute the commandline ViewButton [View-page].[ID], where [View-page] is the current ViewPage, and [ID] is identity of the actual button.
If there is a function in the commandline, this function will be used instead of the default function for View-buttons. If the Function is missing a needed helping keyword At, the commandline will not yet execute. When an At-requireing Function is in use, pressing an empty Viewbutton will add At along with its Button ID, and then execute the commandline.


| X11 - X20 does not exist on the Ultralight |

You create sheets using the Create Basic Window (to read details about Create Basic Window - follow the link below).
The different sheets are:
You can move the sheet to an empty location by pressing (or left click with your mouse) and drag the top bar of the sheet. Then release it at its new location.
You can re-size the sheet by moving your cursor to the lower right corner of the last button (to the area with the small orange dots) and dragging the sheets to its new size.
A sheet can be deleted using the Sheet Options pop-up. But you can also press the hardkey followed by the headline (top bar).
Most sheets consists of three parts. A Top Bar, a Main Part and different control bars at the bottom. You will find specific descriptions about the Top Bar and Main Part in the details about each sheet on the following pages
This is an example of the sheet:
In the top Bar you see that it's a Channel sheet. It also displays if you are in a world (world name and yellow earth symbol) and if you have applied a mask (it says "Mask" and displays a small ghost). You can change what buttons are displayed - See the Sheet Options - Title Buttons for the different options.
Here's where your channels and their values are displayed.
How exactly it looks is very much up to your sheet settings, but the minimum is the channel ID and dimmer value.
There's a lot of different colors and small color markers in the sheet. Read more about them by following the link below.
The sheet have many options. Follow the link to the Sheet Options to read more.
This is an example of the DMX sheet:
Some sheets might show you what output a fixture is supposed to have, but this sheet shows you what it really is. A channel or fixture might be parked or limited by masters. This sheet always displays the current DMX output.
There isn't much info in the Top Bar in the DMX Sheet. You can see that it's a DMX sheet and what the readout (RO) type is. There are also two buttons. "Link Encoders" will open the DMX Test Encoder Toolbar. when you press the DMX Sheet. "Release All" will release all DMX values you have active in the DMX Tester.
Here every DMX channel is represented by its own cell. The channels value is displayed in this cell. The bigger the value is, the greener the background color. If a channel or fixture gets parked, then a small blue square will appear in the corner for the cell.
If there's a white square, it means that the value is coming from the DMX Tester. A yellow square is the current selected address in the DMX Tester.
The first column with the light grey background shows you the DMX address of the first cell in that row. This is an example: "1: 481". The first number is the DMX universe, the second number is the DMX address.
At the bottom of the main part there is a small line of text when you move the cursor over any cell. This line of text tells you what DMX address you are hovering at. And it tells you the Fixture and Channel ID and name, the type and attribute.
You can access the DMX Test Encoder Toolbar by pressing on a DMX address in the sheet and have the "Link Encoders" active or you double click the hardkey).
You can park and unpark DMX channels using the DMX sheet. You can also use "Off" and "Assign Channel" to patch fixture directly in the sheet. Follow the link below to read more about the DMX Test Encoder Toolbar.
The options for this sheet include:
Tools:
Display:
Title Buttons:
Read descriptions about the settings by following the link below.
This is an example of the fixture sheet:
In this sheet you can choose one or more fixtures and see what value are assigned to the fixtures attributes.
In the "ID" column you might see two number separated by a ":" The first of those numbers are the "Fixture ID" and the second one is the "Channel ID".
In the Top Bar you see that it's a Fixture sheet. If you are in a world then this is displayed by the world name and number - there's also a little earth symbol. If there's an active mask then this is displayed by "Mask" and a small ghost symbol.
There can be a lot of buttons in the top bar. They can be turned on or off in the Title Button section in the Sheet Options. Follow the link below to read more about the sheet options.
Here's where your fixtures, attributes and their values are displayed.
How exactly it looks is very much up to your sheet options, but there's always the fixture name and the assigned value - depending on the masks.
There's a lot of different colors and small color bars in the sheet. Read more about them by following the link about colors below.
One of the small bars is specific to the fixture sheet. There might be a small white square next to the fixture name (on the left side). This has three different positions (top, middle and bottom) depending on the position of the moving head. Depending on model and position, a moving head fixture can hit the same position in up to three different ways. The position of this white square indicates how you are currently hitting the position.
The sheet have many options. To learn more about them by following the link below.
This is an example of the Sequence Content Sheet:
This sheet is highly customizable. You can change many things about the appearance of this sheet. But one of the main things about this sheet is that you can see the content of a cues without loading them (on stage or in a programmer).
In the Top Bar you see that it's a Content Sheet, what world you are in (if it's different than the "Full" world), what the readout (RO) is, what Layer (La) is currently displayed (if there's a A in parentheses, it's set to "Auto"), what kind of orientation the sheet has (in the example it says "Normal" - it can also say "Compact"), if mask is active, what Executor the sheet is referring to (It says something like "E: 1.16" - the first "1" is the page number, the "16" is the executor number) and the sequence (S) number and name.
On the left side you find the yellow button. This gives you access to the sheet options. Read more about Sheet Options by following the link below.
On the right side of the bar you'll see some buttons. They could look like this: Link Encoders, Current Cue, Tracking, Link Selected, Feature Sort and Fixture Sort.
The 'Link Encoders' button will (when active) display the Executor Toolbar. when the sheet is active.
The 'Cue' button has four different settings: 'Current Cue', 'Previous Cue', 'Next Cue' and 'Manual'. With this you select what cue you want to see. 'Current Cue' displays the cue currently active (if any). 'Previous Cue'and 'Next Cue' displays just that. When 'Manual' is selected you can use the appearing ScrollBar to scroll thru the cue regardless of the current cue.
The 'Tracking' button can be turned On or Off (it's On when the text turns yellow). When it's On the sheet will only display attributes that have tracked values in the cue you are currently watching in the sheet.
The 'Link' button has three different settings: 'Link Selected', 'Not Linked' and 'Link Last Go'. This is used to select what sequence you want the Content Sheet to display. 'Not Linked' allows you to select an executor in the sheet options.
When 'Feature Sort' is On (the text turns Yellow), it automatically moves the attribute/feature that's currently selected to the first column after "Name".
If 'Fixture Sort' is on (the text turns yellow), the sheet automatically moves the selected fixtures/channels in front of the rest of them.
Here's where your attributes and their values are displayed.
How exactly it looks is very much up to your sheet options.
In the top of the main part there's a small line of text. In the example above it says: "Showing: 2 '2 'I Don't Smile For Pictures' ' ". This shows you the cue number and name of the cue you are currently looking at.
There's a lot of different colors and small color markers in the sheet. Read more abut them by following the link below.
The options for this sheet include:
Tools:
Layer Filter:
Display:
Assign Executor (used to select a fixed executor)
Feature Mask (used to set what features should be affected by the 'mask' function)
Read descriptions about the different options by following the link below.
The Sequence Executor Sheet is very customizable sheet. You can decide what to see and what not to. This is an example of the sheet:
In the top Bar you see that it's a Sequence Sheet, what world is used, what the readout (RO) is, what Executor the sheet is referring to (It says something like "E: 1.16" - the first "1" is the page number, the "16" is the executor number) and the sequence (S) number and name.
On the left side you find the yellow button. This gives you access to the sheet options. Read more about sheet options by following the links below.
On the right side of the bar there are 8 buttons. The 5 first are "Sets" buttons. The next is the 'Link Encoders' button. The following two are: 'Link Selected' and 'Auto Scroll'. Read the section below for information about the 'Sets' buttons.
The 'Link Encoders' (when active) will open the 'Executor Toolbar' when the 'Sequence Sheet' is active.
The other 'Link' button has three different settings: 'Link Selected', 'Not Linked' and 'Link Last Go' this is used to select what sequence you want the Sequence Executor Sheet to display.
When 'Auto Scroll' is On (the text turns yellow), the active cue is always visible in the sheet.
In the Top Bar there are 5 buttons. These buttons can hold different sets of columns. When you right click (or press the key followed by) one of the 'Set' buttons you get this small pop-up:
Here you can move the columns from the "Include" to the "Exclude" by clicking (or pressing) the empty cell. You can also name the set.
When you are done you can close this pop-up by pressing the big X in the upper right corner.
You can recall the sets by clicking on the set button. This also stores the width and order of your columns.
Here's where your cues and their information is displayed.
You can change the width of the columns clicking and dragging the border of the column headlines.You can also change the order of the columns simply by click-and-hold the headline and then drag it to its new location (you cannot move the position of the Number and Name columns).
Read the next section to get an explanation of the different columns in the sheet.
There are several columns in the sheet. This is an explanation of them:
This sheet interacts with the commandline when the commandline contains a function relevant to cues. E.g. press Delete, Call etc, then a cueline in the sheet to perform this function on the cue.
The options for this sheet include:
Tools:
Layer Filter:
Display:
Assign Executor (used to select a fixed executor)
Read descriptions about the options by following the link below.
The sheet displays the cues in rows, and the fixture/channel attributes in columns. You can then see how the values changes throughout the sequence. This is an example of the sheet:
In the top Bar you see that it's a Tracking sheet, the current world (if different than the default), what the readout (RO) is, what Layer (La) is currently displayed, if Mask is active, what Executor the sheet is referring to ( the first "1" is the page number, the second number is the executor number) and the sequence (S) number and name.
On the left side you find the yellow button. This gives you access to the sheet options. Read more about Sheet Options by following the link below.
On the right side of the bar there are some buttons: 'Link Encoders', 'Selection Only', 'Link Selected', 'Auto Scroll', 'Feature Sort' and 'Fixture Sort'. When button "Link Encoder" is active, a click in the sheet opens the Sequence Encoderbar. When the button is off, encoder bar opens only with a click at the headline.
When 'Link Encoders' is On you'll see the 'Executor Encoder Toolbar' when the sheet is active.
When 'Selection Only' is On (the text turns yellow), the sheet only shows the selected fixture(s) and the cues where they have stored values (in series 1 it's called "Show Sel").
The 'Link' button has three different settings: 'Link Selected', 'Not Linked' and 'Link Last Go'. This is used to select what sequence you want the Tracking Sheet to display.
When 'Auto Scroll' is On (the text turns yellow), the active cue is always visible in the sheet.
When 'Feature Sort' is On (the text turns Yellow), it automatically moves the attribute/feature that's currently selected to the first column after "Name".
If 'Fixture Sort' is On (the text turns yellow), the sheet automatically moves the selected fixtures/channels in front of the rest of them.
Here's where your values are displayed. Generally the top row (except the two first cells) is a cell with the "Fixture ID", the "Channel ID", the "Name" and the attribute type.
The first column is the cue number and the second column is the cue name.
The rest is programmed values. You can edit these values by right clicking on them or pressing the screen encoder.
There's a lot of different colors and small color bars in the sheet. Read more abut them by following the link below.
| You can choose several values (also horizontally) in the sheet by pressing and holding the "Ctrl" key on the build in keyboard. When just selecting several values vertically you can drag a "box" with the mouse (or your finger) in the sheet. |
Right clicking in a tracking sheet gives you the Tracking Options pop-up. With this you can edit all the values in the tracking sheet (you might need to block them first).
The options for this sheet include:
Tools:
Layer Filter:
Display:
Assign Executor (used to select a fixed executor if "not linked" is selected)
Feature Mask (used to set what features should be affected by the 'mask' function)
Read descriptions about the different options by following the link below.
Every Sheet Option pop-up has this heading (the sheet name changes accordingly):
There are different important buttons.
The Save to Default and Load from Default is used to save your options as a default in/from the current user profile. After "Save to default" these options are used for any new sheest of this type.
Delete Window is used to delete the entire sheet.
The big cross on the right corner is used to close the options pop-up.
You can read about the rest of the options on the following pages. There are 6 different pages with options.
It could look like this:
Depending on what sheet you are using, you might not see all the options displayed here.
There are up to six different options in this pop-up:
You can read more about the different control bars on the next pages.
You can choose to display the Preset Control Bar by changing the Preset Control options in Tools tap in the Sheet Options.
This is an example of what it looks like:
The bar only shows you the Preset Types that is available to you in the show i.e. if you don't have anything in your patch that uses shapers, then the shaper button won't appear on the bar.
The bar shows a brighter frame around the Preset Types that are available for the selected fixtures.
The different buttons may also appear or disappear following your worlds.
When you change the active feature (the one with the yellow text) your sheets might change their focus as well.
The little gray square on each button turns red when you have values (that will be stored, should you chose to do this) of that preset type in your programmer.
The Preset Control Bar is available on the Channel Sheet, Fixture Sheet, Content Sheet, Tracking Sheet and always at the encoder toolbar at the bottom of screen 2. Follow the link below to read more about Encoder Toolbar.
The Layer Control bar can be at the bottom of Channel Sheets, Fixture Sheets, Sequence Content Sheets and Sequence Tracking Sheets.
The bar have three sections. 'Value', 'Effect' and 'Output'. This is what the Value section could look like:
This is what the Effect section could look like:
And this is what the Output section could look like:
The three buttons on the left side changes between the three sections. The 'Auto' button on the right side is always visible. They allow the sheet to change layers even when you change the layer somewhere else.
There are a colored bar at the top of the button of the layers that have values. The section button have a bar if one of the layers in the section have a value. The colors from the sheets apply.
You can also see the actual layer in the top bar of the sheet.
The Mask Control bar can be at the bottom of Channel and Fixture sheets. This is what it looks like:
You can also see the actual filter (if it's not "None") in the top bar of the sheet.
When this Bar is 'On' it automatically removes other bars at the bottom of the sheet. It's a combination of the other three control bars. This is what it could look like:
Each "up arrow" gives you the different options in each control bar area.
This bar in available in the Channel, Fixture and Content Sheets.
For details about the different options, see the previous three pages.
It could look like this:
Depending on what sheet you are using, you might not see all the options displayed here.
There are up to six different options in this pop-up:
You can read more about different relevant areas by following the links below.
It could look like this:
Depending on what sheet you are using, you might not see all the options displayed here.
Depending on what sheet you are using, you might not see all the options displayed here:
You can read more about different relevant areas by following the links below.
It could look like this:
Depending on what sheet you are using, you'll not see all the options displayed here.
With this you can choose what buttons you like to see in the top bar in the sheet.
There are up to twenty different options in this pop-up. They are all on/off options allowing the button to be visible or not.
The Mask (set) buttons are editable. Right click a mask button in the headline or press followed by the mask button this will open the Edit Mask pop-up. When a mask is applied the'll be a small orange ghost in the headline. You can mask a sheet using almost anything. Press Assign followed by Groups, Worlds, Filters, Masks, Presets etc. and then the sheet you want to mask. This will will be symbolized by a red ghost and is called interactive sheet masking.
There can only be one mask applied at a time.
The following is a description of the different standard functions:
You can read more about the different sheets by following the links below.
It could look like this:
Depending on what sheet you are using, you might not see this tap at all.
This is used to select which executor you always (no matter is you change the selected one) want your sheet to display.
All you do is selecting the executor of your choice.
The table displays the Executor Type, Executor Number, Executor Page, Sequence Number and Sequence Name.
It could look like this:
This is a local temporary masking option for the sheet. Here you can create a mask and save it to a Mask Pool button. Then you can use this mask in the sheet.
If you create a mask here and don't save it, then it will be overwritten the next time you select a different mask for the sheet.
This will display the options for the last called mask.
This works just like the Edit Mask pop-up. So please follow the link below to read more about the details of how this works.
Every pool button with content has a brighter frame than an empty soft button.
The first button (with the pool name) is the title of the pool. Pressing here gives you access to the options for the pool. Follow the link below to read more about the pool options.
Some pools needs to have content stored into them, and when they have content you can't do much but change the name or adjust the content (Groups, Sequence, view and world pools). Other pools have more content to them. You can edit this content by right clicking on the pool button or press followed by the button (Effect, Bitmap Effects & Macros).
For memory saving purposes, a Pool Window will not display thousands of empty tiles, but merely display the used, plus 100 additional empty tiles. To allocate more tiles, scroll to the bottom of the Pool, and store & delete an item, or use the commandline, e.g. Store Group 1000 , Delete Group 1000
You can change the name of a pool button using the command line. You need to use the keyword Label.
It has this syntax: Label [object-list] "New name"
Read more about the Label keyword, following the link below.
You can also press the hard key twice followed by the pool soft button. This brings up the "Enter Name for object(s)" pop-up:
And you can now use the keyboard to enter a new name.
To read more about the Enter Name for object(s) pop-up follow the link at the bottom.
You can move the pool to an empty location by pressing (or left click with your mouse) and drag the title of the pool. Then release it at its new location.
You can re-size the pool by moving your cursor to the lower right corner of the last visible button (to the area with the small orange dots) and dragging the pool to its new size.
You can see if a pool element us used in the show, when the button number is cyan instead of gray.
You can lock/unlock many elements. An element with a red lock symbol is permanently locked by the software. An orange lock symbol is an element that's locked by the user.
Generally a pool element that have a green background color in the name area is the selected element.
Read the following pages for more about the different pools.
To learn more about how effects works, follow the links below to the different sections about effect.
This is an example of the effect pool:
The pool button will have a red "S" or a grey "T". The "S" is for "Selective". This means that it only works for the selected fixtures. "T" is for "Template" and this indicates that there are no fixtures stored in the effect. It is therefore a template that can be assigned to different fixtures.
The pool button also have a grey "A" or green "R" on it. "A" means "Absolute" and "R" means "Relative". This has to do with how the effect interact with other values. Absolute forces the values stored in the effect. Relative uses the values stored in the effect relative to the values currently assigned to the fixtures.
The cyan number in the effect pool button tells you how many fixtures currently uses the effect.
At the bottom of the pool button you can see the "Preset Type Bar Indicators". This shows you what preset types there are stored in the effect.
An Effect pool can also be in the "Fast Call" mode (the bottom half gets a red background). This is changed in the pool options. The fast call mode will run the effect immediately when you press it for all the relevant fixtures.
An Effect pool can also be in a "Pool Playback" mode (the bottom half gets a magenta background). In this mode the effects can be run directly from the pool, without assigning them to a executor. This mode is for selective effects only (Template effects have a darker background). The pool buttons are "Go" as default.
You can access the effect by pressing one of the pool buttons or you can use the command line. Effects can be assigned to Executors. They can also run in the programmer and/or be stored in cues. Much like a preset.
There's a cyan pool number on the button if the effect is used. It also count as used if the effect is running in the pool.
You can edit the effect by right clicking on it with your mouse or by pressing followed by the pool button.
Effect values and timing info are separated from normal values in cues and programmers.
This is an example of the bitmap effect pool:
The Bitmap Effects pool are all the Bitmap Effects in the show. You can access the bitmap effects by pressing the pool buttons or using the commandline. When the pool is in "Normal" mode, then you can start a bitmap effect by pressing the key and then a bitmap effect. And you can stop it by pressing the key followed by the same pool button.
A Bitmap Effect pool can also be in the "Fast Call" mode (the bottom half gets a red background). This is changed in the pool options. The fast call mode doesn't do anything different then the "Normal" mode in version 2.3. Bitmap Effects can't run in the programmer.
A Bitmap Effect pool can also be in a "Pool Playback" mode (the bottom half gets purple). In this mode the effects can be run directly from the pool by pressing them.
| Currently you can only run Bitmap Effects on executors and in the Bitmap Effect pool. You can't run Bitmap Effects in the programmer, and they can't be stored in cues. |
You can edit the bitmap effect by right clicking on it with your mouse or by pressing key followed by the pool button.
Bitmap Effects that are used somewhere in the show is marked by a cyan pool button number.
The filter pool holds all the stored filters. Filters store attributes and layer data (Value, Value Times and Effects).
This is what it could look like:
The filters can be used to limit what attributes are played back from executors. Playback Filter doesn't filter layers only Attributes.
Filters can also limit what you can store. This also applies to layers.
A filter can be selected using the Select key followed by the pool element. This is marked by the green background color in the name field.
Filters can also be called temporarily by pressing the pool element. This is marked by the green bar in the middle of the pool element. If you hold the or key you get a filter pop-up. Here you can select the button. This will hold the temporarily filter until the programmer have been completely cleared.
Filters are used when you store values, make a circular copy, retrieve data using the key or can be used as Playback filter in sequences.
A pool element with a red lock (the first one) is locked by the system. A orange lock is an element locked by a user - this can be unlocked. Locked element cannot be edited.
A pool element with a cyan instead of a gray number are used somewhere in the show.
The filter pool is shared by all users.
This is an example of the form pool:
Some forms are predefined and can't be edited. They are marked by a red lock symbol in the pool button. Form with a orange lock is locked by the users and can be unlocked. But they can both be copied and you can edit the copy.
If you delete a form that's used in effect, the effect will not function anymore. It's missing the form. There's no warning when deleting a form.
You can assign a form to the selected attribute, by pressing the pool button.
You can edit the form by pressing followed by the form you want to change. This opens the Graph Editor pop-up. Follow the link below to read more about the editor.
This is an example of the group pool:
You can select the group by pressing one of the buttons or you can use the command line to select the group.
Each button has horizontal line in the middle of the button. This line can have different colors, depending on your selection of fixtures (in this example we use the default colors - they can be changed in the pool options):
This is an example of the Layout View pool:
The layouts can be viewed and edited in the Layout View (follow the link below to read more about this view).
You can select a layout by pressing the button. This will give it a green background and Layout View that are set to "Link Selected" will change to this Layout.
This is an example of the macro pool:
You can run the macro by pressing one of the buttons or you can use the command line to call it.
Macros can be assigned to Executors and ViewButtons/User-buttons
You can edit the macro by right clicking on it with your mouse or by pressing the key followed by the pool button, unless the Macro has CLI disabled. If so, you need to use the Macro keyword and type the number, to Edit or Delete it. '
Editing a macro opens the Macro Editor pop-up. Follow the link below to read more about the editor.
Masks are used to hide Fixtures/Channels and Attributes in sheets. Sheet masks can be stored to the pool and be used in all sheets.
This is an example of the Mask pool:
The first six pool buttons are locked by default and cannot be edited. This can be seen by a red lock symbol. You can also lock a mask and protect it from editing - this can be seen as a yellow lock.
Sheets can be in "Follow Selected Mask" mode. Then the sheet will use the mask that have the green background in the name section. You can change this by pressing a pool button.
You can also assign a mask to a specific sheet by pressing followed by a pool button and then the sheet.
Sheets can have up to 10 mask (set) buttons in their headline. They need to be tied to a pool button. This will provide fast access to local masking in that sheet. Follow the link below for more about the sheet options.
To edit a (unlocked) mask you can press and then a pool button or right-click with the mouse. This will open the Edit Mask pop-up. Follow the link below to read more about the pop-up.
This is an example of the MAtricks pool:
The stored MAtricks can be accessed by pressing the pool buttons. They can also be assigned to User Buttons.
This pool is useful for a fast overview and access to the different stored MAtricks in a show.
The pool is user individual.
You can access the channels by pressing one of the pool buttons or you can use the command line or the dedicated hardkeys to change the channel page.
The "C" indicates the current Channel Page.
This is an example of the executor page pool:
You can access the executor page by pressing one of the pool buttons or you can use the command line or the dedicated hardkeys to change the executor pages.
The big "F" indicates what page the Executor Faders are displaying. The "B" indicates the page for the executor buttons.
This is an example of the Sequence pool:
Sequences can be run in the pool or they can be assigned to an executor.
The cyan colored number on the pool button is the amount of executors the sequence is assigned to. There might be a 'T' in the pool button. This is when the sequence is in tracking mode.
You can access the sequence by pressing one of the pool buttons or you can use the command line and/or the hard buttons to access the sequences.
An Sequence pool can also be in the "Fast Call" mode (the bottom half gets a red background). This is changed in the pool options. The fast call mode will load the state of the last cue in the sequence into your programmer.
The Sequence pool can also be in a "Pool Playback" mode. Then you perform a go (as default) when you press the pool button the first time. Second press will open the Edit Sequence pop-up (pressing the lower part) or the Assign Menu (pressing the top part).
Right clicking a sequence pool button opens the Edit Sequence pop-up. Follow link below to read more about this pop-up.
This is an example of the Timecode pool:
This is a more complicated pool. Next to the heading you'll see counters for incoming timecode signal. There's a small film roll as a symbol of the SMPTE timecode and a musical note to symbolise the MIDI timecode.
The pool buttons contain a lot of information. The lower half of the button is the Name of the timecode show. This can be green to indicate the selected timecode show. In the middle is a progress bar. It has a light grey background color and a green color bar moving from the left to the right displaying the progress through the show. On top of this is the current time. It's only visible when the timecode show is active. There's a "+" in front of the time if the timecode show has an offset. In the top of the button is the timecode show number. Next to this is a symbol of the timecode signal the timecode show is listening to (if there's no symbol, it's using the internal time). And in the top right corner you'll find a symbol for the playback status of the show (e.g. Play, Pause, Record, etc.), if it have a status other than "Stop". Selecting a sotbutton, the lower part of the poolbutton gets green. This indicates that the timecode show is selekted. The selected timecode show is displayed in the timecode view.
You can access the timecode shows by pressing one of the pool buttons or you can use the command line and/or the hardkey (press it twice gives you "Timecode").
This is an example of the View pool:
You can access the view by pressing one of the pool buttons or you can use the command line or the dedicated hardkeys to change the view.
Views can be assigned to executors, user and view buttons.
This is an example of the Universe pool:
There are many informations to see in the universe pool. If there's any fixtures patched to a universe, then the lower part of the button turns gray and the text white.
The top line on the button gives you different information. Starting from the left side there's a number this is the universe number.
The following is a list of the different letters and there meaning:
The second line in the button have a green square. This turns light green when there's parameter activity in the universe.
Next to this there can be information about a incomming signal source. This can be "DMX", "ART" (for ArtNet) and "sACN" (for Streaming ACN).
You can name any universe using the "Label" keyword.
You can press the key and then one of the universe buttons to edit the parameters (name, merge method, request status, etc). Follow the link below to read more about the Edit Universe Pop-Up.
This is an example of the World pool:
There is a default group called "Full". This world always contains every fixture and parameter in your show.
At the bottom of the pool button you can see the "Preset Type Bar Indicators". This shows you what preset types there are stored in the world.
You can access the worlds by pressing one of the pool buttons or you can use the command line and/or the 'group' hardkey (press it twice gives you "world") to change the active world.
You can access the pool options by pressing the first button on the pool (the one with the heading).
Each pool type has it own options. Every group of pools share the same options (If you set the frame color to green in the View pool - the frame is green in all view pools). Each user have there own options.
This is what it could look like:
In the the top bar you have the option to delete the pool window (Delete Window button) or to close the options pop-up (the orange X).
Most of this pop-up is a color picking area. There are several ways to select the color. You can select one of the 48 pre-made colors in the left part of the pop-up. In the top middle part of the pop-up you can use the color circle to select the desired color and use the vertical bar to make the color darker. In the lower middle part of the pop-up you can use Red, Green, Blue or Hue, Saturation, Brightness controllers to make the color of your choice. And there are also a big square that displays the current color.
There can be several different buttons inside this pop-up. The first three of them relate to the colors of the pool window:
Besides the three color buttons there can also be a button with three different options:
There can also be a button that toggles the pool mode between "Normal Call", "Fast Call" and "Pool Playback". Read the description in the "Effect", "Bitmap Effect" and "Sequence" pools for details about the different ways the calls work.
They might also be a "Direct Action" button. This works with "Pool Playbacks". This performs a "Go+" when you press the pool button.
The last button is a "Link Encoder" button. This is only in the "Effect" pool. When this is active you get the Effect encoder toolbar, when you press the effect pool button.
The first button (with the preset name) is the title of the preset. Pressing here gives you access to the preset options.
For memory saving purposes, a Preset Window will not display thousands of empty tiles, but merely display the used, plus 100 additional empty tiles. To allocate more tiles, scroll to the bottom of the Pool, and store and delete an item, or use the commandline, e.g. Store Preset 1.1000 , Delete Preset 1.1000
You can change the name of a preset button using the command line. You need to use the keyword Label.
It has this syntax: Label [object-list] "New name"
Read more about the Label keyword, following the link below.
You can also press the hard button twice followed by the preset soft button. This brings up the Enter Name for object(s) pop-up:
And you can now use the keyboard to enter a new name.
To read more about the Enter Name for object(s) pop-up follow the link at the bottom.
The different modes of a preset can be used to change deafult and highlight values in the setup using the values stored in a preset.
Press the key followed by the preset. This gives you the Assign Preset pop-up. Here you can select the mode you want.
There are also predefined macro that can help you.
A preset button can contain a lot of information. The following is a description of the different information:
Each pool and preset button have a top and bottom half.
Between the two theres a colored line. This can have four colors.
The bottom half can give you five different informations:
The Top half have a lot of information:
There are 10 default Preset Pools. The last 9 are usually limited to each Preset Type. The first preset pool is an "All Preset Pool". This preset pool can contain all the different preset types. Every pool button contains the preset values. You can call the content by pressing the button or use the Command Line and/or the hard keys.
This is small examples of the preset pools:
The first button (with the preset name) is the title of the pool. Pressing here gives you access to the options for the preset pool. Read the next page to learn more about the preset pool options.
If you create new Preset Types, there will be a pool for this type.
When pressing the yellow ball on the presets heading, you access the options.
They could look like this:
In the top bar of these option pop-ups, you have the option to delete the preset window (Delete Window button) or to close the options pop-up (the orange X).
Most of this pop-up is a color picking area. There are several ways to select the color. You can select one of the 48 pre-made colors in the left part of the pop-up. In the top middle part of the pop-up you can use the color circle to select the desired color and use the vertical bar to make the color darker. In the lower middle part of the pop-up you can use Red, Green, Blue or Hue, Saturation, Brightness controllers to make the color of your choice. And there are also a big square that displays the current color.
There are several buttons inside this pop-up. Three of them relate to the colors of the preset window:
Besides the three color buttons there's also a button with three different settings:
There's also a button that changes if the preset pool should use "Normal Call" or "Fast Call".
The last button is a "Reset Colors" button. This resets the three colors to the default colors.
This is an example of the window:
You can expand it cover 15 executor faders and 15 executor buttons. They basically do the same as the real buttons and faders.
They can also display the channel faders. Then it could look like this:
Then the faders are channel faders and the executor buttons are still executor buttons. You can change this using the top bar.
In the top bar there's the normal yellow ball giving you access to the options. Read below for a description of them.
There's also a button. This have three different modes: 'Channels Auto', 'Channels Forced' and 'Channel Never'. If you have selected 'Channels Auto' the window follows your selections on the real faders. If 'Channels Forced' is on then it will always display the channel faders. With 'Channels Never' it always displays the executor faders.
If you press the yellow ball on the left side of the top bar, you enter the Playback window options. They can look like this:
This is the options if you have 10 faders.
Here you can select which faders and button to display.
You can also choose to lock the executors to a specific page (Then there's a small Select Page pop-up) or have them change page with your physical executors.
There's also a version of the "Channel mode" button from the top bar.
In the options top bar you have two buttons on the right side. The first one is the "Delete Window" button. This deletes the playback window. The yellow "X" button, closes the options pop-up.
The labels do exactly the same as the executor labels at the bottom of screen 3 and 4 on your desk. It is a very useful window when you have external fader wings attached to your desk or don't have a screen above your faders.
The window could look like this.
It can also display channel pages. They could look like this:
Then the faders are channel faders and the executor buttons are still executor buttons. You can change this using the top bar.
The Top Bar tells you what set of executor you have selected and the executor numbers there.
There's also a button. This have three different modes: 'Channels Auto', 'Channels Forced' and 'Channel Never'. If you have selected 'Channels Auto' the window follows your selections on the real faders. If 'Channels Forced' is on then it will always display the channel faders. With 'Channels Never' it always displays the executor faders.
When you press the yellow ball in the upper left corner you enter the options. They could look like this:
With this you can delete the wing window or close the options pop-up.
You can also select what set of executor you want the window to display.
You can choose to lock the executors to a specific page (Then there's a small page selection pop-up) or have them change page with your physical executors.
There's also a version of the "Channel mode" button from the top bar.
This is an example of the window:
You can expand it cover a maximum of 90 executor buttons. They basically do the same as the real buttons.
In the top bar there's the normal yellow ball giving you access to the options. Read below for a description of them.
There's also a button. This is an 'Off' / 'On' button. It's called "Direct Action". When this is 'On', the entire button symbol acts like the real button. This also means that you need to turn it of to enter the Assign Menu or the Edit function.
If you press the yellow ball on the left side of the top bar, you enter the Action Button window options. They can look like this:
Here you can select which buttons to display.
You can also choose to lock the executor buttons to a specific page (Then there's a small Select Page pop-up) or have them change page with your physical executors (Button Page Floating).
In the options top bar you have two buttons on the right side. The first one is the "Delete Window" button. This deletes the Action Button window. The yellow "X" button, closes the options pop-up.
The Agenda has four different main views: Day, Week, Month and Year.
And it has the top bar.
When you have the Agenda window active, your encoder toolbar change to this:
This makes it easier to navigate the calendar system.
The top bar changes according to your view. But some thing doesn't change.
On the left side of the bar you'll find the yellow ball that gives you access to a special Agenda options pop-up. This is an example of it:
There aren't any options - but you see a complete list of active "appointments". Follow the link below to read about how to create an "appointment".
In this pop-up you have the option to change the view, delete the Agenda Window, close the pop-up or select an "appointment".
In the Top Bar in the agenda window, there are two buttons on the right side.
The "Running" button allows you to change if the Agenda should execute commands (Running) or not (Stopped).
The other button is used to change between the four different views.
This is an example of the Day view:
On the left side you have a column with the weekdays. The next column is the date and three buttons: Add, Delete and Edit.
Next to this is the area where yo can see the "appointment" (if any) of the day. Follow the link below to read about how to create an "appointment".
The Top Bar displays the Month, Year and Date.
When you enter the week view. Your window doesn't change that much. It is basically the menu on the left side that changes to this:
The rest of the main window displays the "appointments" (if any) in that week.
If you press/click on a date you changes the view from Week to Day.
The Top Bar displays the Month, Year and Week number.
This is an example of the month view:
This view displays the entire month. If a date has an "appointment" there is a small "paper clip" on the day.
If you press/click on any of the days, you change the view from Month to Week.
The Top Bar displays the Month and year.
This is an example of the Year view:
This shows you an entire year. Any date that has an "appointment" has a small "paper clip" on it.
If you press/click on any of the days, you change the view to a Month view.
The Top Bar displays the Year and the number of the highlighted day.
This is the analog clock:
You can change it to the digital clock by pressing/clicking the button on the left side in the top bar - and then select the "Digital" option.
This is the digital clock:
You can change it to the analog clock by pressing/clicking the button on the left side in the top bar - and then select the "Analog" option.
On the left side of the top bar you'll find the yellow ball. this gives you access to the clock options. Here you can delete the clock window or delete the options pop-up.
This window will display the active filter. It could look like this:
This pop-up allows you to select and filter attributes. The attributes that have a yellow text are the ones that are selected.
The filter can be stored in the filter pool using the button in the view.
The filters can be used to get selected information from other fixtures using the at key. It can also be used in store operations, where you only store the selected attributes and layers.
On the right side you have three buttons to filter Value, Value times and/or Effect data.
There is also a button called . When this is On then the filters will reset when you press the key three times.
In the top bar there are several buttons.
In the left corner you'll find the yellow MA button. Pressing this will open the Command Filter Options. The only thing in the options are the possibilities to delete the Command Window or close the options pop-up.
The next two are for zooming in the window. This will decrease or increase the size of the buttons.
There are also two buttons that allow you to select none or all of the attributes and layers.
This is what it could look like:
In the top bar you find the yellow MA ball. Pressing here displays the options, read below for more about this options pop-up.
On the right side of the window there might be a vertical scroll bar. With this you can scroll up to see previous commands and/or feedback. There might also be a horizontal scroll bar that allows you to display the entire command.
When you are not at the bottom of the list the background of the main part of the window turns red.
Most lines in the main part of the window begins with a time indicator.
The default text color is white.
A keyword is always displayed with a green color.
Errors are displayed in yellow colors.
When you are displaying the "cmdHelp" list the green color will represent the short version of the command.
The Command Line options look like this:
The top bar of the options allow you to save the current options as a deafult for your user profile. You can also load the options from the default. There's a button to delete the Command Line window, and a button that closes the options pop-up.
The options in the pop-up allows us to change the font. You can also turn On/Off the "Show Entry Field" (the green entry line for command inputs), the horizontal and vertical scroll bars.
When you have the focus in the entry line you can use the up arrow to scroll through the last used entries.
There are many helpfull commands. This is some of the important ones when using the command line:
CD - Change your destination in the showfiles object-tree.
List - Displays the content of your current location in the object-tree of your showfile.
Slash character - This can be used to set different options.
CmdHelp - This will display the help file for any object.
This is what it could look like:
In the top bar you find the yellow MA ball. Pressing here displays the options, read below for more about this options pop-up.
The left side is the Master Section and the right side is the Time Controls. Read below for a short description of the two sections.
This always display the selected executor.
The top of this displays the number of the selected executor, the name of the sequence, the priority, the tracking state, Input & Playback filters and the sequence number.
The middle part displays the previous cue, the current cue and the next cue (should you choose to press 'Go').
The lower part displays the status and content of the two faders below this section. You can change the type of executors by pressing where it displays the current type.
This represent 'Program Time' and 'Exec Time' faders. You can set the fader at a time value and you can turn on or off the 'Manual XFade' and 'Set Time'.
| "Exec Time" applies to Button Executors only (not Fader executors). |
The Command Section options look like this:
The top bar of the options gives you a button to delete the Command Section window, and a button that closes the options pop-up.
The options in the pop-up allows you to turn On/Off the "Master Section" and the "Time Controls".
This is an example of the window:
There are 8 different sub categories to the window:
The version section tells you what type of console you are working on. Also the software version you are running and its build date.
This displays facts about the desks memory (RAM).
This shows you the available disk size, how much you are currently using and what percentage that is.
Here you can see how many playbacks you are occupying and how many are currently running.
This tells you the total amount of cues you have recorded. Incl. any part cues.
The parameter count displays how many parameters you are using in the actual show. And your total capacity (unlocked) parameters.
The work load displays a graph and a percentage of how busy your desk is.
This section will display what you have connected in your network. The number in the parentheses is the amount of devises you have in the . The number outside is the current devices in your network. If the number are the same, then the number will be green. The number is red if the outside number is lower than the inside number e.g. you don't have connection to all the devices in your MA Network Configuration list.
When you press the yellow ball in the upper left corner, you enter the options.
Here you can delete the Desk Status Window or the options pop-up.
There are only one option for the Desk Status window:
This is what it could look like:
In the top bar you find the yellow MA ball. Pressing here displays the options. These options only allows you to delete the Encoder Bar window or close the options pop-up.
The top part of the encoder bar is always the Preset Type Bar.
The lower part of the Encoder Bar changes according to what section have focus.
Follow the link below for detailed descriptions of the different Encoder Toolbars.
This is what it could look like:
Here you can see all the different group masters in your show.
The different representations of the group masters, have different areas that you can use.
The top part displays the executor number, the group master is assigned to. It also displays the mode of the master: "A" (Additive), "P" (Positive) or "N" (Negative), the Group number (on the right side) and the group name.
If you press the top part, it will change to the relevant page and the group master says "HERE" as long as you press the top part:
You can use the "fader" to move the real faders of your group masters. And the "Full" and "Zero" will snap the fader to max. and min. values.
This window can also be accessed with a long press on the key.
This is what it looks like:
This displays the help text to the keyword in the main part of the window. The left side of the window is the help menu tree.
You can use the menu to navigate the help text. The right part displays the help text and pictures.
The top bar has some buttons.
On the left side you'll find the yellow ball. This gives you access to the window options. Here you can delete the window or close the options pop-up.
The button with the magnifying glass opens a pop-up that allows you to search the help files.
The one looking like a small earth allows you to change the language in the help files (you can choose English or German).
The next two buttons give you the previous and next page in the help menu tree.
The next two buttons allows you to go back and forward in your help history.
Many windows allow you to press the Help key followed by window. This opens the Help pop-up about this window.
This is what it could look like:
This displays the info text in a sequence.
The main part of this info text viewer, displays a list of the cues in the selected sequence. If there's a info text in a cue it will be displayed in a white text color. Remember that local letters are legal in the info text. You'll need to enter the local letters using the onPC.
The top bar have some buttons.
On the left side you'll find the yellow ball. This gives you access to the window options. Here you can select the text size, delete the window or close the options pop-up.
The 'Link' button has two different options: 'Link Selected' and 'Link Last Go'. This is used to select what sequence you want to see the Info from.
When 'Auto Scroll' is On (the text turns yellow), the active cue is always visible in the sheet. The active cue is the one with a yellow text.
When 'Show Empty' is On (the text turns yellow), the info viewer will display the numbers and names of the cues that doesn't have any info text.
The Edit button will enter the edit mode. Here you can press twice on the info text (if there isn't any, then there is a ".") and then enter or edit the info text.
In the Layout View you can add the fixtures, groups, macros, effects and / or presets you want and arrange them just the way you like.
This is a very versatile and powerful view.
It could look like this:
This is another example:
This window can be used to arrange and view some or all of your fixtures, groups, presets, macros and / or effects. You can select fixtures by pressing on them.
You can choose different symbols for the objects. Some symbols allows you to see the color, intensity and possibly gobo in the fixture.
You can also add text and boxes. If you make a box around some fixtures, you can select all the fixtures by pressing inside the box (not on a fixture).
When you are in the setup mode you can right click on an object to add text above that object.
The Layout View doesn't need fixtures. It could just be an arrangement of macros, groups, effect and / or presets.
In the top bar you'll find several buttons. Some of them change how the window looks and behave. The following is a short description of them.
In the left corner you'll find the yellow ball. Pressing this opens the Layout View Options. Read below for a description of the options.
Next to this you can see thet it's a Layout View and you can see the title of the view you are currently looking at.
The next button toggles the "Fast Call" mode. When the frame is red the mode is On.
The next button is a "lasso" button. When this is active you can "lasso" a group of fixtures and thus selecting them.
Next button is a move button. When this is active you can move the view around inside the frame.
The next three buttons are "zoom" buttons. The first will zoom out, the next will zoom in, the last one will center your fixtures and make all visible.
The next button toggles the view in and out of setup mode. When in setup mode you can arrange the fixtures using the Layout View Encoder Toolbar. Follow the link below to read more about this toolbar.
The last button is used to select a Layout View from the Layout View Pool. There's also the option to select "Link Selected". This will change the view according to the selected layout view pool button (the one with a green background).
There must be a stored Layout View Pool before you can choose it for this view.
| When "lasso" is active, you may still move, by using double-click-drag, - and vice versa, when "Move" is active you may still lasso-select, by using double-click-drag |
Pressing the yellow ball in the left corner gives you the options pop-up:
In the top of the options pop-up you can delete the Layout View Window or close the options pop-up.
You can also save the current options to the default options or load the default options from your user profile.
There's also the following options:
You can add / remove and change dimMA modules within different dimMA racks, view status information and log files, change the patch for each input slot, adjust dimmer profiles for each dimMA channel and change the mask for error reporting. You can also store and save the settings for each rack in the console.
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A MA Dimmer Network Window could look like this:
In the top bar there are several buttons that affect what is displayed in which part of the window and you can confirm error messages. These buttons do also change their name regarding to the function they have been set to
You can change here to show a logfile or to edit one or more dimMA channels at a time.
The dimMA system is split up into Racks, Crates, Modules and Channels.
When is selected, you see the status of all NDP racks, that you control. They are drawn as full coloured rectangles:
As a result, the color of the element will turn yellow as long as any error is on that particular element or as long the error is not toggled again by using the button again.
| Whenever you change the functionality of the button(e.g. to Property Readout), the labeling of that button does change as well. In our example the button will then be labled instead. |
In the upper left, you can see the properties of the NDP controlling this Rack with Name, IP and if it is in the grandMA2 session. Further more you can see Voltages, Currents, Consuming Powers and the overall temperature of the Rack. On the right side of the window are options for offline editing (NEW / DELETE) as well as backup functions (LOAD / SAVE). By pressing and doing a click on the grey area of the window, a No Rack Window will popup.
By clicking on the button, you can create a new rack. A small window will show a list of the available rack numbers. Select one by clicking on it. This creates a normal Rack Properties Window. From now on the normal adjustments can be done, just like being connected online to a real dimMA system. After finishing all configuration steps, you can store all settings as a rack file in the grandMA2 console. All settings can be saved and recalled by using the / buttons. The configuration files do end with *.rack and are saved on the desk when you execute the SAVE command or in the corresponding folder for grandMA2 onPC on a laptop / desktop PC hard disk. They are not stored in the showfile. In the bottom of the window the 2 input Data Slots can be configured.
You can only delete racks that are not is use (used by a NDP) or that just have been created "offline" without a NDP that is controlling that Rack. Select the corresponding Rack by opening the corresponding Rack Properties Window or use the arrows pointing left and right / to select the next or previous rack to configure.
The way the two Data Slots are handled in the system can be set via the MergeMode button. The data protocol can be defined separately for each slot.
The following modes are accessible by clicking on the Merge Mode button:
To configure a single slot, activate its state by choosing the correct Merge Mode and click on one of the Data Slot buttons.
A Slot Properties popup comes up:
The in the top right corner closes this window.
In case you have selected Art-Net as a source, you have to define which Art-Net Universe is used. In this case you can click on the Input Config button in the Rack Properties Window.
The in the top right corner closes this window.
This will allow you to choose / change the module type assigned for this Module. If no module has been assigned yet, the list is empty. In the bottom right you can find the button. Click on it to get a list of all assignable module types and choose one.
Select the corresponding Module by opening the corresponding Module Properties Window or use the arrows pointing left and right / to select the next or previous Module to configure.
| All four error reporting mask settings (No Load, Fuse, Overload and Excess DC) will affect both the log files and the Status Reporting readout. |
| Whenever you change the functionality of the button (e.g. to Dimmer View), the labeling of that button does change as well. In out example the button will then be labled instead. |
| Note: |
This is for debugging. And might not make much sense for the common user. It has two different modes - Realtime and Draw. This is what the realtime could look like:
Here you can see the worklode of desk. There's a "Pause" button in the Top Bar. This allows you freeze the display. This is what the "Draw" mode could look like:
There you can see the resources allocated to drawing the screens. Each display you have will have it's own row.
In the left corner of the Top Bar you can access the options.
Here you can delete the window or close the options pop-up.
This window will show you the running effects. It could look like this:
Here you have the option to display the four different sections where you can have running effects. Each section displays the effects that are running in that section.
The sections are:
Three of the sections have a and a button. Pressing the Stomp button will take the stomp values for all the effects in that section into your programmer. Pressing the Off button will off all the executors in that section.
You can interact with the displayed effects like you can interact with the real symbols. I.g. if you press the hardkey and then one of the symbols - you'll delete the effect or executor. This will also allow you to Stomp (+) or Off specific elements.
If you press the yellow ball in the upper left corner you'll get an options pop-up like this on:
Here you can select if there's any if the different section you do or don't want to see. You can also delete the window or close the options pop-up.
The Running Effects window also exist as a pop-up. Follow the link below to read more about the pop-up.
With the preset control bar in the encoder toolbar (or any preset control bar), you can choose what preset types the smart window is displaying.
It could look like this:
The bottom part of the screen displays two rows of buttons. Above these rows you have the button area where all the fixed values are represented with a button each. This is all defined in the fixture profile.
The buttons have a horizontal line through them. This line indicates if all fixtures in your selection can use this value (green), if only some of your selected fixtures can use the value (yellow) or if none of them can use it (grey).
The first of the two rows at the bottom of the screen are the features you have access to. Underneath that you find the available attributes.
This window only have content when you have selected something. And the content changes depending on your selection.
Create new function sets: set a new value in the active programmer and store it (with "Store") to the last (empty) button.
| This isn't a preset selection tool! |
When you press the yellow ball in the upper left corner you gain access to the smart windows options. There aren't any but you can delete the smart window or close the options pop-up.
This window shows you the sound input. You can only use it to monitor the incoming sound.
It could look like this:
The top part of the window displays the sound input.
The bottom left part displays the level in the 8 different sound channels.
The bottom right part displays the output on the 8 different sound channels.
There aren't any setting to this window. But if you press the yellow ball in the upper left corner you get the Options pop-up.
With this you have the option to delete the Sound window or close the options pop-up.
In the stage view every fixture and dimmer in your patch is represented by a square.
It could look like this:
In the top bar there are several buttons that affect how this window behaves.
In the picture above there is one called 'Front'. This is the title of the view. There are 9 different "3D" views and 3 "2D". The views have different name like 'Front', 'Top' and so on. But the view isn't limited to only display that angle. You can move the "camera" (imagine that the view is a camera, that you can move around) to any location and point it in any direction.
The 'Select' button has different modes. It all has to do with how the window reacts when you press the screen and move your finger around. When it is in select mode you can use the window to select fixtures on the screen. You can press individual fixtures or you can drag "boxes" around groups of fixtures.
When a fixture is selected it turns yellow. This also applies when you select fixtures using other methods.
When your cursor is hovering over a fixture it turns orange and a text appears. This displays the fixture name and ID number.
One of the buttons in the top bar is used to select the active camera. In the example above it's reading "Front", but there are up to 12 different cameras to choose from. They are the same cameras as in your 3D visualizer. So moving the camera in the desk also moves the same camera in the visualizer.
On the right side of the window there are controls for moving the camera and zooming the view.
With the "Select" button in the top bar you can move the camera in different ways. The button has five different modes. The "Select" mode is described above. The "Move" mode is the same as the control on the right side. The "Orbit" mode is moving the camera around a point on the stage. "Panning" is moving the camera on its current position. The "Zoom" mode is doing the same as the controls on the right side.
The "Reset Camera" button in the top bar always moves the selected camera to its original position.
With these controls you can move your cameras to any position you like.
You can move your fixtures on the stage by switching to the setup mode. You do this pressing the "Setup" button (in the top bar) so it's active (it gets a yellow text).
Then the encoder toolbar changes to this:
With this you can move your selected fixtures. There are several buttons and functions, but the basically you use the encoders to move and rotate fixtures.
There is also a wizard that can assist you setting up multiple fixtures. Read more about it by following the link below.
Pressing the yellow ball in the left side of the top bar gives you the options pop-up:
With this you have the option to close the Stage View or the options pop-up.
This is what it could look like:
There isn't much to see for the common user in this window. But if the desk doesn't behave right, this might provide some hint to trouble shooting.
This is what it could look like:
On the left side of the top bar there's the yellow MA ball. Pressing here gives you access to the options. Se below for more information.
Moving to the right, you can see the name of the timecode show and the number.
Next is an area that displays the current playback mode (Stop, Play or Pause) and the current position (time). A "+" means, time has an offset.
Then there are four buttons. They are used to zoom in the timecode track. The first two are normal zoom-in and zoom-out. The one with the small arrow displays the entire timecode show. The one with the "1" resets it to a "1-to-1" or normal view.
This view can have two different modes. A "Graphic" and a "Text" mode. Above is an example of the Graphic mode. It displays the timeline at the top and then the different tracks.
The "Text" mode could look like this:
This displays the different actions in a list form.
This is not an editor but a display of the timecode show. Follow the link below to read more about the details of this display.
This is what the options could look like:
There are many settings here. For details about the options follow the link below to the Timecode Editor.
For the timecode display there are two important options.
There's a drop down box called 'Timecode'. Here you can select what timecode show it displays. With "Link selected" always the selected Timecode Showis displayed.
Another drop down box is called 'Display Mode'. Here you can change between the 'Graphic' and the 'Text' mode.
You can change the mode of a preset by pressing the key followed by the preset. When you do this you'll get a pop-up like this:
Now you can choose a new mode or close the pop-up (using the yellow X in the upper right corner).
There are four different modes. The following is a short description of them:
When pressing and holding the key you get this pop-up:
This pop-up allows you to select and filter attributes. The attributes that have a yellow text are the ones that are selected.
The selection can then be used to get info from other fixtures and assign it to your current selection.
On the right side you have three buttons to filter Value, Value times and/or Effect data.
In the top bar there are several buttons. The first two are for zooming in the window. This will decrease or increase the size of the buttons.
There are also two buttons that allow you to select none or all of the attributes.
The last button closes the pop-up
This is what it could look like:
In the top bar there's the option to close the pop-up.
Just below the top bar is a row of buttons and boxes. The first one displays the current folder you are in. The down arrow gives you a drop down box with that shows you where you are in the folders in the console. The next button takes you to the folder one level above the current folder. The last button gives you three different ways to display the folder content: 'Symbols', 'List' or 'Details'.
Below this there's the main part of the browser. Here's the list of content that you can select. There are typical three columns here: 'Name', 'Size' and 'Date'.
The lower part is a box with the current selected file. The "+" button opening the on-screen keyboard. Any filter settings. And finally an 'Ok' button to confirm you choice and a 'Cancel' button that closes the browser without make any selection.
On the right side there might be a preview of the file.
There's also a "Select Drive" drop down box. Here you have the option to select what drive to browse for the files. This is also where you select a USB drive.
This pop-up is one of the most important pop-ups. This is what it could look like:
At the top bar you can see the allowed value range and for what attribute you are entering value.
On the left side of the pop-up you have an input area at the top. Here you can see the value you are entering.
Below this you have a screen version of the numeric keys and the keys normally used for entering ranges and values.
It's possible to enter ranges and open ranges e.g. "1 Thru".
On the right side of the calculator you'll have shortcut to function sets for the attribute you are accessing. This changes dynamically with the active attribute.
E.g. if you are changing values on a gobo it might look like the example above. But if you are changing values on a color wheel, you'll see a list of colors.
If the list is longer than the pop-up, you'll have a scrolle bar in the right side.
The list on the right side have some default buttons:
You can confirm your new (or current) value with the "Please" button and you can close the pop-up without making any changes by pressing the "X" in the upper right corner.
This is what the pop-up could look like:
The DMX ports on any MA equipment is a hardware link between the MA network and a physical DMX connection. Any XLR plug can be an output or an input. It doesn't matter if the plug is a male or female - that's just the physical connector. E.g. the rear of a grandMA2 fullsize have 6 female and 1 male 5-pin XLR connectors. But you can change them all to be outputs, giving you the possibility to output 7 lines of DMX.
Here you can select the port mode. It can be "In", "Out" or "Off".
You can also choose what universe it should use.
If you need to setup a DMX merge you need to go to to turn on or off DMX merge.
When you press the key you'll get this pop-up:
The text inside the pop-up tells you what you are about to "oops".
Pressing the 'OK' button confirms your "oops" action. Pressing 'Cancel' aborts the "oops" action.
In the top bar of this pop-up you'll find two buttons. One is the 'Clear Screen' button. With this you can clear the screen (delete all the windows) that you pressed to get this pop-up.
The other one is the usual orange x. With this you can close this pop-up.
There are several sheets that you can create. When you press the "Sheets" tab in the dialog you see this window:
Follow the links below to read more about sheets.
Pools are screen buttons that contains things like macros, effects and views. When you press the "Pools" tab you see this pop-up:
Follow the links below to read more about pools.
Presets are screen buttons that contains information like device selection and attribute values. They are used to store and recall focus positions, colors, gobos and so on. When you press the "Presets" tab you see this pop-up:
Follow the links below to read more about presets.
Playbacks are screen versions of exectuor buttons and faders. They often works in exactly the same way as physical buttons and faders. When you press the "Playbacks" tab you see this pop-up:
Follow the links below to read more about presets.
The "other" category are windows that is not sheets, pools and presets. They are a collection of very useful windows. When you press the "Other" tab you see this pop-up:
Follow the links below to read more about the other windows.
When in the backup menu you can press the 'Delete Show' button and get this pop-up:
This is used to delete one or multiple shows.
Here you can see the name of existing shows, their size, and the last time they where stored. In the lower right corner, there's a button that allows you to see the Backup & Show files, just the Backups or just the Show files.
You can then select one or several of them. The selected files will have a yellow text and background. When you press the 'Ok' button, you'll delete the files. If you don't want to delete anything you can press the 'Cancel' or 'X' button.
This is what it could look like:
There are many different places where you can run the diagnostic. The result always refers to the window where you run the diagnostic report.
In the top bar there's the option to move the pop-up between screen 1 and 2 and the X that closes the pop-up.
Just below the top bar is the diagnostic report.
There are two different types in the diagnostic window. There are Errors and Warnings. Errors are more severe than warnings, but none of them prevents you from leaving the setup.
The warnings and error explain the problems.
There's only one button for this pop-up. The "Update" button runs the diagnostics report again.
You can access this by right clicking (or pressing the Edit key followed by) a patch number. This is what it could look like:
The left half of this displays the fixture(s) you have selected and their different fixture breaks (multiple DMX addresses for the same fixture).
The right half displays the patch in a more graphic way. It displays how many channels the fixture uses and how they take up the space in the universe.
At the top bar you can use the yellow x to close the pop-up.
In the right hand section there are three buttons. They are used to navigate the universes.
Pressing the green cell (with a number in it) opens a calculator where you can enter a new universe number.
The two buttons "Previous Universe" and "Next Universe" changes back and forth between the universes. You can also use the second encoder to scroll through the universes.
There are several buttons at the bottom of this window. They are organised in categories. The following is a short description of them:
If you right click any channel in a channel sheet, you get a pop-up like this:
You can change all the options with a grey background. This is a short description of them:
Every change here is an individual change that doesn't affect the other fixtures.
This pop-up appears when you assign a color to a fixture or channel using the Edit Fixture pop-up or Edit Channel pop-up.
This pop-up has the same functions as the Specialized Color Dialog. This is what it could look like:
You can change between 'Swatch Book', 'HSB' and 'Fader' mode in the top bar.
When you have selected a color, you confirm it by pressing the 'Please' button. If you don't want to choose a color anyway, you can abort by pressing the 'X' in the upper right corner.
Follow the 'Specialized Color Dialog' link below to read more details about how this works.
If you right click any cue number in a Sequence Executor Sheet, you get a pop-up like this:
You can change all the options with a green background.
The two top options allows you to set a range of cues. If it's the same number in both of them, you only affect that cue.
Below this there are two areas.
The first of the two, is where you can renumber cue(s). The first option here is the new starting number of your selected range. The second option is the step width. This is used to set the number interval between your cue range. If you only have selected one cue, this option is ignored. When you are happy with your options you can execute it by pressing the 'Renumber' button.
The lower part gives you the option to delete the selected cue(s).
In the top right corner of the pop-up, you can close the pop-up and cancel any actions.
If you right click any fixture in a fixture sheet, you get a pop-up like this:
You can change all the options with a grey background. This is a short description of them:
Every change here is an individual change, that doesn't affect the other fixtures.
Masks are used to hide Fixtures/Channels and Attributes in sheets. They can be stored in the Mask Pool or can be stored in a view.
This is what the Edit Mask could look like:
This editor is divided into section. The top part have the mask settings and the bottom part have buttons that allows you to work faster and to save and load your mask.
The mask section are divided in a left and right side.
The left side masks the Fixtures/Channels. The right side masks the Attributes.
Each side have four rows and up to four columns. Each row is a mask criterion. So a mask can have up to four criteria.
The first column is used to decide if the row shows or hides the Fixtures/Channels or Attribute (depended on the rule(3. column)).
The next column is used to invert the rule (3. column).
The third column is the rule column. This gives you a small select pop-up that allows you to choose the mask condition. The different options are almost the same for the Fixture/Channel side and the Attribute side:
This section can have up to nine buttons.
The top row deals with the criteria settings above. This is what the following buttons do:
The next row of buttons allows you to store and load the mask.
When you want to save your mask criteria, you first need to use the "Save to" button to select a location in the mask pool. If the location is new, then you are prompted for a name. Then you can choose to automatically save any changes you make using the "Save Always" button. But you can also choose to save the changes manually using the "Save" button.
When you have selected a location, you'll see the pool location and name next to the "Load from" button.
If you right click any sequence pool button you'll get a pop-up like this:
But if you press one of the executor screen buttons, it'll look like this (on screen 1):
Here you can change all the options with a gray background and white text. That's most of the settings in a sequence.
To read about the different options here. follow the link below to the Sequence Executor Sheet window.
In the top right corner of the pop-up, you can close the pop-up.
If you right click any universe in a universe pool, you get a pop-up like this:
You can change all the options with a grey background. This is a short description of them:
You can close the pop-up by pressing the "X" in the upper right corner.
There are many different types of editors. Follow the links below to read more about them.
Right clicking a bitmap effect pool button gives you a pop-up like this:
Here you can edit a lot of the options in a Bitmap Effect.
The top section has the basics options:
The lower part is the Modulator Sheet. This area allows you to add effects on top of some of the options. The different options that can have an additional effect is:
The different options you have for each row is:
Follow the link below to read more about effects.
If you edit a Bitmap effect assigned to en executor, you'll get the extended editor. It could look like this:
The top bar displays the bitmap effect number, the size, name, the number of fixtures used and the source picture.
There are also five different buttons. The first three is camera control buttons (more on these later), the fourth is a button that moves the editor between screen 1 and 2. The last button closes the editor.
In the top part of this section you can move a camera. Think of this small screen as the output of a projector. It projects the bitmap effect onto the fixtures visible in the small screen. The possible fixtures visible here are the ones you had selected when creating the Bitmap Effect. You can use the three buttons in the top bar to choose how the mouse should manipulate the camera, what camera to use. And a button to reset the camera. You can also use the camera controls in the small screen to change the camera position.
This is one of the major changes in the bitmap effect from grandMA series 1 and the grandMA series 2. You place you fixtures in the 3D enviroment and the position of the virtual projector decides what fixtures are affected by the bitmap effect. The position also has affect on the part of the effect the fixtures display, and possible the angle.
The cameras used here are not affecting the cameras in the stage window / 3D visualizer.
Follow the link to the stage window below to read more about the camera controls.
The bottom part of this section is a representation of the source picture. There might be a rectangle visible here. This represents the 'projector' image.
This is where you can change everything else about the bitmap effect. There are four different taps: 'Basics', 'Modulator Sheets', 'Modulator Fader' and 'Tools'.
These are the same basics options as described in the section about the small editor above.
These are the same modulator options as described in the section about the small editor above.
This is what the modulator faders look like:
These are faders to edit the Base and Size values of Offset X & Y, Scale X & Y, ROffset X & Y and Rotation.
There are buttons to assign default values to all values.
All X & Y fader can be linked together using the three lower buttons. If you toggle them to 'Both' (instead of 'Single') the two faders will follow each other.
This is the Tools options:
There are several buttons here. The top two sets the scale to '1:1' or 'Fit'.
The second row of buttons are different sets of options that produces different effects:
The first button in the bottom row are a mode selector. Pressing here gives you the Select Mode (Bitmap Effect) pop-up. Here you can change between three different modes.
The following buttons change according to the selected mode.
If you are in 'Gray' mode there are three buttons. They are Red, Green & Blue gray corrections.
If you are in 'Trigger' mode there are two buttons. They display the two selected presets (this isn't implemented yet).
If you are in 'Color' mode you have three buttons: Red, Green & Blue color corrections.
The last two button in this row are a source file selection button and a 'Tile' toggle button. They are both described above.
Editing an effect gives you the Effects Editor pop-up. This is what it could look like:
The main part of this window is the area with rows and columns. Each row is an attribute that's affected by the effect. Each column is something you can manipulate. This is a short description of the different columns:
As mentioned there are several "Forms". You can create your own using the Form pool and the Graph editor. This is a short description of the predefined forms:
You can use the "Add" and "Delete" buttons at the bottom of the editor to add or remove effect lines. Creating a new line might automatically give you the Select Attribute pop-up.
There's buttons that allows you to use the current selection of fixtures in the active line (the 'Take Selection' button) and a button that allows you to select the fixtures that are in the active line ('Show Selection').
There's a button here that allows you to set the overall speed of the effect.
In the you can set what value the speed should be displayed in. There are three options "Hertz", "BPM" or "Sec.".
The button 'Kill Individuals' removes any individual values in the effect (cells with a read background).
In the top bar there's the buttons for moving the pop-up between screen 1 and 2. And the "X" that closes the pop-up.
Pressing the or where it says "Edit Effect Line" gives you a pop-up like this:
This allows you to manipulate some of the options in a different layout.
The values can be changed using the area that simulates a wheel (like the level wheel on the FullSize and the Light).
Under the 'Center' and 'Size' or 'Low' and 'High' and under the 'Width' there's a button that allows you to expand the single values into two values. This allows you to make more exciting effects. You can spread a single value between two values. The first two values (Low/High or Center/Size) can also go into the Preset mode. Her you can assign a preset (line need to be in Absolute mode).
On the right side of the window you have several buttons. The first row is the lines in your effect. It has the names of the attributes in the line.
The buttons on the far right also allows you to select effect lines. The top one takes you back to the Effects Editor pop-up.
There's actually two different graph editors. First images shows the editor to create and edit effect forms. Second image shows editor to create and edit of attribut profiles. Both have two different dispays, graphic mode and table mode. Toggle between the displays with the buttons right.
The version for effect forms is the biggest. It allows you to create several graphs in one form. The Attribute profile version is smaller. It only allows one graph.
You can change between the two modes with the buttons on the right side.
This is what the Form version could look like:
This is an example of the Attribute Profile version:
This displays the value transition as a line (or lines). Along the line there might be some dots. They are called points. At least there's on at the beginning and the end of the line.
The points helps you create the line(s) you want. Each point can have different "Line Modes". Follow the link below to read mode about the Select Line Mode pop-up.
There are several buttons at the bottom part of the editor.
The two 'Add Point' and 'Delete Point' do just that. 'Add Point' is added where the two green lines intersect. 'Delete Point' delete all the green points (they are selected).
The next buttons are only in the From version.
'Add Graph' and 'Delete Graph' will add or delete extra sub-graphs in the Form Graph Editor.
'Lock Graph' allows you to lock one of the graphs. 'Unlock All Graphs' Will unlock all the locked graphs.
'2D Mode' will combine (and change) two sub-graphs.
'Change Color' opens the Edit Color pop-up (follow the link below to read more about this pop-up), this allows you to select a new color for the individual sub-graph. 'Label Graph' allows you to label the individual sub-graphs.
On the right side of both versions of the graph editor there's a button called "Load Predefined". This allows you to load one of the predefined graphs. Pressing it opens the Load Predefined Graph pop-up. Follow the link below to read more about the pop-up.
In the Top Bar you can see that you are in the Graph Editor and the name and number of the form or DMX profile. Both have a button that closes the editor. The Form version also have the button that moves the pop-up between screen 1 and 2.
This is what it could look like:
If you are in the Form version, then you'll se a tab for each of the sub-graphs.
In the lower part you'll see a list of the points defining the line. There's a 'X' and a 'Y' that defines the position of the point and a point mode.
There are six different point modes: 'Linear', 'Spline', 'Spline (Break at Start)', 'Spline (Break an End)', 'Step (Start)' and 'Step (End)'. Follow the link below to read more about the Select Mode (Line) pop-up.
You can right click the 'New' area (at the bottom) to add points.
You get an editor like this when you edit an macro. This is an example of the pop-up:
In the top bar you will find a button (besides the usual X for closing the pop-up). This button allows you to move the editor between screen 1 and 2.
At the bottom of this editor are some buttons. There are buttons for Adding, and deleting lines in the macro.
There's also a "CLI" (Command Line Interaction) button. CLI is activated when the text is yellow. This allows you to interact with the pool macro button or not. Follow the link below to read more about CLI.
In the main part you'll find the 'Text' and 'Time' columns. This is where you add the macro lines, when you press the "add" button.
Text is the commands the macro executes.
|
There is an automatic "please" at the end of each line.
Unless you finish the line with a @ |
Time gives you the possibility of adding a delay after the command in the line is executed. You can also add a "Go" here. This will allow you to stop and reactivate the macro with the Go command.
| "Follow" means that the macro proceeds to the next line immediately. If you syntax works when typed manually, but not from a macro, you need to add some delay (time) to give time for the current line to be carried out. |
On the right side there's a button called "Predefined". Pressing this gives you the Select Predefined Macro pop-up. This allows you to select one of the predefined macros. They are currently many of the quikeys from the series 1 grandMA. It's basically a list that you can scroll through and select the macro you need. It will also name your macro and turn off CLI. Here you find also the newest functions of a softwar eupdate as predefined macro.
You access this editor when you edit a timecode show. It has two different modes 'Graphic' and 'Text'. All buttons are the same, it's just the main part that displays the information differently.
This is what the Graphic editor could look like:
This is how the Text editor would differ:
In the top bar you'll see the number and name of the show. There's also a small box that displays the playback status (Stop, Play, Pause & Record) and the current time. If there's a "+" in front of the number, then you have added a time offset.
There are three buttons that allows you to zoom in the graphic viewer. The first two zoom buttons is normal zoom in and out. The next is a button that allows you to view the entire recorded timecode show.
The next button is a toggle button. When it's activated, the display always shows you the active cue or time. Like "Auto Scroll" in a sheet.
There's a button that allows you to move the editor between screen 1 and 2.
The last button in the top bar is the "X" that closes the editor.
In the right side of the editor you'll find three buttons. The top two changes between the Graphic and Text mode. The last one gives you the timecode show options. Read below for more info about the options.
At the bottom there's a lot of buttons that allows you to edit the timecode show. They are divided into four sections:
This will select multiple events. The drop-down box gives you the following options: 'On Current Subtrack', 'On Selected Tracks' or 'On All Tracks'. The three buttons allow you to select all events before (and including) the current time, Select all events or all events after (and including) the current time.
With this you can 'Expand All Tracks', 'Collapse All tracks', 'Change Executor' (opens a Select Executor for Track pop-up), 'Add New Track' (opens a Select Executor for Track pop-up), 'Add New Sub Track' (opens a Select New Sub Track pop-up) or 'Delete Current Track'.
The main part has a time line at the top. With a green marker displaying the current position.
On the left side there's a small area with the Executor numbers and names of the different recorded tracks. There are also two small boxes. The box at the left side will collapse or expand the track displaying up to six tracks. The top one is the commands, the lower ones is the fader movement. The second box activates or deactivates the track. Deactivated tracks will not execute recorded events (this is currently not implemented). Then there's the are with the executor name and number and below this the (if expanded) names of the different recorded faders.
The rest of the main part is different depending on what mode you are running.
In the Graphic mode you'll find a track expanding from the areas with the executor numbers and numbers and (if expanded) the faders. Here you'll se the events displayed with different symbols. Here's an example:
Here you can see the expanded activated track. The top row displays some of the different events. The bottom row displays the fader movement. Generally for all kind of events you can edit them by right clicking them. The green line is the current time.
The symbols in the top row has different meaning in the displayed order: 'On', 'Go', 'Goto', 'Off', general event (like 'Temp', 'Temp Unpress', Etc.), 'GoBack', 'Pause', 'Flash', 'Flash UnPress', 'Black', 'Black UnPress' and 'Kill'. The number next to the symbol is the cue number.
Right clicking one of the events opens the Select Event Command pop-up. Here you can change the command.
The text mode changes the main part to something like this:
This is the events represented in a spread sheet. There are 5 columns. The first displays the time of the event. Next is the Executor number and name. Next is the Command executed in the event. The last column is the value (if any). Each row is an event in the timecode show. The rows with the light grey background is the events in the selected track. The row with the green background is the selected event. You can edit the time and the command. Some commands can have a value added. "Timing Overwrite". If there is no entry in this field, all commands in the "Command" column e.g. "goto" will executed with cuetiming, as edited in Setup/Show/Playback + MIB Timing of the Default User Profils. Editing a empty line, all fade timesof all partcues will be overwritten and the delay time of all partcues are set to 0.
Pressing the 'Options' button on the right side of the editor gives you this options pop-up:
Here's a short description of the different options:
You can close the options pop-up by pressing the yellow "X" in the upper right corner.
When you press and hold the key you get following pop-up on screen 2:
On all screens this pop-up appears in the lower right corner:
This pop-up appears at the bottom of screen 2. It's divided into three sections.
The top left part has to do with the Level Wheel. Here you can set the mode for the wheel (folow the link below for details about the Wheel Mode) and select one of the three resolutions (Fine, Normal & Coarse).
The top right part allows you to set the resolution of the Trackball (Fine, Normal & Coarse).
The Bottom part allow you to choose the resolution for each of the four Encoders.
This pop-up appears on all screens, when you hold the key.
There are two buttons on this.
One clears the screen (where you press it). The other clears all screens.
This is what it looks like:
Press the relevant button, a calculator opens und just type the date.
When you are happy, confirm every selection with the "Please" button.
You access this pop-up by pressing the key twice followed by the object you what to change the name of.
The pop-up exist in two different sizes. This is the small (and most basic) one:
With this you can type a new name on your keyboard (followed by ).
If you don't have a keyboard you can use the big version which has an on-screen keyboard. It looks like this:
You can change between the two types by pressing or clicking on the plus (+) or minus (-) in the upper left corner.
If you change your mind, you can close this pop-up by pressing or clicking the "X" in the upper right corner. This cancels the name change.
| Be aware that at the moment you can not use any characters that isn't a part of the English alphabet! That means that even though you have the option of typing local characters, they are not accepted. |
This is what it could look like:
Here you can see all the different group masters in your show.
The different representations of the group masters, have different areas that you can use.
The top part displays the executor number, the group master is assigned to. It also displays the mode of the master: "A" (Additive), "P" (Positive) or "N" (Negative), the Group number (on the right side) and the group name.
If you press the top part, it will change to the relevant page and the group master says "HERE" as long as you press the top part:
You can use the "fader" to move the real faders of your group masters. And the "Full" and "Zero" will snap the fader to max. and min. values.
There are six buttons in the bottom of the pop-up. These allow you to set all masters of each type to Full or Zero.
This window can also be created as a permanent view - called Group Master - you'll find it in the 'Other' category in the 'Create Basic Window' pop-up.
When pressing the help key followed by any other key, keyword or window gives you a help pop-up like this:
This displays the help text to the keyword or window in the main part of the window. The left side of the window is the help menu tree.
You can use the menu tree to browse the help text.
The top bar has some buttons.
The one looking like a magnifying glass allows you to search the page titles in the help files. It doesn't search the text content. This can be searched in the online version.
The one looking like a small earth allows you to change the help language.
The next two buttons give you the previous and next page in the help menu tree.
The next two buttons allows you to go back and forward in your help history.
The next button allows you to move the help pop-up between screen 1 and 2.
The last button closes the pop-up.
You can only PSR shows that are saved with the latest software version. So if you need an old show you should load it first and store it in the latest version. If you try to PSR an old file you get a pop-up like this:
You can only close this, and then select a different source file.
When you have selected a file, then the console will check the two patches and give you a new pop-up. It's called Partial Show Read Prepare. Follow the link below to read more about this pop-up.
When you enter the Backup Menu, you have the option to load an existing show pressing the 'Load Show' button. Then you get this pop-up:
One of the important buttons in this pop-up is the one in the lower right corner. This button has three different states: 'Viewing Shows', 'Viewing Shows & Backups' or 'Viewing Backups only'. This toggles between what type of shows are listed. Backup shows are created every time you double press the key or the 'Save Show' button in the backup menu.
The pop-up shows you a list of existing shows in your console or USB drive. On the right side of the pop-up there's a list of different data that you can choose to load.
This is what you can select:
When you have selected a show and what data you want to load you can press the 'Ok' button.
Should you choose not to load a show you can press the 'Cancel' or 'X' buttons.
This is what it could look like:
In the top bar there's the option to move the pop-up between screen 1 and 2. You also have the option to close the pop-up.
There are three columns in the main part of the window:
You can scroll up through the latest actions. All the actions with a green background will be oopsed when you press the key or where it says "Undo [number] Actions".
When you enter the Backup Menu, you have the option to make a new show pressing the 'New Show' button. Then you get this pop-up:
A new show will always import the generic fixture type "Dimmer".
Here you can enter a show name and you can choose what information you want to clear from the current show.
This is what you can clear:
When you are happy with your options you can press the 'Please' button to create a new show or the yellow 'X' in the upper right corner.
There are some important things to know about partial show read.
The PSR follows the current world!
When you import a sequence that has references to other elements like Effects, Presets etc. it will import those as well.
At the moment you cannot use PSR for userprofiles. You can get those by just loading the user element from a show in the normal "Load Show".
The Partial Show Read pop-up could look like this:
In the top bar of this pop-up you'll find two buttons. One will move the pop-up between screen 1 and 2. The other (the "X") will close the pop-up.
The main part of this pop-up is the PSR tree. This is all the elements in the source show you can import to the destination show.
You can select something and then press the "PSR Selected" button or the key. This will give you a pop-up like this:
This asks you how to load the data into the show.
"Esc" (and the "X" in the upper right corner) will abort the PSR.
"Merge" will merge the data into the current show.
"Overwrite" will overwrite the data in the current show.
When you have imported data into you show you can press the "Clean Up" (or the key) to remove the already imported data from the PSR tree.
The top bar of this pop-up has two buttons. One moves the pop-up between screen 1 and 2. The other closes the pop-up.
The main part has a left and right side. The left side is your current patch. The right side is the patch in the source file. The green background color indicates the patch that will be used after the prepare. You can change the patch by right-clicking the gray fixture to change the new patch to this fixture.
At the bottom you'll find three button. One is called "Use Mine" and will change the selected line to use the currents shows patch. The next is called "Use Other". This will change the selected line to use the source shows patch. The last button is called "Prepare". Pressing this will prepare the patch and close the pop-up.
On the right side you'll find two buttons. The first is called "Filter" This is used to limit the fixtures displayed in the main part. The second is called "Wizard". With this you can choose what patch to use. They both open a small select pop-up. Follow the link below for an explanation of the two select pop-ups.
When you press the power button on the console you get a pop-up. This is what it looks like:
There are three options here.
"Save" will save your show and shutdown the console. There might be a '(not necessary)' here. This just show you that you haven't changed anything since you last saved.
"Don't Save" will shutdown the console without saving the show.
"Esc" (and the "X" in the upper right corner) will abort the shutdown and will not save your show.
| This is just the first rough implementation of the RDM system. It will be better with future software releases. |
| Please disable RDM if you experience strange behaviour of DMX devices (like fixtures etc.). Some of those doesn't have the compliant DMX implementation and will corrupt the whole DMX output. |
You can enable and disable RDM in .
This is what it could look like:
This displays the RDM status messages from the network.
Pressing the "Update" button will update the info.
The top bar has some buttons.
The first button allows you to move the RDM Status pop-up between screen 1 and 2.
The last button closes the pop-up.
This window will show you the running effects. It could look like this:
This displays the four different sections where you can have running effects. Each section displays the effects that are running in that section.
The sections are:
Three of the sections have a and a buttons. They are also present on the X-keys. Pressing the Stomp button will take the stomp values for all the effects in that section into your programmer. Pressing the Off button will off all the executors in that section.
You can interact with the displayed effects like you can interact with the real symbols. I.g. if you press the hardkey and then one of the symbols - you'll delete the effect or executor. This will also allow you to Stomp (+) or Off specific elements.
The Running Effects pop-up also exist as a view. Follow the link below to read more about the Running Effects view.
These are hardly windows, but they appear, and someone might want to know what they do.
All small select pop-ups have the yellow 'X' in the upper right corner. This will always close the pop-up and cancel any selection.
The Graph Editor have two different versions. One for the Forms and one for the DMX Proflies. Therefore you'll also find two different "Load Predefined Graphs".
This is the DMX Profile version:
This is the Form version:
Here you can selet one of the predefined graphs.
This is what it could look like:
You can select the desired hard key in this list.
A console hard key can have several keyboard shortcuts but a keybord shortcut can only be bound to one hard key.
This is what it looks like:
Although this is not really small, it's still in the category of the small select pop-ups. Here you navigate through preset types, features and attribute to select the desired attribute.
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it could look like:
Here you have the options to select one of the cues in the used sequence.
This is what it looks like:
Here you have three options:
This is on an option in Fixture and Channel Sheets.
It looks like this:
There are four different options here:
This is what it looks like this:
There are five different options here. The pictures below display the same fixture (at 100%, blue color with a gobo):
This is used in the Partial Show Read Prepare pop-up. It looks like this:
There are five different options here:
This is what it could look like:
Here you can choose one of the four ways to merge incoming DMX:
This is what it could look like:
Here you can choose one of the created DMX profiles.
This is what it looks like:
Although this is quite large, it's still one of the small select pop-ups.
Here you can select one of the available attributes to use in your effect line.
This is what it looks like:
Here you have the options to select the desired command. Follow the link below for a short description of the commands.
This is what it could look like:
Here you have the options to select one of the executors to be used in the new track.
This is what it looks like:
You can select the desired function for your two 100mm faders in this pop-up.
The faders can have the following functions:
This is fould in the sheet options, "layer Filter" tab.
This is what it looks like:
Here you have the following options:
This is what it could look like:
This is a list of all the layer in your setup. Here you can select the layer a grandMA VPU should respond to.
This is what it looks like:
You can select the desired function for your executor button in this pop-up.
The executor buttons can have the following functions:
This is what it looks like:
You can select the desired function for your executor fader in this pop-up.
The executor faders can have the following functions:
This is what it could look like:
This is a list of the imported fixture types.
This is what it looks like:
Here you can choose one of the different font sizes.
This is what it looks like:
Here you can select one of the available forms to use in your effect line.
This is what it looks like:
You can access this option in the 'Options' part of the Assign Menu when an executor is an Group Master.
There are three different modes for a Groupmaster:
This is what it could look like:
Here you can select one of the Icons or a Gauge for your object in a Layout View.
The difference between an Icon and a Gauge is that the icon is a static symbol and the gauge will reflect the output of the fixture.
An Input Filter is used it limit what can be stored in a sequence. Input filters are applied to sequences. So if you have the same sequence assigned to several executors and you appli the Input filter to one of them, they will all use it.
It could look like this:
Executors can "No Filter", a world or a Filter as Input Filter. They are separated by an orange line.
Worlds can limit a selection of fixtures/channels and attributes. Filters can limit attributes but also layers like Value, Value times and Effect layers. E.g. If you have a filter that only allow you to use Effect values, then you can't store regular (static) values but only effect information. And if you use a filter that doesn't allow Effect Values then you can't store any effects in the sequence.
When an Input filter is applied then the sequence number on the mini executor view is marked with an orange background color, and a green background color for the selected executor.
You can use the Assign key to apply an Input Filter. Say you want to assign World 2 to sequence 3. Use the following command.
You can also just press the key followed by a World or Filter pool element and then the desired sequence in a Sequence pool (not an executor button!).
This is what it looks like:
You can select an interleave for an effect line. You have several options:
This is based on the selection order of the fixtures. E.g. even isn't necessarily the fixtures with an even fixture number.
This is what it looks like:
Here you can choose what hard key the remote input should active.
Follow the link below to read more about the hard keys.
This is what it looks like:
You can access this option in the 2Port node configuration in the .
There are four different light modes:
This is what it looks like:
Here you have the following options:
This is used in the Sequence Executor Sheet in the "Loop" column.
This is what it could look like:
Here you can choose one of the previous cues (not incl. part cues).
This select pop-up is used to select a mask to load from the mask pool into the Edit Mask pop-up. The Select Mask pop-up to save the current criteria to a pool element is almost similar. The only difference is that in the save pop-up, you cannot see the locked pool elements.
This is what it could look like:
Here you can choose one of the mask pool elements.
This is what it looks like:
You can access this option in the 'Options' part of the Assign Menu.
There are three different modes for a Groupmaster. They work when you have disabled "auto stop":
You can access this pop-up in a Sequence Executor Sheet, where you have the option to MIB.
This is what it could look like:
Please follow the link to "Working with MIB" for a tutorial on how MIB works.
In the top bar there's the option to close the pop-up (using the yellow X).
You can select one of the three top options:
Below the three options, there's a list of all the previous cues (part cues not incl.). Here you can select what cue it should MIB from.
This is what it looks like:
There are three different modes for Bitmap Effects:
This is what it looks like:
Here you have the following options:
If you want to learn more about the different mode, you should follow the link to the "Working with Cue-modes" tutorial.
This is what it could look like:
Here you can choose one of the following line modes:
Using these different line modes will create very different lines.
This is what it looks like:
You can access this option in the 2Port node configuration in the .
There are three different modes for your node:
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it could look like:
Here you can select one of the following subtracks:
This is what it could look like:
When you select the "in object" criterion in a mask you need to select an object. This will allow you to do so.
There are 5 tabs in this pop-up: Group, Effect, Preset, Sequence and World.
Each lists all the objects in their section.
When you have the option to select a page. You will be presented with a pop-up like this:
If the page has a name it will display the page number and then the name. If it doesn't have a name it will just the number and then "Page".
There's also a button that closes the pop-up.
A Playback Filter is used it limit what can be played by an executor. Playback filters are applied to executors. So if you have the same sequence assigned to several executors and you appli the playback filter to one of them only this one will use the filter. E.g. If you have allied a filter that only contains dimmer attribute, then the executor will only output the dimmer values from that sequence - values from pan/Tilt etc. will not be outputted.
It could look like this:
Executors can "No Filter", a world or a Filter as Playback Filter. They are separated by an orange line.
Worlds can limit a selection of fixtures/channels and attributes. Filters can only limit attributes.
When a Playback filter is applied then the executor number on the mini executor view is marked with an orange background color, and a green background color for the selected executor.
You can use the Assign key to apply a Playback Filter. Say you want to assign World 2 to executor 3. Use the following command.
You can also just press the key followed by a World or Filter pool element and then the desired executor.
This is what it could look like:
This is a list of all the possible Playback masters.
In the current version you can have 50 different Playback Masters.
If you have assigned a Playback Master to your executor, then your Mini Executor window will have an extra fader bar. The right (the the one saying "Rate1" or "1:1") one is the Playback master.
There's currently no way to see what playback master an executor is assigned to, unless you go to the Assign menu.
You can close the pop-up without changing anything by pressing the "X" in the upper right corner.
This is what it could look like:
Here you can choose one of the created DMX profiles.
When you press the 'Predefined' button in the Macro Editor you get a pop-up like this:
This is a long list of all the predefined macro in the desk. Selecting one of them will create that macro.
There's also a button that closes the pop-up.
This is what it looks like:
Here you have the following options:
This is what it looks like:
You can access this priority option in the 'Options' part of the Assign Menu.
There are five different options:
| Changing the priority of a running executor will turn it off. |
This is what it looks like:
You have access to 15 rate masters. Each master can be assigned as a special speed master fader.
The default option is "Rate Individual", this is used when an executor isn't associated with any of the 15 rate masters.
This is what it looks like:
Here you have the following options:
This is what it looks like:
You can access this option in the 'Options' part of the Assign Menu. It decides what should happen when an executor has been 'Off' and is turned 'On' again.
There are three different restart modes:
This is what it looks like:
Here you have the following options:
This is what it looks like:
You can access this option in the 'Options' part of the Assign Menu when an executor is an Group Master.
There are three different modes for the scaling of the image:
This is what it looks like:
Here you have the following options:
This is what it looks like:
You have access to 16 speed masters. Each master can be assigned as a special speed master fader.
The default option is "Speed Individual", this is used when an executor isn't associated with any of the 16 speed masters.
This is what it looks like:
Here you have the following options:
This is what it looks like:
With this you can multiply or divide the speed by (up to) a factor of 32.
This can be used when using speed groups to make a specific executor faster or slower.
The default option is "Normal".
This is what it looks like:
This gives you a list of not jet added stations in your network. Selecting one of them will add it.
There are three different columns. They tell you the MAC address, the IP address (and type) and the name of the station.
This is what it looks like:
Although this is not really small, it's still in the category of the small select pop-ups.
Here you navigate through preset types, features and attribute to select the desired subattribute.
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
This is what it looks like:
Here you have the following options:
No matter what time unit you have selected, the editor will always give you 30 steps between seconds. This has only effect on the displayed time.
This is what it looks like:
The resolution is a percentage of the entire range of an attribute.
Here you have the following options:
This is what it could look like:
Here you can select mode sequence for the trackball.
There are four different modes:
If you press the yellow X in the upper right corner, you cancel any changes.
This is what it looks like:
There are five different trigger modes:
This is what it looks like:
Here you have the following options:
This is what it could look like:
Here you can select one of the created user profiles. This assigns it to a user.
The list displays the name and number of the user profile.
This is what it could look like:
This list only the keys that haven't been used yet. You can select the desired hard key in this list.
A console hard key can have several keyboard shortcuts but a keybord shortcut can only be bound to one hard key.
If you need to use a key that isn't in the list you'll have to delete the current function for that key for it to appear in this list.
This is what it could look like:
Here you can select one of the defined wheels.
Cancel your selection by using the yellow X in the upper right corner.
This is what it looks like:
You can access this option in the .
This changes the way the level wheel behaves.
Here you have the following options:
This is what it looks like:
The resolution is a percentage of the entire range of an attribute.
Here you have the following options:
This is used in the Partial Show Read Prepare pop-up. It looks like this:
There are three different options here:
The specialized color dialog can be accessed when you have selected the color preset type and the ColorMix feature. When there's a specialized dialog available to you, then the "Specialized Dialog" button in the encoder control area will get a yellow frame.
There are currently three different specialized color dialogs.
This is what it looks like:
Usually we have three different colors attributes. They can be CMY or RGB (there are also other color systems that uses more attributes). You can with the color fader choose any method you like to get the desired color.
You can use HSB, CMY or RGB to manipulate the attributes at the same time - they are all connected.
You can use the to keys to change between the Fader, HSB or Swatch screen.
If you want to close this pop-up you press the yellow X in the upper right side.
This is what it looks like:
Usually we have three different colors attributes. They can be CMY or RGB (there are also other color systems that uses more than three attributes). You can with the color selector choose the desired color.
This is an enlarged version of the "Color Picker" from grandMA series 1.
You can use the to keys to change between the Fader, HSB or Swatch Book screen.
If you want to close this pop-up you press the yellow X in the upper right side.
This is what it looks like:
Usually we have three different colors attributes. They can be CMY or RGB (there are also other color systems that uses more than three attributes). You can with the this color selector choose the desired color based on different gel manufacturers swatch books.
This is a catalogue of colors from some of the biggest gel manufacturers. With this you can choose a manufacturer and then search the gels and then select your desired color.
In the main part of this window you can see the list of manufacturers. On the right side of this list you can see their colors.
Above the list of colors you can choose the way this list is sorted (number, name, etc.) and If you just want to see a small square with the color, the name of the color or details. You can also apply a filter to the list of colors. You can filter by number or name.
If you activate the 'Live Preview' button, by pressing it (or the key) your selected fixture(s) will display the color you have selected.
If you want to clear the filter you can press the key or the 'Clear Filter' button.
| The selected color is a close match, but it cannot be completely the same as using the real filter in front of a fixture with the same light source. Different manufacturers use different ways to blend their colors. Lamps may also change their color depending on the lamp life. Therefore you can't trust this to be completely precise. |
You can use the to keys to change between the Fader, HSB or Swatch Book screen.
If you what to close this pop-up you can press the yellow X in the upper right side.
The specialized shaper dialog can be accessed when you have selected the Shaper preset type. When there's a specialized dialog available to you, then the "Specialized Dialog" button in the encoder control area will get a brighter yellow frame.
There are currently three different specialized shaper dialogs.
This is what it looks like:
With this pop-up can you control the shaper feature in an easy and fast way.
In the centre part of the screen you'll see a white ring. This represents the normal round output from your fixture.
In the Corner Mode you can move each of the corners (marked with circles with letters in them) of the shaper blades and you can move the blade in and out (using the numbered circles).
On the left side you'll find two circles with a small circle on the perimeter. The top one rotates the shaper module (in the fixture). The bottom one is to rotate it so it matches your point of view (it doesn't change any values in the fixture).
The green boxes with numbers in them represent each blade parameter.
The buttons at the bottom left side are easy ways to select different parameters. Then you can use the screen encoder to change the value of the selected parameter.
The two resets buttons do exactly what they say: Reset Rotation and Reset Shutters.
You can use the to keys to change between the Blade, Corner and Fader mode.
If you what to close this pop-up you can press the yellow X in the upper right side.
This is what it looks like:
With this pop-up can you control the shaper feature in an easy and fast way.
In the centre part of the screen you'll see a white ring. This represents the normal round output from your fixture.
In the Blade Mode you can use two points (marked like a circle with a number in it) to manipulate each of the blades in the shaper.
On the left side you'll find two circles with a small circle on the perimeter. The top one rotates the shaper module (in the fixture). The bottom one is to rotate it so it matches your point of view (it doesn't change any values in the fixture).
The green boxes with numbers in them represent each blade parameter.
The buttons at the bottom left side are easy ways to select different parameters. Then you can use the screen encoder to change the value of the selected parameter.
The two resets buttons do exactly what they say: Reset Rotation and Reset Shutters.
You can use the to keys to change between the Blade, Corner and Fader mode.
If you what to close this pop-up you can press the yellow X in the upper right side.
This is what it looks like:
With this pop-up can you control the shaper feature in an easy and fast way.
In this mode you have a fader for each shaper parameter. Below each fader there is a small "gear" like symbol. Pressing this gives you thise buttons instead of the fader:
They give you fast access to some general values. There are also two button for doubling the value or taking it down to half the size. You can also zoom in and out the fader scale.
You can use the to keys to change between the Blade, Corner and Fader mode.
If you what to close this pop-up you can press the yellow X in the upper right side.
The Stage wizard has three different tabs: Move, Circle and Matrix.
This is the move section of the Stage Wizard:
This gives you the possibility to move a selection of fixtures.
There are four settings:
When you are happy with your settings you can press the "Apply" once or several times to keep moving the fixtures. If you only want to move it once more and then close the pop-up you can use the "Apply & Close" button. If you are done moving or just what to close the pop-up without applying any new values you can use the big X in the upper right corner.
This is the circle view of the Stage Wizard:
There are six settings here:
When you are happy with your settings you can press the "Apply" once or several times (and make the circle bigger with "Relative" on). If you only want to make one circle and then close the pop-up you can use the "Apply & Close" button. If you are done making circles or just what to close the pop-up without applying any new values you can use the big X in the upper right corner.
This is the Matrix view of the Stage Wizard:
With this you can arrange your selected fixtures in columns and rows.
There are nine settings here:
When you are happy with your settings you can press the "Apply" once or several times (and make the matrix bigger with "Relative" on). If you only want to make one matrix and then close the pop-up you can use the "Apply & Close" button. If you are done making matrix' or just what to close the pop-up without applying any new values you can use the big X in the upper right corner.
If the object you are trying to Store/Create already exist, you may be prompted with a dialog to choose a Store Method. Depending on object-type, you will have several options to choose from:
There are several button in this pop-up. What buttons there are changes in different situations. But the following is a short description of the different buttons.
You can enter this window by pressing and holding the key. You can close this window by pressing the big yellow "X" in the upper right corner.
This is what the window could look like:
All options here will temporarily overwrite your default options. You can also choose to store the current options here as your new default by pressing the 'Save as Default' button in the top bar.
All the buttons with yellow text are activated options.
Follow the link below to read more about the different store options.
When you have pressed the key followed by a view button or user button you are presented with this pop-up:
Here you can select what screens you want to store. You can select individual screens by pressing the numbers or press the button to select all screens.
You can also give the view a name, by typing a name in the green box.
When you are happy, you can press the button to confirm you choice.
This is what it could look like:
Here you can press the small green circle and rotate the orientation of the trackball. When you are happy, you can press the "Please" button to confirm your choice.
There are four quick options that allow you to selects one of four quarters on the circle.
If you press the yellow X in the upper right corner, you cancel any changes.
If you right click any cue number in a Sequence Executor Sheet, you get a pop-up like this:
This pop-up allows you to edit values in a tracking sheet.
There are three parts of this pop-up.
The first is the "Destination". This box has three options:
The next part is the "Action" part. There are several buttons here:
The last part is the "Source". Here's also several buttons:
Beside the three parts there's also a button called "Edit". This opens the calculator, that allows you to change the selected value(s).
With a combination of the different parts you can make almost any desired changes in the tracking sheet.
In the top right corner of the pop-up, you can close the pop-up and cancel any actions.
This is what the pop-up could look like:
The pop-up is divided into different areas. The main window has tree areas.
Each area (Preset, Effect & Cue) displays all the possible things you can update. Below each area is a button that update the selected Preset, Effect or Cue.
On the right side you'll find four buttons with different options.
The first one toggles between "Original Contents Only" and "Add New Contents". "Original Contents Only" only allows you to update the original content of the Preset, Effect or Cue. I.e. if a preset only contains color information for fixture 1, you can't update it with color information for fixture 2 or dimmer information for fixture 1.
The second button toggles between "All Possible Executors", "Selected Executor Only", "Executors Called By Me" & "Last Called Executor Only". This allows you to limit how many executors you can see (and update).
The next button toggles between "Tracking Update" & "Update Cue Only". This allows you to track the updated values or to only update them at the select cue.
The last button toggles "Preset Filter" On or Off.
Below those four buttons are another button that allows you to save the settings as a default (in the current user profile).
You can close the "Update pop-up" by pressing the 'X' in the upper right corner. This also cancels the update.
Next to the "X" is a button that allows you to move the update pop-up between screen 1 and 2.
This is what the pop-up looks like:
Here you have four different options:
You can cancel the auto creation by pressing the yellow X in the upper right corner.
You might stumble upon a console with Beta Software. If you do so there's a warning when booting the console. It could look like this:
As you can see it's not recommended to use this software in any live shows.
Pressing the 'Continue' button allows you to use the software. The 'About' button closes the desk.
This is what the pop-up looks like:
Pressing 'Ok' will delete the object(s). 'Cancel' will abort the deletion.
When you change the consoles IP address it needs to reboot. It gives you this pop-up to tell you that:
You have the option to press the 'Yes' button and the console will reboot immediately or ou can press the 'No' button to reboot later (and first then implement the new IP address).
When using onPC the warning looks like this:
Pressing the 'Ok' button closes the pop-up, but doesn't automatically restart the program.
When you exit the Patch & Fixture Schedule (Full Setup) you get a warning like this:
Here you have Four options:
This is what it looks like:
When pressing the 'Kill Individuals' button in the Effect Editor you get this warning.
Confirming it will remove the values. Pressing 'Cancel' will abort the action.
You might experience a session collision. If you do so there's a warning on screen 1. It could look like this:
It displays the session ID, Name and the Master in the session.
Below this there are three buttons:
If you close this warning pop-up using the key, the console will leave the session.
Turning off the onPC, you'll get a pop-up that looks like this:
'Ok' closes the program. 'Cancel' closes the pop-up and keeps the program running.
This is what the pop-up looks like:
You need to press the 'Ok' button and then try to create your window where there's more available space.
You can access it by pressing the Tools key. It looks like this:
In the Top Bar you'll find two buttons. One moves this window between screen 1 and 2. The other button (the big X) closes the menu. It also displays the software number and show name.
The menu contains four different sections.
In this section there is one button called "Login". Pressing this open the login screen. This is used to login different user. NOTE: use this button only when you have name and password in mind. Follow the link below to read more about the Login Screen.
Circular copy is used to move values between a selection of fixtures.
In this section you'll find three buttons. Two of them are used to move the values backwards (<), the other forward (>). The third button allows you to set a filter on what values to move. Pressing this opens the Attribute Filter pop-up. Follow the link below to read more about the filter pop-up.
There are two shuffle buttons in this section.
"Shuffle Selection Order" will change the order of the selected fixtures.
"Shuffle Values" will shuffle the already assigned values between the selected fixtures. Use button "Filter" to shuffle defined attributes.
This section contains the "Flip" button.
Often a moving head fixture can hit the same location with two or three different sets of values - depending on the fixture and the location. Pressing the "Flip" button will change the values to one of the other sets.
This is what the window looks like:
This is displayed on all the screens.
Here you type the user name and password (if any). Note: password is case-sensitive. You can press the button with the "+" this gives you an on screen keyboard.
The setup menu has a top bar and tabs. It could look like this:
The title tells you where you are in the setup. The taps tell you the show name, version, user and network status.
There are two buttons in the Top Bar. One of them moves the menu between screen 1 and 2. The other saves your changes and closes the menu.
In some of the setup menus there might be buttons on the bottom and right side of the screen. They are mapped to the U1 to U4 and X1 to X20 keys. You can also use them by pressing the screen.
They could look like this:
If you are using the menu on screen 2, you can just press the buttons on the screen.
Read the following pages for details about the different tabs and the options.
You can access this menu by pressing the key.
This is a picture of the screen:
There are several sub categories. Read the next pages for more information about each section.
You can enter this window by pressing the key, the "Show" tab followed by the "Patch & Fixture Schedule" button.
First time you enter this window you are guided through some steps forcing you to create a Layer. A new show will always have the generic "Dimmer" fixture profile imported.
This is an example of the patch window:
The window has two main sections. The left section is the "Layer" section. The right one is the content of the layers.
This list has three columns:
You can add a layer by pressing the "Add" button. When you do this you get the "Enter Name" pop-up.
You can delete layers (and there content) by marking a layer (pressing it so it get a blue/white frame) and pressing the delete button.
Pressing the Diagnostics button opens the Diagnostics pop-up. Here you can see any problems with your setup. Follow the link below to read more about this pop-up.
There's also a "RDM Device" button. If RDM is enabled (), this will open the RDM Status pop-up. Follow the link below for more information about this pop-up.
The right hand section displays the content of the selected layer.
Each line represent a fixture. There are 10 columns: