Compiled @ May 17 2012 00:57:26 in 10 seconds

Topic: Welcome to grandMA2 series . control system v2.x

Topic: Welcome to the grandMA2 manual.

This guide will help you getting around the grandMA2 manual.

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!

Where should you begin.

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)?

  • If you want to find the command or word your self, you can go to the "Reference -> Commandline" section. Here you can find descriptions of all the keywords and commands in the console. If you need further guidance you can go to the Commandline guide.

... help trying to find out, how a specific key is working?

  • If you want to navigate to descriptions of the console keys, you can go to the "Reference -> Key & Buttons" section. If you need further help you can go to the Keys & Buttons guide.

... what a window or menu does or what a pop-up means?

  • The "Reference -> Windows" section can help you with all the windows, menus and pop-ups on the console. Go to Windows Guide for further help.

... a step by step tutorial/guide?

  • The "Tutorial" section gives you step by step guides to some of the functions in the grandMA2. Go to Tutorial Guide for further help.

... an example on how to solve a specific task?

  • The "Task" section gives you task examples on some of the functions in the grandMA2. Go to the Task Guide for further guidance.

... learning more about the philosophy behind the grandMA2?

  • The "Concept" area can give you an insight on the grandMA2 philosophy. Go to the Concept Guide for further help.

... something about networking with the grandMA2?

  • There are many different pages about networking. Go to the Network Guide for further help.

... something about the grandMA NPU?

  • There are different pages and sections about the NPU. Go to the NPU Manual Guide for further help.

...pages that's updated to the newest version?

  • Then you can try to search for V[main version]x[sub version] (e.g. V2x1).

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 :-)

Topic: Command and keywords guide

This guide will point you in the right direction, when you are trying to get help about commands and keywords.

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 :-)

Just tell me where to go!

Okay, take a look at these next questions:

Are you looking for a explanation on a specific command or keyword?

  • Then you shoul go to the Keywords listing in the Syntax section

Are you trying to find out what a hardkey is doing?

Are you creating a macro and need help?

  • There are many manual pages about macro creation. Go to this Macro Guide for further help.

Do you need to know more about the grandMA2 syntax?

  • The grandMA2 syntax is very comprehensive. There are two good places: The Commandline Concept pages that contains a more general description and the Commandline Syntax pages that gives you a detailed explanation.

None of the above is what I am looking for...

  • Okay, maybe you should try to go back to the Guide Front Page, and see if there's an other answer that fits you better. If there's nothing that helps you, you could send a comment to the manual team using this form, and get us to add the guide info. Please be as specific as possible.

Topic: Hardkeys and buttons guide

This guide will point you in the right direction when you need help with keys and buttons on the console.

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?

Topic: Windows guide

If you are looking for information about a window, menu or pop-up, this guide will help you.

Many windows allow you to press the Help 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?

Topic: Tutorial guide

The step by step tutorials mey help you with many question about general use or a more specific use.

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.

Topic: Task guide

There are many tasks that can help you understand how the grandMA2 works.

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?

Topic: Concept guide

The concept section is meant to give you a basic understanding about a subject.

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.

Topic: Network guide

Networking is an essential part of grandMA2. This guide will help you find what you are looking for.

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.

Topic: Macro guide

Macros are a very powerful part of grandMA2. This guide will help you find what you need for creating macros.

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.

Topic: NPU manual guide

This manual guide help you locate pages in the manual about grandMA NPU's.

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.

Tasks.

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.

Windows.

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.

Tutorial.

There's a NPU Tutorial taking you though the steps needed to set up a NPU in a MA system.

Commands.

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.

Specifications.

If you need the specifications on the NPU, have a look here.

Topic: grandMA2 Series.

grandMA2 Series - more than a console

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.

.

Topic: Copyright & Disclaimer

Declaration of Conformity according to directives 2004 / 108 / EG

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)
Additional information: DMX512, Ethernet, USB, MAlink, DVI, LTC, Audio IN, MIDI and analogue inputs must be shielded and the shielding must be connected to the earthing resp. to the housing of the corresponding plug.

Dipl. Ing. Michael Adenau

Copyright 2002-2012 MA Lighting Technology GmbH

The reproduction and distribution of the documentation and software and the use of its contents is subject to written authorization from MA Lighting Technology GmbH.

Trademarks

Windows XP ®, Windows Vista ®, and Microsoft ® are registered trademarks of Microsoft, Corp. All other names mentioned may be trademarks or registered trademarks of their respective owners.

Concept: About the Manual

grandMA2 Help System introduction

The grandMA2 Help system will eventually be available on the console by pressing Help Please.

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.

Concepts

"What is .... ?". Concepts contains background information you should know to successfully work with the grandMA2 series consoles.

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.

Reference

The Reference section contains technical information - facts, descriptions and properties of each elements of the console.

This section is intended for look-up and reference, to expand the basic knowledge gained by the concept section

Tasks

"How do I .... ?" Allthough the concept and reference section should provide you with enough information to operate the console, the exact steps of some Tasks may not be obvious for all users.

This section contains step-by-step instruction for common tasks and procedures.

Tutorials

This section provides tutorials intended for training. While Tasks contains step-by-step instruction for single operations, the tutorials will guide you thru different scenarios from A-Z.

Reference: Basic terminology

Please refer to the Reference section for further descriptions of terms

Fixtures
Instruments, Luminaires, - devices controlled by the console
Channels
Fixtures that has been given a Channel-ID - usually a fixture with dimmer only
Attribute
Controllable functions of a fixture, e.g. pan or gobowheel3
Parameter
A specific attribute of a specific fixture, e.g tilt of fixture 5
Selection
A collection of fixtures, selected and ready for manual control
Activation
A collection of parameters, active and ready for storing
Programmer
The container for Selection, Activation and temporary parameter-values,
Parameter-values
Parameter-content in the form of Level/Value, Fade, Delay and/or Effect
Cue
A look on stage, stored within a Sequence
Sequence
A series of cues that run in a specific order. Other consoles may call this a Cue-list
Executor
A handle used to control and execute stored content, e.g a sequenceOther consoles may call this a Playback or Master
Store
Create data (i.e. a cue) in the showfile. Other consoles may call this function Record
Preset
A stored parameter setting, for easy access and reuse. Other consoles may call this a Palette
Effect
An overlayed table (e.g Sinus) that modulates the value of a parameter. Basic controls would be Table, Size, Speed and relative offset.

Concept: System Overview

Members of the grandMA2 family

grandMA2 full-size

grandMA2 light

grandMA2 ultra-light

grandMA2 faderwing

grandMA2 replay unit

MA NPU

grandMA2 onPC

Reference: Console Geography

  1. Screen 1 (Commandscreen)
  2. Screen 2
  3. Screen 3 (light & full-size)
  4. Screen 4 (full-size)
  5. Window Encoders
  6. Attribute Encoders
  7. Level Wheel - Dimmer - (light & full-size)
  8. Trackball - Pan/Tilt & Mouse
  9. Grand Master
  10. Fader Executors
  11. Button Executors
  12. Multipurpose User-keys ("X-keys")
  13. Main Executor
  14. Command Area
  15. Keyboard (light & fullsize)
  16. View/Viewpage Buttons
  17. Menu Keys
  18. Power Key

Reference: Console Backpanel

  1. Mains Switch
  2. Mains Input, PowerCon NAC3MPA, 120-230V 50/60Hz 350VA
  3. DMX Out A-F, 6 x XLR 5pin male
  4. DMX In, XLR 5pin female
  5. Ethernet 1+2, 2 x EtherCon RJ-45 10/100/1000 Base T-X
  6. External Monitor Left+Right, 2 x DVI-I Dual-Link
  7. DC Remote Input / pin configuration: pin 1-16 = input, pin 21 and 22 = +5V, pin 24 and 25 ground (gnd)
  8. MA-Link, DA-15 female
  9. USB, 2 x TypeA USB 2.0
  10. MIDI In+Out, 2 x DIN 5/180 female
  11. Audio In, XLR 3pin female, min 20mV
  12. LTC/SMPTE In, XLR 3pn female, min 200mV
  13. Reset Button
  14. Desklamp Outputs, 2 x XLR 4pin female, MA LED desklamp 4pin

Concept: grandMA2 philosophy

Concepts & philosophy of the grandMA2 series consoles

This section provide background information you should know to successfully work with the grandMA2 series consoles.

For step-by-step instructions for common tasks, and reference documentation of each element of the system, please look at the Tasks and Reference sections.

Concept: Basic Operation

Click on any of the sub topics for more info on the Basic Operation.

Concept: Commandline

The command line is the fundamental way of communication between the console and the operator.

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 Del Effect 3Please and Goto Cue 5 Please .

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 Please 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:

[Channel]>Delete Group 4

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

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.

Functional Keywords

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.

Helping Keywords

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

General Syntax

The general syntax is [Function] [Object], or more specific [Function] [Object-type] [Object-IDs], however to speed up programming, parts of this syntax may be omitted, and will be replaced with default values by the console:

Store Cue 3 may be typed as Store 3 , as Cue is the default object-type for the function Store

Go+Macro 5 may be typed as Macro 5 , as Go+ is the default function for the object-type Macro

Capitalization & Abbrevations

The console does not distinguish between upper/lower case in keywords, this form is used merely to improve readability. Additionally, when entering commandline with a keyboard, it is inconvenient to have to type the whole keyword, so every keyword may be shortened to it's unique letter-combination

Store Cue 3 may via the keyboard be typed as st cu 3

Macro 10 may via the keyboard be typed as ma 10

Default keyword

To speed up programming even more, the commandline has a default object keyword, which will be inserted if you start your commandline directly with a number. The default keyword is displayed in square brackets the start of the commandline:

[Channel]>

typing just 9 will generate Channel 9, as Channel is currently the default keyword/object of the commandline.

[Channel]>Channel 9

You may change this default keyword at any time, by entering the keyword and then press please.

Fixture Please

[Fixture]>

Concept: Touchscreens / GUI

The 9" and 15.4" touchscreens of grandMA2 forms a powerful userdefined GUI (Graphical User Interface)

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

Commandscreen

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.

Right Screen

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

Left/Middle Screen (fullsize and light)

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

Concept: Views and Windows

What you see is what you want....

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

Window arrangements

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:

Window options

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:

Views

Window arrangements and options, are stored in as Views. By pressing Store, and an empty Viewbutton on the right part of the screen, the console will create a new View, and assign the View to the button, for easy recall of the current arrangement.

Concept: Channels & Fixtures

Devices to control; Channels & Fixtures

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 Setup Show , by the user.

Every fixture needs an identifier (ID) . grandMA2 has two different types/ranges of such, Channel ID & Fixture ID.

Channel

A fixture with a Channel ID will display its dimmer-attribute in the Channel Sheet window. Channel IDs are typically used with devices that only have one controllable parameter - Dimmer.

Fixture

A fixture with a Fixture ID will display all its attributes in the Fixture Sheet window. Fixture IDs are typically used with fixtures that have multiple controllable parameters - pan/tilt, color, gobo etc.

ID

A fixture must have either a Channel ID or a Fixture ID, - or both. Some operators prefer to give every fixture both the same Channel and Fixture ID, to be able to select number 5, not caring about if it is a Channel or a Fixture, while others prefer to separate and distinguish between the two types of fixtures. e.g Channel 5 (dimmer 5) is another fixture than Fixture 5 (Mac600 #5). A fixture can also have different Channel and Fixture IDs. This may be useful in situations where the designer would like to call fixtures by its location: Channel 35 (5th position on third truss), while the operator prefer to think of the fixture as first mac600, Fixture 601.

Subfixtures

In the later years, there has been an increase in products which actually are multiple fixtures in one housing, e.g. LED-battens, where you have multiple cells, and each cell has individual control of RGB. Such fixtures may be patched as one fixture, but nevertheless be accessed individually as Subfixtures. If a Thomas Pixel-line is patched and given the ID Fixture 5, merely selecting fixture 5 would adjust all 18 cells of this fixture. To adjust only cell #13, you select Fixture 5.13

Concept: Selection

To be able to adjust and manipulate fixtures, they need to be selected

Selecting via commandline

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

Selecting via GUI

With a Channel Sheet or Fixture Sheet window visible, you may select fixtures merely by touching their name or ID-number. Selecting a range is done with a "lasso": press on first fixture, move finger/mouse to last fixture, then release. To deselect via the GUI, press the - (minus) key first, then the name/ID in the sheet.

Cancel current selection

To de-select all selected fixtures press the Clear key once.

Concept: Attributes

Every fixture/channel has a minimum of one, but possibly multiple parameters to be controlled. These parameters are classified as Attributes, and may be adjusted and manipulated via the Encoder Toolbar , once the fixtures are selected.

A generic dimmer typically has only one attribute - "Dimmer" while an advanced Moving Light may have 30+ different attributes. To effectivly work with a high number of attributes, Attributes are grouped in Features, which again are grouped in Preset-types.

Example:

A fixtures's parameter for rotating the gobos on the second gobowheel, would be the Attribute "Gobo2 Rot", of the Feature "Gobo2" of the Preset-type "Gobo"

A fixtures's parameter for adjusting its intensity, would be the Attribute "Dimmer", of the Feature "Dimmer" of the Preset-type "Dimmer"

Accessing attributes

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.

Adjusting attributes

The encoders have three basic functions:

Encoder Turn
Value adjustment up/down
Encoder Push&Turn
Fast value adjustment up/down
Encoder Click
Open dialog for numeric entry, predefined slot-values or attribute options

Special attributes

Some attributes and features have dedicated controls to enable faster and/or easier access to adjustments

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.

Concept: Programmer

Your current Selection of fixtures, and the values of any manually adjusted attributes resides in the Programmer

Active parameters

Active parameters are displayed in the fixture and channel Sheet with a dark red background. By default when creating/storing Cues and Presets, the console will take the Active parameters.

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.

Layers

A parameter's data is divided into multiple Layers. These Layers are divided into two main groups, Value Layers and Effect Layers.

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

Values
this is the normal static value of the parameter
Fade
This is an optional fadetime for the value. if no fadetime is given, the parameter will follow cuetiming
Delay
This is an optional delaytime for the value. if no delaytime is given, the parameter will foolow cue-timing

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

Concept: Groups

Groups are collections of fixtures, used for selection.

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 Store 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

Concept: Labeling

Every object in your showfile may be given descriptive names/labels to eliminate the need to remember numbers. .

Giving Names

The command for labeling is Label [Object] , - the Label keyword is access by pressing two times on the Assign key, so the exact keystrokes for giving group 3 a name, would be Assign Assign Group 3 Please, and then enter the name in the popup dialog.

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.

Using Names

In addition to being informative when displaying data in pools and sheets, names may also be used in the commandline to access the objects.

[Channel]>Group Pars At 50

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 .

Concept: Presets

A preset holds information about attribute-values for a selection of fixtures, and may be referenced and re-used in cues. The value of a preset in the programmer or stored in a cue is labelled with a cyan bar.

The idea of Presets is to store a labeled reference in a cue, rather than the actual value itself.

Example:

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.

Preset types

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.

Concept: Cues & Sequences

A look on stage may be stored as a Cue.

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 Store 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.

Concept: Tracking

Tracking is the principle to just memorize the changes from one cue to the next..

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.

Concept: Effects

Effects are dynamic values generated by repeatably alternating between two different values according to a given waveform.

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 stored directly into your cues as discrete effect-values, or to the Effect-pool as a Selective Effect for referenced reuse, similar to how static values may be stored and reused via Presets.

Effect-values may be manipulated by selecting the corresponding Effect-layer via the Layer select buttons above your encoders:

Form
Form is the form/graph defining the transition between the High and the Low value, e.g. Sin or Ramp
Rate
Rate is the relative speed/time used to complete one cycle
Low
Low is the value used when the form/graph is at the bottom
High
High is the value used when the form/graph is at the top
Phase
Phase defines where (horisontally) on the form/graph to start, 0=beginning, 360=end
Width
Width controls how much the form/graph should occupy of a full cycle. A 'Width' of 100% makes the form take up all the cycle. If the 'Width' is only 50% then the form only occupies the first half of the cycle
Fade
Fade is an optional individual fade-time, used when effect is stored into cues
Delay
Delay is an optional individual delay-time, used when effect is stored into
Attack
Attack is used to soften the transition from low to high of the special Forms PWM, Chase and Random
Decay
Decay is used to soften the transition from high to low of the special Forms PWM, Chase and Random
ID
ID is a non-editable layer which will display the ID of either the Template or Selective Effect the values originates from (from which button in the effect pool the values are startet).

Concept: Executor

Executors are handles used to control and execute stored content.

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.

Fader Executors

Fader Executors have 4 controls: one fader and 3 buttons (2 above fader, one below). Depending on console type and wings attached, you may have direct physical access to up to 90 Fader Executors at once. These Executors are labeled from 1 and up.

Button Executors

Button Executors have only one control: a button. Depending on console type and wings attached, you may have direct physical access to up to 110 Button Executors at once. These Executors are labeled from 101 and up

Soft Executors

Even if your hardware-setup do not support 90 + 110 physical Executors, you may still access and use all 200, via onscreen faders and buttons.

Button and Fader functions

The function of each button and fader of an Executor may be freely assigned, to suit the needs for your style of operating, type of show, and functionallity of assigned object.

Typical button functions could be Go, Pause or Flash, while fader function could be Master (intensity), Speed or Crossfade.

Concept: Backup

With backup you can save and load your show. You can also change settings for a file server, an automatic saving interval and save the show to external drives.

Concept: System Setup

Click on the sub topic for more info about the System Setup topics.

Concept: Fixture Schedule

In Fixture Schedule you define the types and number of fixtures used in your show.

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.

Fixture-types Library

The grandMA2 comes with an extensive library of fixture-types from known (and unknown) manufacturers.

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

Fixture & Channel ID

To be able to program the fixtures defined in the Fixture Schedule they need to given either a Channel ID a Fixture ID - or both. Without any ID's you will not be able to program the fixtures, but as opposed to deleting the fixtures, removing ID's we keep existing data in your showfile.

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

DMX Patch

To be able to control (and visualize) the fixtures they need to be patched to a given DMX address and Universe.

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

By placing each fixture with XYZ in a three-dimensional environment, the fixtures may be visualized in the Stage Window (wire-frame) and via a connected PC running grandMA3D (realistic).

Fixture Positions does not have to be edited within the Fixture Schedule. the positions may be altered at any-time via the Stage Window

Concept: Extended Operation

Click on any of the sub topics for more info about the Extended Operations.

Concept: Networking

A network can be a simple thing as a computer with onPC and a 2Port Node, your console and some Artnet devices, or a massive network with several stations, Video servers, dimmers, 3D visualizers and nodes. A session has the following limits:32 stations class A (consols, NPU, onPC), 64 stations class B (VPU, 3d) 128 stations class C (2-port-Nodes, 4-port-Nodes).

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:

Ethernet 1
Intended for MA-Net and other Multicast DMX protocols - e.g. sACN (this is the network interface card Eth0)
Ethernet 2
Intended for Broadcast protocols (currently used for ArtNet only)(this is the network interface card Eth1)

Networking is enabled by Starting (or joining) a Session via MA Network Control, under the Setup>Network tab.

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

Concept: Multi User

Multi users allows you to be several programmers (or users) working together on the same show.

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".

Concept: Timecode

synchronisation with external sources

There are different types of timecodes. The grandMA2 accepts LTC (Linear TimeCode) also known as SMPTE and MTC (MIDI TimeCode). The purpose of timecode is to synchronize the light with other type of medias (e.g. sound and/or video).

Concept: MIDI Show Control (MSC)

MIDI Show Control (MSC) are MIDI commands automatically sent from the console when executing cues and moving faders. You can also remote control a console by sending MSC messages to it.

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.

Device ID:

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:

00 - 6F
112 individual device numbers.
70 - 7E
15 group numbers.
7F
All Call = broadcast to all receivers.

Command Format:

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:

01
General Light
02
Moving Light
7F
All

Commands:

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:

01 (GO)
This is a GOTO command. It needs to be followed by a cue number.
02 (STOP)
This is like hitting the Pause key. This can be followed by a cue number.
03 (RESUME)
This is the only way to "un-pause" and continue a paused fade. If you have paused a specific cue, you'll need to un-pause that specific cue.
04 (TIMED_GO)
This will perform a goto command with a specified fade time. The format is: 04 [time] [cue]. Read more about how to write the time in hex below.
06 (SET)
This is used to move faders. This is followed by four bytes (8 hex numbers). The first two hex numbers are the executor number. The next two are the executor page number. The last two groups of Hex numbers are the fader position. Least significant first, most significant last.

Read more about the different commands below.

01 (GO)

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 .

02 (STOP)

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 .

03 (RESUME)

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.

04 (TIMED_GO)

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.

06 (SET)

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.

Hope you got a better understanding of MSC

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.

Example:

Console options: MSC In Exec: Exec.Page and MSC In Command: All.

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

Topic: Decimal ArtNet Hex ASCII - table

This is a table that compare decimal numbers, ArtNet, Hex and ASCII.

Concept: Stage Window and grandMA 3D

inbuilt and external visualizers

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)

Learn more about the inbuilt Stage-View by following the related links at the bottom, and check out the manual of grandMA 3D here

Concept: Layouts

Topographical layouts - magic sheet

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.

Concept: Bitmaps

Bitmaps, or Bitmap effects, are threedimensional pixelmapping used to generate dynamic effects from animating image-files.

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.

Concept: What's the difference between Worlds, Filters and Masks.

From version 2.5 there's a new Filter and Mask system. In this text we'll have a look some of the differences and how to use them.

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.

World

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.

Filter

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 Select 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 At key or the Store 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 Store Filter and Select. Here you'll also find a Reset Filter on Clear 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.

Mask

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.

Concept: Worlds

Worlds are used to limit the number of parameters you have access to. This is essential in a multi-user session but may also be useful for a single operator. Worlds only have an effect on selection and sheets. They have no effect on playback of stored sequences.

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.

Example:

Select Fixture 1 Thru 5 , Store World 3, call World 3 .

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

Concept: Macros

A Macro is a userdefined list of commandline entries, used for automation of complex and/or repetitive tasks.

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.

Example:

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

Concept: Agenda

The agenda is a calendar system, that allows you to run a user-defined command at a certain time. This can be a specific time (e.g. at 5 o'clock) or a more variable time (e.g. at sunset).

The Agenda is primary intended for architectual installation, however you can also use it to remind you to take coffee breaks or other reminders.

Concept: Telnet & Commandline browsing

Editing show-data solely via commandline entries

Whatever you do with the command line, you are accessing a database that represents your current show file. The structure of that database is a tree. By default when using the commandline, you are at the root of the tree, and you commands will be directed to the correct branch, by the content of your command. In some situations at may be convenient to direct your commands to a specific part of the tree.

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

Edit Setup/FixtureTypes>

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

Keywords

Store
Create new data/object at the current destination
Delete
Destroy/remove data/object at the current destination
List
Display data at the current destination
CD
Change Destination
Assign
Set values to object properties and create cross-references between objects

Concept: grandMA2 Replay Unit

The grandMA2 Replay Unit works as a rack mount console.

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.

grandMA2 Replay Unit Hardware

The grandMA2 Replay Unit is a 3 unit 19" rack mount device with an 7" internal touchscreen.

  • 6 female DMX ports and 1 male DMX port (5-pin XLR).
  • 2 Ethercon connectors for Ethernet.
  • 2 DVI-I connector for external screens.(also specified touch screens)
  • MA-Link.
  • Sub-D 25 connector for remote control.
  • MIDI in and out.
  • Sound and LTC input (3-pin female XLR).
  • 3 USB plugs.
  • 1 reset button.

Some example screenshots

Series 2 Mode

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.

Concept: grandMA NPU - Network Processing Unit

The grandMA NPU works as a parameter expansion and DMX output unit.

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!

grandMA2 NPU Hardware

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.

Series 2 Mode

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.

Series 1 Mode

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.

If you need to read more

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

Concept: DMX channels vs. Parameters

What's the difference between DMX channels and Parameter counting?

So why is MA talking about parameters and you are still thinking in universes?

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.

Concept: Parameter expansion

Here we have a look at how you can expand your parameter count.

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.

Parameter count

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:

Full-Size:
8192 parameters.
Light:
4096 parameters.
Ultra-Light:
4096 parameters.
Replay-Unit:
4096 parameters.
NPU:
4096 parameters.
NSP (4 Port Node):
2048 parameters (only when connected with onPC).
Command Wing:
2048 paramters (only when connected with onPC).
2 Port Node Pro:
1024 parameters (only when connected with onPC).
2 Port Node:
512 parameters (only when connencted with onPC).

Parameter expansion

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

Using an onPC with nodes or NPU

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.

Concept: Tutorials

This is the tutorial section.

The tutorials here are designed to help you understand how the console works.

They start with the Basic tutorials and then moves into more specific areas (still work in progress).

Topic: Tutorial Basic 1

A short tutorial about creating a new show, patching dimmers, changing their values, making groups and creating simple cues in a sequence.

Welcome to this first Tutorial

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.

Mark-up in the tutorial.

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: Setup. 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 Please 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.

onPC vs. Console.

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.

Version

This tutorial is made on version 1.3. So it should be working on every version from and above this.

Happy Programming.

Topic: Tutorial Basic 1 - Create a New Show

Now we are going to create a new empty show.

The first this you need to do is the press the Backup 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.

Topic: Tutorial Basic 1 - Patching Dimmers

Now we are going to add and patch 40 dimmer channels.

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 Setup 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.

Topic: Tutorial Basic 1 - Using Windows and Screens

Now we are going to have a look at windows.

Commandline Feedback Window

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.

Channel Sheet

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:

Storing View

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 Store key followed by the V1 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 Assign key twice followed by the V1. This gives you a pop-up. Here you write: Channel followed by a 'Please'.

You can see in your Commandline Feedback window writes this:

:Processed:Label ViewButton 1.1

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.

Topic: Tutorial Basic 1 - Controlling Channels

We are now going to take a look at controlling dimmer channels.

Turning on 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: 1 At 1 0 0 Please. 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 At 5 0 Please. Since the channel is already selected you can just give it a new value and it is now at 50%. Now press Clear 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 Clear. 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 Clear 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: 1 At At. 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 Clear 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 Off Channel 1 Please. 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: 1 Thru 1 0 + 2 0 At 2 0 Please. 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: 1 Thru 1 0 + 2 0 - 5 . . .

You can also use '+' and '-' to change the value. 5 At + 3 0 Please. This brings channel five up to 50%. 5 At - 5 0 Please. 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.

Topic: Tutorial Basic 1 - Group

Now it's time to have a look at groups.

Groups Pool

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).

The first group

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: 5 + 7 + 9 + 1 1 Please . Now you have selected channel 5, 7, 9 and 11. Then press Store 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 Please”.

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.

11 more groups

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.

Topic: Tutorial Basic 1 - Storing the First Cue

It's time to 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:Select Exec 1 . 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: 2 0 At 4 0 Please. Then Store Please. 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 Assign Assign Cue 1 Please. 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.

Topic: Tutorial Basic 1 - Creating More Cues

Now we are gonna make more cues.

Making more cues.

Let’s make some more cues. Press: 2 0 + 2 8 At 8 0 Store Cue 2 Time 1 5 Please . 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:

[Channel]>

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:

[Channel]> g 1 + 2 at 75

followed by Please . Then type:

[Channel]> g 3 t 5 at 60

followed by Please . 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:

:Processed:Group 1+2 at 75

The "t" in the second line as a short for "thru". The console respond to the second line is:

:Processed:Group 3 thru 5 at 60

We are gonna store the cue using the hardkeys: Store Time 2 0 Time 2 5 Please. This is the response from the console:

:Processed:Store BasicFade 20 BasicOutFade 25

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: If Please At - 3 0 Store Time 1 0 Please .

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: Group 6 . . Group 9 Thru 1 1 At 6 0 Please Group 7 + 8 At 7 5 Store Time 1 5 Time Time 5 Please .

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: If Please . . Store Please . That was our 6 cues. It was hopefully fast and painless.

The next page we are going to make some changes to the sequence.

Topic: Tutorial Basic 1 - Editing the Sequence

Now we are going to make some changes to the sequence.

Making a "Follow"

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.

Changing the cue names.

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.

Updating a cue.

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: Goto 3 Time 0 Please .

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: Group 2 At + 5 Please . Now the 'Update' button lights up. This means you can update the activated cue. Press Update 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 X6 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.

Editing the times.

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: Backup Backup (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.

Topic: Tutorial Basic 2

This tutorial will introduce you to the skills you need for editing the patch, using fixtures, presets and worlds.

Welcome to the second basic Tutorial

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.

Mark-up in the tutorial.

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: Setup. 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 Please 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.

onPC vs. Console.

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.

Version

This tutorial is made on version 1.3. So it should be working on every version from and above this.

Happy Programming.

Topic: Tutorial Basic 2 - Adding Moving Lights

We are gonna store the show with a new name and add some moving lights to the patch.

Storing the show

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 Backup 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.

Add new fixtures

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 Setup 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 X1 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.

Topic: Tutorial Basic 2 - Fixture Sheet

The Fixture Sheet is used for displaying all the attributes of the fixtures.

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 fixture sheet 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:

  • Preset Control - Off
  • Layer Control - On
  • Filter Control - Off
  • Multi Control - Off
  • ScrollBar Horizontal - Off
  • Scrollbar Vertical - Off

Layer Filter:

  • Layer - Preset Values
  • Filter - None
  • Feature Mask - Off

Display:

  • Sheet Style - Horizontal
  • Font - DejaVu 10
  • Readout - Percent
  • Symbol Output - On
  • Symbol Features - On
  • Cue Colors - On
  • Channel ID - On
  • Columns - 10
  • Feature Sort - On
  • Fixture Sort - Off

Feature Mask:

  • We are not gonna use Feature Mask, so they can just keep there default options.

On the next page we are going to have a look at how to control fixtures.

Topic: Tutorial Basic 2 - Controlling Fixtures

Being able to control your fixtures is one of the most important things using a grandMA.

The Preset (type) Control Bar.

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.

Playing with the movers.

To control fixtures you need to select them. Let's try with fixture 111. Press: 1 1 1 Please.

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 U2 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 U3 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.

Topic: Tutorial Basic 2 - Preset Pool

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.

Topic: Tutorial Basic 2 - Making Presets

Next we are going to make some presets.

Some preparations

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 Store 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 Esc key twice (we are not storing anything right now).

Creating presets (finally)

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 Store 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 StorePreset 2 . 2 Please. 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 Store 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: 1 1 1 Thru 1 3 3 PleasePleasePleaseStorePreset 0 . 1 Please. 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 Please 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.

Topic: Tutorial Basic 2 - A Second Sequence

We are gonna create a second sequence and link the two sequences.

Making the second sequence.

Clear your programmer. Press the first Position preset twice. Now press Store 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 Select followed by one of the executor buttons around the executor fader. Press the first Gobo and Color presets followed by Store Please. 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.

Setting up the sequences (Assign Menu).

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.

Linking and editing the 2 sequences.

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 Go+ 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 Update. Press the U1 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: 1 1 1 Thru 1 3 3 . . Update. 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".

Topic: Tutorial Basic 2 - Using Worlds

Working With Worlds and last thoughts.

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: 1 Thru 4 0 Please Store followed by the second world button. Name it "Dimmers".

Clear your programmer. Now press: 1 1 1 Thru 1 3 3 Please Store 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: 1 1 1 Please. 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.

Last Thoughts

You should save your show. you can do this in the command line:

[Channel]>saveshow

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.

Topic: Macros Introduction

This tutorial indends to give some insight to the possibilities of grandMA2 Macros

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:

:Done:Channel 1 At 50
:Realtime: Go Executor 1.1.201
:Macro:Off Executor 1 Thru 10

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.

Example:

Let's press the onscreen button above the encoders labeled "Position", to change the encoder to Pan/Tilt.

The encoders change to pan & tilt, and we see that the console has processed the following command:

:Done:PresetType "Position"

So lets create a macro that does exactly this.

  • type Edit Macro 1 followed by Please to open the Macro Editor and create a new macro, Macro 1
  • press Add (X1) to add a new line for our macro
  • click on the empty field in the text-column, and with your keyboard type the command we saw the desk had processed:
  • PresetType "Position" and press Please

  • Close the Editor with the "X" in the upper right corner
  • Open a Macro Pool Window, and you should see our Macro 1 as the first item
  • Label the macro by pressing 2 times on the Assign key, to get the Label keyword, the press on the Macro 1 button in the pool.
  • Enter "Position" in the popup, and press Please

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:

  • Switch to userkeys by pressing User 1, then type Assign Macro 1X1

You have now created your first basic macro. The following pages will learn you more about how to create complex macros.

Topic: Macro CommandLineInteraction

How your macro interact with your command-line

CommandLine Interaction (CLI)

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:

:Done:Macro 5
:Macro:Highlight

- 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:

:Macro:Macro 5
:Macro:Highlight

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.

Appending text (@-sign)

Lets say we have a Macro 3, with the commandline text "Fixture 15". Pressing this Macro, the following are processed by the console:

:Done:Macro 3
:Macro:Fixture 15

- 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 Edit, 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.

Topic: Using Variables

Variables are containers of text that may be reused

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.

Example:

A common way to program lighting for a song, is to create a sequence of cues holding the base-looks and major changes for each verse and chorus, and additionally trigger diffferent chasers on and off via command-links in the main sequence:
  • ...
  • Cue 5:"Chorus":Cmd:Go Executor 201
  • Cue 6:"Verse 2":Cmd: Off Executor 202
  • etc.

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:

  • Cue 1:"Intro":Cmd:SetVar $chorusChasers="Executor 201 + 204 + 205"
  • ...
  • Cue 5:"Chorus":Cmd:Go $chorusChasers
  • Cue 6:"Verse2":Cmd:Off $chorusChasers
  • etc
[Channel]>SetVar $chorusChasers="Executor 201 + 204 + 205"
:Done:SetVar $chorusChasers="Executor 201 + 204 + 205"
[Channel]>Go $chorusChasers
:Done:Go Executor 201 + 204 + 205
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

Similar to the SetVar keyword is the SetUserVar keyword. The only difference is that a variable defined with the SetVar is global for all users, while variables defined with SetUserVar applies to the current user only.

With the keyword ListVar and ListUserVar, the Commandline Response Window will list current variables and their content.

[Channel]> ListVar
:Global: $CHORUSCHASERS = Executor 201 + 204 + 205

Topic: Creating popup dialogs in macros

How to use dialogs to prompt for user-input to a macro

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.

Example:

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:

:Macro:SetVar $universe="1"
:Macro:SetVar $address="401"
:Macro:Assign Dmx1 .401 At Selection

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)

Topic: Conditional Expressions

Conditional execution of macro-lines

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:

a == b
a equals b
a > b
a greater than b
a < b
a less than b
a <= b
a less than or equal b
a >= b
a greater than or equal b

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.

Topic: Timing of Macros

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.

Example:

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

Topic: Automate Settings

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:

[Channel]> List

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:

[Channel]>CD 4

DMX_protocols> List

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:

DMX_protocols> Assign 2 /Active=on

and List again to check if it worked:

DMX_protocols> List 2

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

DMX_protocols> CD /

[Channel] Edit Macro 1

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)

Topic: Macro Import and Export

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.

[Channel]>Export Macro 3 "Nice_macro.xml"

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:

[Channel]>CD Macro

then import the file with the following syntax

Macros/Global >Import "Nice_macro"

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

Macros/Global >ListMacroLibrary
: nice_macro 1234 Bytes
: predefined 5678 Bytes

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

You can also Export multiple macros in one xml-file, by exporting a range of macros to one file.
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

Topic: Tutorial FixtureTypes

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.

Topic: Create a new FixtureType

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

golden_scan4_manual_Rv1.pdf

Then we enter Setup Show Patch & FixtureSchedule

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 FixtureTypes , then Add , 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 Edit, to open the FixtureType Editor.

Our next task is to examine the spec of the GoldenScans functions:

Press Add , and press Edit and then the "none" (or right-click the "none") in the Attrib column. In the popup-dialog select Beam Beam1 Iris .

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.

Topic: Effects Tutorials.

On the following pages we are going to explore some of the ways you can use effects.

We will go through steps that introduce you to the most common effect functions.

Effect Theory

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).

The effect tutorials.

In the following tutorials we will look at:

  • Creating an effect in the programmer.
  • Creating a template effect.
  • Making effects using presets.
  • Editing effects using the command line.
  • Changing an effect with a macro.
  • Different ways to run and use effects.

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.

Topic: Setting up the show.

We are going to setup a new show with usable 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.

Setting up the show.

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.

What's next

That's it. Now you are ready to go to the next tutorial page.

Topic: Make an effect in the programmer.

In this tutorial we are going to create an effect in the programmer and store it as an Effect Preset in the Effect Pool.

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.

Building the 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 (Fixture Thru Please). 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 At 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:

[Channel]>Store Effect 1 "Move Effect"

Followed by a Please.

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.

What's next?

On the next page we are going to create a template effect using the Effect Editor pop-up.

Topic: Make a template effect using the Effect Editor.

This tutorial makes 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.

The Effect Editor pop-up.

Make sure your programmer is empty, by pressing the Clear button for more than 3 seconds.

Now press the Edit 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 Assign 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.

What's next?

Next we are going to take a look at using presets in effects.

Topic: Make an effect using presets.

In this tutorial we are going to create a new color effect with presets.

If you haven't done the previous effects tutorials I'll strongly urge you to do so.

Setting up for this tutorial.

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).

Making the effect.

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 Store 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.

What's next?

In the next effect tutorial, we are going to edit this effect using the command line.

Topic: Edit an effect using the command line.

The effects can be edited 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.

Setting up for this tutorial.

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 Please to execute the command.

Let's make some changes.

We need to navigate to the effects. We do that using the 'CD' keyword

[Channel]>CD Effect

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:

Effects/1 'Global' >list

Now we get a list of your three effects. The number in the parentheses are the number of lines each effect uses:

Effect 1 : 1 Move Effect (2)
Effect 2 : 2 Dim Effect (1)
Effect 3 : 3 Color Effect (3)

Our goal is to change the rate of the color effect. So we need to go into the third effect:

Effects/'Global' 1>cd 3

A new 'list' revials a lot more:

Effects/'Global' 1/'Color Effect' 3>list

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:

Effects/'Global' 1/'Color Effect' 3>assign 1 /rate=1.5

You can do another 'list' to check that it changed the rate. Now do the two other lines:

Effects/'Global' 1/'Color Effect' 3>assign 2+3 /rate=1.5

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.

What's next?

In the next tutorial we are going to have a look at using macros to edit our effects.

Topic: Change an effect using a Macro.

We are going to make a macro that asks what rate we want, and then applies it to our color effect.

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.

Making the Rate macro.

We almost have all the windows we need. The one thing you should add is the macro pool.

Press Edit and then the first Macro pool button.

Press Add (the X1 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.

What's next?

There's only one page left. Here we are going to take a look at different ways the effects can be run and controlled.

Topic: Different ways to use effects.

Effect can be used and controlled in many ways. This will explorer some of the most common.

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.

The Effect Pool

First we need to take a look at how the Effects Pool view work.

The pool have three different modes:

Normal Call (color defined by the options):
If your programmer is empty and you press the Pool Button once, you'll select alle the fixtures that can use the effect. The second press will run the effect in your programmer.
Fast Call (buttons will have a dark red color):
Again beginning with an empty programmer. One presson a pool button will immediately run the effect for all possible fixtures. Still running in the programmer.
Pool Playback (the buttons will have a magenta color) :
Now you can press the pool buttons and the effect will run in the pool as if it was running on an executor.

But let's have a look at different ways to run effects.

In the programmer.

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.

Directly build in cue.

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.

Effect presets in cues.

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.

On executors.

You can assign an effect to an executor. Simply by pressing Assign Effect 1 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 Assign, 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.

Running effects in the effects pool.

When you press Go+ 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 Assign 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.

Finishing words

You can view all the running effect by pressing and holding the Effects 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.

Topic: Tutorial Sequences

In this section you will learn how to work with sequences

Topic: Working with MIB

how to use MIB to mark/preposition attributes.

Introduction

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.

  • a zero or positive MIB-value indicates an specific cue number from where MIB is allowed
  • a negative MIB-value indicates a relative cue number from where MIB is allowed

Example:

If Cue 91 is given a MIB-value of "80", the console will as soon as possible from Cue 80 and forward try to preposition fixtures for Cue 91.

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.

  • dimmer-output is above zero
  • dimmer has a value above zero in any of the cues between the current cue and the cue to prepare for
  • the attribute is included in any of the cues between the current cue and the cue to prepare for

Valid MIB-values

Early / E
same as numeric value "0", preposition as early as possible
[x.xxx]
preposition from Cue number x.xxx
-[x.xxx]
preposition x.xxx Cue-numbers before
Late / L
same as numeric value "-1", preposition 1.000 Cue-numbers before
Off / O
same as no value, do not preposition

Sequence Executor Sheet

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)

Setting MIB via Commandline

MIB is a property of Cue Parts, and its value may be assigned with standard syntax:

[Channel]>Assign Cue / MIB=late
Assign MIB-value "Late" to current Cue and all its parts
[Channel]>Assign Cue 101 Part 3 / MIB=99
Assign Cue 99 as MIB-value for part 3 of Cue 101
[Channel]>Assign Cue 1 Thru 10 / MIB=Off
Removes MIB from Cue 1 thru 10

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 timing

MIB uses two general time settings MIB-Delay and MIB-Fade

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.

MIB feedback

When MIB Delay is active, or MIB is "put on hold" the Executor Key backlight will blink fast.

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.

Pitfalls

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

  • fixture one is on, and red in cue 1
  • turns off in cue 2
  • and comes on in blue in cue 10

As we don't want to see the scroll to blue in cue 10, we mark this cue as MIB early.

  • everything is fine, fixture one preposition after faded out in cue 2

now let's say we're in cue 5 and want to make some changes...

  • On with fixture one, - it's blue - looks good
  • update cue only

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.

Topic: Working with tracking sequences and Cue-modes

How to assert values and prevent tracking in tracking sequence

Introduction

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.

Possible cue-mode combinations

Normal
normal tracking mode
Assert
State is asserted with original timing
X-Assert
State is asserted with cuetiming of current cue
Break
Prevents tracking and performs an Assert
X-Break
Prevents tracking and performs an X-Assert

Commandline

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

Topic: Bitmap Effect Tutorial

This is a collection of Bitmap Effects tutorials.

The first (Setup Show) is a generic tutorial, setting up the basics show for all the other Bitmap Tutorials.

Topic: Bitmap Effect Tutorial - Setup Show

In this part we are going to set up the show with a big LED wall.

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 Setup Show Patch & Fixture Schedule .

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.

Topic: Bitmap Effect Tutorial - Create a rainbow scrolling Bitmap Effect

Creating a scrolling bitmap effect.

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.

Creating a sequence with dimmer value.

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. 1 thru At At.

Store this in a new sequence on executor fader 1. Store Exec 1 Please.

Now make sure the fader is at 100 and the sequence is on.

Creating the Bitmap Effect.

Without clearing the programmer we need to create the basis of the bitmap effect. Press Store Effect Effect 1 Please. 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: Assign Effect Effect 1 Exec 2 Please.

This also gives you access to the best Bitmap Effect Editor.

The 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 Edit Exec 2 Please. This gives us the editor on screen 1.

The Basics options.

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 gobos carallon gobos apollo 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:

Making it move.

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.

Topic: Bitmap Effect Tutorial - Create a Rotating Bitmap Effect

Creating a rotating spiral bitmap effect.

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.

Creating a sequence with dimmer value.

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. 1 thru At At.

Store this in a new sequence on executor fader 1. Store Exec 1 Please.

Now make sure the fader is at 100 and the sequence is on.

Creating the Bitmap Effect.

Make sure you have all the LED's selected. Press Store Effect Effect 2 Please. 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: Assign Effect Effect 2 Exec 3 Please.

This also gives you access to the best Bitmap Effect Editor.

The 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 Edit Exec 2 Please. This gives us the editor on screen 1.

The Basics options.

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 gobos carallon gobos apollo 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:

Making it move.

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.

Topic: MAtricks Tutorial - Intro

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.

Channel1Thru12Please

Highlight

Next

Next

Next

Prev

You may temporary enable/disable the matrick with the Set key:

Set

Set

or reselect your original selection with the All keyword, accessible via hardkeys by pressing simultaneously Prev and Next

Prev&Next

Next

Topic: MAtricks Tutorial - Interleave

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

[Channel]> MatricksInterleave 4

Next

Next

Prev&Next (reselect All columns)

With the use of the MA modifier key you may step through the array row by row rather than column by column

MA&Next

MA&Next

And reselect all rows with:

MA&Prev&Next (reselect All rows)

These tricks may also be combined:

NextNextNext (third column) MA&NextMA&Next (second row)

The Interleave value (array-width) may be modified with the Set key in conjunction with Next and Prev to increase, decrease or reset interleave:

Set&Next (MatricksInterleave +, increase array-width)

Set&Prev&Next (MatricksInterleave Off)

Topic: MAtricks Tutorial - Blocks

Stepping through a Selection with Next will normally give you single fixtures ( or columns of fixtures, if interleave is active):

Next

With the function MatricksBlocks, x adjecent fixtures/columns are treated as one block:

[Channel]>MatricksBlocks 3

Next

Next

You may adjust the block-size with MA&Set in conjunction with Prev or Next

MA&Set&Prev (MatricksBlocks -, decrease block-size)

The block-width may be reset to one/none by pressing both Prev & Next together with MA & Set

MA&Set&Prev&Next (MatricksBlocks Off, reset block-size)

With an Interleaved array the Blcok-size may be adjusted both in the x and y axis:

[Channel]>MatricksBlocks 3.2

Topic: MAtricks Tutorial - Wings

Stepping through a Selection with Next will normally give you single fixtures:

Next

With the function MatricksWings, the selection is splitted in x parts, and each part is mirroring the previous part:

[Channel]>MatricksWings 2

|

Next

|

[Channel]>MatricksWings 3

| |

Topic: MAtricks Tutorial - Groups

With MatricksGroups the distribution of aligned values may be limited to x fixtures, for then to be repeated:

[Channel]>At 0 Thru 100

[Channel]>MatricksGroups 4
[Channel]>At 0 Thru 100

If you are aligning without grouping on an an array created with MatricksInterleave

[Channel]> At 0 Thru 100

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

[Channel]>MatricksGroups 4.1
[Channel]>At 0 Thru 100

[Channel]>MatricksGroups 1.3
[Channel]>At 0 Thru 100

Topic: DMX merge tutorial.

This tutorial shows you how to merge incoming DMX into your show.

Topic:

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.

Task: Create a new show.

We need a new empty show with a useful patch.
Steps
  1. Go to the command line and write:
    [Channel]>Loadshow dmx_merge_tutorial /full
    This loads a new completely empty show.
  2. Goto the Setup Show Patch & Fixture Schedule and create 512 single generic dimmer channels patch in the first universe.
  3. Create the views you need. I suggest a Channel Sheet and a Command Line Feedback window.
  4. Save your show.
Result
This is what we need for the patch.

Topic:

Now you can go on to the next pages.

Topic: DMX In Recording on a grandMA2.

This is useful when you need to transfere a show from a different console to your grandMA2.

Please go through the "DMX Input tutorial" for setting up for this tutorial.

Task: Setting up Remote DMX.

We need to set up the Remote DMX. This will take the incoming DMX directly to your programmer, allowing you to store it where you want.
Steps
  1. Go to the command line and write:
    [Channel]>cd 30.3
    This takes you directly to the DMX remote type.
  2. Write:
    RemoteTypes/DMXRemotes 3>Store 1 t 512
    This creates 512 remote input "containers".
  3. Write:
    RemoteTypes/DMXRemotes 3>Ass 1 t 512 /type=Programmer
    This changes the remote type to "Programmer" sending all the incoming data directly to your programmer.
  4. Write:
    RemoteTypes/DMXRemotes 3>cd/
    This takes you back out of the Remote Input setup.
  5. Go to Setup Show Remote Input Setup DMXRemotes and select all the rows in the DMX column.
  6. Press the Edit hardkey and then inside the blue frame (you can also right-click if you have a mouse).
    This opens the calculator pop-up.
  7. In the pop-up you write "1.1" and press Please.
    This gives you a one-to-one patch of the 512 DMX inputs.
  8. Make sure the DMX Remote is enabled. The background and text of the "Enabled" button is yellow.
  9. Exit the setup.
Result
This is what we need to get the incoming DMX universe to the programmer.

Task: Turn off DMX Merge.

These steps take you through the task of turning off the DMX In Merge.
Context
When you want to record the incoming DMX to a cue, preset, etc., it might be a good idea to turn off DMX merge as it could interfere with your output.
Steps
  1. Go to Setup Show Patch Only (Live) DMX List .
  2. Press the Edit hardkey followed by the "On" in the 'DMX In Merge' column and the row for the universe you want to turn off.
  3. Exit the Setup.
Result
You have now turned of the DMX In merge.

Topic:

OK, now it's time to plug in the DMX source, and make sure the grandMA2 is correctly set up for the signal.

Task: Setting up the DMX In port on a Console.

Now we need to configure the port for the DMX signal.
Context
If you use a node please skip this task, and go to the next one.
Steps
  1. Go to Setup Network MA Network Configuration Consoles .
  2. You can set up any of the seven port as an Input. But for this tutorial we are going to use the female DMX In connector. Press Edit followed by the cell in the "XLR In" column in the row representing your console.
    This gives you the Cofigure DMX Port pop-up.
  3. In the pop-up you select the Port Mode to "In" using the drop down box.
  4. Set the universe to "1" using the "-" and "+" buttons, and press the Please button.
  5. Exit the Setup.
Result
Now we can move on to the actual business.

Task: Setting up the DMX In port on a grandMA 2Port Node.

Now we need to configure the grandMA 2Port node for the incoming DMX signal.
Context
If you use a grandMA2 Console or grandMA2 NPU please look at the previous task, and ignore this one.
Steps
  1. Go to Setup Network MA Network Configuration 2Port .
  2. You can set up any of the ports as an Input. Press Editfollowed by one of the XLR cells in the row representing your 2Port Node.
    This gives you the Cofigure DMX Port pop-up.
  3. In the pop-up you select the Port Mode to "In" using the drop down box.
  4. Set the universe to "1" using the "-" and "+" buttons. You can completely ignore the "Merge Mode", finish by pressing the Please button.
  5. Exit the Setup.
Result
Now we can move on to the actual business.

Topic:

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.

Topic: DMX Merge

In this tutorial we are going to take a look at merging incoming DMX with the grandMA2.

Topic:

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.

Task: Turning off DMX Remote

If you have DMX Remote that is set up to go to your programmer you might want to turn that off.
Steps
  1. Go to Setup Show Remote Input Setup DMX Remotes
  2. Delete the rows with DMX going to the programmer (this allows you to keep other DMX Remote) or just disable the remote function.
  3. Exit the setup.
Result
All right you are now ready to move on.

Task: Turn on merging for universe 1.

Context
As a default Merging is turned on for all universes, but we are going to use the setup menu to make sure it's turned on.
Steps
  1. Go to Setup Show Patch only (live) DMX List
  2. There is a column called "DMX In Merge". If there's a "on" in the row for (universe) no. 1, the grandMA2 will merge incoming DMX. If it's empty, you need to press Edit followed by the empty cell.
    The incoming DMX will now merge.
  3. Exit the Setup.

Topic:

OK, now it's time to plug in the DMX source, and make sure the grandMA2 is correctly set up for the signal.

Task: Setting up the DMX In port on a Console.

Now we need to configure the port for the DMX signal.
Context
If you use a node please skip this task, and go to the next one.
Steps
  1. Go to Setup Network MA Network Configuration Consoles .
  2. You can set up any of the seven port as an Input. But for this tutorial we are going to use the female DMX In connector. Press Edit followed by the cell in the "XLR In" column in the row representing your console.
    This gives you the Cofigure DMX Port pop-up.
  3. In the pop-up you select the Port Mode to "In" using the drop down box.
  4. Set the universe to "1" using the "-" and "+" buttons, and press the Please button.
  5. Exit the Setup.
Result
Now we can move on to the actual business. If you are not using a node please skip the next task.

Task: Setting up the DMX In port on a grandMA 2Port Node.

Now we need to configure the grandMA 2Port node for the incoming DMX signal.
Context
If you use a grandMA2 Console or grandMA2 NPU please look at the previous task, and ignore this one.
Steps
  1. Go to Setup Network MA Network Configuration 2Port .
  2. You can set up any of the ports as an Input. Press Editfollowed by one of the XLR cells in the row representing your 2Port Node.
    This gives you the Cofigure DMX Port pop-up.
  3. In the pop-up you select the Port Mode to "In" using the drop down box.
  4. Set the universe to "1" using the "-" and "+" buttons. You can completely ignore the "Merge Mode", finish by pressing the Please button.
  5. Exit the Setup.
Result
Now we can move on to the actual merging business.

Topic:

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.

Topic: grandMA NPU tutorial

In this tutorial we will have a lock at some of the common actions on a grandMA NPU.

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.

Getting the hardware ready.

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.

Getting the NPU ready for the MA system.

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).

Connecting to the console and the session.

When the console is ready, you should load the show you need. Then go into the SetupNetworkMA Network ConfigurationNPU Network Processing Unit 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!

Setting the DMX ports on the NPU.

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 SetupShowPatch Only (Live)DMX List, 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.

Final words.

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.

Topic: grandMA NDP Tutorial

In this tutorial we will take a look at the functions a NDP does offer when connected to the grandMA2 console and running in grandMA2 mode.

  • Addressing the NDP in grandMA2 mode is only possible, if the software 7.23 or onwards is installed on the NDP(s).
  • Furthermore the grandMA2 mode is streaming dependent.
  • Make sure, that all NPDs do have the same software installed. Mixed systems will cause malfunction

Software Update of the NDP

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.

What the options do:

Path to Updatefiles
if "ndp" is entered here, than the updater will use the files shipped in this particular version. As an additional feature you can also specify another path existing in your computer to use other versions stored in that path. This may be handy if you want to use the updater to upload different / other versions that you have already stored manually.
New Version
does show the version that is selected via the Path to Updatefiles option
Path to local Backup
this is the folder, where to NDP Updater tool will store the backup data of the yet to update NDP. A click on "Change Destination" will change that folder if needed. This backup can also be loaded onto the NDP again by choosing this path within the "Path to Updatefiles" field.
IP-Address
Enter the valid IP Address of the NDP you want to update. Whenever you change the value here, press the "Refresh" button next to the numerical field. When you have refreshed the IP Data field correctly, then the current version installed on the to be updated NDP is displayed here
Use only FTP for update
The option "Use only FTP for update" is very important: check this option if you experience problems using the updater in the regular mode. In this case, the backup of the NDP data to your computer will not be done and if the NDP looses power or the network connection is lost between your PC and the NDP during the update process, the flash card in the NDP will be broken. Further more the NDP will not restart automatically when the update is finished. You will have to do this manually by pressing the rest button in the frontpanel of the NDP or disconnecting AC powers to the NDP after the upload process is down. Do not interrupt the update process if "Use only FTP for update" is turned on!
Do
Press "Do" to start the process
Cancel
Press "Cancel" to interrupt running processes
  • When the "Use only FTP for update" is not checked, the NDP you are updating will do a manual reboot at the end. Afterwards you can select another NDP by entering the IP address and select "refresh".

Check the mode the NDPs are running in

To be able to connect to the NPDs, you have to change the mode the NDPs are in. To do so, use the frontpanel keys and the encoder of the NDP / keyboard and a monitor or a Telnet connection. Login as administrator in the NDP and in the NDP menu structure goto ConfigLocal Connection Interface . Change this value to GMA2. The interface can only be adjusted here and not from the console. The NDP will restart the software automatically to allow you control the NDP from a grandMA2 console.

Backup NDPs

In contrast to NDPs running in grandMA series 1 interface, there are some major differences regarding Backup NDPs. To make sure, that configuration matching and exchange between both units is working correct, both Master- and Backup NDP have to be in the same MA-Net2 session, even when running standalone without a console. The session spreads and checks configuration data of both units. In grandMA series 1 interface this was done via a configuration session ID, that was independent to a running grandMA series 1 session.

Connecting the NDPs

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.

  1. Goto Setup MA Network Control
  2. Check the Session ID, Session Name (Session Password) to be on the wanted settings (you cannot change these values, if you are already in a session)
  3. Click in the field Unconnected and press then press Start/Join Session to start the session.
  4. To make the NDPs join your session as well, you have to close the MA-Net control window by click the X in the upper right corner.
  5. Goto Setup MA Network Configuration NDP.
  6. Press Add Present to add all up and running NDPs available in the network. In the column Session you can see the session the NDPs are running in. Additional you can press Add to manually add the ndps you want to control here by each unit.
  7. Press EDIT and click in that field of the ndp you want to invite in the column Session Member to set it to yes.
  8. Proceed that with all the NPDs you want to take into your session
  9. Close this window by clicking the X in the upper right corner.

  • If the NDPs are already listed for a session, you cannot invite them into your session, since they are blocked. You have to get control over that session the NDPstrm are in first and then dismiss the NDPstrm to make them available for a new session.
  • Whenever you add single NDPs to your System by using the Add button, make sure that in case a Backup NDP exists to a already inserted NDP, that this one is also inserted to make the data exchange possible between both units.
  • If you want to make all NDPs to be part of you session or you want to take them out all at once, click on top of the "Session Member" column twice to mark the complete column blue and then press Edit and click in one of the Session Member fields on the screen.

Topic: grandMA Show Converter

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.
  • User profiles
  • Effects, bitmap effects, layouts and modulators
  • Fixture Schedule function invert per fixture
  • MATricks
  • Timecode and Agenda

Main Menu

The show source can be specified at the upper part of the screen. Select will open the Source popup

The destination of the converted show has to be specified at the lower part of the screen. Select will open the Destination popup.

Start will start the showfile conversion and open the log view.

Help will open this helpfile.

Source Popup

grandMA OnPC1 Folder: Select this source to convert all shows currently stored at your grandMA1 onPC.

grandMA USB Folder:Select this source to convert all shows currently stored at the plugged in USB device.

Showfile (*.tar.gz): 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.

Show Folder: Opens a file browser popup to select any other folder containing grandMA1 shows as source.

Destination Popup

grandMA onPC2 Folder: The converted files will be stored at the current onPC2 shows folder at your computer.

grandMA USB Folder: The converted files will be stored at the (USBDRIVE)\gma2\shows folder.

grandMA2 Show 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.

CopyLog: will copy the logfile to the clipboard.

close:will close the Log View to return to the main screen.

cancel will stop the showfile convertion and will return to main screen.

Concept: Tasks

This section contains step-by-step instruction for common task.

For conceptual understanding of the console and property-description of each element of the console, please read the Concept and Reference sections.

Task: Hardware

This section contains all the hardware tasks.

Task: Hardware / Connecting peripherals

This section is about the hardware connections on your console.

Task: Hardware / Connecting peripherals / Power

Before turning the console on, you need to connect the power cable.
Context
When you get a new console there's a PowerCon connector supplied with it. You need to have qualified personnel attached this connector to a suitable cable and plug that correspond with the laws in your country.

If you get a rental desk this should be supplied with it.

Steps
  1. Insert the blue PowerCon connector in the PowerCon plug and twist it 90 degrees clockwise to lock.
  2. Connect the other end of the cable to a suitable power source.
  3. You'll also need to turn on the Power switch on the back panel
Result
The power is connected.

Task: Hardware / Connecting peripherals / External Screens

You can expand the console with two external screens.
Context
On the back panel of the console you'll find two DVI-I connectors for external screens. If you only have screens with VGA connectors, you'll need a DVI to VGA adapter.
Steps
  1. Make sure the console is turned off.
  2. Connect the first screen to the top DVI-I connector marked 'Right'. Place the screen on the right side or above the internal screen 2. This will be screen number 5.
  3. Connect the second screen to the bottom DVI-I connector marked 'Left'. Place the screen on the left side of the first external screen. This will be screen number 6.
  4. Connect power to the external screens.
  5. Turn on the external screens.
  6. Turn on the console.
Result
The external screens are connected.

Task: Hardware / Connecting peripherals / Goose-neck Lamps

To get a better view of the console you can connect up to two goose-neck LED lights.
Context

The goose-neck lights can help illuminate the console in a dark environment.

Steps
  1. Connect the 4 pin XLR connector to the plug on the back panel of the console.
  2. Move and twist the lights so they feel comfortable to you and illuminate the areas you want.
Result
The lights are connected. See the link below for information on how to adjust the light output.

Task: Hardware / Connecting peripherals / USB Mouse and Keyboard

You might need to connect an external keyboard and mouse.
Context

It's recommended only to use wired keyboards and mouses. The console supports a keyboard with a US key layout.

Steps
  1. Connect the USB connector to any of the USB plugs on the console. There are up to 5 USB plugs on a console.
Result
The console should recognize the hardware you connected and after a few seconds you can use it.

Task: Hardware / Connecting peripherals / Ethernet (MA-Net)

You can connect the console to a network.
Context
The console has two Ethernet connectors. One of them is used to connect to a MA-Net network. This allows you to ad consoles (for backup or extra users), grandMA VPU, grandMA2 NPU, grandMA NDP, grandMA NSP, grandMA 2port Node and grandMA 3D.
Steps
  1. Connect one end of a Ethernet cable to the connector called 'Ethernet 1'.
  2. Connect the other end to a suitable switch.
  3. Connect other grandMA equiptment to the switch and turn on the power to the switch.
Result
The console is now connected to a network. You might need to set a IP address.

Task: Hardware / Connecting peripherals / ArtNet (Ethernet)

You can connect the console to ArtNet.
Context
The console has two Ethernet connectors. One of them is used to connect to a MA-Net network. The other is intended for ArtNet, and is by factory default set to an address in the 2.x.x.x range. You may check or change the IP-address of this second adapter via the SetIP keyword.

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

Steps
  1. Connect one end of a Ethernet cable to the connector called 'Ethernet 2'.
  2. Connect the other end to a suitable switch.
  3. Connect other ArtNet equipment to the switch and turn on the power to the switch.
Result
The console is now connected to a network.

Task: Hardware / Connecting peripherals / DMX

Connecting DMX to input or output DMX from the console.
Context
The console has six DMX Output plugs (marked A to F) and one Input (marked IN). These are used when you want the console to output DMX and you need to use DMX in. All connectors can be configured to meet your needs.
Steps
  1. Connect one end of a 5 pin XLR DMX cable to one of the XLR connectors.
  2. Connect the other end to a suitable DMX device.
Result
The console is now connected to a DMX device. Follow the link below to read more about setting up the DMX connectors.

Task: Hardware / Connecting peripherals / MIDI

Connecting MIDI to your console.
Context
The console have two MIDI connectors. One in and one out. They are used to send and receive MIDI signals.
Steps
  1. Connect one end of a MIDI cable to the Input or Output. Depending on you are sending or receiving.
  2. Connect the other end to a suitable MIDI device.
Result
The console is now connected to a MIDI device.

Task: Hardware / Connecting peripherals / SMPTE (LTC)

Connecting a SMPTE source to the console.
Context
The console have LTC In connector. This allow you to sync the console to a SMPTE timecode source.
Steps
  1. Connect the SMPTE source to the LTC IN connector in the console using a 3 pin XLR audio cable. The signal strength should be minimum 200 mili Volts. Pin1: ground; Pin2: - (minus); Pin3: + (plus)
Result
The console is now connected to a SMPTE source.

Task: Hardware / Connecting peripherals / Sound

Connecting a sound source to the console. Sound-in function is prepared in several menues, but still without function.
Context
The console have Audio In connector. This allow you to use the incoming audio to trigger lights.
Steps
  1. Connect the audio source to the Audio IN connector in the console using a 3 pin XLR audio cable. The signal strength should be minimum 20 mili Volts. Pin1: ground; Pin2: - (minus); Pin3: + (plus)
Result
The console is now connected to a audio source.

Task: Hardware / Connecting peripherals / grandMA2 faderwing

Connecting a grandMA2 faderwing to the console.
Context
You can expand the number of executor faders and buttons with grandMA2
Steps
  1. Connect one end of a 15 pin D-Sub cable to the connector marked MA-LINK on the console.
  2. Connect the other end to the grandMA2 faderwing.
    You can connect up to four grandMA2 faderwings to one console. You can connect one grandMA2 faderwing to another and so forth.
  3. Connect power to the grandMA2 faderwing.
Result
You've added 15 motorized faders and 15 executor buttons.

Task: Hardware / Connecting peripherals / Contact Closure Switch (Analog Remote)

Connecting contact closure switches to the console.
Context
The console have a 25 pin D-sub connector. This allow you to connect 16 contact closure switches. You can map these 16 switches to anything in your console.

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.

Steps
  1. Connect a 25 D-sub plug to the DC Remote Control connector.
Result
The console now have a analog remote input. Follow the link below to read more about setting up the Remote Input.

Task: Hardware / Miscellaneous hardware tasks

This section contains hardware tasks

Task: Hardware / Misc. / Turn the Console On

You need to turn on the console before doing anything fun with it.
Context
You'll probably need to turn on the console before using it.
Steps
  1. Make sure the console is connected to a prober power source and the power switch on the back panel is turned on.
  2. Press the power key on the front panel. It looks like this:
Result
The console will boot up.

Task: Hardware / Misc. / Resetting the console using the reset button (hard reset)

ON the back panel of the console you'll find a reset button. This is used when there's no other option.
Context
Should you ever come in the situation that the console is totally non responsive and there's noting that reacts. You have the option to reboot the console.

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

Steps
  1. Press the reset button on the back panel.
Result
This resets the console and it reboots. It will try to load the last saved version of your show.

Task: Hardware / Misc. / Turn the Console Off

Sometimes you need to turn off the console.
Context
At some point you'll probably need to turn off the console.
Steps
  1. Press the power key on the front panel. It looks like this:
    A warning pop-up appears.
  2. To turn off the console you need to confirm the pop-up by pressing 'Yes'.
Result
The console will save the show and boot down.

Task: Adjusting the angle of the Display Wing

Context
To improve the readability of the screens and the ergonomics of the touch-interface, you should raise the Display Wing to an appropriate angle
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.
Steps
  1. Press and hold the MA key
  2. Decide which direction to move:
    • To raise, press and hold the Up key
    • To lower, press and hold the Down key
    The motor slowly changes the angle
  3. Release both keys
    The motor will stop, and lock the wing in position
    Instead of using the motors, you may press and hold MA & Set to release the torque and then adjust the angle by hand
Result

Task: Adjusting the brightness of the Console

Adjusting brightness of console via hardkeys.
Context
LCD screens, Executor LEDs, Key Backlight and Gooseneck worklights all may have their brightness adjusted, to try to compensate for (or to blend into) the surronding environment.

You will normally do this adjustment via the Setup Console Desk Light 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:

  1. Gooseneck Worklights
  2. Wing Screen(s) (screen 2-5)
  3. Command Screen (screen 1)
  4. Key Backlighting

Steps
  1. Press and hold MA and the key for the desired element
    press and hold both MA & 4 to adjust the key backlighting
  2. Decide which direction to move:
    • To increase the brightness, press and hold the + key
    • To decrease the brightness, press and hold the - key
    The brightness of the element is changed.
  3. Release all keys
    The brightness-level is set, and stored in your UserProfile.

Task: Adjusting the volume of the internal speaker

Adjusting sound out via commandline.
Context
The console may provide aural feedback of your operation of the console, (keypress-clicks, warning sounds etc.) via the internal speaker. You may adjust the level of these sounds, via the Specialmaster "Snd Out"
Steps
  1. Enter SpecialMaster (or merely SM), then "Snd Out", followed by At, and the desired level
    [Channel]>SpecialMaster "Snd out" At 0
    You may also assign the Specialmaster to an executor, or the 100mm faders, for direct adjustment.
    The volume of the internal speaker (and thereby any sound-effects) is set to the given level

Topic: NPU Hardware tasks.

This is a small selection of hardware tasks for the NPU.

There are currently these three NPU hardware tasks.

Task: Hardware / NPU / Connecting a NPU to a network.

This explains how to connect the NPU hardware to a MA system.
Context
It's recommended to use a good 1Gbit network switch for you MA system. And you should minimum use cat. 5e cables.
Steps
  1. On the back panel for the grandMA NPU you'll find one Ethernet connector. Plug one end of a network cable in this port.
  2. Connect the other end to one of the ports in your network switch. Make sure you use a port that gives you full access to the MA-Net.
Result
You have connected the grandMA NPU to you MA system. The next task takes you through connecting the power. There's also a task for adding the grandMA NPU to you session.

Task: Hardware / NPU / Connecting power to a NPU.

This explains how to connect the power to the NPU hardware.
Context
It's important that you use an appropriate power source for your NPU. There's no UPS build into the NPU.
Steps
  1. On the back panel for the grandMA NPU you'll find one PowerCon connector. Plug a female (blue) connector to this plug.
  2. Connect the other end of the cable to an appropriate connector.
Result
You have connected power to the grandMA NPU.

Task: Hardware / NPU / Turning on the NPU.

This task will show you the simple task of turning on the NPU.
Context
When the power is connected, you can turn the NPU on.
Steps
  1. On the back panel of the grandMA NPU, you'll find a red power switch. Set this to "on".
    The light in the switch should turn on. If it doesn't then there's something wrong with the power source.
  2. On the front panel there's a small power button. Pressing this shortly will boot the grandMA NPU.
Result
The NPU boots up and you are shortly presented with a menu asking you if you'll change the mode. If you don't do anything, then the NPU will boot up in the last used mode.

Task: Software

This section contains all the software tasks.

Task: Install and update the software

This section contains all tasks about installing and updating the software.

Task: Updating console software via USB

New software are released regularly with new features and bug-fixes
Pre-Requisite

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.

StickMaker & Console image Download Page

Steps
  1. Download the most recent software-image (.imgz) from MA Lighting
  2. Insert USB stick into your computer
  3. Start the application StickMAker and select your USB stick from the pull-down curtain of the topmost green field.
  4. Select Write Image to disk and browse for the downloaded image by pressing [...]
  5. Press Start then confirm with Yes
    When progress-bar is full, you should get a pop-up with "Copy operation succeeded"
  6. Press OK, remove stick from computer.
  7. Switch on Console and await for the boot menu.
    The Boot Menu is only displayed for a few seconds, - be ready to perform next step within that time.
  8. By using the arrow and Enter/Please keys of the keyboard, select Utility Menu (item 3)
    Console continues to boot and prepare Utility Menu
  9. Insert USB-stick with image into USB-port and await a few second for the USB to initialize
  10. When GMA2 UTILITY menu is displayed, select Import new Version by pressing the Enter/Please key
    If you get a message "Nothing to Import", the USB is not yet initialized, try again in 5 seconds
    Console displays "Importing files from USB-Devices, please wait" then returns to Utility menu
  11. By using the arrow and Enter/Please keys of the keyboard, select Choose Version
    Console list imported versions after a few seconds
  12. By using the arrow and Enter/Please keys of the keyboard, select the version you just imported
    Console installs imported version, then returns to Utility menu
  13. By using the arrow and Enter/Please keys of the keyboard, select Quit
    Console reboots and you may remove the USB-stick
Result
You console should now be updated with the latest software-version.

Task: Reinstall console software and OS via USB

How to get a clean install of software and OS
Pre-Requisite
To perform this task you need to have a Mac or Windows PC (XP, Win 7 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

StickMaker & Console image Download Page

Steps
  1. Download the most recent software-image (.imgz) from MA Lighting
  2. Insert USB stick into your computer
  3. Start the application StickMAker and select your USB stick from the pull-down curtain of the topmost green field.
  4. Select Write Image to disk and browse for the downloaded image by pressing [...]
  5. Press Start then confirm with Yes
    When progress-bar is full, you should get a pop-up with "Copy operation succeeded"
  6. Press OK, remove stick from computer, and insert stick into console
  7. With stick inserted, switch on console.
    If console starts normally you need to first enable USB-boot, see Related Links at bottom of page
    Console boots from the USB and gives you a menu with several choices
  8. By using the arrow up/down keys, highlight MA Installer
    BootOptions at bottom of screen displays: ....other=install,nox,usbboot,usbdata|
  9. Use left arrow key to move cursor between equal-sign and "install", then type "full"
    BootOptions at bottom of screen displays: ....other=fullinstall,nox,usbboot,usbdata
  10. Press Enter/Please to select MA Installer with the fullinstall option
    Console continues to boot and prepare installation
  11. When prompted, press Enter/Please to confirm formatting of the hard-drive
    Console formats hard-drive and prepare for installation
  12. When prompted, press Enter/Please to confirm installation of OS and Software
    New OS and software is installing
  13. When prompted, remove USB-stick and confirm with Enter/Please-key to reboot
  14. Let the console boot in grandMA2 mode.
  15. Calibrate touchscreens
Result
You console should now have a clean install. Please remember that all data has been erased, and the IP-adress of you console is now the default 192.168.0.4

Task: Boot from unknown USB stick

Pre-Requisite
To perform this task you need an external keyboard (with F11) connected and a bootable USB stick made with the StickMAker.
Context
If you have not dedicated a specific USB stick to use for software-updates, and enabled this stick in BIOS, you need an external keyboard with F11 for selection of boot-device, to do software-updates.
Steps
  1. Insert bootable USB stick made with Stickmaker, and switch on Console,
  2. During startup press F11 multiple times to get the Select Boot Device menu
    If you are not able to trigger this menu with F11, and console boots normally, you need to enter BIOS to enable boot from this USB stick. Please see Related Links at bottom of page.
  3. Navigate with arrowkeys to your USB stick, and press Enter/Please
    Console boots from USB, and gives you a menu with several choises
Result
You may now proceed with installation of software via USB

Task: Enable console to boot from a dedicated USB stick

Pre-Requisite
To perform this task you need a keyboard connected and a bootable USB stick made with the StickMAker.
Context
If you have a dedicated USB-stick to use for software-updates, you may perform this task once, to enable the console to prioritize boot from this specific USB-stick, eliminating the need for an external keyboard with F11 for selection of boot-device, to do software-updates.
Steps
  1. Insert bootable USB-stick made with StickMAker, and switch on Console,
  2. On the keyboard press Del to enter Bios setup
  3. If prompted for password, enter helpg2 and perform the following steps
    1. Navigate with arrow-keys to Bios Security Features
    2. Press Enter/Please 3 times to remove password
    3. Press Esc to return to main menu
  4. Navigate with arrow-keys to Boot Configuration Features, and press Enter/Please
  5. Navigate with arrow-keys to Hard Disk Drives, and press Enter/Please
  6. Press Enter/Please to change what is "1st drive", and select your USB-stick with arrow-keys and Enter/Please.
  7. Press Esc two times to exit to main menu
  8. Navigate with arrow-keys to Save changes and Exit, and press Enter/Please two times
Result
Your console should now boot from USB if it is switched on with this USB-stick inserted.

Task: Restart grandMA2 application after a crash

Pre-Requisite
To perform this task you need a keyboard connected to your console (only for GMA-Ultralight and GMA-Replay Unit)
Context
If you experience a software crash, the console will return to the Linux OS command-shell, recognized by a text-mode display on screen 1 with black background and system messages in white and yellow text, - and at the bottom in green "root@gma2 #". To restart the application without rebooting the console follow the steps below.
Steps
  1. Press arrow-up on your keyboard.
    Bottom line displays "root@gma2 # Autostart". If "Autostart" is not recorded, it must be typed in via keyboard.
  2. Press Enter/Please to execute the Autostart command
    The grandMA2 application starts and you should be up and running in seconds.
  3. If the application immediately crash again, your showfile may be corrupt and you need to proceed with the following
  4. Press arrow-up on your keyboard.
    Bottom line displays "root@gma2 # Autostart"
  5. Type noload on your keyboard.
    Bottom line displays "root@gma2 # Autostart noload"
  6. Press Enter/Please to execute the Autostart /noload command
    The grandMA2 application starts with an empty showfile
  7. Load a backupcopy of the file or a previous version of your show via the backup-menu

Task: Software / Setup

This contains all the Software Setup Tasks

Task: Software / Setup / Create New Show

This task will create a new show.
Context
This task will create a new show on the internal hard drive of the console.
Steps
  1. Press Backup.
    This will give you the Backup Menu. It looks something like this:

  2. Make sure the 'Internal' tap is selected.
  3. Press New Show.
    This gives you the New Show pop-up. It looks something like this:

  4. In the New Show pop-up, write a new name for the show.
  5. Select the options you want to clear.
    • Clear Show Data - This will erase all patch, sequences, presets, groups, macros, etc.
    • Clear Time Config - This will set all the fade, delay, OutFade, etc. back to the default timing options.
    • Clear Console Settings -This will set all the console options back to the default options.
    • Clear Network Protocols -This will erase all the settings for DMX out via Ethernet.
    • Clear Network Config -This will erase all the informations regarding grandMA2 NPU's, grandMA VPU's, other grandMA2 consoles, grandMA2 3D, etc.
    • Clear User Profiles -This will erase the users and the user profiles.
  6. Press the Please key.
    Alternative you can use the command line:
    [Channel]>Newshow "playground" /full
    This will create a new, completely empty show with the name "playground".
Result
You have created a new show.

Task: Software / Setup / Save a Show

This will save the current show with a new name.
Context
There are three ways to do this. The first is the fastest. The second is the slowest, but with more control. The third uses the command line.

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.

Steps
  1. Press the Backup key fast twice.
    You trigger a build in macro that saves your current show.
Steps
  1. Press the Backup key (once).
    This opens the Backup Menu.
  2. Select the drive (or tap) where you want the show saved.
    This is also the way to store the show on a USB memory stick.
  3. Press the Save Show button.
    You have saved your current show in the drive you selected.
Steps
  1. [Channel]>Saveshow
    You have stored the current show on the current selected drive.
Result
No matter what way you use, you save your show data.

Task: Software / Setup / Save a Show with a New Name

This will save the current show with a new name.
Context
There are two ways to do this. The first uses the GUI. The second uses the command line.
Steps
  1. Press the Backup key (once).
    This opens the Backup Menu.
  2. Select the drive (or tap) where you want the show saved.
    This is also the way to store the show with a new name on a USB memory stick.
  3. Press the Save Show As button.
    A pop-up appears prompting you to write a new name.
  4. Write the new name and finish with the Please key.
    Your show is saved with a new name.
Steps
  1. [Channel]>Saveshow "playground2"
    You have saved the current show with a new name on the current selected drive.
Result
No matter what way you used, you saved your show data.

Task: Software / Setup / Auto Save a Show

This will set a time interval at with the desk will store the show automatically.
Context
The grandMA2 has an Auto save feature. This will automatically store the show after a specified interval.
Steps
  1. Press the Backup key.
    This opens the Backup Menu.
  2. At the bottom of the window there's a the Auto Save options. Press the button under the text 'Auto Save' until you have the desired time interval.
Result
This will start a count down. When it reaches 0 the desk will store the show and restart the count down.

Task: Software / Setup / Load a Show

This will load a show.
Context
There are two ways to do this. The first uses the GUI. The second uses the command line.
Steps
  1. Press the Backup key.
    This opens the Backup Menu.
  2. Select the drive (or tap) where the show you want to load is saved.
    This is also the way to load a show from a USB memory stick.
  3. Press the Load Show button.
    This opens the Load Show pop-up.
  4. Select the show you want to load. On the right side of the pop-up you can select, what parts of the show you want to load.
  5. When you are happy with your selection you press the Ok button.
    The desk loads the new show.
Steps
  1. [Channel]>Loadshow "playground2"
    If you don't know the name of the show you can see a list of show on the current selected drive using the command Listshow.
    The desk loads the show.
Result
No matter what way you used, the new show is loaded.

Task: Software / Setup / Delete a Show

This will delete a show.
Context
There are two ways to do this. The first uses the GUI. The second uses the command line.
Steps
  1. Press the Backup key.
    This opens the Backup Menu.
  2. Select the drive (or tap) where the show you want to delete is saved.
    This is also the way to delete a show from a USB memory stick.
  3. Press the Delete Show button.
    This opens the Delete Show pop-up.
  4. Select the show you want to delete.
  5. When you are happy with your selection, you press the Ok button.
    If you changes your mind you can press the Cancel button or close the pop-up. This doesn't delete anything.
    The show is deleted.
Steps
  1. [Channel]>Deleteshow "playground2"
    If you don't know the name of the show you can see a list of show on the current selected drive using the command Listshow.
    The desk deletes the show from the drive.
Result
No matter what way you used, the new show is loaded.

Task: Software / Setup / Create New User and login

This task will create a new user and login as that user.
Context
This task will create a new show on the internal hard drive of the console.
Steps
  1. Press Setup.
    This gives you the 'Console section in the Setup Menu.
  2. Make sure the 'Console' tap is selected.
  3. Press 'User+Profiles Setup'.
    This gives you the User and User Profiles section. It looks something like this:

    In a new show there are only the grayed out Administrator and Guest users. These are defaults and can't be deleted or altered.

  4. Press the headline saying 'Showing 'Users''.
  5. Press the X1 key to add a new user (you might need to highlight the 'New' word).
    This creates a new user with the user name "user".
  6. Edit the name using the encoder to highlight the user name and then press the screen encode. Write your own name.
  7. Add a password if you like.
  8. If you want the user to have it own views and user setting, you need to create a new user profile:
    1. Highlight the 'New' cell in the 'UserProfiles' section.
    2. Press the screen encoder
      This creates a new User Profile.
    3. Give the User Profile a name that makes sense to you. There are many ways to organize the users and user profiles. So choose one that makes sense to you.
    This creates a new User profile.
  9. Select the new User Profile for your User.
  10. You can also change the user rights. This option allows you the set different levels of editing rights. Follow the link below to read more about the different rights.
  11. This is what you need to create a User and a User Profile. Exit the setup menu.
  12. To login as your new user you need to press the Tools key
  13. Then press the 'Login' button.
    This gives you the Login screen.
  14. Type the User name and the password (if any) followed by a Please.
    You can also login using the commandline:
    [Channel]>login username password
Result
You have created a new user and logged in as this user..

Task: Software / Setup / Patch Conventionals

In this task we will patch some generic dimmers.
Pre-Requisite
Before doing this task you should create a new empty show. If you don't want to do that, you should go to the next task "Patch Moving Lights".
Context
In this task we will patch some generic dimmers.
Steps
  1. Press Setup.
    This gives you the Setup Menu.
  2. Make sure the 'Show' tap is selected.
  3. Press 'Patch & Fixture Schedule'.
    Since this is the first time you enter the patch, it will guide you through the proper steps. The first step asks for a layer name. It looks something like this:

    In a new show there aren't any layers or fixtures and the console guide us through the steps the first time.

  4. Type "Dimmers" followed by a Please.
    This gives you the Fixture Wizard pop-up. It looks like this:

  5. On the right side of this window there's a list of the imported fixturetypes. Currently there aren't any, so press where it says 'From Library'.
    This gives you the Select a FixtureType pop-up.
  6. In the 'Manufacturer Filter' type "generic".
  7. Select 'generic@dimmer@oo.xmlp' and press the 'Ok' button.
  8. In the name area type "Dim 1"
    When you add a number behind some text (or another number) with a space between the console will automatically increase the number.
  9. The Quantity should be "40".
    This gives us 40 dimmers.
  10. Fixture ID should be "0".
    This will make sure the dimmers doesn't have a fixture ID.
  11. Channel ID should be "1".
    This gives the first dimmer a channel ID of "1", the second will have channel ID "2", etc.
  12. We are going to patch the 40 dimmers in the first universe beginning at DMX address 1. So in the Patch area type "1.1".
  13. Now press the 'Apply' button.
    This finishes the Fixture Wizard and patches the 40 dimmers. It should look something like this:

  14. Close the Edit Setup by pressing the yellow 'X' in the upper right corner.
    This gives you a warning pop-up.
  15. Confirm that you would like the save by pressing the 'Yes' button.
    You are back in the Setup Menu you could close this as well.
Result
You have patched 40 dimmer channels in your show.

Task: Software / Setup / Patch Moving Lights

In this task we will patch some moving lights.
Context
In this task we will patch 12 VL500 from Vari Lite.
Steps
  1. Press Setup.
    This gives you the Setup Menu.
  2. Make sure the 'Show' tap is selected.
  3. Press 'Patch & Fixture Schedule'.
  4. To organize the fixtures, we need a new Layer. Right click the 'New' under "Showing 'Layers'".
    You can also highlight the 'New' and press the screen encoder to create a new layer.
    This gives you a pop-up asking for a name of the new layer.
  5. In the pop-up type "VL500" followed by a Please.
  6. On the right side of the screen you can see the content of the layer. Right now it's empty. Right click the 'New'.
    This opens the Fixture Wizard pop-up.
  7. On the right side of this window there's a list of the imported fixturetypes. Currently there are only the dimmers, so press where it says 'From Library'.
    This gives you the Select a FixtureType pop-up.
  8. In the 'Manufacturer Filter' type "vari".
  9. Scroll down and select 'varilite@vl500@16-bit.xmlp' and press the 'Ok' button.
  10. In the name area type "VL500 1"
  11. The Quantity should be "15".
  12. Fixture ID should be "101".
    This will make sure the fixtures are visible (and controllable) in the fixture sheet.
  13. Channel ID should be "101".
    This will make sure the fixtures are also visible in a channel sheet.
  14. We are going to manually patch the VL 500's. So in the Patch area type "0".
    This will create the fixtures, but will not patch them.
  15. Now press the 'Apply' button.
  16. Now we are going to patch the VL500's. Click hold and drag with the mouse in the 'Patch' column of all the VL500's. Then right click.
    This opens the DMX Patch pop-up.
  17. Without doing any thing else right click next where it says "VL500 1"
    This opens the calculator where you can enter a new patch number.
  18. Type "1.51" followed by Please.
    This patches the dimmer channel of the VL500's. This fixture type uses an external dimmer for the intensity. And therefore needs two patch numbers for each fixture.
  19. Repeat step 16.
    This opens the DMX Patch again.
  20. Now you can see the patch numbers of the fixtures and on the right side you can see the patch in the DMX universe. On the left side below the fixture list you can see two options called "DIM" and "PAN". Press the one called "PAN" or the X2 key.
    This changes the patch focus to the second part of the fixture.
  21. Make sure there's a blue frame around the gray cells on the left side, and then right click the top cell.
  22. Type "2.1" followed by a Please.
    This patches the second part of all the VL500's to the first DMX address on the second universe.
  23. You have patched all the VL500's and can close the Patch & Fixture Schedule by pressing the yellow "X" in the upper right corner.
    This gives you a warning pop-up.
  24. Confirm that you would like the save by pressing the 'Yes' button.
    You are back in the Setup Menu you could close this as well.
Result
You have patched 15 Vari Lite VL500's in your show.

Task: Software / Setup / Create a View

Creating a channel windows.
Context
When you create a new show or a new user, your screens will (almost) be empty. We are going to have a look at creating a view.
Steps
  1. Choose an empty space on your screens, and press it.
    This gives you the Create Basic Window pop-up.
  2. Select the 'Sheets' tap.
    This allows you to choose one of the sheet windows.
  3. Press where it says 'Channel'.
    Some windows have a minimum space requirement. A channel sheet have a minimum of 3 x 2 tiles.
Result
This creates a channel sheet.

Task: Software / Setup / Clear a Screen

Lets' look at clearing a screen
Context
A clean screen can be a nice beginning for a new view. You can delete one or more of your windows and eventually end up with a clear screen, but there's another option.
Steps
  1. Press and hold the O (encoder) key
    A small pop-up appears in the lower right corner of each screen. It looks like this:

  2. Press 'Clear Screen' to empty the screen you are pressing or press 'Clear All Screens' to clear all the screens.
Result
You have cleared the screen(s).

Task: Software / Setup / Store a View on a ViewButton.

In this task we will store a view on a ViewButton.
Pre-Requisite
In this task we assume that there aren't any views stored on any ViewButtons.
Context
There are many ways to store a view, this task will introduce you to storing a view on a ViewButton.
Steps
  1. Create a view to your likings.
  2. Press Store followed by the V1 key.
    You can also press on the preview area next to the keys.
    This gives you a Store View Options pop-up.
  3. In the pop-up you can give the view a name.
    I made a channel window - so I call my view "Channel"
  4. Now you select the screens you want included in your view.
    I only want to store screen 2, and it's allready marked.
    If you only store one screen, the view isn't "locked" to that screen. Meaning if you recall that view in a screen of similar or higher resolution, the view will also appear on that screen.
  5. Press Please.
    We stored a view. Notice a small preview of your view appear on the ViewButton next to the V1 key. It could look like this:

    on the onPC it just looks like this:

Result
The view is stored on ViewButton 1

Task: Software / Setup / Store a View on a UserButton.

In this task we will store a view on a UserButton.
Context
There are many ways to store a view, this task will introduce you to storing a view on a UserButton.
Steps
  1. Create a view to your likings.
  2. Press the User 1 key
    This changes the buttons at the bottom of screen 1 to user buttons.
  3. Press Store followed by the X1 key.
    You can also press the area above the keys.
    This gives you a Store View Options pop-up.
  4. In the pop-up you can give the view a name.
    I made a Commandline Feedback window - so I call my view "Command Line"
  5. Now you select the screens you want included in your view.
    I only want to store screen 1, so I select screen 1 in the pop-up.
    If you only store one screen, the view isn't "locked" to that screen. Meaning if you recall that view in a screen of similar or higher resolution, the view will also appear on that screen.
  6. Press Please.
    We stored a view. The UserButton now looks like this:

Result
The view is stored on UserButton 1

Task: Sostware / Setup / Recall a View

A look at recalling views.
Context
There are two basic ways to recall a view.
Steps
  1. Press any of the stored view buttons or user buttons containing a view (or their on screen version).
Steps
  1. Using the hardkeys to recall view.
    View 1 Please - This recalls view number 1.
Result
What ever way you choose, you should have recalled your view.

Task: Software / Setup / Delete a View

A small look at deleting views.
Context
To have the complete overview of all your views, you should open a View Pool.
Steps
  1. Pressing delete followed by a ViewButton or a UserButton don't delete the view, it just empties the button. To delete a view you need to delete the view in a view pool or use the hardkeys.
    Del View 1 Please - deletes view 1.
Result
Deleting a view also removes it from any ViewButtons or UserButtons where it was assigned.

Task: Software / Setup / Calibrate the Touchscreens

This task will take you through the process of calibrating a touchscreen.
Context
After a full install or when the touchscreen isn't precise you need to calibrate your screen(s).
Steps
  1. Press the Setup key.
  2. Select the 'Console' tap.
  3. Press the 'Screen Options' Button
  4. Press the button corresponding to the screen you want to calibrate.
    This opens a blue calibration screen that looks like this:

  5. Follow the instructions on screen (Please Touch the Blinking Symbol until Beep or Stop Blinking)
  6. Repeat for all four points in the screen.
    When done you'll return to the 'Screen Options'. If needed you can repeat the process for the other screens.
Result
Your touchscreen has been calibrated.

Task: Software / Setup / Setting the IP address

Setting the IP address on the console can be necessary when connecting the console to other equipment.
Context
This task will take you through the steps of setting the IP address using the setup menu.
Steps
  1. Press the Setup key.
  2. Select the 'Network' tab.
  3. Press the 'MA Network Control' button.
  4. If there's a session running you need to stop it. Do this by pressing the 'Leave Session' button or the X2 key. If you are in any doubt, just press it.
  5. Press the current IP address (the default address is 192.168.0.4)
    When using the onPC you need to set the IP address in your computer.
    This will give you the calculator pop-up (on the onPC you get a selection of the available IP addresses)
  6. Type the new IP address (with the onPC you can select the desired address - make sure it's a wired connection)
  7. Reboot the console
Result
When the console is back from the reboot, you have a new IP address.

Topic: Import

This section is about importing Effects, Macros, Fixture Profiles, Colors, Gobos and Bitmaps using different methods.

There are currently three different importing methods described here: Command line, GUI and FTP connection.

Read the following pages for each method.

Topic: Import / Using Command Line

When using the Command line you can import a lot of things.

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.

Task: Import / Using Commandline / Effects from USB

We are going to import some effects using the commandline.
Pre-Requisite
You need a show and an effect XML file. You can download one by right-clicking (and select "saving as..") the following link: default effects (it's a link to a XML file with effects - this link doesn't work on the console). You need to place this file on a USB stick in the following folder "gma2" and in the subfolder called "effects". It would also be a good idea to have a Commandline Feedback window, so you can see the respond from the console.
Context
This will take you through some of the commands used when importing effects.
Steps
  1. First we need to point the console in the right direction (the USB stick!). The command we need is called "SelectDrive" and it can be shortened to "SD". In the command line type:
    [Channel]>SD
    The commandline feedback displays a list of the available drives.
  2. We need to select the USB stick (it might be your drive number three). You do this with the "SD" command. For me the USB stick is drive number three. So I type:
    [Channel]>SD4
    This makes the USB stick the default drive (also for saving shows).
  3. We need to tell the console where we want the effect. so we need to change the directory to the effect folder. Type:
    [Channel]>cdeffect
    This will change the directory to the effect folder.
  4. If you want to check the stick for effect files you can use the command "ListEffectLibrary", it's shortened to "ListEf". In the commandline type:
    Effects/1 'Global' >ListEf
    This will display the effect xml files on the drive.
  5. Now you can also see the name of the file we need to import. The file on my drive is called "PredefinedEffects". And the command we need is called "Import". So I type:
    Effects/1 'Global' >Import PredefinedEffects
    This will import all the effects in the xml file, and place them after the last used effects ID. You can see the list of effects by typing "list".
Result
You have now imported effects from an xml file on an USB stick.
Post-Requisite
If you need to return to your default destination and drive you need to type:

Effects/1 'Global' >cd/

and

[Channel]>sd 1

Task: Import / Using Commandline / Macros from USB

We are going to import some macros using the commandline.
Pre-Requisite
You need a show and a macro XML file. You can download one by right-clicking (and select "saving as..") the following link: predefined macros (it's a link to a XML file with macros - this link doesn't work on the console). You need to place this file on a USB stick in the following folder "gma2" and in the subfolder called "macros". It would also be a good idea to have a Commandline Feedback window, so you can see the respond from the console.
Context
This will take you through some of the commands used when importing macros.
Steps
  1. First we need to point the console in the right direction (the USB stick!). The command we need is called "SelectDrive" and it can be shortened to "SD". In the command line type:
    [Channel]>SD
    The commandline feedback displays a list of the available drives.
  2. We need to select the USB stick (it might be your drive number three). You do this with the "SD" command. For me the USB stick is drive number three. So I type:
    [Channel]>SD4
    This makes the USB stick the default drive (also for saving shows).
  3. We need to tell the console where we want the macros. so we need to change the directory to the macro folder. Type:
    [Channel]> cd macro
    This will change the directory to the macro folder.
  4. If you want to check the stick for macro files you can use the command "ListMacroLibrary", it's shortened to "ListM". In the commandline type:
    Macros/1 'Global' >ListM
    This will display the macro xml files on the drive.
  5. Now you can also see the name of the file we need to import. The file on my drive is called "predefined". And the command we need is called "Import". So I type:
    Macros/1 'Global' >Import predefined
    This will import all the macros in the xml file, and place them after the last used macro ID. You can see the list of macros by typing "list".
Result
You have now imported macros from an xml file on an USB stick.
Post-Requisite
If you need to return to your default destination and drive you need to type:

Macros/1 'Global' >cd/

and

[Channel]>sd 1

Task: Import / Using Commandline / Fixture Type from USB

We are going to import a Fixture Type from a USB stick using the commandline.
Pre-Requisite
You need a show and a Fixture Type XML or XMLP file. You can download one at the following link: Fixture Share (it's a link to the Fixture Share in ma-share.net). You need to place this file on a USB stick in the following folder "gma2" and in the subfolder called "library". It would also be a good idea to have a Commandline Feedback window, so you can see the respond from the console.
Context
This will take you through some of the commands used when importing fixture types.
Steps
  1. First we need to point the console in the right direction (the USB stick!). The command we need is called "SelectDrive" and it can be shortened to "SD". In the command line type:
    [Channel]>SD
    The commandline feedback displays a list of the available drives.
  2. We need to select the USB stick (it might be your drive number three). You do this with the "SD" command. For me the USB stick is drive number three. So I type:
    [Channel]>SD4
    This makes the USB stick the default drive (also for saving shows).
  3. We need to tell the console where we want the fixture type. So we need to change the directory to the FixtureType folder in the "edit setup". Type:
    [Channel]> cd 7
    and then
    Edit Setup > cd 3
    This will change the directory to the fixture type folder.
  4. If you want to check the stick for fixture type files you can use the command "ListLibrary", it's shortened to "ListL". In the commandline type:
    Edit Setup/FixtureTypes 3 >ListL
    This will display the fixture types xml files on the drive.
  5. The fixture type file on my drive is called "martin@mac_iii_profile@16_bit_extended". The command we need is called "Import". So I type:
    Edit Setup/FixtureTypes 3 >Import martin*
    This will import all the Martin fixture type files from the USB stick and place them in the current show (not the main library in the console). You can see the list of fixture types in the show by typing "list".
Result
You have now imported a fixture type from an xml file on an USB stick to the current show.
Post-Requisite
If you need to return to your default destination and drive you need to type:

Edit Setup/FixtureTypes 3 >cd/

and

[Channel]>sd 1

Task: Import / Using Commandline / Colors from USB

We are going to import colors from a USB stick using the commandline.
Pre-Requisite
You need a show and a color XML file. You can download one at the following link: exported LEE colors (it's a link to the Color Share in ma-share.net). You need to place this file on a USB stick in the following folder "gma2" and in the subfolder called "colors". It would also be a good idea to have a Commandline Feedback window, so you can see the respond from the console.
Context
This will take you through some of the commands used when importing colors.
Steps
  1. First we need to point the console in the right direction (the USB stick!). The command we need is called "SelectDrive" and it can be shortened to "SD". In the command line type:
    [Channel]>SD
    The commandline feedback displays a list of the available drives.
  2. We need to select the USB stick (it might be your drive number three). You do this with the "SD" command. For me the USB stick is drive number three. So I type:
    [Channel]>SD4
    This makes the USB stick the default drive (also for saving shows).
  3. We need to tell the console where we want the colors. so we need to change the directory to the color folder. Type:
    [Channel]> cd 10
    This will change the directory to the colors folder.
  4. You need to know the name of the xml file you want to import. The file on my drive is called "Lee". And the command we need is called "Import". So I type:
    Colors >Import Lee
    This will import the colors in the xml file, and place them in a ColorPool called Lee after the last used ColorPool ID. You can see the list of ColorPools by typing "list".
Result
You have now imported colors from an xml file on an USB stick.
Post-Requisite
If you need to return to your default destination and drive you need to type:

Colors >cd/

and

[Channel]>sd 1

Topic: Import / Using Graphic User Interface (menus)

When using the GUI you can import Macros, Effects and Fixture Types.

All imports are done from the Setup menu.

Read the following pages for details about each section.

Task: Import / Using Graphic User Interface (menus) / Effects from USB

We are going to import some effects using the windows and menus.
Pre-Requisite
You need a show and an effect XML file. You can download one by right-clicking (and select "saving as..") the following link: default effects (it's a link to a XML file with effects - this link doesn't work on the console). You need to place this file on a USB stick in the following folder "gma2" and in the subfolder called "effects".
Context
This will take you through some of the actions used when importing effects.
Steps
  1. Go to the Setup Show Import/Export Import Effects
    This will open a window like this:

  2. Select the tab with the name of the USB stick (mine is called "NANO")
  3. On the left side you can select the source xml file.
    This will give you the list of effect in the file on the right side.
  4. Here you can (should) select one or several effects using Shift and Ctrl.
    The effects you have selected change the background color from gray to blue.
  5. Choose where you want the effects to be placed (in the effects pool). You can specify a new position (in the green box) or you can change the "Use Earliest / Latest" setting. And you might consider if you want the "Overwrite" on (brown background) or off (black background)
  6. When you are happy with your selection and options you press Import.
Result
You have imported effects into your show.

Task: Import / Using Graphic User Interface (menus) / Macros from USB

We are going to import some macros using the windows and menus.
Pre-Requisite
You need a show and a macro XML file. You can download one by right-clicking (and select "saving as..") the following link: predefined macros (it's a link to a XML file with macros - this link doesn't work on the console). You need to place this file on a USB stick in the following folder "gma2" and in the subfolder called "macros".
Context
This will take you through some of the actions used when importing effects.
Steps
  1. Go to the Setup Show Import/Export Import Macros
    This will open a window like this:

  2. Select the tab with the name of the USB stick (mine is called "NANO")
  3. On the left side you can select the source xml file.
    This will give you the list of macros in the file on the right side.
  4. Here you can (should) select one or several macros using Shift and Ctrl.
    The macros you have selected change the background color from gray to blue.
  5. Choose where you want the macros to be placed (in the macro pool). You can specify a new position (in the green box) or you can change the "Use Earliest / Latest" setting. And you might consider if you want the "Overwrite" on (brown background) or off (black background)
  6. When you are happy with your selection and options you press Import.
Result
You have imported macros into your show.

Task: Import / Using Graphic User Interface (menus) / Fixture Types from USB

We are going to import a Fixture Type from a USB stick using the commandline.
Pre-Requisite
You need a show and a Fixture Type XML or XMLP file. You can download one at the following link: Fixture Share (it's a link to the Fixture Share in ma-share.net). You need to place this file on a USB stick in the following folder "gma2" and in the subfolder called "library".
Context
This will take you through some of the actions used when importing fixture types to a show.
Steps
  1. Go to Setup Show Patch & Fixture Schedule . If you haven't created any layers here, you'll be prompted to create one. You can just cancel this by pressing the yellow X in the upper right corner of the "Layer Name" pop-up. If you are then propted with the "Fixture Wizard", you should also close this using the yellow X.
    You are now in the "Edit Setup".
  2. Press the U1 key or where it says "Fixture Types".
    This opens the Fixture Types window.
  3. Press the X12 key or where it says "Import".
    This will open a new window - the "Select a FixtureType" pop-up.
  4. Here you can use the drop down menu to select the USB stick.
    Now you can see the fixture types on the USB stick.
  5. Select a fixture type and pres Ok.
Result
You have now imported a fixture type into your show. You can patch it or leave the setup as you please.

Topic: Import / Using a FTP connection

It can be usefull to connect to a console using a FTP connection.

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.

Task: Import / Using a FTP connection / Effects

This task takes you through the steps needed to import an Effects packed using FTP and unpack it in the console using GUI.
Pre-Requisite
You need a show and an effect XML file. You can download one by right-clicking (and select "saving as..") the following link: default effects (it's a link to a XML file with effects - this link doesn't work on the console). Save this file on a known location in your computer. Connect you computer to the console using a FTP program (see the "Using FTP" for details).
Context
In some situations it might be useful to upload an Effects packed to the console using FTP. Then you need to unpack it on the console.
Steps
  1. Connect to the console and navigate to the "effects" folder.
  2. Upload the effect xml file.
  3. On the console, go to the Setup Show Import/Export Import Effects
    This will open a window like this:

  4. Select the tab called "Internal".
  5. On the left side you can select the uploaded xml file.
    This will give you the list of the effects in the file on the right side.
  6. Here you can (should) select one or several effects using Shift and Ctrl.
    The effects you have selected change the background color from gray to blue.
  7. Choose where you want the effects to be placed (in the effects pool). You can specify a new position (in the green box) or you can change the "Use Earliest / Latest" setting. And you might consider if you want the "Overwrite" on (brown background) or off (black background)
  8. When you are happy with your selection and options you press Import.
Result
You have uploaded and imported effects into your show.

Task: Import / Using a FTP connection / Macros

This task takes you through the steps needed to import a Macro packed using FTP and unpack it in the console using GUI.
Pre-Requisite
You need a show and a macro XML file. You can download one by right-clicking (and select "saving as..") the following link: predefined macros (it's a link to a XML file with macros - this link doesn't work on the console). Save this file on a known location in your computer. Connect you computer to the console using a FTP program (see the "Using FTP" for details).
Context
In some situations it might be useful to upload a Macro packed to the console using FTP. Then you need to unpack it on the console.
Steps
  1. Connect to the console and navigate to the "macros" folder.
  2. Upload the macro xml file.
  3. On the console, go to the Setup Show Import/Export Import Macros
    This will open a window like this:

  4. Select the tab named "Internal".
  5. On the left side you can select the source xml file.
    This will give you the list of the macros in the file on the right side.
  6. Here you can (should) select one or several macros using Shift and Ctrl.
    The macros you have selected change the background color from gray to blue.
  7. Choose where you want the macros to be placed (in the macro pool). You can specify a new position (in the green box) or you can change the "Use Earliest / Latest" setting. And you might consider if you want the "Overwrite" on (brown background) or off (black background)
  8. When you are happy with your selection and options you press Import.
Result
You have uploaded and imported macros into your show.

Task: Import / Using a FTP connection / Effects

This task takes you through the steps needed to upload a Fixture Type profile to the library in the console.
Pre-Requisite
You need a show and a Fixture Type XML or XMLP file. You can download one at the following link: Fixture Share (it's a link to the Fixture Share in ma-share.net). Save this file on a known location in your computer. Connect you computer to the console using a FTP program (see the "Using FTP" for details).
Context
It might be useful to upload a fixture type profile to a console using a FTP connection.
Steps
  1. Connect to the console and locate the folder called "library".
  2. Upload your fixture type profile.
Result
You have now uploaded a Fixture Type Profile to the fixture library. This can then be used as any other fixture type profile in the library.

Task: Import / Using a FTP connection / Gobos

This task takes you through the steps needed to upload a gobo picture to the console.
Pre-Requisite
You need a picture in PNG format and 128x128 resolution of your gobo. Connect you computer to the console using a FTP program (see the "Using FTP" for details).
Context
It might be useful to upload a new gobo picture to a console using a FTP connection.
Steps
  1. Connect to the console.
  2. Navigate to the "gobos" folder and into the correct subfolder.
  3. Upload your picture.
Result
You have now uploaded the gobo picture and can use it like any of the gobo pictures in the console.

Task: Import / Using a FTP connection / Bitmaps

This task takes you through the steps needed to upload a bitmap picture to the console.
Pre-Requisite
You need a picture in PNG or BMP format. Connect you computer to the console using a FTP program (see the "Using FTP" for details).
Context
It might be useful to upload a new bitmap picture to a console using a FTP connection. These can be used in bitmap effects.
Steps
  1. Connect to the console.
  2. Navigate to the "bitmaps" folder.
  3. Upload your picture.
Result
You have now uploaded the bitmap and can use it like any of the bitmap effect pictures in the console.

Topic: Export

This section is about exporting Effects, Macro, Fixture Profiles, Colors, Gobos and Bitmaps using different methods.

There are currently three different exporting methods described here: Command line, GUI and FTP connection.

Read the following pages for each method.

Topic: Export / Using Command Line

When using the Command Line you can export a lot of things.

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.

Task: Export / Using Commandline / Effects

We are going to export some effects using the commandline.
Pre-Requisite
For this you need a show with some effects. And if you need to take your effects with you, you might want to attach an USB stick. It's also a good idea to have a visible version of the Commandline Feedback window, then you can see the response from the console.
Context
If you use the same effects or just want to carry some general effect with you. You can export effects from a show to an USB stick.
Steps
  1. If you want to export to an USB stick, you need to change the selected drive. The command you use for this is "SelectDrive", it can be shortened to "SD". With this you can see the possible drives by typing:
    [Channel]>SD
    This gives you a list of the possible drives (incl. USB sticks).
  2. I want to export some effects to an USB stick, and in the list I just created, I can see that my USB stick is drive number three, so I type:
    [Channel]>SD 3
    We have selected the USB stick as our default drive. And what we export will be saved on this drive.
  3. So far so good. Now we need a new command "Export". This is used to define what we are exporting and we can give the file a name when we export. We are going to export all effects, but you can limit the export just like when you make normal selections. Type:
    [Channel]>Export Effect 1 thru "ExportedEffects"
Result
That's it. We have exported all the effects and given the packed effect file the name "ExportedEffects".

If you need to change the drive back to the internal drive, you should type:

[Channel]>SD 1

Task: Export / Using Commandline / Macro

We are going to export some macros using the commandline.
Pre-Requisite
For this you need a show with some macros. And if you need to take your macros with you, you might want to attach an USB stick. It's also a good idea to have a visible version of the Commandline Feedback window, then you can see the response from the console.
Context
If you use the same macros, have created the ultimate macro (please share) or just want to carry some general macros with you. You can export them from a show to an USB stick.
Steps
  1. If you want to export to an USB stick, you need to change the selected drive. The command you use for this is "SelectDrive", it can be shortened to "SD". With this you can see the possible drives by typing:
    [Channel]>SD
    This gives you a list of the possible drives (incl. USB sticks).
  2. I want to export some macros to an USB stick, and in the list I just created, I can see that my USB stick is drive number three, so I type:
    [Channel]>SD 3
    We have selected the USB stick as our default drive. And what we export will be saved on this drive.
  3. So far so good. Now we need a new command "Export". This is used to define what we are exporting and we can give the file a name when we export. We are going to export all macros, but you can limit the export just like when you make normal selections. Type:
    [Channel]>Export Macro 1 thru "ExportedMacros"
Result
That's it. We have exported all the macros and given the packed effect file the name "ExportedMacros".

If you need to change the drive back to the internal drive, you should type:

[Channel]>SD 1

Task: Export / Using Commandline / Fixture Type

We are going to export some fixture type using the commandline.
Pre-Requisite
For this you need a show with some fixture types imported. You can only export fixture types that you have imported from the library into the show. If you need to take your fixture type with you, you might want to attach an USB stick. It's also a good idea to have a visible version of the Commandline Feedback window, then you can see the response from the console.
Context
If you have created or edited a new fixture type profile (please share) or just want to have you favorite profiles with you. You can export them from a show to an USB stick.
Steps
  1. If you want to export to an USB stick, you need to change the selected drive. The command you use for this is "SelectDrive", it can be shortened to "SD". With this you can see the possible drives by typing:
    [Channel]>SD
    This gives you a list of the possible drives (incl. USB sticks).
  2. I want to export some fixture types to an USB stick, and in the list I just created, I can see that my USB stick is drive number three, so I type:
    [Channel]>SD 3
    We have selected the USB stick as our default drive. And what we export will be saved on this drive.
  3. So far so good. Now we need the command "Export". This is used to define what we are exporting and we can give the file a name when we export. We are going to export all fixture types, but you can limit the export just like when you make normal selections. Type:
    [Channel]>Export FT 1 thru
    The "FT" is a shortcut for "FixtureType".
Result
That's it. We have exported all the fixture types from the show. They are created as separate files with correct names.

If you need to change the drive back to the internal drive, you should type:

[Channel]>SD 1

Task: Export / Using Commandline / Colors

We are going to export the colors (gel types) using the commandline.
Pre-Requisite
For this you need a show. If you need to take the colors with you, you might want to attach an USB stick. It's also a good idea to have a visible version of the Commandline Feedback window, then you can see the response from the console.
Context
You can export the color gel xml files from a show to an USB stick.
Steps
  1. If you want to export to an USB stick, you need to change the selected drive. The command you use for this is "SelectDrive", it can be shortened to "SD". With this you can see the possible drives by typing:
    [Channel]>SD
    This gives you a list of the possible drives (incl. USB sticks).
  2. I want to export the colors to an USB stick, and in the list I just created, I can see that my USB stick is drive number three, so I type:
    [Channel]>SD 3
    We have selected the USB stick as our default drive. And what we export will be saved on this drive.
  3. So far so good. Now we need the command "Export". This is used to define what we are exporting. We are going to export all fixture types, but you can limit the export just like when you make normal selections. Type:
    [Channel]>Export Color 1 thru
Result
That's it. We have exported all the colors from the show. They are created as separate files with correct names.

If you need to change the drive back to the internal drive, you should type:

[Channel]>SD 1

Topic: Export / Using Graphic User Interface (menus)

When using the GUI you can export Macros, Effects and Fixture Types.

All exports are done from the Setup menu.

Read the following pages for details about each section.

Task: Export / Using Graphic User Interface (menus) / Effects to USB

We are going to export some effects using the windows and menus.
Pre-Requisite
You need a show with some effects. And if you need to take your effects with you, you might want to attach an USB stick.
Context
This will take you through some of the actions used when exporting effects.
Steps
  1. Go to the Setup Show Import/Export Export Effects
    This will open a window like this:

  2. Select the tab with the name of the USB stick (mine is called "NANO")
  3. On the left side you can select the effects. Here you can (should) select one or several effects using Shift and Ctrl.
  4. When you are happy with your selection and options you press Export.
  5. A pop-up will appear to ask you for a name. Type one and finish by pressing Please.
Result
You have exported effects.

Task: Export / Using Graphic User Interface (menus) / Macros to USB

We are going to export some macros using the windows and menus.
Pre-Requisite
You need a show with some macros. And if you need to take your macros with you, you might want to attach an USB stick.
Context
If you use the same macros, have created the ultimate macro (please share) or just want to carry some general macros with you. You can export them from a show to an USB stick.
Steps
  1. Go to the Setup Show Import/Export Export Macros
    This will open a window like this:

  2. Select the tab with the name of the USB stick (mine is called "NANO")
  3. On the left side you can select the macros. Here you can (should) select one or several macros using Shift and Ctrl.
  4. When you are happy with your selection and options you press Export.
  5. A pop-up will appear to ask you for a name. Type one and finish by pressing Please.
Result
You have exported macros.

Task: Export / Using Graphic User Interface (menus) / Fixture Types to USB

We are going to export a Fixture Type to an USB stick using the commandline.
Pre-Requisite
For this you need a show with some fixture types imported. You can only export fixture types that you have imported from the library into the show. If you need to take your fixture type with you, you might want to attach an USB stick.
Context
If you have created or edited a new fixture type profile (please share) or just want to have you favorite profiles with you. You can export them from a show to an USB stick.
Steps
  1. Go to Setup Show Patch & Fixture Schedule .
    You are now in the "Edit Setup".
  2. Press the U1 key or where it says "Fixture Types".
    This opens the Fixture Types window. There should be some fixture here.
  3. Highlight the fixture type you want to export.
  4. Press the X13 key or where it says "Export".
    This will open a new pop-up - the "Choose Destination" pop-up.
  5. Here you can (should) select the USB stick.
Result
You have now exported a fixture type into your USB stick. You can patch it or leave the setup as you please.

Topic: Export / Using a FTP connection

It can be usefull to connect to a console using a FTP connection. There are many things you can get from the console.

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:

Bitmap pictures:
They can be found in the "bitmaps" folder.
Colors:
You can download the entire swatchbook in the "colors" folder.
Crash logs:
Generated crash logs can be downloaded from the "temp" folder.
CSV reports:
Generated reports can be downloaded from the "reports" folder.
Effects.
You can download locally (the internal drive) exported effects xml file in the "effects" folder.
Fixture Types:
You can download fixture types from the main library from the "library" folder.
Gobos:
Gobo pictures can be downloaded from the "gobo" folder.
Macros:
You can download locally (the internal drive) exported macro xml file from the "macros" folder.
Screenshots:
Generated screen shots (print screen key) can be downloaded from the "temp" folder.
Shows:
Stored shows can be downloaded from the "shows" folder.

As you can see, there are many things to get out of the console.

Task: Programming

This section contains all the programming tasks.

Task: Setup

This section contains all the show setup tasks.

Task: Software / Programming / Controlling Conventionals

Controlling "dimmer only" lights is the basis of all programming.
Pre-Requisite
For this task you need to have some dimmers patched. It might also be a good idea to have a channel sheet.
Context
We are going to look at different ways to control the "Dim" attribute. Almost everything that lights come out of have a "Dim" attribute. This is usually for controlling the intensity.

Should you type something wrong you can delete the last pressed key (backspace) with the Oops key. Should you have typed something completely wrong, you can press the Esc 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.

Steps
  1. Select a channel by pressing the channel number of one of your fixtures followed by Please.
    I have a channel with ID 1, so I press 1 Please.
    The channel number should turn from gray to yellow.
  2. Turn the channel up to 100% by pressing the Full key.
    Below the channel number in the channel sheet might say "Open", "100.00" or something else that indicates that you have turn the channel at full.

    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.

  3. Set the value to 25% by pressing At 2 5 Please.
    The value changes but the colors stay.
  4. Press the Clear key once.
    This deselects the channel, but keeps the value. The basic philosophy is that to change a value of something, you need to select it. This also includes selecting what attribute you want to change the value of. In this task we are only looking at the dimmer attribute.
  5. Press the Clear key once more.
    The red background disappeared, the little red marker turned white and the value stayed. The red background and the little red marker indicates that the value will be stored should you choose to store. The marker changed to white to indicate that you still have the value in your programmer, but it will not store the value should you try to store. You can also see the value is still there in a red color.
  6. Press the Clear key again.
    The programmer is empty and we are now back to the beginning.
  7. You can use a combination of the number keys and the - + and Thru keys to create a selection. Make a selection where you use all three keys.
    I press 1 Thru 1 0 - 5 + 1 2 Please.
    This creates a new selection. You can also select channels by pressing on them in the channel sheet.
  8. Press the At key twice.
    This executes a command called "Normal" and it turns your channels at full.
  9. Press the . key twice.
    This executes a command called "Zero" and turns the channels off. Notice that they are still in the programmer and the "closed" value will be store should you choose to do so.
  10. Press Off Channel followed by the number of one of your active channels and Please.
    I got channel 1 active so I press: Off Channel 1 Please.
    This removes all the values assigned to the channel from the programmer.
  11. Your encoder toolbar displays the Preset Types available to you. When you have dimmers you should (at least) have the "Dimmer" button. Press this to make sure you have the Dimmer attribute assigned to the first Attribute Encoder.
    It could look like this:

  12. Turn the encoder to change the value.
    The value should change when the encoder is turned.
  13. Press the encoder shortly.
    This opens the "calculator". Here you have the option to type a new value or choose one of the fast options on the right side of the calculator pop-up.
  14. Press the fast option called "Off".
    This removes any value from the programmer but keeps the channels selected.
  15. You can assign a value range to your selection. Try to select 10 channels that are right next to each other.
    I got ten channels with ID 1 to 10 so I press: 1 Thru 1 0 Please.
    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.
  16. Now we can try to assign a range of values type: At 1 0 thru 1 0 0 Please.
    This distributes the value between 10 and 100 evenly between the 10 channels. The selection order is important when you assign a value range. Had you selected the channels in the reverse order (10 thru 1) you would had reversed the value distribution. And selecting your channels in a random order the values would distribute in that order.
  17. Last thing we are going to look at is using the level wheel. If you have a fullsize or a light, you have a level wheel that allows you to adjust the values. Try turning the wheel up and down to see the value change.
Result
We have looked at the most common ways to control an attribute. This is some of the basic operations on the grandMA. You should try all these combinations. The console do a lot of thinking for you in these operations. There are some fast ways and shortcuts in selecting channels/fixtures and assigning values.

Task: Software / Programming / Controlling Moving Lights

Controlling lights with multi attributes is a basic skill in programming.
Pre-Requisite

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.

Context

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.

Steps
  1. Select a fixture by pressing the fixture number of one of your fixtures followed by Please.
    I have a fixture with ID 1, so I press 1 Please.
    The fixture number and name should turn from gray to yellow.
  2. Let's have a look at Pan and Tilt first. Press where it says "Position" in the Encoder Toolbar.
    The first two encoders should now have control over the Pan and Tilt attributes.
  3. Turn the encoder to move the position of the fixture.
  4. If you have a console, you can use the yellow trackball to position the moving light. You might need to press the Mouse key to assign Pan/Tilt control to the trackball.
  5. Lets have a look at gobos. Select the Gobo button on the Encoder toolbar.
    Note: If you don't have a button called "Gobo" you need to patch a fixture that have gobos.
    This changes the content of the encoder. The First encoder will probably contain the selection of a gobo. If your fixture have gobo indexing or rotation, the second encoder will probably control the gobo rotation.
  6. Try to rotate the encoders to see the changes.
  7. To access the function sets stored in the fixture profile you need to press the encoder. Press the first encoder.
    This opens the calculator.
  8. Next to the onscreen numeric keyboard there are some buttons that allow you to select defined functions (defined by the fixture profile). There might be more than one version of the same symbol. This indicates different modes for the same gobo. Try to select one of them.
    This assigns one of the gobos to the fixture.
  9. Some Fixtures have more than one Gobo wheel. You can change between different Featues (as it's called) by using the Feature selector. Is't located above the first encoder.
    Press the down arrow.
    This present you with a drop down menu with your feature choices.
  10. Close the drop down menu, by pressing the down arrow again.
  11. Now we are goin to have a look at colors. Press the Color button in the encoder toolbar.
    This changes the content of the encoders.
  12. We have looked at the most common ways to control attributes. So have a look at what ColorWheel 1 can offer.
  13. Using the Feature Selector, select "ColorMix".
    Note: If you don't have this feature available, you need to patch a fixture that uses CMY color mixing.
    This gives you control of the Cyan, Magenta and Yellow on the first three encoders. And you can use them to select any blend of color.
  14. The ColorMix also gives us access to the special dialog for colors. Press the "Special Dialog" button on the encoder toolbar.
    This opens the special color dialog on the command screen.
  15. Press the U1 key.
    You have now selected the Fader view in the dialog. Here you can change the color in a more dynamic way. You can use HSB, CMY, RGB or any combination of it..
  16. Press the U2 key.
    Now you see as big color picker. Here you can press on any color to assign it to the fixture.
  17. Press the U3 key.
    This is a catalog of all the color gels from the mayor manufactorers (if you are missing some you can create them and import it - but that's outside the scope of this task.).

    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.
  18. Close the Special Dialog by pressing the "X" in the upper right corner.
  19. The last this we are going to look at in this task is the Focus and Zoom attributes.
  20. In the commandline type this:
    [Channel]>att focus
    Followed by a Please, the attribute is changed to Focus and Zoom. The encoders have also changed to give you control over these two attributes. You can access all of the attributes this way.
  21. Now type this:
    [Channel]>att focus at 50
    Followed by a Please, you can see that the value of 50 is now assigned to the Focus attribute.
  22. Clear your programmer.
Result
We have had a look at the basics of controlling moving lights. In the next tasks we have a look at some details of controlling specific attributes.

Task: Software / Programming / Controlling Shapers

This is a short introduction to controlling shapers using the Special Shaper Dialogs.
Pre-Requisite

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.

Context

The task is a look at controlling the shapers attributes in fixtures.

The grandMA2 series introduces a new and intuitive way to control shapers.

Steps
  1. Select the Shaper preset type in the Encoder Toolbar.
  2. Select the fixture with shapers.
  3. Press the "Special Dialog" button in the Encoder Toolbar.
  4. This dialog has three different modes. Press the U1 key to enter the "Corner Mode".
  5. Press and drag any of the black circles with a orange outline to change the shape of the shapers.
  6. Press and drag the top green circle on the left side of the screen to rotate the entire shaper module.
    If you only have one green circle, then your fixture can't rotate the entire shaper module.
  7. Press the U2 key to switch to the "Blade Mode"
    This gives you a more direct control of the blades.
  8. Press the U3 key to switch to the "Fader Mode".
    This allows you to control the individual parameters using faders.
  9. Clear your programmer.
Result
This was a short task introducing you to the Special Shaper Dialog.

Task: Macro

This section contains all the macro tasks.

Task: Creating / Editing a macro

Macros is a very useful tool. You can do almost anything with macros.
Context
We are now going to make a very simple macro. This macro removes all dimmer values from your programmer.
Steps
  1. Create a macro pool.
  2. Press Edit followed by a empty macro button.
    You should now see the Edit Macro Pop-up (see link below for info about this pop-up)
  3. Right click in the gray area under "Name".
    A small pop-up should appear - allowing you to write text.
  4. Type: Remove Dimmer followed by Please.
    You have now created a new name to the macro.
  5. Press the Add soft-button, to add a command line in the macro.
  6. Now right click in the gray area under "Text". And type: Off att 1 followed by Please.
    The test line in the gray are should now say: Off Attribute 1
  7. Press the big X in the upper right corner of the pop-up to close it.
Result
Your macro is done! Before closing the pop-up you have several extra options: You can add a time to your macro line. Or add more lines. Thus making more sophisticated macros serving your every need.

Task: Using macros

There are many ways to run a macro. This will show you some of them.
Context
The following is not steps to perform. They are different ways to do the same. All the examples are executing macro number 1. If you need to run a different macro just replace the "1" with the correct number. Please read details about the Keywords, Keys and windows by following the link at the bottom.
Steps
  1. There are several ways to execute macro 1:
    • Press the first macro pool button.
    • Use hard keys:Macro1Please.
    • In the commandline type: go ma 1 followed by Please.

Task: Assigning a macro to an Executor.

This will show you different ways to assign a macro to an excutor.
Context
There are also many ways to assign a macro to any executor. This will show you some of them.
Steps
  1. In the following we will assign macro 1 to executor 101
    • Use the hard keys: AssignMacro1AtExec101Please .
    • use the command line: ass m 1 at exec 101Please.
    • A compination af screen and keys: Press Assign then a pool macro button and finally the Executor hard key.
    • Using the Assign Menu (follow the link below for details about the Assign Menu).
Result
Macro 1 is now assigned to executor 101.

Task: Effects Tasks

The following pages will take you through some effect tasks. Demonstrating many of the effect features.
Context
In the following we will make some effects. But to do this we need an appropriate show. If you don't know how to do these steps, please go through the Tutorial Basis 1 and 2.
Steps
  1. Create a new empty show.
    I made a show called "EffectTasks".
  2. Patch 20 moving heads with CMY color mixing.
    I added 20 "Mac 700 Profile Extended" from "Martin".
  3. Place the first 10 of them on a single line 5 meters above the ground facing down. And the last 10 on the ground facing up.
    Fixture 1 thru 10 are moved to X = -10 thru 10; Y = 5; Z = 5; X(rot) = 180. Fixture 11 thru 20 are moved to X = -10 thru 10; Y = 5.
  4. Create a Fixture Sheet and a line with the Effect Pool.Make sure the "Layer Control" is on and it might be an advantage if you turn on "Symbol Features".
  5. Save your show.
Result
We are now ready to make the first effect task. Go to the next page to begin making effects.

Task: Make an Effect using the Programmer.

We will now create an effect using the programmer.
Pre-Requisite
Please make sure you have a appropriate show for this task. You could use the one made on the previous page: Effect task .
Context
We are going to create an effect using the programmer. For this we are using the "Layer Control Bar" buttons that deals with effects:

and the "Encoder Toolbar":

Steps
  1. Select all your fixtures.
  2. Select "Position" preset type in the Encoder Toolbar.
  3. Select "Effect Form" in the "Layer Control bar".
  4. Press the "Pan" encoder and select the "Cos" in the calculator pop-up.
    You will now see all the Pan attribute move from side to side in your fixture sheet.
  5. Press the "Tilt" encoder and select the "Sin" in the calculator.
    Now also the Tilt attribute moves.
  6. Select "Effect Rate" in the "Layer Control Bar".
  7. Press the "Pan" encoder and adjust the rate to "0.5"
  8. Repeat step seven for the "Tilt" attribute.
    It now uses 2 seconds to go through the effect cycle (0.5 hertz).
  9. Select the first half of your fixtures.
  10. Select "Effect Value 1" in the "Layer Control Bar".
  11. Set the "Pan" value to "-30" and the "Tilt" value to "20".
  12. Select "Effect Value 2" in the "Layer Control Bar".
  13. Set the "Pan" value to "30" and the "Tilt" value to "60".
  14. Select "Effect Phase" in the "Layer Control Bar".
  15. Set the value to "0 thru 360" for both "Pan" and "Tilt".
  16. Select the second half of your fixtures.
  17. Select "Effect Value 1" in the "Layer Control Bar".
  18. Set the "Pan" value to "-30" and the "Tilt" value to "-80".
  19. Select "Effect Value 2" in the "Layer Control Bar".
  20. Set the "Pan" value to "30" and the "Tilt" value to "-50".
  21. Select "Effect Phase" in the "Layer Control Bar".
  22. Set the value to "0 thru 360" for both "Pan" and "Tilt".
  23. Press Store and then the first empty effect pool button.
    You have now stored a Pan/Tilt effect with your fixtures.
Result
To test your effect you can clear your programmer and press the effect pool button twice (once for selecting the fixtures - second for assigning the effect to the fixtures), and turn your fixtures on.
Post-Requisite
On the next page we are going to create an effect using the Effect Editor Pop-up.

Task: Make an Effect using the GUI.

We are going to make a dimmer effect using the effect edit pop-up.
Pre-Requisite
You need fixtures that has a "Dim" attribute. But maybe you should make the previous two task first.
Context
We are going to make a random looking dimmer chase that snaps the value at 100% and then ramps down to 0%.
Steps
  1. Select your fixtures in a random order.
  2. Press Edit followed by the first empty effect pool button.
    This gives you the Effect Editor pop-up on screen 1 (or maybe screen 2).
  3. Press the X1 key or where it says "add" to add a line in your effect.
    This gives you the Select Effect Attribute pop-up.
  4. Navigate to the "Dim" attribute and select it.
    This brigs you back to the Effect Editor.
  5. Press the U1 key or where it says "Edit Effect Line".
    What you now get is the Effect Line Editor pop-up. This is great for editing the individual lines in an effect.
  6. Select the PWM table in the first column.
  7. Make sure the Rate is "0.8 Hertz".
  8. Make sure the Value 1 is "0"and Value 2 is "100".
    This makes the effect go from 0% to 100%.
  9. Set the Phase From at "0" and Phase To at "360".
    This distributes all the fixture evenly trough the effect cycle.
  10. Set the Width to "15%". The width controls how many fixtures you have turned on at the same time.
  11. Now we want the dimmer attribute to snap up and ramp down. This is controlled by the "attack" and "decay" parameters. Set the Attack to "0%" and the Decay to "100%".
Result
We are done, and you can close the editor pop-up. All your different settings are automatically store in the effect.
Post-Requisite
You can test your effect by pressing the pool button twice. You might compine it with the effect we made in the previous page. On the next page we are going to look at an effect that uses presets.

Task: Make an Effect with Presets.

We are going to make an effect that changes the color between two different color presets.
Pre-Requisite
For this task you need some fixtures with CMY colors. You need to make two presets with different colors. It might be a good idea to make the previous effect tasks.
Context
There are many advances by using presets and now they can also be used in effects. You can still update your presets without changing every effect that uses it. The effects will simply use the preset content.
Steps
  1. Select all your lights.
  2. Select the "Color Mix" feature in the Encoder Toolbar and select "Effect Value1" in the Fixture Sheet.
  3. Press the preset pool button for your first color preset.
    This assigns the preset to value 1 in your effect.
  4. Select "Effect Value2" in the Fixture Sheet.
  5. Press the preset pool button for the second color preset.
    This assigns the second color preset to the second effect value.
  6. Press Store followed by the first empty effect pool button.
    This stores your two values in an effect.
  7. Right click the Effect pool button or press Edit followed by the effects pool button.
    This opens the Effect Editor pop-up on ether screen 1 or 2.
  8. In the Effect Editor pop-up you'll see the lines for the three different color wheels (CMY). The "Form" is, as a default, "Flat V1". Select all three line in the "Form" column. Right click the selection (or press Edit followed by the selection).
    This gives you a new pop-up.
  9. Select the "Sin" in the Select Form pop-up
    This closes the pop-up and assigns the "Sin" form to your effect.
  10. To avoid all the fixtures change together we need to change the "Phase To" value. Select all the lines in the "Phase To" column and edit the value.
  11. In the Calculator pop-up type "360" followed by Please.
    This spreads out all your fixture evenly in the entire effect cycle.
  12. Close the Effect Editor pop-up.
    We are done.
Result
The effect is done and you can use it by pressing it twice. You might need to turn your lights on and move them to see the effect running.
Post-Requisite
You should save your show. On the next page we are going to assign the effect to executors and use them to control the effects.

Task: Assign and control Effects on Executors.

This is a look at assigning and controlling effects on the executors.
Pre-Requisite
For this task you need at least one effect in your effect pool. Maybe you could benefit from making the previous effects tasks.
Context
There are three ways of running effects: In the programmer, on Executors & from a Sequence. We are now going to take a look at running it from the Executors. And using a speed master to control the overall rate.
Steps
  1. The fastest way to assign an effect to an executor is the Assign key. We are going to assign effect 1 to executor 1. Press Assign Effect 1 At Exec 1 Please.
    This assigns the effect to the executor and you can probably run it by pressing the a Go button and turning up the fader.
  2. Let's check some of the options for this executor.
    1. Press the Assign key and then one of the executor buttons on executor 1.
    2. In the Assign menu (on screen 1 or 2) press where it says "Options".
  3. We are now going to assign the effect to a Speed master. Press where it says "Speed Individual" and in the small pop-up select "Speed Group 1".
  4. Then we need a "Speed Master". This will then control the speed of the effect.
    1. Press the Assign Key followed by an empty executor.
    2. In the Assign Menu press where it says "Function".
    3. Press the X9 key or where it says "Special Master".
    4. Scroll down and select the "Speed 1" option.
    5. Close the Assign Menu.
    You now have a speed master and an effect that uses it.
Result
You now know how to assign en effect to an Effect Executor, and control the rate with a speed master.
Post-Requisite
The next task look at effects in sequences.

Task: Make an Universal Circle Effect

Pre-Requisite
To perform this task you need a showfile with some fixtures with pan & tilt attributes
Context
As the current version does not include any prebuilt effects, and some default-values like rate and size is not optimized, you may want to create some basic universal effect in advance, to use as a starting point for creation of actual effects.
Steps
  1. Edit an empty effect
    Edit Effect 1
    The Effect Editor Window opens
  2. Make sure that you have no fixtures selected and press Add (X11)
    The Attribute Select popup is displayed
  3. Browse to and select Pan from the attribute select popup:
    1. Press the pluss-icon next to the label "Position" to expand this PresetType
    2. Press the pluss-icon next to the label "Position" to expand this Feature
    3. Press the label "Pan" to select this attribute
    The Attribute Select popup is closed, and an effect-line with pan is created
  4. Repeat step 2 & 3, but select "Tilt" as attribute
    The Effect now has two lines, one with Pan and one with Tilt
  5. Rightclick in the Tilt Effect-line of the Form column, and change the form from Sin to Cos
  6. Select both the Pan and Tilt-line of the Rate column, rightclick and change rate to 0.2
  7. Select both the Pan and Tilt-line of the Value1 From column, rightclick and change value to -25
  8. Select both the Pan and Tilt-line of the Value2 From column, rightclick and change value to 25
  9. Press U1 to open Effect-line editor, and enable Relative by pressing X19
  10. Press U2 or U3 to edit the other Effect-line and enable Relative for the secod line aswell
  11. Close the editor with the ESC key or the "X" in the upper right corner
  12. Label the effect by pressing Assign Assign Effect 1Please and enter "Circle" in the label popup
Result
We now have an Universal Circle effect in our Effect-pool, which will be applied relative to the current position To use it, select some fixtures, press the Circle Effect, adjust vsize rate etc if neccesary with the encoders by changing encoders to the respective layers, and either store as a new effect or directly into a cue.

Task: Using effect in a sequence.

We are going to take a look at effects running native in a cue. And use another cue to change a value.
Pre-Requisite
You need some fixtures with a Dimmer and Pan & Tilt feature.
Context
We are going to create an effect in a cue. Then use a second cue to slowly stop the effect.
Steps
  1. Put this in your programmer:
    1. Select all your fixtures.
    2. Select "Position" preset type in the Encoder Toolbar.
    3. Select "Effect Form" in the "Layer Control bar".
    4. Press the "Pan" encoder and select the "Cos" in the calculator pop-up.
    5. Press the "Tilt" encoder and select the "Sin" in the calculator.
    6. Select "Effect Rate" in the "Layer Control Bar".
    7. Press the "Pan" encoder and adjust the rate to "0.5"
    8. Repeat step seven for the "Tilt" attribute.
    9. Select the first half of your fixtures.
    10. Select "Effect Value 1" in the "Layer Control Bar".
    11. Set the "Pan" value to "-30" and the "Tilt" value to "20".
    12. Select "Effect Value 2" in the "Layer Control Bar".
    13. Set the "Pan" value to "30" and the "Tilt" value to "60".
    14. Select "Effect Phase" in the "Layer Control Bar".
    15. Set the value to "0 thru 360" for both "Pan" and "Tilt".
    16. Select the second half of your fixtures.
    17. Select "Effect Value 1" in the "Layer Control Bar".
    18. Set the "Pan" value to "-30" and the "Tilt" value to "-80".
    19. Select "Effect Value 2" in the "Layer Control Bar".
    20. Set the "Pan" value to "30" and the "Tilt" value to "-50".
    21. Select "Effect Phase" in the "Layer Control Bar".
    22. Set the value to "0 thru 360" for both "Pan" and "Tilt".
  2. Turn all your fixture on by setting the dimmer value to 100.
  3. Store this as cue 1 with a fade time of 3 sec. on a empty executor.
  4. Select the executor.
  5. In the commandline type this:
    [Channel]>f 1 t at cue 1
    This selects all the fixtures an takes the values from cue 1 in your programmer.
  6. Change the "Effect Rate" to "0".
    This stops the effect.
  7. Store this as cue 2 with a time of 3 sec.
Result
Now you have an sequence with two cues. Cue 1 will run the effect. Cue 2 will slowly stop the effect. "GoBack" will slowly start the effect again.

Task: Creating a post in the Agenda.

This is an example on how to create an post in the Agenda using the screens and windows (not the commandline).
Context
When you need the desk to execute a command at a specific time you can make an agenda.
Steps
  1. In the agenda window, select a date (could be the current date).
    You should now be in the day view.
  2. Press or click on the "add" button.
    A line like this: should appear.
  3. Now you need to set the start time. Pressing the gray area under "Start" were it says "Absolute" gives you several options. You can select a specific time (called "Absolute") or you can select a relative time (like "Dawn", "Sunrise", "Sunset" or "Dusk"). If you choose an "Absolute" time you also need to enter a time in the gray area under "Time".
  4. You can also set a duration for your agenda post. This tells the desk how long the command is valid. If the desk is off at the start time, the duration tells the desk if the command is still active on the time the desk is turned on.
  5. Repeat is a nice useful feature if you need your command to be repeated. There are all possible repeat possibilities incl. Daily, Every 2nd day, etc.
  6. Now we come to the command part. Here you type the command the desk needs to execute. This can be anything you can type in the command line. If you need more sophisticated commands, you might want to make a macro and then use the agenda to execute the command.
  7. In the "Info" column you can type any text that might be useful to you or others.
  8. The gray area under "First" is the beginning date. With this you can see and edit the (first) date the command should execute.
    If you right click the date, you are presented with the "Enter Date Pop-up". Follow link below to read about this pop-up.
  9. If you made a repeating agenda you can set the "last date" the agenda should execute. If you leave the empty, then it repeats forever.
Result
That's it! Now you have made an agenda that executes a command, when you want it. Remember that writing a good info text might help others understand what it does, and why.

Task: Create Highlight Presets

How to create and use Highlight Presets
Context
When Highlight is enabled, a set of predefined values will be forced on output of currently selected fixtures, to enable easy focusing of fixtures. These predefined values are generated by the fixtureType definition. By the use of Highlight Presets, these values may be dynamically changed.

A Normal Preset will apply its values in programmer, while a Highlight Preset will be applied to the Highlight property of your fixture schedule.

Steps
  1. Create (universal) dimmer Preset 1.1 with your channels at 80 %
  2. Create (universal) dimmer Preset 1.2 with your channels at 100%
  3. Clear programmer and type in the commandline Assign Preset 1.1 + 1.2 /special=highlight
    Dimmer preset 1 & 2 gets clearly labeled with Highlight
  4. Select Channel 1 thru 10 and enable Highlight
    The channels output normal Highlightvalue 100%
  5. Press Preset 1.1 (80% Highlight)
    Channels 1 thru 10 outputs 80% as highlight
  6. Press Next to subselect channel 1 and press Preset 1.2 (100% Highlight)
    Channel 1 outputs 100% as highlight
  7. Press Set to reselect channel 1 thru 10
    Channel 1 outputs 100% as highlight, channel 2 thru 9 outputs 80% as highlight
Result
You may now use these presets to change the highlightproperty of your current selection.

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")

Task: Create Default Presets

How to create and use Default Presets
Context
When a fixture has no value from executors or the programmer, the console will output predefined Defaultvalues. These predefined values are generated by the FixtureType definition. By the use of Default Presets, these values may be dynamically changed.

A Normal Preset will apply its values in programmer, while a Default Preset will be applied to the Default property of your fixture schedule.

Steps
  1. Create (universal) dimmer Preset 1.1 with your channels at 50 %
  2. Create (universal) dimmer Preset 1.2 with your channels at 0%
  3. Clear programmer and type in the commandline Assign Preset 1.1 + 1.2 /special=default
    Dimmer preset 1 & 2 gets clearly labeled with Default
  4. Select Channel 1 thru 10
    The channels outputs normal defaultvalue 0%
  5. Press Preset 1.1 (50% Default)
    Channels 1 thru 10 outputs 50% as default
  6. Press Next to subselect channel 1 and press Preset 1.2 (0% Default)
    Channel 1 outputs 0% as default
  7. Press Set to reselect channel 1 thru 10
    Channel 1 outputs 0% as default, channel 2 thru 9 outputs 50% as default
Result
You may now use these presets to change the defaultvalues of your current selection.

In the predefined Macros you will find macros to change special mode of presets to normal/default/highlight

Task: Software / External Connections

These tasks are about external connections

Task: Connecting via Telnet

Telnet access to commandline
Pre-Requisite
To externally access the commandline of the console you need a computer with a Telnet client, connected to the console, with IP-addresses in the same subnet.
Context
In some situation you may find it convenient or necessary to access your console from a remote location.
Steps
  1. Start the Telnet-client on your computer
    Windows XP: press "Start", "Run", type "Telnet" Enter
    A Telnet window opens on your computer
  2. Type "Open [IP-address of console] 30000" and press enter
    Open 192.168.0.4 30000
    A welcome screen with MA-"logo" appears and the grandMA2 commandline prompt.
  3. When finished with remotely accessing your console, type "exit" Enter
    The telnet-client gets disconnected from your console and its window may be closed.

Task: Software / External Connections / Getting a Crash Log from the console

If the console should crash, then it creates a log of events. This file can be very helpful for the MA software team.
Context
Should you be so unlucky to experience a crash, then the console creates a log of events that led to this. If you send this log to your distributer it will end in the hands of the software team at MA. This will help them making sure the bug is fixed.
Steps
  1. Install a FTP program like Filezilla (http://filezilla-project.org) on a computer.
  2. Connect the computer to the same network as your console. Make sure your use a valid IP address.
  3. Make sure the console is on.
  4. Connect to the console using the FTP program by typing the IP address of the console. The user name is: Data and the password is: Data.
  5. Navigate to the "temp" folder in the console and open it.
  6. The crashlog is a text file in a format like this: V[version number]_CRASH-[date] [time]. Download the file to your computer on a known location.
Result
You now got the crashlog. You should e-mail this to your distributor with an explanation of your actions before the crash. You can close the FTP program.

Topic: NPU Software tasks.

This is a selection of software tasks for the NPU.

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.

Topic: Software / NPU / Series 1

This section is a collection of software task for the NPU running in series 1 mode.

This section is about using th NPU with a grandMA series 1 system.

Task: Software / NPU / Starting the NPU in series 1mode.

This task takes you through the steps of starting the grandMA NPU in series 1mode.
Pre-Requisite
It's important that you have a USB keyboard connected when you are changing the mode!
Context
You might need to change the mode of the NPU. It can run in series 1 or series 2 mode. We are going to have a look at booting it in series 1 mode.
Steps
  1. Make sure the power is connected.
  2. Turn on the NPU
    The NPU starts to boot up.
  3. At some point the screen will display this screen:
  4. Make sure you interrupt the automatic boot by using the arrow keys on a keyboard to select the second line. It reads: NPU [Series1 Version] (compatibility Mode). Press "Enter" on the keyboard to confirm.
Result
The boot process continues. If you don't interrupt the NPU in the boot process, it will start in the mode it was last used.

Task: Software / NPU / Setting the IP address in series 1 mode.

This task is about setting the IP address when in series 1 mode in a grandMA NPU.
Pre-Requisite

You need a NPU with power on and booted in series 1 mode. And you need to have a USB keyboard connected.

Context

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.

Steps
  1. Use the arrow keys on the keyboard to navigate to the IP address Config section.
  2. Press the "tap" key until the small marker is under one of the four numbers you wish to change. Use the "Up" and "Down" keys to change the number.
  3. Press "Enter" key to confirm your choice. Press "Esc" key to abort the change.
Result
If you have made a change and pressed the "Enter" key, the NPU will reboot and give you a screen like this:

When it's done rebooting, you'll have a new IP address.

Task: Software / NPU / Add in series 1 session.

This task will add a NPU in a series 1 session.
Pre-Requisite
You need to have a NPU booted in series 1 mode, with the same software version (as the rest of the system) and with a valid IP address connected to your MA system.
Context
This is a little of topic (being most on how to operate the grandMA series 1). But it's all about NPU ;-) The grandMA NPU's add 4,096 parameters, DMX output and processing power to a grandMA system.
Steps
  1. On the console, you should go to Tools MA Network Configuration NSP . In series 1 mode the NPU works as an extended grandMA NSP.
    It could look like this:

  2. Press the "Add new NSP" screen button.
    This opens this pop-up:

  3. Select the NPU in the pop-up
    This should give you a show upload to the NPU. And the screen changes to something like this:

  4. Close the menu by pressing the "Tools" hardkey.
Result
You have added a NPU as a 8 port NSP in your session. You can see that the left top corner of the NPU display have changed from something like this:

To something like this:

Topic: Software / NPU / Series 2

This section is a collection of software task for the NPU running in series 2 mode.

This section contains the following tasks.

Task: Software / NPU / Starting the NPU in series 2 mode.

This task takes you through the steps of starting the grandMA NPU in series 2 mode.
Pre-Requisite
It's important that you have a USB keyboard connected when you are changing the mode!
Context
You might need to change the mode of the NPU. It can run in series 1 or series 2 mode. We are going to have a look at booting it in series 2 mode.
Steps
  1. Make sure the power is connected.
  2. Turn on the NPU
    The NPU starts to boot up.
  3. At some point the screen will display this screen:
  4. Make sure you interrupt the automatic boot by using the arrow keys on a keyboard to select the top line. It reads: NPU [Series2 Version]. Press "Enter" on the keyboard to confirm.
Result
The boot process continues. If you don't interrupt the NPU in the boot process, it will start in the mode it was last used.

Task: Software / NPU / Changing the name in Series 2 mode.

This task focuses on changing the name of a grandMA NPU, when in series 2 mode.
Pre-Requisite
You need to have booted the grandMA NPU in Series 2 mode.
Context
For better NPU management, you can change the name of the unit.
Steps
  1. Press the "Setup" button in the lower right corner of the touch screen.
    This opens a pop-up called NPU Setup. It looks like this:

  2. Press the "Edit Host Name" screen button.
    This opens a Enter Host Name pop-up:

  3. Type a new name. You can open an on-screen keyboard by pressing the "+" in the upper left corner of the name pop-up. Confirm with "Please" (on-screen keyboard) / "Enter" (external keyboard).
    This gives you a new pop-up:

  4. You need to reboot the NPU before the name change takes affect. Press "Yes" to reboot immediately or press "No" to reboot later.
Result
This changes the NPU name, after a reboot.

Task: Software / NPU / Setting the IP address in Series 2 mode.

This task focuses on setting the IP address when in series 2 mode.
Pre-Requisite
You need to have booted the grandMA NPU in Series 2 mode.
Context
To connect the NPU to your series 2 system, you need to set a proper IP address.
Steps
  1. Press the "Setup" button in the lower right side of the touch screen.
    This opens a pop-up called NPU Setup. It looks like this:

  2. Press the "Edit IP" screen button.
    This opens the Set IP Address pop-up:

  3. Type a new IP address. Confirm with "Please".
    This gives you a pop-up asking you, if you want to reboot:

  4. For the new address to take affect, you need to reboot. But you have the option to do it later. Pressing "Yes" reboots the NPU imediately.
Result
This sets a new IP address, when the NPU have completed a reboot.

Task: Software / NPU / Add in series 2 session.

This task will add a NPU in a series 2 session.
Pre-Requisite
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 need to have a NPU booted in series 2 mode, with the same software version and with a valid IP address connected to your MA system.
Context
The grandMA NPU's add parameters, DMX output and processing power to a grandMA system.
Steps
  1. On the console, you should go to Setup MA Network Configuration NPU Network Processing Unit
    It could look like this:

  2. Press the "Add" button or the X1 key or right-click (with the mouse) where it says "New".
    This opens the Select Station pop-up:

  3. Select the NPU in the pop-up. If it's not there - something is wrong with the connection (it can see NPU's with a wrong IP address).
    After this your NPU Configuration should look something like this:

  4. Make sure there's a "yes" in the "session member" column. If there isn't you need to add it by pressing the cell followed by pressing the encoder (or right clicking the cell with the mouse).
    This should make a show upload, and the line of the NPU should change to a green color.

    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:

Result
The background color in the NPU line should turn green to indicate that the NPU is active in the session:

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!

Task: Software / NPU / Calibrating the touch screen.

In this task we calibrate the touch screen in a grandMA NPU, when in series 2 mode.
Pre-Requisite
You need to have booted the grandMA NPU in Series 2 mode.
Context
If the grandMA NPU isn't precise in the touch screen, you can re calibrate the screen.
Steps
  1. Press the "Setup" button in the lower right corner of the touch screen (or use an USB mouse).
    This opens a pop-up called NPU Setup. It looks like this:

  2. Press the "Calibrate Screen" screen button (or use the mouse again).
    This opens a calibrate screen. It looks like this:

  3. Touch each if the blinking corners in turn.
    This recalibrate the touch screen.
  4. Close the NPU Setup pop-up using the "X" in the upper right corner.
Result
You have re calibrated the screen.

Task: Software / NPU / Change port configuration in series 2 mode.

This task will have a look at changing the port configuration of a NPU in series 2 mode.
Pre-Requisite
You need to have a NPU booted in series 2 mode, with the same software version (as the rest of the system), with a valid IP address connected to your MA system and running in a session.
Context
The grandMA NPU have 8 DMX ports on the back of the unit. They can be configured as output or input.
Steps
  1. On the console, you should go to Setup MA Network Configuration NPU Network Processing Unit
    It could look like this:

  2. Here you can see the NPU and the port configuration. Edit one of the ports by marking a cell and pressing the encoder or right clicking it with the mouse.
    This opens the Configure DMX port pop-up:

  3. Set if the port should be an "Output", "Input" or "Off" using the drop down box.
  4. Set the DMX universe the port should output or input.
  5. Confirm you settings by pressing "Please".
    This closes the pop-up.
Result
You have now changed the port setting. If you are happy, you can close the setup menu. On the NPU you can see the configuration of the DMX ports. It could look like this:

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".

Task: Software / NPU / Updating the software.

This task takes you through the steps needed to update the NPU software.
Pre-Requisite

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.

StickMaker & Console image Download Page (MA website)

Steps
  1. Plug the USB stick to any of the USB plug on the NPU.
  2. Reboot or turn on the NPU.
    At some point in the boot process you get to a screen like this:

  3. When you see a screen like the one above, you need to press the "Esc" key in the keyboard to enter the Boot Menu.
    This give you a new screen:

  4. In the new screen you can use the up and down arrows on the keyboard to select the USB stick. In the picture above the stick is called "Alcor Flash Disk". Confirm your choice using "Enter".
    After a little more booting. you are presented with a new screen:

  5. Select the "MA-Installer".
    After a while you are presented with a new screen:

  6. Confirm you want to install the version on the USB stick by pressing "Enter".
    The NPU installs the new software. When it's done you are prompted with a new pop-up:

  7. Remove the stick from the NPU, and press the "Enter" key again.
Result
And you are done. The NPU reboots with the new software.

Concept: Reference

This section contains property-description of each elements of the console.

For conceptual understanding of the console and step-by-step instructions, please read the Concepts and Tasks sections.

Concept: Commandline

This section contains syntax-rules and descriptions of all keywords

Reference: Commandline Syntax

How to combine keywords into valid commandline expressions

General rules

The general rules for the commandline are:

  • Basic syntax: [Function] [Object] .
  • All objects have its default function, which is used if no function is given
  • Most functions have its default object or object-type, which is used if no object is given

  • Objects are arranged in hierarchical tree-structures
  • If object does not support the applied function, the function will be passed on to its child or parent object

Terminology

[Square Brackets]
Description of something to be entered that is not the literal text
(Parentheses)
Description of somthing that is optional
"Quotes"
A name (plain text) to be entered, end-qoute may be omitted if end of line, both quotes may be omitted if name is not a keyword and does not contain special characters or space
Capitalization
The console does not distinguish between upper/lower case in keywords, this form is used merely to improve readability

Reference: Functions

A function is an action you want the console to perform

Syntax

[Function]

[Function] [helping keyword]

[Function] [Object]

[Function] [Object-list]

[Function] [Object-type]

[Function] [Object-type] [ID]

[Function] [ID]

Some functions are global and does not take any arguments, however most functions are applied to an object, which proceeds the function in the commandline.

  • If no Object-type is given, and destination is root, the default Object-type of the function is used.
  • If no Object-type is given, Object-types at current destination us used.
  • If no ID is given, any current/active ID of the resolved Object-type is used
  • If no current/active ID exists of the resolved Object-type, the next available ID is used

Example:

[Channel]>Blackout
no object needed for global functions
[Channel]>Delete Group 1 Thru 4 - 3 +6
Deletes the Object-list Group 1,2,4,6
[Channel]>Select Executor 1
Selects the first Executor
Users> Store
Creates a new user

Reference: Objects

Objects are items in your showfile which functions are applied to

Syntax

[Object]

[Object-type] [ID]

[Object-type] "name"

[ID]

Some objects are unique, and does not have an ID, (e.g. Default), however most object are of a specific Object-type which contain multiple objects, and the actual object is referred with Object-type ID, (e.g. Fixture 5)

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.

Example:

[Channel]> Full
The Full object is unique and has no ID. Default function for Full is At, so this syntax would set the current selection to 100%
[Channel]>Group 3
The group object-type has multiple instances, and default function SelFix (select fixtures in object), so this syntax will select channels and fixtures in group number 3
[Fixture]> 31
The current default object-type of the commandline is Fixture, so 31 would refer to the object Fixture 31. As the default function for Fixture is SelFix, this syntax would select fixture 31

Reference: Object-list syntax

An object-list is a list of objects of same type

Syntax

[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*"

  • If no object-types is given, the list is built with the items of your current destination.
  • If no object-types is given and current destination is root (no destination), the list is built with the default object-type for the applied function.
  • If no object-type is given and no function is applied, the list is built with the current default object-type of the commandline.

Example:

[Channel]>Fixture 3 Thru 6
Selects Fixture 3 thru 6 (3, 4, 5 & 6)
[Channel]>Fixture Thru 3
Selects Fixture 1, 2, and 3
[Channel]>Delete 3 Thru
Deletes cue 3 and above
[Channel]>ChannelThru
Selects all channels
[Channel]>Channel1Channel5
Selects channels 1 and 5
[Channel]>Fixturemac*
Selects all fixtures with name starting with mac

Reference: Selection-list syntax

A Selection-list is a list of fixtures (Channel and Fixture objects)

Syntax

[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.

  • If object-type is missing, the last entered object-type is used.
  • If no object-type is given at all, the current default object-type of the commandline is used.
  • If no ID is given before/after a Thru-statement, the first/last available id is used
  • If no ID is given for an Object-type the current/active or next available is used, depending on function applied
  • If object-type reference is non-exclusive, necessary parent-objects are resolved by user-defaults and currently selected/active objects.

Example:

[Channel]>Fixture 3 + Channel 6
Selects Fixture 3 and Channel 6
[Channel]>CueThru 3 - Channel 4
Selects Fixtures in first 3 cues, but not channel 4
[Channel]>Group 3 + Cue 4
Selects fixtures in group 4 and fixtures in cue 3

Reference: Executor-list syntax

An Executor-list is an object-list of Executors

Syntax

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

Example:

[Channel]>Pause Page 1 Thru 3
Pauses Executors on page 1,2 and 3
[Channel]>Delete Executor10 Thru 13
Deletes Executors 10 thru 13 of current page

Reference: Attribute-list syntax

An Attribute-list is an object-list of Attributes

Syntax

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

Example:

[Channel]>On Feature gobo1
Activates attributes in feature gobo1
[Channel]>Off Attribute8.1.1 Thru 4
Knocks the first 4 Shaperattributes out of programmer

Reference: Station-list Syntax

Syntax

[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 Setup Network

If start or end of the Thru command is missing, first/last occurrence will be used.

Concept: Keywords

Keywords are reserved words used with the commandline

This section is divided into four different sections. There's a page with all function keywords, a page with all Object Keywords and a page with all helping keywords. Then theres the section with all keywords in the grandMA2 section.

Most pages contains description of the keywords with examples of use.

Concept: Function Keywords

This is a list of the function keywords.

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.

Concept: Object Keywords

This is a list of object keywords.

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.

Concept: Helping Keywords

This is a list of the helping keywords.

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

Concept: This is a list of all Keywords

Reference: * Asterisk Character

The asterisk character is used to insert a wildcard into a string, when referring to names

Example:

[Channel]>Group Mac*
Selects fixtures in all groups with name starting with "mac"
[Channel]>Fixture backt*blue
Selects fixtures with name starting with "backt" and ending with "blue"

Reference: @ At-sign

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

Example:

Attribute pan At @
macro-line will wait for user to append data and press please
@ Fade 20
macro-line will append itself to current commandline and then execute
@ Part @
macro-line will append itself to current commandline and then wait for user to append more data and press please

Reference: $ Dollar-sign

Dollarsign is used to identify variables.

$ is a character used to identify variables. Variables are containers that may hold text or values, When a commandline is executed, these variables will be replaces with its content.
v 1.5 does not support variable content containing spaces to be used as text for labeling etc.

Example:

SetVar $mychasers = "Executor 11 Thru 15"
Sets the variable $myname
Off $mychasers
Turns Off Executor 11 Thru 15

Reference: ( ) Parentheses

Popup-dialogs in macros

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

Example:

Store Cue ("Please enter Cue-number to store")
A popup asks for cuenumber, then stores the cue
Interleave 1.("how many to Interleave? odd/even=2 etc")
A popup asks for how many interleaved parts, then subselects first part

Reference: [ ] Square Brackets

Conditional expressions

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.

a==b
a equals b
a>b
a greater than b
a<b
a less than b
a<=b
a less than or equal b
a>=b
a greater than or equal b

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.

Example:

[$myvar==5]Off Page3
Page 3 is turned Off, only if $myvar equals 5
Goto Cue [$var<5] 1 [$var>=5] 35
Goto Cue 1 if $var is less than 5, Goto Cue 35 if $var is larger or equal 5

Reference: . Dot Character

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.

Example:

[Channel]>Off Attribute 3.2.3
Kicks the attribute Gobo2-Mode out of the programmer, for current selection
[Channel]>Attribute panAt 50.5
Sets pan to 50.5 degrees
Edit Setup/Universes>CD ..
Exits one level up in the tree-structure:
Edit Setup>

Reference: ; Semicolon Character

The Semicolon character is used as a delimiter to enter multiple commands in one line.

Example:

[Channel]>Off Executor 5 ;Delete Group 3
Turns off executor 5 and deletes group 3

Reference: / Slash Character

Syntax

[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.

Example:

[Channel]>Copy /?
Displays valid options for the function Copy
[Channel]>Assign Cue 5 /mib=early /trig=sound
Changes properties for Cue 5
[Channel]>Store Cue50 /remove /cueonly
Over-rides the current storeoptions
Edit Setup/Universes>CD /
Exits to the rootlevel in the tree-structure:
[Channel]>

Reference: " " Quotes

Quotes are uses to indicate a text-string

Syntax

"text with spaces"

"ReservedWord"

If you are to enter text-string into the command-line, which is a reserved word, the short-notation of a reserved word, or a text containing spaces, you need to embrace the text in quotes.

Example:

[Channel]> Label Macro 3 "on"
"on" is a reserved word (keyword) so it needs to be embraced in quotes to be used as a label
[Channel]> Assign Cue 1 /info="run after music stops"
the info-text contains spaces, so it needs to be embraced in quotes

Reference: + (plus) Keyword

+ is a helping keyword with multiple functions

Syntax

+ is used to combine multiple objects into a list, or to indicate a relative value. When used as a relative indicator, with no value given, the value of 1 will be used.

If used as a starting keyword, + will create a Selection-list, which will be added to the current selection.

Example:

[Channel]>DeleteCue 1 + 2
Deletes cue 1 and 2
[Channel]>At+ 5
Adds 5% to the actual dimmervalue
[Channel]>+ 5 Thru 7
Adds channel 5, 6 and 7 to the current selection
[Channel]>Page+
Same as Page +1, calls next page

Reference: - (minus) Keyword

- is a helping keyword with multiple functions

Syntax

- is used to remove objects from a list, or to indicate a relative negative value. When used as a relative indicator, with no value given, the value of 1 will be used.

If used as a starting keyword, - will create a Selection-list, which is removed from the current selection.

Example:

[Channel]>Group 5 -Channel 2
Selects group 5 but not channel 2
[Channel]> At- 10
Substracts 10% from the current dimmervalue
[Channel]>- 5 Thru 7
Removes channel 5, 6 and 7 from the current selection
[Channel]>Page-
Same as Page -1, calls previous page

Reference: >>> (Skip+) Keyword

>>> is a function used to jump fast to the next step (by default without timing)

Syntax

>>> [Executor-list]

>>> [Timecode-list]

the time used by this function may be adjusted via the GoFast property found under Setup Show Playback + MIB Timing

Example:

[Channel]>>>> Executor 5
Jumps to next cue on executor 5

Reference: <<< (Skip-) Keyword

<<< is a function used to jump fast to previous step (defalt without timing)

Syntax

<<< [Executor-list]

<<< [Timecode-list]

the time used by this function may be adjusted via the GoFast property found under Setup Show Playback + MIB Timing

Example:

[Channel]><<< Executor 3
Jumps to previous cue on executor 3

Reference: Agenda Keyword

Agenda is an object-type that holds scheduled tasks to be executed at specific dates and times

Syntax

Agenda [ID]

Example:

Reference: Align Keyword

Align is a function used to change the mode of the attribute-encoders

Syntax

Align [mode]

Align Off

The mode may be called by its name, or index (1-4, 0=Off).

  1. "<"
  2. ">"
  3. "><"
  4. "<>"

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.

Example:

[Channel]>Align "<"
Sets the encoders to first Align-mode.
[Channel]>Align 0
Turns off any Align-mode

Reference: AlignFaderModules Keyword

AlignFaderModules is a function used configure connected external wings to fit your consoletype

Syntax

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.

Reference: All Keyword

All is a function used to reset the Matricks property Single x

Syntax

All

All is a function used to set the Matricks property Single x to none, which means to reselect all fixtures, (or reselect all columns of fixtures, if Interleave is active)

Example:

[Channel]> All
reselects all fixtures/columns

Reference: AllButtonExecutors Keyword

AllButtonExecutors is an alias for all Button-Executors

Syntax

[function] AllButtonExecutors

AllButtonExecutors may be used as an alias to address Executor 101 and upwards, on all pages

Example:

[Channel]>Off AllButtonExecutors
turns off all Button-Executors

Reference: AllChaseExecutors Keyword

AllChaseExecutors is an alias for all Executors with chasers assigned

Syntax

[function] AllChaseExecutors

AllChaseExecutors may be used as an alias to address all Executors with chasers assigned

Example:

[Channel]>Off AllChaseExecutors
turns off all Executors with chasers

Reference: AllFaderExecutors Keyword

AllFaderExecutors is an alias for all Fader-Executors

Syntax

[function] AllFaderExecutors

AllFaderExecutors may be used as an alias to address Executors 1 thru 90 on all pages

Example:

[Channel]>Off AllFaderExecutors
turns off all Fader-Executors

Reference: AllRows Keyword

AllRows is a function used to reset the Matricks property Single y

Syntax

AllRows

AllRows is a function used to set the Matricks property Single y to none, which means to reselect all rows of fixtures in a virtual array created with MatricksInterleave

Example:

[Channel]> AllRows
reselects all rows of fixtures in an interleave array

Reference: AllSequExecutors Keyword

AllSequExecutors is an alias for all Executors with sequences assigned

Syntax

[function] AllSequExecutors

AllSequExecutors may be used as an alias to address all Executors with sequences assigned

Example:

[Channel]>Off AllSequExecutors
turns off all Executors with sequences

Reference: Assign Keyword

Assign is a function used to define relationships between objects or give values to properties

Syntax

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]

If no object-type is given for the object-list, the objects at the current destination is used. If the current destination is root (no destination) the current default object-type of the commandline is used.
Assign is the only function that may be directly proceeded by another function

Example:

[Channel]>Assign Dmx 2.101 At Channel 5
Patches DMX address 101 on the second universe to channel 5
Sequences/Global>Assign1Thru 5 At Executor6Thru 10
Assigns Sequence 1 thru 5 to Executor 6 thru 10
[Channel]>Assign Toggle At Executor101
Assigns a toggle-button to Executor 101
[Channel]>Assign Fade 3 Cue 5
Assigns a fade-time of 3 seconds to cue 5
[Channel]>Assign User JohnDoe /password=qwerty
Sets the password for JohnDoe to "qwerty"
[Channel]>Assign Executor 1
Opens the Assign Menu dialog for executor 1

Reference: At Keyword

At may be used as a function to apply values, or as a helping keyword for other functions, to indicate destinations

Syntax

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)

At is the exception "that proves the rule". At is one of the few functional keyword that accepts objects before the function.

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)

Example:

[Channel]>At 75
Sets the dimmer attributes of current selection to 75%
[Channel]>At Cue 3
Sets the current selection to the values of Cue 3
[Channel]>Fixture 2 At Fixture 3
Selects Fixture 2 and sets it to the values of Fixture 3
[Channel]>Executor 3 At 50
Sets the fader of Executor 3 to 50%
[Channel]>Attribute Pan At Preset 2.4
Sets the pan-attributes of current selection to Position-preset 4
[Channel]>Attribute 2 Thru 9 At Delay 2
Sets individual delay-time of 2 seconds to all attributes but dimmer, for the current selection
[Channel]>Copy Group 4 At 10
Copies Group 4 to Group 10

Reference: Attribute Keyword

Attribute is an object-type used to reference attributes of a fixture

Syntax

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

Example:

[Channel]>Off Attribute 3.2.3
Kicks the attribute Gobo2-Mode out of the programmer, for current selection
[Channel]>Attribute "pan" At 120
Sets attribute "pan" to 120 degrees for the current selection
[Channel]>Attribute 3.1
Calls the attributes in the feature Gobo1
[Channel]>Attribute 3
Calls all attributes in the preset-type Gobo

Reference: Backup Keyword

Backup is a function used to open/close the Backup Menu window

Syntax

Backup

Reference: Bitmap Keyword

Bitmap is an object-type that generates attribute-values from an animated image

Syntax

Bitmap [ID]

Bitmap [Bitmap-pool].[ID]

Example:

Reference: Black Keyword

Black is a function used to temporary over-ride masterlevel to zero on executing objects

Syntax

Black [Executor-list]

Black On [Executor-list]

Black Off [Executor-list]

When the Black function is used with an Executor button, the Black On command is executed when the button is pressed and the Black Off is executed when the button is released.

Example:

[Channel]>Black On Executor 1
Over-rides masterlevel of Executor 1 to zero
[Channel]>Black OffExecutor 1
Returns masterlevel of Executor 1 to the masterfader

Reference: Blackout Keyword

Blackout is a function used to force zero values on output for dimmer parameter of channels and fixtures. Fixtures with "Master OFF" in the fixture edit menu do not react to Blackout.

Syntax

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.

Example:

[Channel]>Blackout On
Turns on Blackout-mode

Reference: Blind Keyword

Blind is a function that is supressing the output of the live -programmer. Programming is possible without a live - output. After switching off the bling mode, live programmer is back including changes made during bling mode.

Syntax

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.

Example:

[Channel]>Blind On
Turns on Blind-mode (turns off output of programmer)

Reference: BlindEdit Keyword

BlindEdit is a function used to switch the console between the Live and the Blind programmer

Syntax

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 .

Example:

[Channel]>BlindEdit On
Turns BlindEdit On, opens the Blind Programmer

Reference: Block Keyword

Block is a function used to add data to prevent tracking. Tracking values (magenta colored) are converted to stored values (white colored).

Syntax

Block [Object-list] [Selection-list] [Attribute-list]

If the Object-list does not contain any references to any cues, the Block function is applied to the current Cue of the Selected executor.

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

Example:

[Channel]> Block
Blocks all parameters in current cue
[Channel]>Block Cue 5 Fixture 4 Feature "Colmix"
Blocks Colormix of Fixture 5 in Cue 4

Reference: ButtonPage Keyword

ButtonPage is an object-type representing the Button-Executor part of a Page

Syntax

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

Example:

[Channel]>ButtonPage 5
Changes your physical Button-Executors to Page 5

Reference: Call Keyword

Call is a function used to apply/engage an object or its content

Syntax

Call [Object-list]

If the Call function is used on objects that contains parameters (fixture values) these values will be loaded (added) into the programmer. If Call is used on other object-types, their content will be applied in its context.

Example:

[Channel]>CallPreset 3.1
loads the content of Preset 3.1 into programmer
[Channel]>CallView 1
same as View 1, loads the content of View 1 onto your screen(s)

Reference: Channel Keyword

Channel is an object-type used to access fixtures with a Channel-ID

Syntax

Channel [ID]

Channel [ID].[Sub-ID]

The default function for channel objects is SelFix. This means that entering channels without any function specified will select the channels in programmer.

Example:

[Channel]>Channel 34
Selects Channel 34
[Channel]>Channel 11.5
Selects the fifth subfixture of the fixture Channel 11
[Channel]>Channel 11
Selects all subfixtures of the fixture Channel 11

Reference: ChangeDest(CD) Keyword

CD is a function used to change the destination of your commandline

Syntax

CD [Element-index]

CD [Object-type] [Object-ID]

CD ..

CD /

Changing the destination is done by drilling down thru a tree-structured database. Do display the elements at a given destination use the function List .

Example:

[Channel]>CD 8
Enters the 8th element of the current destination:
Edit Setup>
[Channel]>CD Group
Enters the predefined destination Groups:
Groups/Global>
Edit Setup/Universes>CD ..
Exits one level up in the tree-structure:
Edit Setup>
Edit Setup/Universes>CD /
Exits all levels up the root (no destination):
[Channel]>

Reference: ChannelFader Keyword

ChannelFader is an object-type representing a fader of the ChannelPages

Syntax

ChannelFader [ID]

ChannelFader [Page].[ID]

The default function for ChannelFader is Call. Calling a ChannelFader will change the Executor Faders to Channel-mode.

Example:

[Channel]>Assign Fixture 301At ChannelFader 5
Assigns the dimmer of fixture 301 to fader 5 of the current channelpage
[Channel]>Assign Channel201 Thru 215At ChannelFader 2.1
Assigns Channel 201 thru 215 to fader 1 thru 15 of channelpage 2
[Channel]>Assign Fixture3.2.1 At ChannelFader 2.11
Assigns the first attribute of the second subfixture of Fixture 3 to fader 11 of channelpage 2

Reference: ChannelPage Keyword

ChannelPage is an object-type representing a page of channelfaders

Syntax

ChannelPage [ID]

The default function for ChannelPage is Call. Calling a ChannelPage will change the Executor Faders to Channel-mode.

Example:

[Channel]>ChannelPage 5
Changes your physical Faders to ChannelPage 5
[Channel]>ChannelPage +
Changes your physical Faders to next ChannelPage
[Channel]>DeleteChannelPage2
Deletes ChannelPage 2

Reference: Clear Keyword

Clear is a function used to clear selection, active or programmer.

Syntax

Clear

Clear is a function used to clear selection, active, or programmer.

Depending on status of the programmer the function will sequentially:

  1. Clear Selection (unselect all fixtures)
  2. Clear Active (deactivate all values)
  3. Clear All (empty programmer)

Example:

[Channel]> Clear
Clears Selection, Active or Programmer depending on the status/content of the programmer

Reference: CircularCopy Keyword

CircularCopy is a function used to move attribute-values within your current selection.

Syntax

CircularCopy [offset]

CircularCopy will move the attributevalues within your currently selected fixtures, according to selection-order

This function obeys the Attribute/At-filter

Example:

[Channel]> CircularCopy 1
Fixture 1 copies its values to fixture 2, fixture 2 to fixture 3 etc, back to fixture 1
[Channel]> CircularCopy -2
Fixture 4 copies its values to fixture 2, fixture 3 to fixture 1 etc, back to fixture 4

Reference: ClearActive Keyword

ClearActive is a function used to unactivate all values in programmer

Syntax

ClearActive

The ClearActive function will unactivate any active values in the programmer.

Reference: ClearAll Keyword

ClearAll is a function used to empty the programmer completely

Syntax

ClearAll

The ClearAll function will clear the selection and discard all values in the programmer.

Reference: ClearSelection Keyword

ClearSelection is a function used to deselect any selected fixtures

Syntax

ClearSelection

The ClearSelection function will clear the selection (deselect all fixtures).

Reference: Clone Keyword

Clone is a function used to batchcopy data between fixtures in the showfile

Syntax

Clone [Source Selection-list] At [Destination Selection-list]

Clone [Source Selection-list] At [Destination Selection-list] If [Scope Object-list]

Copies data from source fixtures to destination fixtures throughout the showfile, however by the use of the helping keyword If, the scope of the cloning may be limited to only parts of your showfile.

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.

Example:

[Channel]>Clone Fixture 1 At Fixture 2 /overwrite
Fixture 2 will do exactly the same as Fixture 1 did
[Channel]>Clone Fixture 1 At Fixture 2 /merge
Fixture 2 will do the same as Fixture 1 did, but possibly also some of what it did earlier
[Channel]>Clone Fixture 1 At Fixture 2
Fixture 2 will do the same as earlier, but possibly also some of what fixture 1 did
[Channel]>Clone Fixture 1 + 2 AtGroup 10 IfSequence 1 Thru 10
Copies data from Fixture 1 and 2 to fixtures in Group 10, within sequence 1 thru 10 only

Reference: CmdDelay Keyword

CmdDelay is a helping keyword used to indicate delay-times for the Cmd-link

Syntax

CmdDelay [Value-list]

As a helping keyword to programming functions (e.g. Store), this keyword will set the cmddelaytime of the object in question

Example:

[Channel]>Store Cue 3 CmdDelay 4
Creates cue 3 and sets its cmddelaytime to 4 seconds

Reference: CmdHelp Keyword

CmdHelp is a function used to List all keywords in the Commandline Response Window

Syntax

CmdHelp [filter]

This function will list all keyword, with their shortets notation in green.

Example:

[Channel]> CmdHelp
Lists all keywords
[Channel]>CmdHelp f*
Lists all keywords starting with f

Reference: Copy Keyword

Copy is a function used to create copies of an object

Syntax

Copy [Object] At [target-ID]

Copy [Object-list] At [target-start]

Copy [Object] At [target-list]

If no object-type is given and the commandline-destination is root (no destination) the default object-type for this function, Cue, will be used.

Example:

[Channel]>Copy Group 1 At 5
Copies group 1 to group 5
[Channel]>Copy Group 1 Thru 3At 11
Copies group 1 to group 11, group 2 to group 12 and group 3 to group 13
[Channel]>Copy Group 2 At 6 Thru 8
Copies group 2 to group 6, 7 and 8
[Channel]>Copy 2 At 6
Copies cue 2 to cue 6
Macros/Global >Copy 2 At 6
Copies macro 2 to macro 6

Reference: Cue Keyword

Cue is an object-type holding a look on stage

Syntax

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

Example:

[Channel]> Cue 3
Selects fixtures in Cue 3 of sequence assigned to Selected Executor

Reference: CrashLogCopy Keyword

CrashLogCopy is a function used to copy crashlog-files from the internal drive to USB

Syntax

CrashLogCopy

Example:

[Channel]>CrashLogCopy
If there are any crashlogsfiles on the internal drive, these are copied to the first USB-stick

Reference: CrashLogDelete Keyword

CrashLogDelete is a function used to delete crashlog-files on the internal drive

Syntax

CrashLogDelete

Example:

[Channel]>CrashLogDelete
If there are any crashlogsfiles on the internal drive, these are deleted

Reference: CrashLogList Keyword

CrashLogList is a function used to list existing crashlog-files in Commandline Response window

Syntax

CrashLogList

Example:

[Channel]>CrashLogList
If there are any crashlogsfiles, these are listed in the commandline response window

Reference: Crossfade Keyword

Crossfade is an assignable function for executors

Syntax

Assign Crossfade (At) [Executor-list]

Crossfade is a function that will gradually activate the next step of an executor, according to the position of the fader

Example:

[Channel]> Assign Crossfade At Executor 1 Thru 5
Gives fader 1 thru 5 Crossfade-functionallity

Reference: CrossfadeA Keyword

CrossfadeA is an assignable function for executors

Syntax

Assign CrossfadeA (At) [Executor-list]

CrossfadeA is a function that will gradually fade down dimmer-attributes of the current step of an executor, according to the position of the fader.

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.

Example:

[Channel]>Assign CrossfadeA At Executor 1
Gives fader 1 CrossfadeA-functionallity

Reference: CrossfadeB Keyword

CrossfadeB is an assignable function for executors

Syntax

Assign CrossfadeB (At) [Executor-list]

CrossfadeB is a function that will gradually fade in dimmer-attributes of the next step of an executor, according to the position of the fader.

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.

Example:

[Channel]>Assign CrossfadeA At Executor 1
Gives fader 1 CrossfadeA-functionallity

Reference: Default Keyword

Default is an object with default-values for all attributes of all fixtures

Syntax

Default

The default function for this object is At. This means that entering Default without any function will set the current selection to default-values.

The initial content of the Default-object is based on the fixture-library

Example:

[Channel]>Feature "Position" At Default
Sets pan&tilt of the current selection to default-values

Reference: Delay Keyword

Delay is a helping keyword used to indicate delay-times

Syntax

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.

Example:

[Channel]>Store Cue 3 Delay 4
Creates cue 3 and sets its delaytime to 4 seconds
[Channel]>Delay 4
Sets individual delaytime for the current selection/attributes

Reference: Delete Keyword

Delete is a function used to remove data from the showfile

Syntax

Delete [Object-list]

Delete [Object-list] [Selection-list filter]

Delete is a function used to remove data from your showfile. If the object itself cannot be removed, any assignment to the objects will be removed.

If no object-type or destination is given, the default object-type for this function, Cue, will be used.

if a Selection-list filter is given, only the specified fixtures will be deleted from the objectlist

Example:

[Channel]>Delete 7
Deletes Cue 7
[Channel]>DeleteGroup 3
Deletes Group 3
Worlds>Delete 6
Deletes World 6
[Channel]>DeleteFixture 4
Unpatches fixture 4 (removes assigned DMX-objects )
[Channel]>Delete Sequence 2 Fixture 4
Removes Fixture 4 from Sequence 2

Reference: DeleteShow Keyword

DeleteShow is a function used to remove showfiles from harddrives

Syntax

DeleteShow [filename]

DeleteShow [filename] /noconfirm

This function will delete showfiles on the currently selected hard-drive. Wildcards (*) in filename are allowed, to delete multiple files. Unless the /noconfirm option is included, the deletion of each file needs to be confirmed. To avoid this confirmation add "nonconfirm" at the end of the command.

Example:

Reference: DisconnectStation Keyword

DisconnectStation is a function used to throw stations out of your session

Syntax

DisconnectStation [Station-list]

DisconnectStation will disconnect stations from your session.

Example:

[Channel]>DisconnectStation 192.168.0.10
Disconnects station with IP-address 192.168.0.10
[Channel]>DisconnectStation 10
Disconnects station with Host-ID 10 on your Network
[Channel]>DisconnectStation Thru
Disconnects all stations on your subnet
[Channel]>DisconnectStation "FOH"
Disconnects station with host-name FOH

Reference: Dmx Keyword

Dmx is an object-type representing the DMX outputs of the console

Syntax

Dmx [Address]

Dmx [Universe].[Address]

DMX Tester

Entering a DMX-address will open the DMX Encoderbar, which may be used for testing. You may also set a test-level directly by combining the DMX-address with the At-keyword.

The DMX-tester has priority over the normal output of the console (parked, executors, programmer) and HTP priority with DMX-input.

Patching

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

Patching of fixtures with multiple breaks

Assign [DMX address] (At) [Fixture] /break=n

Assigning a DMX address to a specific break

Example:

[Channel]>Dmx 2.101
Selects address 101 on second universe in the DMX-tester
[Channel]>Assign Dmx 2.101 At Channel 5
Patches DMX address 101 on the second universe to channel 5
[Channel]>Dmx 513 At 100
Sets the first address on the second universe to 100% in the DMX-tester
[Channel]>Off Dmx Thru
Releases all values in the DMX-tester
[Channel]>Assign Dmx 1.101 At Fixture 2 /break=1
Patches DMX address 101 to the first break of fixture 2 (i.e the dimmer of a VL5)

Reference: DoubleRate Keyword

DoubleRate is a function used to mutiply the current rate with 2

Syntax

DoubleRate [Object-list]

Example:

[Channel]>DoubleRate Executor5
Doubles the rate of Executor 5

Reference: DoubleSpeed Keyword

DoubleSpeed is a function used to mutiply the current speed with 2

Syntax

DoubleSpeed [Object-list]

Example:

[Channel]>DoubleSpeed Executor5
Doubles the speed of Executor 5

Reference: Edit Keyword

Edit is a function used to open an object for editing

Syntax

Edit [Object-type] [Object-ID]

If no object-type is given, the default object-type for this function, Cue, will be used

Example:

Reference: Effect Keyword

Effect is an object-type that generates attribute-values from a modulating wave-form

Syntax

Effect [ID]

Effect [Effect-pool].[ID]

Effect [Effect-pool].[ID].[Effect-line]

Example:

Reference: EffectBPM Keyword

EffectBPM is a helping keyword used to indicate individual Effectspeed using the unit BPM

Syntax

EffectBPM

EffectBPM [Value-list]

Example:

[Channel]>EffectBPM
switches encoders to adjust the EffectSpeed layer
[Channel]>Off EffectBPM
knocks any EffectSpeed values out of programmer for current selection/feature
[Channel]>EffectBPM 120
Sets EffectSpeed for current selection/feature to 120 Beats per minute
[Channel]>Attribute "pan" At EffectBPM 90
Sets EffectSpeed for "pan" for current selection to 90 Beats per minute

Reference: EffectDelay Keyword

EffectDelay is a helping keyword used to indicate individual EffectDelay-times

Syntax

EffectDelay

EffectDelay [Value-list]

Example:

[Channel]>EffectDelay
switches encoders to adjust the EffectDelay layer
[Channel]>Off EffectDelay
knocks any EffectDelay values out of programmer for current selection/feature
[Channel]>EffectDelay 4
Sets EffectDelay for current selection/feature to 4 seconds
[Channel]>Attribute "pan" AtEffectDelay 2
Sets EffectDelay for "pan" for current selection to 2 seconds

Reference: EffectHZ Keyword

EffectHZ is a helping keyword used to indicate individual Effectspeed using the unit Hertz

Syntax

EffectHZ

EffectHZ [Value-list]

Example:

[Channel]>EffectHZ
switches encoders to adjust the EffectSpeed layer
[Channel]>Off EffectHZ
knocks any EffectSpeed values out of programmer for current selection/feature
[Channel]>EffectHZ 4
Sets EffectSpeed for current selection/feature to 4 Hertz
[Channel]>Attribute "pan" At EffectHZ 2
Sets EffectSpeed for "pan" for current selection to 2 Hertz

Reference: EffectSec Keyword

EffectSec is a helping keyword used to indicate individual Effectspeed using the unit seconds.

Syntax

EffectSec

EffectSec [Value-list]

Example:

[Channel]>EffectSec
switches encoders to adjust the EffectSpeed layer
[Channel]>Off EffectSec
knocks any EffectSpeed values out of programmer for current selection/feature
[Channel]>EffectSec 2
Sets EffectSpeed for current selection/feature to 2 seconds per cycle
[Channel]>Attribute "pan" At EffectSec 4
Sets EffectSpeed for "pan" for current selection to 4 seconds per cycle

Reference: EndIf Keyword

EndIf is a helping keyword used to indicate the end of an If-statement

Syntax

[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.

Example:

[Channel]>Store If Group 5 EndIf Preset 1.1
:Processed:Store Preset 1.1 If Group 5
creates preset 1.1, but only for group 5

Reference: ExecButton1 Keyword

ExecButton1 is an object-type representing the first button of an executor

Syntax

ExecButton1 [Executor]

ExecButton1 [Page].[Executor]

ExecButton1 [Pagepool].[Page].[Executor]

If you apply a function or reference a property not supported by the ExecButton1 object, the command will be passed on to the parent Executor object.
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.

Example:

[Channel]>Assign Toggle At ExecButton1 5
Assigns toggle functionality to the first button of Executor 5
[Channel]>DeleteExecButton1 5
Deletes Executor 5

Reference: ExecButton2 Keyword

ExecButton2 is an object-type representing the second button of an executor

Syntax

ExecButton2 [Executor]

ExecButton2 [Page].[Executor]

ExecButton2 [Pagepool].[Page].[Executor]

If you apply a function or reference a property not supported by the ExecButton2 object, the command will be passed on to the parent Executor object.
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.

Example:

[Channel]>Assign Toggle At ExecButton2 5
Assigns toggle functionality to the second button of Executor 5
[Channel]>DeleteExecButton2 5
Deletes Executor 5

Reference: ExecButton3 Keyword

ExecButton3 is an object-type representing the third button of an executor

Syntax

ExecButton3 [Executor]

ExecButton3 [Page].[Executor]

ExecButton3 [Pagepool].[Page].[Executor]

If you apply a function or reference a property not supported by the ExecButton3 object, the command will be passed on to the parent Executor object.
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.

Example:

[Channel]>Assign Toggle At ExecButton3 5
Assigns toggle functionality to the third button of Executor 5
[Channel]>DeleteExecButton3 5
Deletes Executor 5

Reference: ExecButton4 Keyword

ExecButton4 is an object-type representing a (not yet implemented) fourth button of an executor

Syntax

ExecButton4 [Executor]

ExecButton4 [Page].[Executor]

ExecButton4 [Pagepool].[Page].[Executor]

If you apply a function or reference a property not supported by the ExecButton4 object, the command will be passed on to the parent Executor object.
Physical hardkey-access or GUI support to a fourth ExecButton is not yet implemeted.

Example:

[Channel]>DeleteExecButton4 5
Deletes Executor 5

Reference: Executor Keyword

Executor is an object-type acting as a control/handle for other objects

Syntax

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.

Example:

[Channel]>Delete Executor 5
Removes fifth Executor on current Page
[Channel]>Executor 5 At 50
Sets the Fader of Executor 5 to 50%
[Channel]>Delete Cue 3 Executor 5
Deletes Cue 3 of the Sequence assigned to Executor 5
[Channel]>Select Executor 4.2
Selects second Executor on Page 4
[Channel]>Select Executor 2.10.1
Select first Executor on the tenth Page of Pagepool 2 (not implemented)

Reference: Extract Keyword

Extract is a function that applies values, similar to the keyword At, but will break any referenced links and apply hardvalues instead.

Syntax

Extract [Object-list]

[Selection-list] Extract [Object-list]

The Extract function is used with the same syntax as the At-function. While the At-function will apply values including referenced links (like presets and effects) the Extract function will break any reference and apply all values as hard values. Extract will work recursively and break reference also in subobjects, e.g. a preset in a cue in an extracted sequence.

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.

Example:

[Channel]>At Preset "drummer"
Sets current selection to preset "drummer". later changes to preset "drummer" will update the values.
[Channel]>Extract Preset"drummer"
Sets current selection to hardvalues of preset "drummer". later changes to preset "drummer" will not affect the values
[Channel]>Fixture 2 ExtractFixture 1
Selects Fixture 2 and sets it to the hardvalues of fixture 1
[Channel]>Group 3 ExtractCue 4
Selects Group 3 and sets it to the hardvalues of Cue 4
[Channel]>ExtractPresetType "gobo"
Extracts goboattributes for current selection

Reference: Export keyword

Export is a function used to transfer data from your showfile to the libraries in the console

Syntax

Export [Object-list]

Export [Object-list] "filename"

If no filename is given, one xml-file will be created for each object in object-list, with file-names generated based on object-name/properties.

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.

Example:

[Channel]>Export Macro 1 Thru 10 "MyMacros"
creates an xml-file labeled mymacros in the macro-directory, with macro 1 thru 10
[Channel]>Export Effect 1
creates an xml-file with label based on Effectname in the effect-directory, with effect 1

Reference: Fade Keyword

Fade is a helping keyword used to indicate fade-times

Syntax

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.

Example:

[Channel]>Goto Cue 3 Fade 4
Crossfades to cue 3 in 4 seconds
[Channel]>Store Cue 3 Fade 4
Creates cue 3 and sets its fadetime to 4 seconds
[Channel]>Assign Fade 3 Cue 2
Sets the Fadetime of cue 2 to 3 seconds
[Channel]>Fade 2
Sets individual Fadetime of 2 seconds to the current selection/attributes
[Channel]>At 50Fade 2
Sets the current selection to 50% and gives an individual Fadetime of 2 seconds to the selected attributes

Reference: Fader Keyword

Fader is an object-type representing the fader of an executor

Syntax

Fader [Executor]

Fader [Page].[Executor]

Fader [Pagepool].[Page].[Executor]

If you apply a function or reference a property not supported by the Fader object, the command will be passed on to the parent Executor object.
Even though Button Executors do not have a physical fader, they still have a virtual fader permanently assigned as a Master

Example:

[Channel]>Assign Speed At Fader 5
Assigns Speed functionality to the fader of Executor 5
[Channel]>Fader 5 At 50
Sets the level/position of fader of Executor 5 to 50%
[Channel]>DeleteFader 5
Deletes Executor 5

Reference: FaderPage Keyword

FaderPage is an object-type representing the Fader Executor part of a Page

Syntax

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

Example:

[Channel]>FaderPage 5
Changes your physical Fader Executors to Page 5
[Channel]>DeleteFaderPage4.2
Deletes Fader Executors of Page 2 of Pagepool 4
[Channel]>PauseFaderPage 3
Sends a pause command to the Fader Executors of Page 3

Reference: Feature Keyword

Feature is an object-type representing features of a fixture

Syntax

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

Example:

[Channel]>Feature 3.1
Calls the feature Gobo1
[Channel]>Feature "Colormix"
Calls the feature "Colormix"
[Channel]>Feature 3
Calls the features in the preset-type Gobo

Reference: Filter Keyword

Filter is an object-type representing an Attribute and Layer filter

Syntax

Filter [ID]

The default function for this object is Call. Calling a filter will engage the filter temporary, and limit the next programmer action.

Selecting a filter, will limit all programmer-actions until Filter 1 is selected.

Example:

[Channel]> Filter 4
Calls Filter 4, next programmer action will use this filter
[Channel]> Select Filter 5
Selects Filter 5, all programmer actions will use this filter

Reference: Fix Keyword

Fix is a function used to prevent objects from changing page

Syntax

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.

Example:

[Channel]>Fix On Executor 1 Thru 5
Prevents executor 1 thru 5 from changing page
[Channel]>Fix Executor 3
Toggles executor 3 from changing page, or not to changing page

Reference: Fixture Keyword

Fixture is an object-type used to access fixtures with a Fixture ID

Syntax

Fixture [ID]

Fixture [ID].[Sub-ID]

The default function for fixture objects is SelFix. This means that entering fixtures without any function specified will select the fixtures.

Example:

[Channel]>Fixture 34
Selects Fixture 34
[Channel]>Fixture 11.5
Selects the fifth subfixture of the fixture-cluster Fixture 11
[Channel]>Fixture 11
Selects all subfixtures of the fixture-cluster Fixture 11

Reference: FixtureType Keyword

FixtureType is an object-type holding the fixturetypes used in your showfile

Syntax

FixtureType [ID]

Example:

[Channel]> Assign FixtureType 2 At Fixture 1 Thru 10

Reference: Flash Keyword

Flash is a function used to temporary over-ride masterlevel to full on executing objects

Syntax

Flash [Executor-list]

Flash On [Executor-list]

Flash Off [Executor-list]

When the Flash function is used with an Executor button, the Flash On command is executed when the button is pressed and the Flash Off is executed when the button is released.

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.

Example:

[Channel]>Flash On Executor 1
Over-rides masterlevel of Executor 1 to full and starts first cue
[Channel]>Flash OffExecutor 1
Returns masterlevel of Executor 1 to the masterfader and set executor to OFF, if it was not ON.

Reference: Flip Keyword

Flipis a function used access the different pan/tilt combinations that points a Moving Head in the same direction.

Syntax

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

Example:

[Channel]> Flip
Pan and Tilts your current selection to the next pan/tilt combination that points in the same direction
[Channel]> Flip 2 Group 7
Pan and Tilts group 7 to the second of the pan/tilt combination that points in the current direction

Reference: Form Keyword

Form is an object-type with shapes used for dynamic effects

Syntax

Form [ID]

Form [ID].[subID]

Forms are used as source for effects to generate dynamic values.

Reference: Freeze Keyword

Freeze is function used to change the priority of the programmer

Syntax

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.

Example:

[Channel]>Freeze On
Turns on freeze-mode (High priority programmer)

Reference: Full Keyword

Full is an object with 100% intensity-values for all fixtures

Syntax

Full

The default function for this object is At. This means that entering Full without any function will set the intensity attributes of the current selection to 100%

Example:

[Channel]> 53 Full
Selects channel 53 and sets it to 100%

Reference: Go keyword

Go is a function used to activate next step of an executing object

Syntax

Go [Object-list]

If the target object have steps, it will go to the next step, if the object are step-less it will start running forward.

Example:

[Channel]>GoExecutor 3
Goes to next step of Executor 3
[Channel]>GoMacro 2
Macro 2 starts running

Reference: GoBack keyword

GoBack is a function used to activate previous step of an executing object

Syntax

GoBack [Object-list]

If the target object have steps, it will go to the previous step, if the object are step-less it will start running backwards. Set the fade time for GoBack in Setup / Show / Playback + MIB Timing / "goback".

Example:

[Channel]>GoBackExecutor 3
Goes to previous step of Executor 3

Reference: Goto Keyword

Goto is a function used to jump in a list. The fade time, Goto is using in sequences, set in Setup / Show / Playback + MIB Timing / "goto".

Syntax

Goto [Cue-object] [Executor-object]

Example:

[Channel]> Goto Cue 3
[Channel]> Goto Cue 5 Executor 4
[Channel]> Goto 7

Reference: Group Keyword

Group is an object-type representing a collection of fixtures

Syntax

Group [ID]

Group [Group-pool].[ID]

The default function for group objects is SelFix. This means that calling groups without any function specified will select the fixtures of the group.

Example:

[Channel]>Group 3
Selects fixtures of group 3
[Channel]>Group 3.5
Selects group 5 of group-pool 3 (not implemented)

Reference: HalfRate Keyword

HalfRate is a function used to divide the current rate by 2

Syntax

HalfRate [Object-list]

Example:

[Channel]>HalfRate Executor5
Halves the rate of Executor 5

Reference: HalfSpeed Keyword

HalfSpeed is a function used to divide the current speed by 2

Syntax

HalfSpeed [Object-list]

Example:

[Channel]>HalfSpeed Executor5
Halves the speed of Executor 5

Reference: Help Keyword

Help is a function used to display information about how to use the console

Syntax

Help

Help [keyword]

Help [filter] /cmd

Example:

[Channel]> Help
Opens the Help window
[Channel]>Help Fixture
Opens the Help window, on the Fixture Keyword page
[Channel]>Help /cmd
Displays all keywords, with their shortest notation in green, in the commanline response window
[Channel]>Help s* /cmd
Displays keywords starting with "s", with their shortest notation in green, in the commanline response window

Reference: Highlight Keyword

Highlight is a function used to force highlight values on selected fixtures

Syntax

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.

Example:

[Channel]>Highlight On
Turns on Highlight-mode

Reference: If Keyword

If is used as a function to narrow your current selection, or as a helping keyword to combine multiple lists

Syntax

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.

Example:

[Channel]>If Group 5
Deselects fixtures not in group 5
[Channel]>Group 3 If Group 5
Selects fixtures which are a part of both group 3 and group 5

Reference: IfActive Keyword

IfActive is a function used to select fixtures with active values in programmer

Syntax

IfActive

IfActive [filter]

If no filter is given IfActive will select all fixtures with active values in programmer. If a filter is given, IfActive will select fixtures which both are in the filter and have active values in programmer

Example:

[Channel]> IfActive
Selects fixtures with active values in programmer
[Channel]>IfActiveGroup5
Selects fixtures of group 5 which have active values in programmer

Reference: IfOutput Keyword

IfOutput is a function used to select fixtures based on their current output

Syntax

IfOutput

IfOutput [Object-list]

IfOutput At [Value-list]

IfOutput At Fade [Value-list]

IfOutput At Delay [Value-list]

IfOutput is a function that selects fixtures that have values originating from object-list, or with dimmer-attribute value, fade or delay-times within the range of the value-list.

If no argument is given to the IfOutput function, fixtures with dimmer above zero will be selected.

Example:

[Channel]> IfOutput
Selects all fixtures with dimmer above zero
[Channel]> IfOutputPreset "Red"
Selects all fixtures currently using preset "Red"
[Channel]> IfOutput At 50 Thru 75
Selects all fixtures with dimmervalue between 50 and 75%

Reference: IfProg Keyword

IfProg is a function used to select fixtures with values in programmer

Syntax

IfProg

IfProg [filter]

If no filter is given IfProg will select all fixtures with values in programmer. If a filter is given, IfProg will select fixtures which both are in the filter and have values in programmer

Example:

[Channel]> IfProg
Selects fixtures with values in programmer
[Channel]>IfProgGroup5
Selects fixtures of group 5 which have values in programmer

Reference: Import Keyword

Import is a function used to bring data from external libraries into your showfile

Syntax

Import "filename" [destination-object]

The Import command loads data into the current commandline destination from external .xml and .xmlp files.

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

Example:

Edit Setup/FixtureTypes>Import "generic@dimmer@00"
Imports a generic dimmer as a new fixturetype in your showfile
Macros/Global 1>Import "MyMacros"
Imports macros from the file MyMacros.xml after the last used macro ID
Macros/Global 1>Import "macr*
Imports macros from files with names starting with "macr"
[Channel] >Import "MyCoolEffect" Effect 101
Imports the effect MyCoolEffect as Effect 101

Reference: ImportResource Keyword

ImportResource is a function used to import resource files created by MA

Syntax

ImportResource "filename"

ImportResource /list

ImportResource "filename" /import

Resource-files are upgrades to your console that do not require an complete software update; at the moment only the "Help" -files.

The ImportResource command will look for files in the gma2/importexport/ folder of the currently selected drive.

Example:

[Channel] >ImportResource /list
lists all resource-files available on the selected drive
[Channel] >ImportResource grandMA2_help_2010-08-24
lists meta-info for the file "grandMA2_help_2010-08-24.gma2resource"
[Channel] >ImportResource grandMA2_help_2010-08-24 /import
Imports the file "grandMA2_help_2010-08-24.gma2resource" (updated help-files)

Reference: Info Keyword

Info is a function used add and display userinfo about an object in the Commandline Response window

Syntax

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

Example:

[Channel]>Info Group 3 "these fixtures are in the backtruss"
adds info to Group 3
[Channel]>Info Group 3
displays info ("these fixtures are in the backtruss") in the commandline response window

Reference: Insert Keyword

Insert is a function used to move objects to a new ID

Syntax

Insert [Object-list] At [Start-ID]

If start-ID is occupied, the occupying object is moved one ID up.

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

Example:

[Channel]>Insert Group 5 At 9
What used to be group 5, is now group 9, the old group 9 becomes group 10 etc
[Channel]>Insert Cue 5 At 10
What used to be cue 5, is now cue 10, the old cue 10 becomes cue 10.1 etc

Reference: Interleave Keyword

obsolete

Reference: Invert Keyword

Invert is a function used to invert the selection-status of fixtures

Syntax

Invert [Selection-list]

Invert acts on fixtures represented by the selection-list. If a fixture was selected, it will be deselected, if a fixture was not selected, it will be selected.

Example:

[Channel]>Invert Fixture 1 Thru 6
Let's say Fixture 1, 3 and 5 was allready selected, you will get a selection with Fixture 2, 4 and 6.
[Channel]>Invert Cue 3
Channels and Fixtures in Cue 3 that are selected will be deselected, while unselected of Cue 3 will be selected.

Reference: InviteStation Keyword

InviteStation is a function used to bring other stations into your session

Syntax

InviteStation [Station-list]

InviteStation will ask stations on the list you join your session. If they accept the invitation, your showfile will be uploaded to them and they will become part of your session.

Example:

[Channel]>InviteStation 192.168.0.10
Invites station with IP-address 192.168.0.10
[Channel]>InviteStation 10
Invites station with Host-ID 10 on your Network
[Channel]>InviteStation Thru
Invites all stations on your Network
[Channel]>InviteStation "FOH"
Invites station according to your local DNS

Reference: JoinSession Keyword

JoinSession is a function used to join or create a session

Syntax

JoinSession [ID] "Name"

Example:

Reference: Kill Keyword

Kill is a Go+ function that additionally will turn off all other executor objects

Syntax

Kill [Executor-list]

Kill works as an ordinary Go+ function on the executors it is applied, but will additionally send an Off command to all other executors

Example:

[Channel]>Kill Executor 1
Goes to next cue on executor 1 and turn off other executors - if they are not protected by KILL PROTECT - function (see Assign executor menu)

Reference: Label Keyword

Label is a function used to give names to objects

Syntax

Label [Object-list] "Name"

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.

Example:

[Channel]>Label Group 3 "All Studiocolors"
Gives group 4 the name "All Studiocolors"
[Channel]>Label Fixture 1 Thru 10 "Mac700 1"
Gives Fixture 1 thru 10 the names "Mac700 1", "Mac700 2" etc
[Channel]>Label Preset "Red" "Dark Red"
Renames the preset "Red" to "Dark Red"

Reference: Layer Keyword

Layer is a function used to change the working layer of the attribute-encoders

Syntax

Layer [layerID]

Layer [layername]

The layer may be called by its name, or index (1-9).

  1. Value
  2. Fade
  3. Delay
  4. EffectForm
  5. EffectRate
  6. EffectValue1
  7. EffectValue2
  8. EffectPhase
  9. EffectWidth

Example:

[Channel]>Layer 3
Switches the encoders to adjust delaytime layer.
[Channel]>Layer EffectRate
Switches the encoders to adjust EffectRate layer

Reference: Layout Keyword

Layout is an object-type representing a layout of fixtures and other objects

Syntax

Layout [ID]

The default function for Layout objects is Select. This means that calling Layouts without any function specified will select the Layout, and any Layout Views with "display selected" enabled will show this Layout

Example:

[Channel]>Layout 3
Selects Layout 3 for display in Layout View
[Channel]>Store Layout 5
Creates Layout 5 and adds your current selection of fixtures to this layout
[Channel]>Assign Group 5 Layout 4
Adds Group 5 as a button in Layout 4

Reference: Learn Keyword

Learn is a function used to set the speed of objects by tapping

Syntax

Learn [Object-list]

If an object receives repetitive Learn commands, it will adjust its speed according to the time between each command.

Example:

Reference: LeaveSession Keyword

LeaveSession is a function used to leave a session

Syntax

LeaveSession

Example:

[Channel]> LeaveSession
Leaves the current session

Reference: List Keyword

List is a function used display showdata in the Commandline Response window

Syntax

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 MA & List.

Example:

[Channel]>List Cue
Lists all cues of the selected Executor
Groups/Global>List Thru 10
Lists first ten groups
Presets/Global/Color>List r*
Lists all colorpresets with name starting with R
[Channel]>List Cue /f=export
Creates the file export.csv with a list of all cues of selected executor

Reference: ListFaderModules Keyword

ListFaderModules is a function used to list available internal and external (wings) Executor modules, in the Commandline Response window

Syntax

ListFaderModules

.

Example:

Reference: ListLibrary Keyword

ListLibrary is a function used to list items in the FixtureType Library of the console, in the Commandline Response window

Syntax

ListLibrary [filter]

This keyword will list items in the FixtureType library of the currently Selected Drive..

Example:

[Channel]> ListLibrary "Martin*
All items in the FixtureType Library with name starting with "Martin" is displayed.

Reference: ListEffectLibrary Keyword

ListEffectLibrary is a function used to list items in the Effect Library of the console, in the Commandline Response window

Syntax

ListEffectLibrary [filter]

This keyword will list items in the Effect library of the currently Selected Drive..

Example:

[Channel]> ListEffectLibrary "My*
All items in the Effect Library with name starting with "My" is displayed.

Reference: ListMacroLibrary Keyword

ListMacroLibrary is a function used to list items in the Macro Library of the console, in the Commandline Response window

Syntax

ListMacroLibrary [filter]

This keyword will list items in the Macro library of the currently Selected Drive..

Example:

[Channel]> ListMacroLibrary "My*
All items in the Macro Library with name starting with "My" is displayed.

Reference: ListShows Keyword

ListShows is a function used to display Showfiles on the currently selected drive in the Commandline Response window

Syntax

ListShows [Filter]

Example:

[Channel]> ListShows
All Showfiles are listed in the Commandline Response window
[Channel]> ListShows f*
Showfiles starting with "f" are listed in the Commandline Response window

Reference: ListUserVar Keyword

ListUserVar is a function used to display userspecific variables and their value in the Commandline Response window

Syntax

ListUserVar [Filter]

Example:

[Channel]> ListUserVar
Userspecific variables are listed in the Commandline Response window
[Channel]> ListUserVar f*
Variables starting with "f" are listed in the Commandline Response window

Reference: ListVar Keyword

ListVar is a function used to display variables and their value in the Commandline Response window

Syntax

ListVar [Filter]

Example:

[Channel]> ListVar
All variables are listed in the Commandline Response window
[Channel]> ListVar f*
Variables starting with "f" are listed in the Commandline Response window

Reference: Load Keyword

Load is a function used to prepare an executor to jump to a step/cue in an assigned sequence

Syntax

Load [Cue-object] [Executor-object]

Example:

[Channel]> Load Cue 3
[Channel]> Load Cue 5 Executor 4
[Channel]> Load 7

Reference: LoadShow Keyword

LoadShow is a function used to load a showfile from hard-drives and USB-sticks

Syntax

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.

Example:

[Channel]> LoadShow Macbeth
Loads the showfile "Macbeth" into the console

Reference: Locate Keyword

Locate is a function used to find executors where objects are assigned

Syntax

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

Example:

[Channel]>Locate Sequence 3
changes to the page where seq 3 is assigned and highlight the exeutor with HERE! on red background

Reference: Lock Keyword

Lock is a function used to protect objects from being changed or deleted.

Syntax

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

Example:

[Channel]>Lock Cue 3
Cue 3 can no longer be changed or deleted

Reference: Login Keyword

Login is a function used to change the current user of the console

Syntax

Login [User-name] [Password]

Example:

[Channel]>Login JohnDoe qwerty
Changes the user of the console to JohnDoe (if user exists and password is correct)

Reference: Logout keyword

Logout is a function used to change the current user to "guest"

Syntax

Logout

Example:

[Channel]> Logout
Changes current user to "guest"

Reference: Macro Keyword

Macro is an object-type able to record and playback keystrokes and commandline entries

Syntax

Macro [ID]

Macro [Macro-pool].[ID]

Macro [Macro-pool].[ID].[macro-line]

The default function for macro objects is Go+. This means that calling macros without any function specified will start the macro.

Example:

[Channel]>Macro 5
Starts Macro 5
[Channel]>Delete Macro 2.7
Deletes Macro 7 of Macro-pool 2
[Channel]>Assign Macro 1.3.4 /time=Go
Sets the triggertime of line 4 of macro 3 to "Go"

Reference: Mask Keyword

Mask is an object-type holding condition/rules for masking sheets

Syntax

Mask [ID]

The default function for this object is Select.

Example:

[Channel]> Mask 3
Selects Mask 3, sheets set to follow selected mask will display "Active Only"

Reference: Master Keyword

Master is an assignable function for executors

Syntax

Assign Master (At) [Object-list]

Master is a function that will scale the output of intensity-values of an executor, according to the position of the fader

Example:

Reference: Matricks Keyword

The Matricks keyword acts both as an object-type and as a mode

Syntax

Matricks [ID]

Matricks On

Matricks Off

Matricks Toggle

Used with an ID, Matricks represents Matricks objects stored in the Matricks-pool.

With the helping keywords On, Off and Toggle, Matricks may temporary be enabled/disabled. Calling an Matricks will automatically enable Matricksmode.

Example:

[Channel]>Store Matricks 1
Stores the current Matricks-settings as Matricks 1
[Channel]>Matricks 3
Recalls Matricks-settings stored in Matricks 3
[Channel]>Matricks Off
Temporary disables Matricks-mode

Reference: MatricksBlocks Keyword

MatricksBlocks is a function used to set the Matricks Blocks values

Syntax

MatricksBlocks [block-size]

MatricksBlocks [block-size x].[block-size y]

MatricksBlocks + | -

MatricksBlocks Off

With the function MatricksBlocks, x adjecent fixtures are treated as one block when aligning or sub-selecting

Example:

[Channel]>MatricksBlocks 2
Sets the block-size 2 columns wide (and 2 rows high if Interleave is active)
[Channel]>MatricksBlocks 2.3
Sets the block-size 2 columns wide and 3 rows high ( if Interleave is active)

Reference: MatricksFilter Keyword

MatricksFilter is a function used to set the Matricks Filter values

Syntax

MatricksFilter [filternumber]

MatricksFilter "filtername"

MatricksFilter + | -

MatricksFilter Off

With the function MatricksFilter, fixtures of your current selection that matches the given filter, will be subselected.

Example:

[Channel]>MF 2
Selects the second filter (EvenID), only Channels/fixtures with last digit 2/4/6/8/0 will be activly selected
[Channel]>MatricksFilter "OddID"
Selects the "OddID" filter, only channels/fixtures with last digit 1/3/5/7/9 will be activly selected

Reference: MatricksGroups Keyword

MatricksGroups is a function used to set the Matricks Groups values

Syntax

MatricksGroups [group-size]

MatricksGroups [group-size x].[group-size y]

MatricksGroups + | -

MatricksGroups Off

With the MatricksGroups function the distribution of aligned values may be limited to n fixtures, for then to be repeated

Example:

[Channel]>MatricksGroups 4
Aligning will be repeated for every fourth fixture
[Channel]>MatricksGroups 6.3
Aligning will be repeated for every sixth column an every third row of an Interleave array

Reference: MatricksInterleave Keyword

MatricksInterleave is a function used to create a virtual array of your selection

Syntax

MatricksInterleave [array-width]

MatricksInterleave [column].[array-width]

MatricksInterleave + | -

MatricksInterleave Off

With the function MatricksInterleave, the selection is wrapped onto a new row for every n'th fixture, creating a virtual array

Example:

[Channel]>MatricksInterleave 1.2
Selects the first column of a 2 column wide array = first of every second fixture = "Odd"
[Channel]>MatricksInterleave +
Increases array-width

Reference: MatricksReset Keyword

MatricksReset is a function used to clear any active Matricks settings

Syntax

MatricksReset

MatricksReset will clear all active Matricks settings.

Example:

[Channel]>Next
[Channel]>MatricksReset
The subselection of first fixture is canceled and the original selection is restored

Reference: MatricksWings Keyword

MatricksWings is a function used to set the Matricks Wings value

Syntax

MatricksWings [parts]

MatricksWings + | -

MatricksWings Off

With the function , the selection is splitted in x parts, and each part is mirroring the previous part

Example:

[Channel]>MatricksWings 2
The selection is divided into 2 parts and second part will be morrored when adjusting values

Reference: Menu Keyword

Menu is a function used to open/close menu-windows

Syntax

Menu "menuname"

Menu On "menuname"

Menu Off "menuname"

Menu /?

The Menu function will open (Menu On) or close (Menu Off) a popupwindow with the given Menu. Used without the helping keywords On/Off, Menu is a toggle-function

Example:

[Channel]>Menu "Groupmasters"
Opens the Groupmaster-overview window
[Channel]>Menu /?
Display the list of available menus in the commandline respons window

Reference: Merge Keyword

Merge is a function used to join multiple objects into one

Syntax

Merge [Object-list] At [destination-ID]

The Merge keyword is not implemented

Reference: MidiControl Keyword

MidiControl is a function used to transmit MIDI Control-Change messages

Syntax

MidiControl [controller] [value]

MidiControl [midichannel].[controller] [value]

MidiControl is a function that transmits MIDI Control-Change messages via the MidiOut-port. If no midichannel is given, the midichannel of the MSC setup is used.

Example:

[Channel]>MidiControl 1 64
Transmits a value of 64 for controller 1 ("Modulation")

Reference: MidiNote Keyword

MidiNote is a function used to transmit MIDI Note-On and Note-Off messages

Syntax

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

MidiNote is a function that sends MIDI Note messages via the MidiOut-port. If no midichannel is given, the midichannel of the MSC setup is used. If no velocity is given, a zero velocity message is transmitted. If the helping keyword Off is added, a Note-Off is transmitted instead of a Note-On

Example:

[Channel]>MidiNote 12 127
Transmits a Note-On message of note 12 ("C 0") with full velocity
[Channel]>MidiNote 14 Off
Transmits a Note-Off message of note 14 ("D 0")

Reference: MidiProgram Keyword

MidiProgram is a function used to transmit MIDI Program-Change messages

Syntax

MidiProgram [program]

MidiProgram [midichannel].[program]

MidiProgram is a function that transmits MIDI Program-Change messages via the MidiOut-port. If no midichannel is given, the midichannel of the MSC setup is used.

Example:

[Channel]>MidiProgram 12
Transmits a Program Change of 12 ("Marimba")

Reference: Move Keyword

Move is a function used to give an object a new ID

Syntax

Move [Object-list] At [destination-start-ID]

If destination is not empty, the destination object is moved to the source (objects swap position/ID

Example:

[Channel]>Move Group 5 At 9
What used to be group 5, is now group 9

Reference: NetworkInfo Keyword

NetworkInfo is a function used to display information about the network in the Commandline Response window

Syntax

NetworkInfo

Example:

Reference: NewShow Keyword

NewShow is a function used to create a new empty show.

Syntax

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.

Example:

[Channel]> NewShow Macbeth
Loads the showfile "Macbeth" into the console

Reference: Next Keyword

Next is a keyword with multiple functions

Syntax

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.

Example:

[Channel]>Group 5
[Channel]> Next
Selects the first fixture of group 5, according to the selection-order

Reference: NextRow Keyword

NextRow is a function used to increase the Matricks property Single y

Syntax

NextRow

With MatricksInterleave active, NextRow will increase the Matricks Single y property, effectivly subselecting fixtures row by row.

Example:

[Channel]>MatricksInterleave 4
[Channel]> NextRow
Selects the first row of 4 fixtures

Reference: NextInterleave Keyword

obsolete

Reference: Normal Keyword

Normal is an object holding a standard value for At-function

Syntax

Normal

Normal is the object that holds the values used for the At shortcut

Example:

At At
:Processed:At Normal

Reference: Off keyword

Off is a keyword used both as a function and as a helping keyword

Syntax

Off [Object-list]

[Function]Off [Object-list] (helping keyword)

[Function]Off (helping keyword)

The Off keyword is used both as a function and as a helping keyword.

As a function (starting keyword) Off has four distinct meanings with the following priority :

  1. If the target object may execute, it will stop/terminate.
  2. If the target object contains parameters/values, these will be knocked out of the programmer.
  3. If the target object represents selections, the selection will be knocked out of the programmer.
  4. If the target object represents attributes, these will be knocked out of the programmer for current selection.

As a helping keyword to another function, Off indicates the end of a temporary function, or the disabled state of a toggling function.

Example:

[Channel]>OffExecutor 3
Turns off Executor 3
[Channel]>OffCue 4
Knocks parameters of cue 4 out of the programmer
[Channel]>OffChannel 5 + 6
Knocks channel 5 and 6 out of the programmer
[Channel]>Flash Off Executor 1.2.4
Indicates the release of an Executor flash button
[Channel]>Highlight Off
Turns off Highlight-mode

Reference: On keyword

On is a keyword used both as a function and as a helping keyword

Syntax

On [Object-list]

[Function]On [Object-list] (helping keyword)

[Function] On (helping keyword)

The On keyword is used both as a function and as a helping keyword.

As a function (starting keyword) On has four distinct meanings with the following priority:

  1. If the target object may execute, it will reassert current step, or start running.
  2. If the target object contains parameters these will be activated in the programmer.
  3. If the target object represents selections, the selection will be activated in the programmer
  4. If the target object represents attributes, these will be activated in the programmer for the current selection

As a helping keyword to another function, On indicates the start of a temporary function, or the enabled state of a toggling function.

Example:

[Channel]>OnExecutor 3
Reasserts current step of Executor 3
[Channel]>OnCue 4
Activates parameters of cue 4
[Channel]>OnChannel 5 + 6
Activates channel 5 and 6
[Channel]>Flash On Executor 1.2.4
Indicates the press of an Executor flash button
[Channel]>Highlight On
Turns on Highlight-mode

Reference: OnOffTime Keyword

OnOffTime is an assignable function for executors

Syntax

Assign OnOffTime (At) [Object-list]

OnOffTime is a function that will adjust the fadetimes used when an executor is turned On or Off, according to the position of the fader
OnOffTime is not yet implemented, please use the MasterFade keyword

Example:

Reference: Oops Keyword

Oops is a function used to undo last commandline, the last fixture selection or the last action in the programmer. Oops is not possible with playbacks. Oops can undo the last 100 actions.

Syntax

Oops

Reference: OutFade Keyword

OutFade is a helping keyword used to indicate outfade-times

Syntax

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

Example:

[Channel]>Goto Cue 3 Fade 2 OutFade 4
Fadesout current cue (all dimmer values with descending values) in 4 seconds, and fadesin cue 3 in 2 seconds
[Channel]>Store Cue 3 OutFade 4
Creates cue 3 and sets its outfadetime to 4 seconds

Reference: OutDelay Keyword

OutDelay is a helping keyword used to indicate outdelay-times

Syntax

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

Example:

[Channel]>Goto Cue 3 OutDelay 4
Fades in cue 3, and fades out old cue (all descending dimmer values) after 4 seconds
[Channel]>Store Cue 3 OutDelay 4
Creates cue 3 and sets its outdelaytime to 4 seconds

Reference: Page Keyword

Page is an object-type holding sets of Executors

Syntax

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.

Example:

[Channel]>Page 5
Changes your physical Executors to Page 5
[Channel]>DeletePage4.2
Deletes Page 2 of Pagepool 4 (function not yet implemented)
[Channel]>PausePage 3
Sends a pause command to the Executors of Page 3

Reference: Park Keyword

Park is a function used to lock the DMX outputvalues of attributes

Syntax

Park [Selection-list] (At [Value] )

Park [Attribute-list] (At [Value] )

Park may be used to lock the DMX outputvalues of a selection of fixtures, or group of attributes for the current selection.

If no value is given, the attribue is parket at current value.

Example:

[Channel]>Park Fixture 5
Parks the attributes of fixture 5 at the current Value
[Channel]>Park Attribute "pan"
Parks the pan attributes of current selection at the current Value
[Channel]>Park Channel 1 Thru 5 At 100
Parks channel 1 thru 5 at 100%

Reference: Part Keyword

Part is an object-type referencing a part of a cue

Syntax

Part [ID]

With the Part object, a cue may be segmented, to easily assign and edit different timings of groups of fixture-parameters

Example:

[Channel]>Store Cue 3 Part 2
Creates a second part of Cue 3

Reference: Pause Keyword

Pause is a function used to halt/pause running objects

Syntax

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.

Example:

[Channel]>PauseExecutor 3
Pauses (or unpauses) Executor 3

Reference: Preset Keyword

Preset is an object-type used for referenced attribute-values

Syntax

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.

Example:

[Channel]> Preset 5
The fifth preset of the currently selected preset-type
[Channel]> Preset 3.2
The second preset of preset-type 3 (Gobo)
[Channel]> Preset 3.2.1
The first preset of the second preset-type (Position) of the third Preset-pool (not yet implemented).
[Channel]> Preset "DarkRed"
The first preset with the name "DarkRed"

Reference: PresetType Keyword

PresetType is an object-type representing preset-types of a fixture

Syntax

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)

Example:

[Channel]>PresetType 3
Calls the preset-type Gobo
[Channel]>PresetType "Color"
Calls the preset-type "Color"

Reference: Preview Keyword

Preview is a function for preview and blind edit of cues

Syntax

Preview [cue-object]

Preview [part-object]

Preview Next

Preview Previous

Preview will load given cue or part in Previeweditor and enable this editor. (PreviewEdit On)

If no cue is given, the current cue of the selected executor will be used.

/keepselection /ks
keep selection when entering preview
/keepprogrammer /kp
keep programmer when entering Preview
/autoupdate /au
every value put into previewprogrammer is immediately autoupdated
/add
add as additional previewplayback

Example:

[Channel]>Preview Cue 5
Cue 5 of selected executor is loaded into Preview-editor.
[Channel]> Preview Cue 5 Part 2
Cue 5 Part 2 of selected executor is loaded into Preview-editor.
[Channel]> Preview Executor 3
Current cue of of Executor 3 is loaded into Preview-editor.

Reference: PreviewEdit Keyword

PreviewEdit is a function used to switch the console between the Live Programmer and the blind PreviewEditor

Syntax

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 .

Example:

[Channel]>PreviewEdit On
Turns PreviewEdit On, opens the Preview editor

Reference: PreviewExecutor Keyword

PreviewExecutor is an alias for the sequence/executor in the Preview-editor

Syntax

PreviewExecutor

PreviewExecutor may be used as an Alias to reference the sequence/executor currently active in the Preview-editor

Example:

[Channel]> Go PreviewExecutor
Runs next cue in PreviewEditor with timing
[Channel]> Store Cue 5 PreviewExecutor
Stores cue 5 in the sequence that is currently in Preview

Reference: Previous Keyword

Previous is a keyword with multiple functions

Syntax

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.

Example:

[Channel]>Group 5
[Channel]>Previous
Selects the last fixture of group 5, according to the selection-order

Reference: PrevRow Keyword

PrevRow is a function used to decrease the Matricks property Single y

Syntax

PrevRow

With MatricksInterleave active, PrevRow will decrease the Matricks Single y property, effectivly subselecting backwards fixtures row by row.

Example:

[Channel]>MatricksInterleave 4
[Channel]> PrevRow
Selects the last row of fixtures

Reference: PrevInterleave Keyword

obsolete

Reference: PSRPrepare Keyword

PSRPrepare is a function used to prepare a showfile for PartialShowRead

Syntax

Example:

Reference: Rate1 Keyword

Rate1 is a function used to reset any rate-over-ride back to factor 1

Syntax

Rate1 [Object-list]

Example:

[Channel]> Rate1 Sequence 5
Sets the rate of Sequence 5 to 1:1

Reference: Reboot Keyword

Reboot is a function used to restart the console

Syntax

Reboot

Reboot /noconfirm

Unless the /noconfirm option is included, the Reboot needs to be confirmed. (option "noconfirm" unsually disables the confirm-Pop-Up)

Reference: Record Keyword

Record is a function used to record realtime actions.

Syntax

Record [Object]

Record is a function that will record real-time actions into objects. To stop recording, use the Off function

Example:

[Channel]>Record Timecode 1
Starts recording Executor-actions into Timecode 1

Reference: Remote Keyword

Remote is an object-type representing the inputs for external trigging

Syntax

Remote [Remote-type].[ID]

There are three remote-types in the grandMA2:

  1. DC Control
  2. MIDI Notes
  3. DMX

Reference: Root Keyword

The Root keyword is an alias for any object or object-tree in your showfile

Syntax

Root [root-index]

Root [root-index].[sub-index]

Root [root-index].[sub-index].[sub-sub-index] etc

Example:

[Channel]>CD Root 4.2
Changes destination of commandline to 2nd index of rootindex 4 (v2.1: DMX Protocols/ETC Net2)
[Channel]>Export Root 6.4.1
Exports 1st index of 2nd index of rootindex 6 (v2.1: Live Setup/Layers/layer 1 = first layer of fixtureschedule)

Reference: SaveShow Keyword

SaveShow is a function used to backup you showdata to the selected drive

Syntax

SaveShow "Showname"

SaveShow "Showname"/noconfirm

If no showname is given, current showname will be used. If a file exist with the current name, and the given name is different than the current showname, the file overwrite needs to be confirmed.

Example:

[Channel]> SaveShow Macbeth
Saves the current show as "Macbeth" on the selected drive
[Channel]> SaveShow
Saves the current show on the selected drive

Reference: Screen Keyword

Screen is an object-type representing the Screens of your console.

Syntax

Screen [screen-number]

Screen [screen-number].[window-number]

Example:

[Channel]>Delete Screen 1
Clears the multi-touch screen
[Channel]>Assign Mask 5 Screen 2.3
Assigns Mask 5 to the third window of the second screen

Reference: Select Keyword

Select is a function used to appoint a specific object as your default of the given object-type

Syntax

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

Example:

[Channel]>Select Executor 5
Selects executor 5 as your default target.
[Channel]>Select Layout 2
Layout 2 will be displayed in the Layout View

Reference: SelectDrive Keyword

SelectDrive is a function used to change the backup-media for fileoperations.

Syntax

SelectDrive [ID]

SelectDrive will set the media used by functions using the harddrive, like SaveShow/LoadShow , Import/Export etc. If no ID is given, the available hard-drives, mounted USB-sticks and earlier software-installations will be listed with their respective ID.

If a readonly media (like older installations) is selected, write-functions will change the selected drive to 1 (internal) .

Example:

[Channel]> SelectDrive 1
Sets the internal hard-drive as target for the backup-functions
[Channel]> SelectDrive
Displays the current available drives, in the Commandline Response Window

Reference: Selection Keyword

Selection is an object representing the currently selected fixtures in programmer

Syntax

Selection

The default function for this object is SelFix. This means that entering Selection without any function specified will select the fixtures which are selected. (= practically nothing)

Example:

[Channel]>OffSelection
Kicks the current selection out of programmer

Reference: SelFix Keyword

SelFix is a function used to create fixture-selections in programmer

Syntax

SelFix [Object-list]

This function is used to select fixtures represented by the object. If the original selection is untouched, SelFix will add to the current selection. If the original selection has been touched, SelFix will replace the current selection
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

Example:

[Channel]>SelFix Channel 1
does the same as "Channel 1", - selects it.
[Channel]>SelFix Effect 3
Select the fixtures used in Effect 3

Reference: Sequence Keyword

Sequence is an object-type holding a list of Cues

Syntax

Sequence [ID]

Sequence [Sequence-pool].[ID]

The default function for Sequence objects is SelFix. This means that calling sequences without any function specified will select the fixtures of the sequence in programmer.

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.

Example:

[Channel]> Sequence 5
Select all fixtures in sequence 5
[Channel]> Block Sequence 3
Blocks all Cues of Sequence 3

Reference: SetIP Keyword

SetIP is a function used to change IP-address of ethernet-interfaces of your console/station

Syntax

SetIP [Interface-name] [IP-address]

This function will change the IP-address of your ethernet-interfaces. If no address is given, the Commandline Feedback window will list the available Ethernet interfaces with their IP address.
The IP-address will take change first after the next reboot.

Example:

[Channel]>SetIP 192.168.0.5
Sets the IP-address of the first ethernet-interface
[Channel]>SetIP eth1 2.0.0.10 /mask=255.0.0.0
Sets the IP-address and networkmask for the second ethernet-interface

Reference: Setup Keyword

Setup is a function used to open/close the Setup Menu window

Syntax

Setup

Reference: SetUserVar keyword

SetUserVar is a function used to set userspecific variables

Syntax

SetUserVar $variablename = numericvalue

SetUserVar $variablename = "text"

to remove a variable, set it to nothing

Example:

SetUserVar $myfavouritebutton = "Flash"
Sets the variable $myfavouritebutton to Flash
Assign $myfavouritebutton Executor 101 Thru 115
Assigns Flash function to Button Executors

Reference: SetVar keyword

SetVar is a function used to set showglobal variables

Syntax

SetVar $variablename = numericvalue

SetVar $variablename = "text"

to remove a variable, set it to nothing

Example:

SetVar $ourfavouritebutton = "Flash"
sets the variable $ourfavouritebutton to Flash
Assign $ourfavouritebutton Executor 101 Thru 115
Assigns Flash function to Button Executors

Reference: ShuffleSelection Keyword

ShuffleSelection is a function used to randomize the selection-order of the current selection.

Syntax

ShuffleSelection

ShuffleSelection will randomize the selection-order of the current selection.

Example:

[Channel]> ShuffleSelection
The selection-order of the current selection is randomized

Reference: ShuffleValues Keyword

ShuffleValues is a function used to randomly move attribute-values within your current selection.

Syntax

ShuffleValues

ShuffleValues will shuffle the attributevalues of your current selected fixtures

This function obeys the At-filter

Example:

[Channel]> ShuffleValues
The values of the current selection is shuffled

Reference: Shutdown Keyword

Shutdown is a function used to switch off the console

Syntax

Shutdown

Shutdown /noconfirm

Unless the /noconfirm option is included, the shutdown needs to be confirmed.

Reference: SnapPercent Keyword

SnapPercent is a helping keyword used to indicate the delay-times for nonfading parameters

Syntax

SnapPercent [Value-list]

As a helping keyword to programming functions (e.g. Store), this keyword will set the snaptime of the object in question

Example:

[Channel]>Store Cue 3 SnapPercent 0
Creates cue 3 and sets its snap-time to 0% (beginnig of crossfade)

Reference: Solo Keyword

Solo is a function used to force zero values on output for intensity attributes of unselected fixtures

Syntax

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.

Example:

[Channel]>Solo On
Turns on Solo-mode

Reference: SpecialMaster Keyword

SpecialMaster is an object-type holding predefined objects for global control

Syntax

SpecialMaster [ID]

SpecialMaster "Name"

Specialmaster is an object-type that holds predifined objects for global control.

Example:

[Channel]>SpecialMaster grand At 50
Sets the grandmaster level to 50%
[Channel]>Assign SpecialMaster 13 At Executor 15
Makes Executor 15 a fader to control the Sound input gain

Reference: Speed Keyword

Speed is an assignable function for executors

Syntax

Assign Speed (At) [Executor-list]

Speed is a function that will adjust the speed or rate of an executor according to the position of the fader

Example:

Reference: StepFade Keyword

StepFade is an assignable function for executors

Syntax

Assign StepFade (At) [Executor-object]

StepFade is a function that will scale the fade-times of the Executor's assigned object, according to the position of the fader

Example:

Reference: Stomp Keyword

Stomp is a function that applies values, similar to the keyword At, but additionally also stops Effects from other sources

Syntax

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..

Example:

[Channel]>Stomp 75
Sets the dimmer attributes of current selection to 75% and stops any effects running on the dimmer
[Channel]>At Preset "drummer"
moves current selection to "drummer". if a relative circle effect is running, the fixtures would circle around the drummer
[Channel]>Stomp Preset "drummer"
moves current selection to "drummer". even if a relative circle effect was running, the fixtures stops moving and will be static at "drummer"
[Channel]>Fixture 2 Stomp0
Selects Fixture 2, sets its dimmer to zero and stops any already running dimmer-effects

Reference: Store Keyword

Store is a function used to create data in your showfile

Syntax

Store [Object-list] "Name"

Store [Object-list] "Name" [/options]

Store is a function used to create data in your showfile. If no object-type or destination is given, the default object-type for this function, Cue, will be used.

Example:

[Channel]>Store 7
Creates Cue 7
[Channel]>Store Group 3 "All Macs"
Creates Group 3 and gives it the name "All Macs"
Worlds >Store 6
Creates World 6

Options

The default storemodes may be overrided by the use of the following parameters, which may be set to On or Off.

If no value is given, the parameter is set to On

/merge or /m
/remove or /r
/release
/append or /a
Creates second cue
/cueonly or /co
/keepactive or /ka
/embedded or /e
/selective or /s
/universal or /u
/filter or /f

Example:

[Channel]>Store 7 /merge
Merges programmervalues into Cue 7
[Channel]>Store Preset 1.3 /filter=off /ka
Creates Preset 1.3 without filtering attributes, and keeping the activation

Reference: Swap Keyword

Swap is a function used to temporary over-ride masterlevel to full and additionally over-ride masterlevel of other objects to zero

Syntax

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

Example:

[Channel]>Swap Executor 1
Over-rides masterlevel of Executor 1 to full, and masterlevel of other executors to zero
[Channel]>Swap OffExecutor 1
Returns masterlevels to the masterfaders

Reference: Temp Keyword

Temp is a function used to temporary turn On executing objects

Syntax

Temp [Object-list]

Temp On [Object-list]

Temp Off [Object-list]

When the Temp function is used with an Executor button, the Temp On command is executed when the button pressed and the Temp Off is executed when the button is released.

If this function is used without the helping keywords On/Off, the function will toggle between on or off.

Example:

[Channel]>Temp On Executor 1
Turns on Executor 1
[Channel]>Temp Off Executor 1
Turns off Executor 1

Reference: Thru Keyword

Thru is a helping keyword used to reference a range of objects or values

Syntax

[Start of range] Thru [End of range]

If start or end is omitted, the first/last available occurrence will be used

Example:

[Channel]>Fixture 3 Thru 6
Selects Fixture 3 thru 6 (3, 4, 5 & 6)
[Channel]>Fixture Thru 3
Selects Fixture 1, 2, and 3
[Channel]>Delete 3 Thru
Deletes cue 3 and above
[Channel]>ChannelThru
Selects all channels

Reference: Timecode Keyword

Timecode is an object-type capable of recording and playback of executor-actions

Syntax

Timecode [ID]

Example:

[Channel]>Store Timecode 1
Create new timecode show 1
[Channel]>RecordTimecode 1
Starts recording executor actions to timecode show 1
[Channel]>Go Timecode 1
Playbacks timecode show 1

Reference: ToFull Keyword

ToFull is a function used to set masterlevels of objects to full

Syntax

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)

Example:

[Channel]>ToFull Executor 1
Sets masterlevel of Executor 1 to 100%
[Channel]>ToFull SpecialMaster"Grand"
Sets grandmaster to 100%

Reference: Toggle Keyword

Toggle is a keyword used both as a function and as a helping keyword

Syntax

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.

Example:

[Channel]>Toggle Executor 101
Turns Executor 101 off, if it is on, - and vice versa
[Channel]>BlindToggle
Turns Blind-mode off, if it is on, - and vice versa

Reference: Tools Keyword

Tools is a function used to open/close the Tools Menu window

Syntax

Tools

Reference: Top Keyword

Top is a function used to jump to the beginning of a list

Syntax

Top [Executor-list]

Top [Timecode-list]

The Top function is basically a Goto [first cue/step]

Example:

[Channel]>Top Executor 5
Goes to first cue on Executor 5
[Channel]>Top Executor 5 Fade 3
Crossfades to first cue on Executor 5 in 3 seconds

Reference: ToZero Keyword

ToZero is a function used to set masterlevels of objects to zero

Syntax

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)

Example:

[Channel]>ToZero Executor 1
Sets masterlevel of Executor 1 to 0%
[Channel]>ToZero SpecialMaster"Grand"
Sets grandmaster to 0%

Reference: Unblock Keyword

Unblock is a function used to remove data that prevents tracking

Syntax

Unblock [Object-list] [Selection-list filter] [Attribute-list filter]

If the Object-list does not contain any references to any cues, the Unblock function is applied to the current Cue of the Selected executor.

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

Example:

[Channel]> Unblock
Unblocks all parameters in current cue
[Channel]>Unblock Cue 5 Fixture 4 Feature "Colmix"
Unblocks Colormix of Fixture 5 in Cue 5

Reference: Unlock Keyword

Unlock is a function used to remove lock on protected objects.

Syntax

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

Example:

[Channel]>Unlock Cue 3
Cue 3 is no longer protected

Reference: UnOops Keyword

UnOops is a function used to redo last commandline that has been undone with Oops. Not yet implemented.

Syntax

UnOops

Reference: Unpark Keyword

Unpark is a function used to unlock the DMX outputvalues of attributes

Syntax

Unpark [Selection-list]

Unpark [Attributes-list]

Example:

Reference: Update Keyword

Update is a function used to update programmerdata into its originating objects

Syntax

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.

Example:

[Channel]>Update Preset
Updates all presets which have altered active values in programmer
[Channel]>Update Sequence
Updates originating cues of selected sequence which have altered active values in programmer
[Channel]>Update Cue
Updates current cue of selected executor, possibly with new values.
[Channel]>Update CueOnly
Updates current cue of selected executor, possibly with new values, and insert values in next cue to prevent tracking issues

Reference: UpdateFirmware Keyword

UpdateFirmware is a function used to install new firmware for the console hardware

Syntax

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

Reference: User Keyword

User is an object-type holding information about persons using the console

Syntax

User [ID]

The default function for this object is List.

Example:

[Channel]>User 1
Name PasswordProfile
:User 1: Administrator Admin 1:Default

Reference: UserProfile Keyword

UserProfile is an object-type that holds individual data for an user

Syntax

UserProfile [ID]

The default function for this object is List.

Example:

[Channel]>UserProfile 1
:UserProfile 1: Default (12)

Reference: Version Keyword

Version is a function used to display information about the softwareversion in the Commandline Response window

Syntax

Version

Example:

[Channel]> Version
: CONSOLE FULLSIZE 1.002
: Build date is Oct 16 2008

Reference: View Keyword

View is an object-type holding the layout of windows on the screens

Syntax

View [ID]

The default function for this object is Call. Calling a View bring its content to the screen(s).

With the option /screen you may via commandline select which screen(s) to store or where to recall.

Example:

[Channel]>Store View 5 /screen=234
Stores the content of screen 2,3 and 4 to view 5
[Channel]> View 3 /screen=5
Calls view 3 on screen 5

Reference: ViewButton Keyword

ViewButton is an object-type representig the soft-buttons found on the right side of every screen but the Commandscreen

Syntax

ViewButton [ID]

ViewButton [ViewPage].[ID]

The default function for this Object is Call. Calling a ViewButton activate the assigned Object with its default function. If you apply a function or reference a property not supported by the ViewButton object, the command will be passed on to the object assigned to ViewButton.

The ViewButton object also represents the User1/2 X1-X20 keys, which resides on ViewPage 11.

User1 X1 : ViewButton 11.1

User2 X20 : ViewButton 11.40

Example:

[Channel]>Delete ViewButton 4
Removes the assigned View or Macro from ViewButton 4 of the current ViewPage
[Channel]>LabelViewButton 2.4 "mybutton"
Changes name of the View or Macro assigned to ViewButton 4 on ViewPage 2, to "mybutton"

Reference: ViewPage Keyword

ViewPage is an object-type holding sets of ViewButtons

Syntax

ViewPage [ID]

The default function for this object is Call. Calling a ViewPage, will display the page's ViewButtons onscreen

Example:

[Channel]>ViewPage 3
Changes the ViewButtons to display page 3

Reference: World Keyword

World is an object-type representing a parameter filter

Syntax

World [ID]

The default function for this object is Call. Calling a world will engage its filter, and limt the access to only the parameters within the word. World 1 is unchangable and includes all parameters (all fixtures and attributes) in show

Example:

[Channel]> World 4
Calls World 4, and activates it filter
[Channel]> Label World 1 "All Fixtures"

Reference: Zero Keyword

Zero is an object with 0% intensity-values for all fixtures

Syntax

Zero

The default function for this object is At. Press 2x the button "." (Dot on the numeric block) and all selected fixtures gets dimmer value "0".

Example:

[Channel]> 1+2 At Zero
Sets intensity-attributes of Channel 1 & 2 to 0%
[Channel]> Zero
sets the intensity attributes of current selection to 0%

Concept: Keys & Buttons

This section contains a list of all keys and their functions.

Reference: Encoder Hardkey

This key is located between the attribute encoders and the rightmost window-encoder

The O key will toggle the window-encoder between the commandscreen and the display-wing screen. This key does not interact with the commandline.

If the O 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.

Reference: [Numeric] Hardkeys

These keys are located in the command-area

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 MA modifier key, the numeric keys acts as shortcut to presettype 1-9, and successively their features

Used together with the MA modifyer key and + or - , some of the numeric keys may be used to adjust Desk Lights

Example:

MA & 2
:Processed:PresetType "POSITION"
MA &3 & 3 &3
:Processed:PresetType "GOBO"
:Processed:Attribute"GOBO1"
:Processed:Attribute"GOBO2"

Reference: [Dot] Hardkey

This key is located in the command-area

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 MA key the . key will execute [Commandline] At Default. This will set the value of any objects, or the current selection, to defaultvalues

Example:

.
[Channel]> .
. .
:Processed:At Zero
MA& .
:Processed:At Default

Reference: + (Plus) Hardkey

This key is located in the command-area

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.

Example:

+
[Channel]> +
++
:Processed:At + 10
+++
:Processed:At + 10
:Processed:At + 10
ExecExec3+++
:Processed:Fader 3 At + 10
:Processed:Fader 3 At + 10

Reference: - (Minus) Hardkey

This key is located in the command-area

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.

Example:

-
[Channel]> -
--
:Processed:At -10
---
:Processed:At -10
:Processed:At -10
ExecExec3---
:Processed:Fader 3 At -10
:Processed:Fader 3 At -10

Reference: >>> (Skip+) Hardkey

This hardkey is located in the command-area

The >>> key gives access to two keywords, >>> (Skip+), and Flash

Example:

>>>
[Channel]> >>>
>>> >>>
[Channel]> Flash

Reference: <<< (Skip-) Hardkey

This hardkey is located in the command-area

The <<< key gives access to two keywords, <<< (Skip-), and Black

Example:

<<<
[Channel]> <<<
<<< <<<
[Channel]> Black

Reference: Align Hardkey

This hardkey is located in the command-area

The Align key is used to activate the 4 different align-modes for the encoders. Pressing this key does not interact with the commandline, but will sequentially execute the functions

  1. Align "<"
  2. Align ">"
  3. Align "><"
  4. Align "<>"
  5. AlignOff

Reference: Assign Hardkey

This hardkey is located in the command-area

The Assign key gives access to two keywords, Assign and Label

Example:

Assign
[Channel]> Assign
Assign Assign
[Channel]> Label

Reference: At Hardkey

This hardkey is located in the command-area

A single press of the At key gives access to the keyword At

A second press on the At 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 At key will open the At-filter menu. A flashing At key indicates an active attribute filter.

Used toghether with the MA modifyer key the At key will give access to the keywords Stomp and Extract.

Example:

At
[Channel]> At
AtAt
:Processed:Normal
MA & At
[Channel]> Stomp
MA & At At
[Channel]> Extract

Reference: Backg (Background) Hardkey

This key is located to the right of the command screen

The Backg key is used to temporary hide pop-ups and dialog windows. This key does not interact with the commandline.

this function is not yet implemented.

Reference: Backup Hardkey

This hardkey is located to the right on the monitor wing

A single press on the Backup key will execute the commandline Backup which will open/close the Backup Menu on the command-screen.

A dubble press on the Backup key will execute the commandline SaveShow which will save your showdata to the currently selected drive

Reference: Blind Hardkey

This hardkey is located in the command-area

Blind 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.

Example:

Blind
:Processed:Blind
Blind (held for one second)
:Processed:BlindEdit

Reference: Bt Pg+ (ButtonPage+) Hardkey

This key is located to the right of the Executor faders

Bt Pg+ is an immediate hardkey. When pressed it will execute the commandline ButtonPage +

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

Example:

Bt Pg+
:Processed:ButtonPage +

Reference: Bt Pg- (ButtonPage-) Hardkey

This key is located to the right of the Executor faders

Bt Pg- is an immediate hardkey. When pressed it will execute the commandline ButtonPage -

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

Example:

Bt Pg-
:Processed:ButtonPage -

Reference: B.O. Hardkey

This hardkey is located in the command-area

B.O. is an immediate hardkey. The functionallity of this key is defined in Setup User

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

Example:

B.O.
:Processed: Blackout

Reference: Channel Hardkey

This hardkey is located in the command-area

The Channel key gives access to three keywords, Channel , Dmx Universe and Dmx

Example:

Channel
[Channel]> Channel
Channel Channel
[Channel]> Dmx
Channel Channel Channnel
[Channel]> Dmx universe

Reference: Ch Pg+ (ChannelPage+) Hardkey

This key is located to the right of the Executor faders

Ch Pg+ is an immediate hardkey. When pressed it will execute the commandline ChannnelPage +

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.

Example:

Ch Pg+
:Processed:ChannelPage +

Reference: Ch Pg- (ChannelPage-) Hardkey

This key is located to the right of the Executor faders

Ch Pg- is an immediate hardkey. When pressed it will execute the commandline ChannnelPage -

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

Example:

Ch Pg-
:Processed:ChannelPage -

Reference: Clear Hardkey

This key is located in the command-area

Clear is an immediate hardkey. When pressed it will execute the commandline Clear

Depending on status of the programmer this function will sequentially:

  1. Clear Selection (unselect all fixtures)
  2. Clear Active (deactivate all values)
  3. Clear All (empty programmer)
If the Clear key is pressed for a long time, it will execute a ClearAll

Example:

Clear
:Processed:Clear
Clear (long press)
:Processed:ClearAll

Reference: Copy Hardkey

This hardkey is located in the command-area

The Copy key gives access to two keywords, Copy and Clone

Example:

Copy
[Channel]> Copy
Copy Copy
[Channel]> Clone

Reference: Cue Hardkey

This hardkey is located in the command-area

The Cue key gives access to two keywords, Cue and Part

Example:

Cue
[Channel]> Cue
Cue Cue
[Channel]> Part

Reference: Down Hardkey

This hardkey is located in the command-area

The Down 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 MA modifyer key this key will lower the monitor-wing

Reference: Delete Hardkey

This hardkey is located in the command-area

The Del key gives access to the keyword Delete

Example:

Del
[Channel]> Delete

Reference: Edit Hardkey

This hardkey is located in the command-area

The Edit key gives access to the keyword Edit

Example:

Edit
[Channel]> Edit

Reference: Effect Hardkey

This hardkey is located in the command-area

The Effect key gives access to three keywords, Effect , Bitmap and Form

When pressed together with the MA modifyer-key, it will execute the commandline SyncEffects which will syncronize effects in the programmer

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

Example:

Effect
[Channel]>Effect
Effect Effect
[Channel]>Bitmap
Effect Effect Effect
[Channel]>Form
MA & Effect
:Processed: SyncEffects
Effect (longpress)
:Processed:Menu "RunningEffect"

Reference: Esc (Escape) Hardkey

This key is located in the command-area

The Esc key is used to cancel unexecuted commandline-entries and to close pop-ups and dialog windows.

Reference: Exec Hardkey

This hardkey is located in the command-area

The Exec key gives access to the keyword Executor .

Press the Exec key 2 x brings the keyword "SpecialMaster" to the CommandLine.

Example:

Exec
[Channel]>Executor

Reference: Executor Buttons

These hard-buttons are located on the left side of the console, above and below the faders

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.

Example:

Select 115
:Processed:Select ExecButton1 1.1.115

Reference: Executor Labels

The on-screen labels above the executors also acts as buttons

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.

Example:

:Processed:Assign Executor 1.1.102
:Processed:Edit Executor 1.1.102
Off
:Realtime:Off Executor 1.1.102

Reference: Fd Pg+ (FaderPage+) Hardkey

This key is located to the right of the Executor faders

Fd Pg+ is an immediate hardkey. When pressed it will execute the commandline FaderPage +

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.

Example:

Fd Pg+
:Processed:FaderPage +

Reference: Fd Pg- (FaderPage-) Hardkey

This key is located to the right of the Executor faders

Fd Pg- is an immediate hardkey. When pressed it will execute the commandline FaderPage -

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

Example:

Fd Pg-
:Processed:FaderPage -

Reference: Fix Hardkey

This hardkey is located in the command-area

The Fix key gives access to the keyword Fix

Example:

Fix
[Channel]> Fix

Reference: Fixture Hardkey

This hardkey is located in the command-area

The Fixture key gives access to the keyword Fixture

Example:

Fixture
[Channel]> Fixture

Reference: Freeze Hardkey

This hardkey is located in the command-area

Freeze is an immediate hardkey. When pressed it will execute the commandline Freeze

This command will turn on/off Freeze-mode. (High Priority Programmer).

Example:

Freeze
:Processed: Freeze

Reference: Full Hardkey

This hardkey is located in the command-area

Full 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.

Example:

Full
:Processed: At Full
Full Full
:Processed: At Highlight
Full Full Full
:Processed: At Open

Reference: Go+ Hardkey

This hardkey is located in the command-area

Do not mistake this hardkey with the larger default Go+ key located between the Executor Faders and the Multitouch Command-screen.

The Go+ key gives access to two keywords, Go and Unpark

Example:

Go+
[Channel]> Go
Go+ Go+
[Channel]> Unpark

Reference: Go+ (large) Hardkey

This hardkey is located between the multitouch and the faders

Do not mistake this hardkey with the smaller Go+ key located in the command-area to the right of the multitouch.

__Go+__ is an immediate hardkey. When pressed it will execute the commandline Go

This command will perform a Go on the selected Executor(s).

Example:

__Go+__
:Processed: Go

Reference: Go- Hardkey

This hardkey is located in the command-area

Do not mistake this hardkey with the larger default Go- key located between the Executor Faders and the Multitouch Command-screen.

The Go- key gives access to the keyword GoBack

Example:

Go-
[Channel]> GoBack

Reference: Go- (large) Hardkey

This hardkey is located between the multitouch and the faders

Do not mistake this hardkey with the smaller Go- key located in the command-area to the right of the multitouch.

_ Go- _ is an immediate hardkey. When pressed it will execute the commandline GoBack

This command will perform a GoBack on the selected Executor(s).

Example:

_ Go-_
:Processed: Go-

Reference: Goto Hardkey

This hardkey is located in the command-area

The Goto key gives access to two keywords, Goto and Load

Example:

Goto
[Channel]> Goto
Goto Goto
[Channel]> Load

Reference: Group Hardkey

This hardkey is located in the command-area

The Group key gives via single presses access to three keywords, Group , World and Filter, and together with the MA key, the keyword Layout

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

Example:

Group
[Channel]> Group
Group Group
[Channel]> World
Group Group Group
[Channel]> Filter
MA&Group
[Channel]> Layout
Group (longpress)
:Processed:Menu "Groupmasters"

Reference: Help Hardkey

This hardkey is located to the right on the display wing

The Help keyword gives access to two keywords, Help and CmdHelp

Help
[Channel]> Help
Help Help
[Channel]> CmdHelp

Reference: Highlight Hardkey

This hardkey is located in the command-area

Highlt 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.

Example:

Highlt
:Processed:Highlight

Reference: If Hardkey

This hardkey is located in the command-area

The If key gives access to the keywords, IfOutput , IfActive , IfProg , If and EndIf.

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.

Example:

If
[Channel]> IfOutput
If If
[Channel]>IfActive
If If If
[Channel]>IfProg
If If If If
[Channel]>If
Store If Group 5 If
[Channel]>Store If Group 5 EndIf
Store If -press [Dimmer][Position] If -release
[Channel]>Store If PresetType "Dimmer" + "Position" EndIf

Reference: Learn Hardkey

This hardkey is located in the command-area

The Learn key gives access to two keywords, Learn , and Rate1

Example:

Learn
[Channel]> Learn
Learn Learn
[Channel]> Rate1

Reference: List Hardkey

This key is located to the right of the multitouch screen

The Listkey 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 MA modifyer key, List gives access to the keyword List. The List key together with key Effect opens a temporary Effect Pool. Temporary Pools are available with Effect, View, Page, Macro, Sequence and Group .

Example:

MA & List
[Channel]> List
List & Macro
:Processed: Menu Macro

Reference: MA Hardkey

This key is located in the command-area

The MA key is a modifyer-key used to give alternate functions to other keys. Follow the related links below to learn what it does with different combinations.

Example:

Next
:Processed: Next
MA&Next
:Processed: NextRow
MA & At
:Processed:Stomp

Reference: Macro Hardkey

This hardkey is located in the command-area

Press the button "List" togeher with "Macro", the Macro Pool opens temporary. The Macro key gives access to three keywords, Macro , Timecode and Agenda

Example:

Macro
[Channel]> Macro
Macro Macro
[Channel]> Timecode
Macro Macro Macro
[Channel]> Agenda

Reference: Mouse Hardkey

This key is located above the trackball

The Mouse 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".

  • Off - Trackball off / Dimmerwheel on ultra-light)
  • Blinking - Pan/Tilt mode
  • On - Mouse mode

Reference: Move Hardkey

This hardkey is located in the command-area

The Move key gives access to two keywords, Move and Insert

Example:

Move
[Channel]> Move
Move Move
[Channel]> Insert

Reference: Next Hardkey

This hardkey is located in the command-area

The Next key has multiple functions.

If there is a pop-up dialog on screen, the Next key is used to navigate the focus/cursor within the pop-up.

If there is no popup, Next is an immediate hardkey. When pressed it will execute the commandline Next

Used together with the keys Prev, Set and/or MA, several different other commands relating to MAtricks will be executed, follow the link below to the MAtricks Tutorial for description.

Example:

Next
:Processed: Next
Prev&Next
:Processed: All

Reference: Off Hardkey

This hardkey is located in the command-area

The Off key gives access to the keyword Off . A double-press of the Off key will open the Off-menu

Example:

Off
[Channel]> Off
Off Off
The Off-menu is displayed on screen 1

Reference: On Hardkey

This hardkey is located in the command-area

The On key gives access to the keywords On and Call

Example:

On
[Channel]> On
On On
[Channel]> Call

Reference: Oops Hardkey

This key is located in the command-area

The Oops 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 MA 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.

Example:

Oops
:Processed:Oops

Reference: Page Hardkey

This hardkey is located in the command-area

The Page key gives access to four keywords, Page , ChannelPage , FaderPage and ButtonPage

Example:

Page
[Channel]> Page
Page Page
[Channel]>ChannelPage
Page Page Page
[Channel]>FaderPage
Page Page Page Page
[Channel]>ButtonPage

Reference: Pause Hardkey

This hardkey is located in the command-area

The Pause 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.

Example:

Pause
[Channel]> Pause
Pause Pause
[Channel]> Park

Reference: Pause (large) Hardkey

This hardkey is located between the multitouch and the faders

Do not mistake this hardkey with the smaller Pause key located in the command-area to the right of the multitouch.

_ Pause _ is an immediate hardkey. When pressed it will execute the commandline Pause

This command will Pause or Unpause the selected Executor(s).

Example:

_ Pause_
:Processed: Pause

Reference: Please Hardkey

This key is located in the command-area

The Please key is used to send and execute the typed commandline to the console, like an Enter key.

Multiple presses on the Please key will activate/deactivate all attributes of the current selection.

Reference: Preset Hardkey

This hardkey is located in the command-area

The Preset key gives access to three keywords, Preset , Attribute and Gel

Example:

Preset
[Channel]> Preset
Preset Preset
[Channel]>Attribute
Preset Preset Preset
[Channel]>Gel

Reference: Prev Hardkey

This hardkey is located in the command-area

The Prev key has multiple functions.

If there is a pop-up dialog on screen, the Prevkey is used to navigate the focus/cursor within the pop-up.

If there is no popup, Prev is an immediate hardkey. When pressed it will execute the commandline Previous

Used together with the keys Next, Set and/or MA, several different other commands relating to MAtricks will be executed, follow the link below to the MAtricks Tutorial for description.

Example:

Prev
:Processed: Previous
Prev&Next
:Processed: All

Reference: Prvw Hardkey

This hardkey is located in the command-area

The Prvw 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 Prvw 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

Example:

Prvw
[Channel]> Preview
Prvw Prvw
:Processed: PreviewEdit
Go+ Prvw
:Processed:Go PreviewExecutor
Prvw (press)Exec1Exec2 Prvw (release)
:Processed: Preview ExecButton1 1.1.1 /add
:Processed: Preview ExecButton1 1.1.2 /add

Reference: Select Hardkey

This hardkey is located in the command-area

The Select key gives access to two keywords Select and SelFix

Example:

Select
[Channel]> Select
Select Select
[Channel]> SelFix

Reference: Sequ Hardkey

This hardkey is located in the command-area

The Sequ key gives access the keyword Sequence

Example:

Sequ
[Channel]> Sequence

Reference: Set Hardkey

This hardkey is located in the command-area

The Set 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 MA modifyer key, the Set key will release the torque of the monitor-wing motor, to enable manual adjustment of monitor-wing angle.

Used together with the keys Prev, Next and/or MA, several different commands relating to MAtricks will be executed, follow the link below to the MAtricks Tutorial for description.

Example:

Set
:Processed: Matricks Toggle

Reference: Setup Hardkey

This hardkey is located to the right on the monitor wing

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

Reference: Solo Hardkey

This hardkey is located in the command-area

Solo is an immediate hardkey. When pressed it will execute the commandline Solo

This command will turn on/off Solo-mode.

Example:

Solo
:Processed: Solo

Reference: Store Hardkey

This hardkey is located in the command-area

The Store key gives access to the keyword Store

Additionally, when pressed down, this key will open the Store-option dialog on the command-screen

Example:

Store
[Channel]> Store

Reference: Temp Hardkey

This hardkey is located in the command-area

The Temp key gives access to two keywords, Temp and Toggle

Example:

Temp
[Channel]> Temp
Temp Temp
[Channel]> Toggle

Reference: Thru Hardkey

This hardkey is located in the command-area

The Thru key gives access to the keyword Thru.

Example:

Thru
[Channel]> Thru

Reference: Time Hardkey

This key is located in the command-area

Time 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 Time 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:

  1. Fade
  2. OutFade
  3. Delay
  4. OutDelay
  5. SnapPercent
  6. CmdDelay
Used together with the MA-key, the Time -key will toggle thru the effectlayers.

A longpress will switch to normal valuelayer.

Example:

Time
[Channel]>Fade
TimeTime3
[Channel]>Delay 3
Time3Time4
[Channel]>Fade 3Delay 4
Store1Time6Time4TimeTime2
[Channel]>Store 1 Fade 6 OutFade 4 OutDelay 2
At75Time3Time2
[Channel]>At 75Fade 3Delay 2
MA & Time
:Processed:Layer EffectForm
MA & Time & Time
:Processed:Layer EffectRate

Reference: Top Hardkey

This hardkey is located in the command-area

The Top key gives access to two keywords, Top and Kill

Example:

Top
[Channel]> Top
Top Top
[Channel]> Kill

Reference: Tools Hardkey

This hardkey is located to the right on the display wing

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

Reference: Up Hardkey

This hardkey is located in the command-area

The Up 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 MA modifyer key this key will raise the monitor-wing

Reference: Update Hardkey

This hardkey is located in the command-area

The Update 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.

Example:

Update
[Channel]> Update

Reference: User1 Hardkey

This key is located to the right of the multitouch screen

The User1 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.

Reference: User2 Hardkey

This key is located to the right of the multitouch screen

The User2 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.

Reference: View Hardkey

This hardkey is located in the command-area

The View key gives access to the keywords, View , ViewButton , ViewPage and Screen

Example:

View
[Channel]> View
View View
[Channel]>ViewButton
View View View
[Channel]>ViewPage
MA & View
[Channel]>Screen

Reference: View Buttons

These Soft-buttons are located on the right part of each of the large screens

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.

Example:

:Processed:ViewButton 1.3
Move
[Channel]>Move ViewButton 1.3
Move
:Processed:Move ViewButton 1.1 At ExecViewButton 1.5

Reference: U1 - U4 Hardkeys

These hardkeys are located to the right of the multitouchscreen

U1 thru U4 are context sensitive multipurpose keys. When functional, they will have descriptive labels displayed on the screen next to them.

Reference: V1 - V10 Hardkeys

These hardkeys are located to the right on the display wing

V1 thru V10 are immediate hardkeys with alternate function via the MA modifyer key. When pressed they will execute either the commandline (e.g. for V1): ViewButton [page].1 . When pressed together with the MA modifyer key they will (e.g. for V1) execute ViewPage 1

Example:

V1 (current Viewpage is 3)
:Processed: ViewButton 3.1
MA & V5
:Processed: ViewPage 5

Reference: X1 - X20 Hardkeys

These keys are located below the multitouch screen

X11 - X20 does not exist on the Ultralight
X1 thru X20 are multifunctional keys with labels on the screen above. Their function depends on the status of the keys User1, User2 , List. or any active popup dialog or menu

User 1
ViewButton 11.1 - 11.20
User 2
ViewButton 11.21 - 11.40
List
ExecButton1 201 -220

Reference: Keyboard Keys

Some keys of the keyboard has special functions

ScrLck
When enabled, keyboard does not follow focus, but are allways directed to the commandline.
Pause
Toggles simple Desk Lock on and off
Ctrl-C
Copy selected text in textfield to Clipboard
Ctrl-V
Paste content of Clipboard to textfield
Shift-Leftarrow / Shift-Rightarrow
Select text in textfield
Ctrl-LeftMouseButton
Select multiple cells/fields in Grid/Sheet
Shift-LeftMouseButton
Select range of cells/fields in Grid/Sheet
Arrow-up or Arrow -down
Scolls in commandline histore when focus is in one of the commandfields. useful to repeat a recent entered syntax.

Concept: Windows

This section contains description of all windows and menus.

Reference: Sheets

Sheets are windows displaying data in rows and columns. There are six different sheets in the grandMA2.

Creating sheets.

You create sheets using the Create Basic Window (to read details about Create Basic Window - follow the link below).

The different sheets are:

  • Channel
  • DMX
  • Fixture
  • Sequence Content
  • Sequence Executor
  • Sequence Tracking

Moving and re-sizing the sheet.

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.

Deleting a sheet.

A sheet can be deleted using the Sheet Options pop-up. But you can also press the Del hardkey followed by the headline (top bar).

The anatomy of sheets.

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

Reference: Channel Sheet

In the Channel Sheet you can see the fixtures that have a Channel ID. And you can see their different values and/or presets.

This is an example of the sheet:

Top bar (Headline)

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.

Main part

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.

Reference: DMX Sheet

In the DMX sheet you can see the actual DMX output, patch channels and test DMX channels.

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.

Top Bar.

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.

Main Part.

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 Channel 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.

This sheets options.

The options for this sheet include:

Tools:

  • ScrollBar Horizontal.
  • ScrollBar Vertical.
  • Link Encoders

Display:

  • Font.
  • Readout.
  • Channel ID.
  • Fixture ID.
  • Columns.

Title Buttons:

  • Switch ON / OFF the title buttons.

Read descriptions about the settings by following the link below.

Reference: Fixture Sheet

The fixture sheet is used for viewing fixtures, attributes and their values.

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".

Top Bar (Headline)

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.

Main part

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.

Reference: Sequence Content Sheet

In the Sequence Content Sheet you can see the values actually stored (and tracked) in a cue.

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).

Top bar

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.

Main part

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.

This sheets options.

The options for this sheet include:

Tools:

  • Preset Control.
  • Layer Control.
  • Multi Control.
  • ScrollBar Horizontal.
  • ScrollBar Vertical.
  • Link Encoders.

Layer Filter:

  • Layer.
  • Link Mode.
  • Show Tracked.
  • Feature Mask.

Display:

  • Sheet Style.
  • Font.
  • Readout.
  • Symbol Features.
  • Cue Colors.
  • Channel ID.
  • Fixture ID.
  • Columns.
  • Feature Sort.
  • Fixture Sort.
  • Enable Marker.
  • Preset Readout.

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.

Reference: Sequence Executor Sheet

The Sequence Executor Sheet is used to display what cue is currently active. It also displays the information attached to the cues in a sequence. Information like fade times, trigger, cue name, cue information etc.

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:

Top Bar

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.

The 'Sets' buttons

In the Top Bar there are 5 buttons. These buttons can hold different sets of columns. When you right click (or press the Edit 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.

Main part

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.

The different columns in the Sequence Executor Sheet

There are several columns in the sheet. This is an explanation of them:

Number:
This is the cue number.
Name:
This is the cue name. All cues and cue parts can have names.
Trig:
This is the cue trigger. There are several options: GO, Time, Follow, Sound and BMP. Right clicking here will give you the Select Trig pop-up. Follow the link below to read more about the pop-up.
TrigTime:
If you have selected the trigger "Time", you can specify the trigger time here.
Fade:
This is the (up) fade time of the cue. If this have a dark green background color (when the cue isn't running) it indicates that there are some fixtures with individual fade times.
Out Fade:
This is the fade time for values going down in value in this cue.
Delay:
This is used to define a delay time between the Go and the execution of the fade. When this have a dark orange background color (when the cue isn't running) it indicates that some fixtures have individual delay times.
Out Delay:
This is a delay time (the time to wait before executing the out fade) for the values going down in value.
I.Delay:
This displays any individual delay time in the cue. This is also indicated in the 'Delay' column with a dark orange color.
I.Fade:
This displays any individual fade times in the cue. This is also indicated by a dark green color in the 'Fade' column.
MIB:
Here you can enable automatic prepositioning of attributes in the cue. Right clicking here gives you the Select MIB pop-up. Follow the link below to read more about the pop-up.
Mode:
This is cue mode. There are several options: 'Normal', 'Assert', 'X-Assert', 'Break & X-Break'. When 'Normal' is selected the cell is empty. Right clicking here will give you the Select Mode (Cue) pop-up. Follow the link below to read more about the pop-up.
Cmd:
Here you can write commands that you want the desk to perform when reaching this cue (in series 1 it was called "Link").
Cmd Delay:
Here you can specify a delay before the command (written in the "Cmd" column) is executed.
Info:
Here you can write information about the cue.
Snap Percent:
Some fixtures have features that are set to snap (disregard the fade time - and move instantly). With this percent value, you can control when this snap occurs. If it's set to 0% the snap executes right in the beginning of the fade. If it's set to 100%, then the snap executes at the end of the fade. But you can choose anywhere in between. The default is 0% and this isn't displayed in the column.
AE:
This is Assert Effect. If there's a "Y" in the cell, executing the cue will assert any effects.
Path:
Here you can set a path for cue transition. The path affects all attributes in a cue/part-cue. You can create path in Setup DMX Profiles. Right clicking the cell gives you the Select Path pop-up. Follow the link below to read more about this pop-up and DMX Profiles.
Loop:
If you need a loop in the sequence, you can specify what cue to jump to when reaching this cue.
Lcount:
If you have a looping sequence you can use this column to specify how many times the loop should loop.
Ltime:
With this column you can specify the time a loop should be active.

CommandLine Interaction

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.

This sheets options.

The options for this sheet include:

Tools:

  • ScrollBar Horizontal.
  • ScrollBar Vertical.

Layer Filter:

  • Link Mode.

Display:

  • Font.
  • Channel ID.
  • Fixture ID.
  • Autoscroll.

Assign Executor (used to select a fixed executor)

Read descriptions about the options by following the link below.

Reference: Sequence Tracking Sheet

The tracking sheet is used to display the values and their progress throughout the sequence. You can also edit values directly in the sheet.

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:

Top bar

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.

Main part

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).

This sheets options.

The options for this sheet include:

Tools:

  • Preset Control.
  • Layer Control.
  • ScrollBar Horizontal.
  • ScrollBar Vertical.
  • Link Encoders.

Layer Filter:

  • Layer.
  • Link Mode.
  • Selection Only.
  • Feature Mask.

Display:

  • Font.
  • Readout.
  • Symbol Features.
  • Cue Colors.
  • Namefield.
  • Channel ID.
  • Fixture ID.
  • Autoscroll.
  • Feature sort.
  • Fixture sort.
  • Enable Marker.
  • Preset Readout.

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.

Reference: Colors in the sheets

There can appear many different colors in the sheets. This explains what they are and the differences.

ID numbers and names:

The Channel and Fixture ID and name can have two different colors:
Grey:
This is the default color, when a Channel or Fixture isn't selected.
Yellow:
This indicates that you have selected the Channel or Fixture.
The ID and name can also have different background colors:
Dark Blue:
This is the normal / default background color.
Dark Purple:
The channel or fixture is limited by a master.
Blue:
This indicates that the channel or fixture isn't affected by masters (incl. the Grand Master and Solo function).

The values:

The value text can have several colors:
Grey:
This is the default color for values.Also for values from an effect - except executor effects.
Red:
The value comes from the programmer (active programmer value).
Pink:
The value comes from an effect, which is assigned to an executor.
Magenta:
The value comes from the selected executor(s) and it's a tracked value.
Cyan:
The value comes from the selected executor(s) and was altered in the current cue. Dimmer attribute is displayed in cyan only when value increased.
Green:
The value (only for dimmer attribute) comes from the selected executor(s) and it has a lower value than in the previous cue.
White:
The value comes from the selected executor(s) and it's stored again at the same value than in the previous cue (blocked).
Yellow:
The value comes from an executor that isn't selected.

The value can also have different background colors:
Dark Blue:
This is the normal / default background color.
Red:
The value is currently in the programmer and will be stored (should you choose to do this).
Magenta:
You are currently displaying the Executor ID layer in your sheet and the value comes from the selected executor(s). And it's a tracked value.
Cyan:
You are currently displaying the Executor ID layer in your sheet and the value comes from the selected executor(s). And the value have gone up from the previous cue.
Green:
In the displays "Value Exec ID" and "Value Cue ID" values has green background, if dimmer value is lower than was in the previous cue of the selected executor.
White:
You are currently displaying the Executor ID layer in your sheet and the value comes from the selected executor(s). And the value have been reprogrammed at the same value as the previous cue.
Yellow:
You are currently displaying the Sequence ID layer in your sheet. Or displaying the Executor ID layer and the value comes from an executor that isn't selected.
Pink:
You are displaying the Effect Exec ID layer in your sheet. The values are from an effect executor.
Yellow:
You are displaying the Executor ID or Sequence ID layer in your sheet. The value is a value from a sequence that is't the selected one. The numbers tell what executor, sequence and cue the value comes from.
Dark yellow:
You are displaying the Executor ID or Sequence ID layer in your sheet. The value is a tracked value from a sequence that is't the selected one. The numbers tell what executor, sequence and cue the value comes from.

Bars:

In the sheets there can be different colored bars. If the bar only have half height, it indicates that the value is tracked.
They can get so small that they just look like a small square. They can also appear different places, but they always has the same meaning.
Red:
The values is in the programmer and will be stored (should you choose to do this).
Cyan:
The value comes from a preset.
Blue:
The value is parked.
Pink:
The value comes from an Effect.
Purple:
The value is affected by a Bitmap Effect.
White:
The value is in the programmer, but will not be stored.
Green:
There's a Time value stored.
Orange:
There's a Delay time stored.
Yellow:
This tels you that the value is stored in a sequence.

Background colors in Sequence sheets:

In the sequence (and name and number columns in tracking) sheets cells in cue lines might have a different background color.
Some of this is colored (blue, green and orange) bars that move from the left side of the cell to the right side using the time defined in the cell.
Light gray:
This is the background color of a cell with a value you can edit.
Dark gray:
This is a value you can't edit.
Black:
This is the background color in the 'I.Delay' and 'I.Fade' columns.
Green:
This is an out (down) going fade or delay time.
Dark green:
This indicates an individual fade time.
Blue:
This is an in (up) going fade or delay time.
Orange:
This indicates a trigger or command delay time.
Dark Orange:
This indicates an individual delay value.

Reference: Introduction to Sheet Options

There are many different possible options in the sheets. The following is a description of them.

All the different sheets on the grandMA2 has different options. The following is a description of all the different options you can encounter. Some of them may not be available to you.

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.

Reference: Tools Options

This is the Tools Options of sheets.

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:

Preset Control:
When this is ON, the Preset Control bar is displayed at the bottom of the sheet.
Layer Control:
When this is ON, the Layer Control bar is displayed at the bottom of the sheet.
Mask Control:
When this is ON, the Mask Control bar is displayed at the bottom of the sheet.
Multi Control:
When this is ON, the Multi Control bar is displayed at the bottom of the sheet.
ScrollBar Horizontal:
When this is ON, there is a horizontal scrollbar displayed.
ScrollBar Vertical:
When this is ON, there is a vertical scrollbar displayed.
Link Encoders:
When this is ON, the encoder toolbar will change accordingly, when sheets have focus.

You can read more about the different control bars on the next pages.

Reference: Preset Control Bar

The Preset Control Bar is used to change the focus from one preset type to another.

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.

Reference: Layer Control Bar

The Layer Control bar is a fast and easy way to change between the different layers in sheets. Read more about how to display the bar in the Tools tab in Sheet Options.

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.

What are the layers.
This is a short description of the different layers:
Values (Value Section):
If an attribute gets its value from a preset, the sheet shows the number and name of the preset (depending on your options). If there's not a preset, the sheet just displays the value.
Fade (Value Section):
This displays the fade time for each attribute.
Delay (Value Section):
With this option you can see the delay time for each attribute.
Values only (Value Section):
With this option you are always shown the values i.e.: if a attribute gets a value from a preset. The colored bar is still showing, but instead of the number and name of the preset you can see what value it's assigned.
Effect Form (Effect Section):
This displays (if any) what effect form the attribute has assigned e.g.: sin, cos, etc.
Effect Rate (Effect Section):
This displays (if any) what effect rate the attribute have assigned.
Effect Low (Effect Section):
This displays (if any) what effect value 1 the attribute have assigned.
Effect High (Effect Section):
This displays (if any) what effect value 2 the attribute have assigned.
Effect Phase (Effect Section):
This displays (if any) what effect phase the attribute have assigned.
Effect Width (Effect Section):
This displays (if any) what effect width the attribute have assigned.
Effect Fade (Effect Section):
This displays (if any) what effect fade time the attribute have assigned.
Effect Delay (Effect Section):
This displays (if any) what effect delay time the attribute have assigned.
Effect Attack (Effect Section):
This displays (if any) what effect attack value the attribute have assigned.
Effect Decay (Effect Section):
This displays (if any) what effect decay value the attribute have assigned.
Effect ID (Effect Section):
This displays (if any) what effect ID number the attribute have assigned.
Output (Output Section):
This layer makes the sheet display the current output.
Value Exec ID (Output Section):
This displays the executor and cue from where the attribute gets its value. E.g. 1:206 The first number is the executor fader page number and the second is the executor number.
Effect Exec ID (Output Section):
This displays the executor and cue from where the attribute gets its effect value. E.g. 1:206 The first number is the executor fader page number and the second is the executor number.
Value Cue ID (Output Section):
This option shows you from which sequence an attribute gets its value. E.g.: 1:3 The first number is the sequence and the second number is the cue number.
Effect Cue ID (Output Section):
This option shows you from which effect an attribute gets its value if it comes from a cue.
DMX (Output Section):
This option shows you the DMX values in the readout you have selected in your options.

Reference: Mask Control Bar

The Mask Control bar is a fast and easy way to change between the different standard masks in Channel and Fixture sheets. Read more about how to display the bar in the Tools tab in Sheet Options.

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.

What are the filters.
This is a short description of the different filters:
None:
There is no filter applied.
Programmer (Prog) Only:
The sheet only shows you the attributes and values in your programmer.
Active Only:
The sheet only displays the channels and values that will be stored (should you choose to do so).
Parked:
The sheet only displays parked attributes and values.
Selected Sequence (Seq+):
The sheet only displays the attributes and values that are used in the selected executor.
Selected Sequence No Default Values (Seq-):
The sheet only displays the attributes and values that are used in the selected executor. And not attributes that only have their default value.

Reference: Multi Control Bar

The Multi Control Bar is a combinations of the Preset, Layer and Mask Control Bars.

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.

Reference: Layer Mask Options

This is the Layer Mask Options of sheets.

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:

Select Layer:
Preset & Values:
If an attribute gets its value from a preset, the sheet shows the number and name of the preset. If there's not a preset, the sheet just displays the value.
Fade:
This displays the fade time for each attribute.
Delay:
With this option you can see the delay time for each attribute.
Effect Form:
This displays (if any) what effect form the attribute has assigned e.g.: sin, cos, etc.
Effect Rate:
This displays (if any) what effect rate the attribute have assigned.
Effect Low:
This displays (if any) what the low effect value the attribute have assigned.
Effect High:
This displays (if any) what the high effect value the attribute have assigned.
Effect Phase:
This displays (if any) what effect phase the attribute have assigned.
Effect Width:
This displays (if any) what effect width the attribute have assigned.
Effect Fade:
This displays (if any) what effect fade time the attribute have assigned.
Effect Delay:
This displays (if any) what effect delay time the attribute have assigned.
Effect Attack:
This displays (if any) what effect attack value the attribute have assigned.
Effect Decay:
This displays (if any) what effect decay value the attribute have assigned.
Effect ID:
This displays (if any) what effect ID number the attribute have assigned.
Auto:
The auto option changes between the first three options (Presets & Values, Fade and Delay), when you press the Time key.
Values only:
With this option you are always shown the values i.e.: if a attribute gets a value from a preset. The colored bar is still showing, but instead of the number and name of the preset you can see what value it's assigned.
Output:
This layer makes the sheet display the current output.
Value Exec ID:
This displays the executor and cue from where the attribute gets its value. E.g. 1:206 The first number is the executor fader page number and the second is the executor number.
Effect Exec ID:
This displays the executor and cue from where the attribute gets its effect value. E.g. 1:206 The first number is the executor fader page number and the second is the executor number.
Value Cue ID:
This option shows you from which sequence an attribute gets its value. E.g.: 1:3 The first number is the sequence and the second number is the cue number.
Effect Cue ID:
This option shows you from which effect an attribute gets its value if it comes from a cue.
Mask:
None:
There is no filter applied.
Prog Only:
The sheet only shows you the attributes and values in your programmer.
Active Only:
The sheet only displays the channels and values that will be stored (should you choose to do so).
Parked:
The sheet only displays parked attributes and values.
Seq+:
The sheet only displays the attributes and values that are used in the selected executor.
Seq-:
The sheet only displays the attributes and values that are used in the selected executor. And not attributes that only have their default value.
Link Mode:
Link Selected
The sheet will always display the values in the selected executor.
Not Linked
The sheet isn't automatically linked to executors. You have to manually decide what executor the sheets displays. To do this you use the Assign Executor tap.
Link Last Go
The sheet will display values for the last executor where you pressed a button.
Selection Only:
Selection Only
When this is ON, the sheet only displays the channels/fixtures you have selected in your programmer.
Show Tracked:
Show Tracked
When this is ON, tracked values are displayed. Otherwise they are removed.
Enable Mask:
Enable Mask
When this is ON, the Mask (set up in the Mask(Local) tap) is applied if no other Mask is selected.
Follow Selected Mask:
Follow Selected Mask
This will make the sheet follow the selected mask in the Mask Pool.
Save Mask Always:
Save Mask Always
This will always store changes to the loaded mask.

You can read more about different relevant areas by following the links below.

Reference: Display Options

This is the Display Options of sheets.

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:

Sheet Style:
With this you can decide if you want your sheet to be sorted horizontally or vertically..
Font:
This gives you the Select Font pop-up. Follow the link below to read more. There are six different font sizes to choose between. It ranges from 10 to 22.
Readout:
This gives you the Select Readout pop-up. Follow the link below to read more.
Natural
Displays the percentages with one extra decimal. Because the total range of one DMX channel is 256 steps and the percentage only displays 100 steps; the extra decimal shows you more precisely where in the 256 steps the value are. Some values may also be relative values. A pan/tilt is as a default at "0", and then you can have e.g. a pan value of "-20".
Percent
Displays the value in percentage.
Decimal
Shows you the actual step in the DMX range (256 steps or 65536 steps at 16 bit attributes).
Hex
The readout is in Hexadecimal values.
Physical
Displays the real world physical value of a parameter.
Symbol Output:
This gives you the Select Symbol Output pop-up. Follow the link below to read more.
None:
When this is selected there will not be a Output symbol next to the name.
Auto:
This will display a small symbol displayed next to the name. It displays color and intensity. It will follow the Layer Control of the sheet.
Normal:
This will display a small symbol displayed next to the name. It displays color and intensity. This will always display the programmed value.
Output:
This will display a small symbol displayed next to the name. It displays color and intensity. This will always display the resulted output.
Symbol Feature:
When this is 'On', there are small symbols displayed next to each feature. It could be a color, gobo, pan/tilt, etc.
Cue Colors:
Off:
All cue values will be displayed in a yellow color.
On:
The selected sequence values are displayed in Cue colours.
My Exec:
Namefield:
When this is 'On', the name field is displayed next to the ID number.
Channel ID:
When this is 'On' and different than the Fixture ID. It will display both in the Fixture Sheet.
Fixture ID:
When this is 'On' and different than the Channel ID. It will display both in the Channel Sheet.
Columns:
Here you can specify the number of columns in the sheet.
Autoscroll:
When this is 'On', the sheet will always display the active values.
Feature Sort:
When this is ON, the sheet will display the active feature next to the name field.
Fixture Sort:
When this is ON, the sheet will display the selected fixture in the beginning of the sheet.
Enable Marker:
When this is ON, the sheet will display the different color markers.
Preset Readout:
This gives you the Select Preset Readout pop-up. Follow the link below to read more.
Names:
This will only display the preset names.
Number:
This will only display the preset number.
Numbers & Names:
This option displays both the number and name of the preset.
Follow Selected Mask:
When this is on, then the sheet will follow the selected pool mask. I.e. if you select a Mask pool button in a different sheet, this sheet will follow that mask.
Save Mask Always:
This will always store the current mask into the Mask pool.

You can read more about different relevant areas by following the links below.

Reference: Title Buttons Options

This is the Title Buttons options of sheets.

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 Edit 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:

Fixture Sort:
The sheet will automatically moves the selected fixture(s) to the beginning of the sheet. This is in the Fixture, Executor Content and Executor Tracking Sheet.
Channel Sort:
This will sort the sheet automatically and move the selected channels in front of the rest of them (to the top left side). This is in the Channel sheet.
Feature Sort:
This will automatically moves the attribute/feature that's currently selected to the first column after "Name". This is in the Fixture, Executor Content and Executor Tracking sheet.
Auto Scroll:
This will allow the active cue to always be visible in the sheet. This is in the Executor Sequence and Executor Tracking Sheet.
Link Mode:
The 'Link Mode' button have 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. This is in the Executor Content, Executor Sequence and Executor Tracking Sheet.
Tracking:
This will filter out (when Off) the cues that only have tracked values in a Content sheet or allow the tracked values to be displayed (when On). This is in the Executor Content Sheet.
Selection Only:
This will make the sheet display only the selected fixture(s) and the cues where they have stored values. This is in the Executor Tracking Sheet.
Cue Mode:
The 'Cue Mode' 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. This is in the Executor Content Sheet.
Link Faders:
This will turn the faders into 'dynamic channel faders' with the attributes of the channels or fixtures you have selected. This is in Channel and Fixture Sheets.
Release All:
This will release all DMX values you have active in the DMX Tester. This is in the DMX Sheet.
Link Encoders:
This will open the DMX Test Encoder Toolbar in the DMX sheet. It will open the Executor Encoder Toolbar in the Executor Content and Sequence Sheet. This is in the DMX, Executor Content, Executor Sequence and Executor Tracking Sheet.
Enable Mask:
The mask function can be activated with this button. You can define what to mask in the 'Feature Mask' tap in the options. This is in the Fixture and Executor Content Sheet.
Follow Mask:
This allows the sheet to follow the mask selected in the Mask Pool.
Set 1 to 10:
In most sheets you'll find 10 "Set" buttons. These are buttons that can have different rules of masking (hiding) information in the sheets. You can edit the masks using the Edit Mask pop-up. Follow link below. Many sheets have already loaded the first 6 buttons with standard masks (None, Prog Only, Active Only, Parked, Seq+ and Seq-). Follow the link below to the Mask Pool to read more about the standard masks.
Readout:
The 'Readout' button has five different settings: 'Natural', 'Percent', 'Decimal', 'Hex' and 'Physical'. With this you select how the values should be presented. This is the same options as in the Display Tab of the sheet options. You can read about the five different options in the Small Select Readout Pop-up, following the link below.

You can read more about the different sheets by following the links below.

Reference: Assign Executor Options

This is the Assign Executor Options of sheets.

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.

Reference: Mask (Local) Options

This is the local masking options of the sheet.

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.

Reference: Pool windows

Pools are windows used to display objects in your showfile as buttons in a grid.

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 Edit 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

Changing the name of an pool button.

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 Assign 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.

Moving and re-sizing the pool.

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.

Pool elements

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.

Reference: Effect Pool

In the Effect Pool you have a soft button for every effect in the show. You can access the effect by pressing one of the buttons or you can use the command line.

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 Edit followed by the pool button.

Effect values and timing info are separated from normal values in cues and programmers.

Reference: Bitmap Effect Pool

In the Bitmap Effect Pool you have a soft button for every bitmap effect in the show.

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 Go key and then a bitmap effect. And you can stop it by pressing the Off 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 Edit key followed by the pool button.

Bitmap Effects that are used somewhere in the show is marked by a cyan pool button number.

Reference: Filter Pool

The Filters are used to limit what can be stored, played back or retrieved using the "At" key.

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 Store or At key you get a filter pop-up. Here you can select the Reset Filter on Clear 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 At 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.

Reference: Form Pool

In the Form Pool you have a soft button for every form in the show.

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 Edit 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.

Reference: Group Pool

In the Group Pool you have a soft button for every group in the show.

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):

Light Blue (this color can't be changed)
This is a group with only one Channel/Fixture that is currently not selected.
Dark Blue (this color can't be changed)
This is a group with only one Channel/Fixture that is currently selected. There's also a yellow number telling you the selection order for the Channel/Fixture.
Grey (this color can't be changed)
None of your selected fixtures are in this group.
Yellow (this is the default color)
All the fixture in this group are in your current selection - but they are not in the same order as stored in the group.
Green (this is the default color)
All of your selected fixtures are in this group and in corret order.
Red (this color can't be changed)
The group is limited by worlds.

Reference: Layout View Pool

In the Layout Pool you have a soft button for every layout in the show.

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.

Reference: Macro Pool

In the Macro Pool you have a soft button for every macro in the show. You can access the macro by pressing one of the buttons or you can use the command line to call it.

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 Edit 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.

Reference: Mask Pool

In the Mask Pool you have a soft button for all the masks you have stored in the show.

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 Assign 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 Edit 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.

Reference: MAtricks Pool

In the MAtricks Pool you have a soft button where you can store the different MAtricks in the show.

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.

Reference: Channel Page Pool

In the Channel Page Pool you have a soft button for fast access to channel pages on the desk.

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.

Reference: Executor Page Pool

In the Executor Page Pool you have a soft button for pages of fader and button executors in the show.

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.

Reference: Sequence Pool

In the Sequence Pool you have a soft button for every sequence in the show.

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.

Reference: Timecode Pool

In the World Pool you have a soft button for all the worlds in the show.

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 Macro hardkey (press it twice gives you "Timecode").

Reference: View Pool

In the View Pool you have a soft button for every view in the show.

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.

Reference: Universe Pool

In the Universe Pool you have a soft button for every universe in the show.

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:

A Red "G"
This tells you that the universe is requested, but not granted.
A Red "R"
This tells you that the universe isn't requested.
A Blue "P"
There's at least one parameter in this universe that's parked.
A white "H"
A merging incoming universe is merged using HTP.
A White "L"
A merging incoming universe is merged using "LoTP"

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 Edit 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.

Reference: World Pool

In the World Pool you have a soft button for all the worlds in the show.

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.

Reference: Pool Options

This is where you change the options for the pool.

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:

All In Order:
This is the color of the line in the preset button if all the selected fixtures can use this preset.
All Out of order:
All the fixture in this group are in your current selection - but they are not in the same order as stored in the group.
Frame Color:
This is the color of the line around each pool button.

Besides the three color buttons there can also be a button with three different options:

No Symbol:
With this setting there will be no symbols displayed on the button. It could look like this:
Small Symbols:
When this is selected you can see a symbols and the name of the pool. It could look like this:
Big Symbols:
The symbol now takes up most of the button and the name disappers. It could look like this:

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.

Reference: Preset windows

Presets are pools used to give you soft buttons, that you can use to save values (incl. fade times and delay). You can then recall the values by pressing the 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

Changing the name of a preset button.

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 Assign 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.

Changing the mode of a preset.

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 Assign 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.

The anatomy of a Preset button.

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.

Gray:
You haven't selected any fixtures that can use this preset.
Some active (user definable color):
This color can be defined in the options. This indicates that you have selected some of the fixtures that can use this preset.
All Active (user definable color):
This color can be defined in the options. This indicates that you have selected all the fixtures that can use this preset.
Black:
The preset is empty.

The bottom half can give you five different informations:

Name:
This is the name of the preset. If this text is red then, you are in a world that prevents you from using the preset.
Preset types:
If the preset contains more than one preset type (or if it's a different type than the one it's stored in) there's a small bar at the bottom, where you can see what preset types is used. White colors indicates used preset types. Red boxes indicate that you are in a world that don't give you access to this attribute. Each little box is one of the 9 preset types.
Fast Call / Normal Call:
The normal background color is grey. This indicates the the presets uses "Normal Call" (first press selects fixtures, second press calls the preset). If the background is red, then the presets uses "Fast Call" (first press selects the fixtures AND calls the preset).
Time information:
This colored bar shows you if the presets has time information stored in it. A green color tells you there are "Fade" information. A orange color tell you there are "Delay" information. A red color tells you there are normal values in a preset.

The Top half have a lot of information:

Preset number:
In the upper left corner there's a number. This is the preset number.
Selective / Global / Universal:
In the top middle there's a letter. This can be a red "S" (the preset is "selective"), a gray "G" (the preset is "Global") or a gray "U" (the preset is "Universal").
Color / Gobo symbol:
On the right side there can be a symbol for the color or gobo stored in the preset. There might be a small symbol next to the bigger one. This is shown if other attributes in the same preset type is "open".
Intensity bar:
At the right side there might be an intensity bar. This displays how much intensity there are stored in the preset.
Number of active fixtures:
On the left side there might be a cyan colored number below the preset number. This indicates the amount of fixtures using the preset.
Embedded:
There might be a white "E". This tells you that there are other presets embedded in this one.
Preset Mode:
A preset can have four different modes. When it's in the "Normal" mode there's no text written, but when in any of the other three modes ("Default", "Highlight" or "Stage") the mode is written in yellow across the top is the pool button.

Reference: The Preset Pools

This is the preset pools. These are "values" stored on buttons. Ready to be used live or referenced in cues.

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.

Reference: Preset Options

With the preset options you can change the color settings of that preset group and you can delete the window.

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:

All Active:
This is the color of the line in the preset button if all the selected fixtures can use this preset.
Some Active:
The line in the preset button gets this color if only some of the selected fixtures can user this preset.
Frame Color:
This is the color of the line around each preset button.

Besides the three color buttons there's also a button with three different settings:

No Symbol:
With this setting there will be no symbols displayed on the button. It could look like this:
Small Symbols:
When this is selected you can see symbols and the name of the preset.It could look like this:
Big Symbols:
The symbol now takes up most of the button and the name disappears. It could look like this:

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.

Reference: Playbacks

The Playbacks windows display information about the Executor Faders and Buttons.

There are currently three different windows.

Reference: Playback Big Window

The playback window gives you executor faders and buttons on your screen. This can give you access to faders and button that you otherwise couldn't reach.

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.

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.

Options

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.

Reference: Playback Small

The small playback window is very useful on a grandMA2 Ultra Light or when using wings.

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.

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.

Options

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.

Reference: Action Buttons

The Action Button window gives you executor buttons on your screen. This can give you instant access to button that you otherwise couldn't reach.

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.

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 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.

Options

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.

Reference: Other Windows

This section contains description of windows found in the Other-tab of the Create Basic Window pop-up. These are windows that are not classified as Sheets, Pools, Presets or Playbacks.

Reference: Agenda Window

The Agenda part of the desk is used as an calendar where you can arrange different actions at different times.

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.

Top bar

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.

Day view

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.

Week view

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.

Month view

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.

Year view

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.

Reference: Clock

The clock tells you the time!

The Analog clock

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.

The Digital clock

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.

Deleting the clock window

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.

Reference: Command Filter

This view will display the current filter and allow you to change and create filter.

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 Store Filter and Select 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 Reset Filter on Clear. When this is On then the filters will reset when you press the Clear key three times.

Top bar

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.

Reference: Commandline Feedback

This is one of the most important windows. It shows you how the desk responds to your input. It's also here error messages are displayed.

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.

Colors on the screen.

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.

Expressions in the commandline Feedback.

Processed
This is a feedback that tells you how the desk has responded to your input.
Error
This is displayed when an error has occurred.
Macro
The command comes from a macro (or executing a macro).

Options.

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.

Tips & Tricks.

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.

Reference: Commandline Section

This is a copy of the lower left and right corners of screen 2.

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.

Master Section.

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.

Time Controls.

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).

Options.

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".

Reference: Desk Status

The desk status screen displays different facts about the desk.

This is an example of the window:

There are 8 different sub categories to the window:

Version

The version section tells you what type of console you are working on. Also the software version you are running and its build date.

Memory

This displays facts about the desks memory (RAM).

Disk

This shows you the available disk size, how much you are currently using and what percentage that is.

Executor

Here you can see how many playbacks you are occupying and how many are currently running.

Sequence

This tells you the total amount of cues you have recorded. Incl. any part cues.

Parameter

The parameter count displays how many parameters you are using in the actual show. And your total capacity (unlocked) parameters.

Work Load

The work load displays a graph and a percentage of how busy your desk is.

Network

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 Setup Network MA Network Configuration . 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.

Desk Status Options:

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:

Font Size:
With this you can change the size of the font used in the window.

Reference: Encoder Bar

This is a copy the center part of screen 2. It have the Encoder Toolbar and the Preset Type bar.

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.

Reference: Group Master

This window displays all the Group Masters in your show.

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 Group key.

Reference: Help Viewer

This is the onDesk help viewer.

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.

Top Bar.

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.

Reference: Info

This is the info viewer for sequences.

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.

Top Bar.

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.

Reference: Layout View.

In the Layout View you can arrange objects in a 2D layout.

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.

Top Bar

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

Window options.

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:

Grid X:
This will give you a grid with the specified size on the X axis. If this or the "Grid Y" is 0, the view will have no grid.
Grid Y:
This will give you a grid with the specified size on the Y axis. If this or the "Grid X" is 0, the view will have no grid.
Snap Grid X:
This will specify the size of the grid on the X axis, that objects snaps to (if this is on).
Snap Grid Y:
This will specify the size of the grid on the Y axis, that objects snaps to (if this is on).
Snap Always:
This will turn on or off the snapping function for objects.
Background:
Pressing here opens the Edit Background Color pop-up. Here you can select a background color for the view.
IDs:
This will toggle if ID's are visible or not.
Fixture Names:
This will make fixture names visible or not.
Dimmer Bar:
This will toggle is there's a intensity bar in each fixture symbol.
Dimmer Value:
This toggle if theres a numeric value for the intensity in each fixture symbol (in percent).
Marker:
When this is on you will see the colored markers (programmer, Effects, Preset, etc.) in the view.
Fast Call:
This turns on or off fast call for presets in the layout view. This can also be changed in the top bar.
Pool Playback:
This turns on Pool Playback for Effects, Bitmap Effects and Sequences.
Default Gauge:
This will open the Default Gauge select pop-up. With this you can select the default gauge for fixtures/channels.

Reference: MA Dimmer Network

In the MA Network Dimmer View you can configure and monitor a dimMA system

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.

  • The NDPs that control the dimMA system are streaming dependent. Make sure that they are matching the streaming version of the console / onPC and that the NPDs are running in grandMA2 mode. To get the latest software updates for your dimMA system, please contact MA Tech Support via Tel +49 5251 688865-30 (normal business hours, GMT+1) or via tech.support@malighting.com
  • All settings that you do here are are not linked to the setup data of the grandMA2 console. It is just the configuration Data of the NDP themselves.

  • For more information please consult the NDP / dimMA manual on the MA Lighting website at www.malighting.com

A MA Dimmer Network Window could look like this:

TheTop Bar

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

  • The first button in the top bar of the MA Network Dimmer view, in the picture labelled Log View, has major influence on what is displayed in the bottom of the window.

    You can change here to show a logfile or to edit one or more dimMA channels at a time.

  • The second button Confirm Errors is used to mark elements as working temporarily, if they are reporting an error. This can be used as a toggle function
  • The third button, in this picture called Status Readout , selects what information is displayed in the middle of the window. Several options allow you to give you detailed information about the status and conditions the dimMA system is in.
  • The fourth button ^ , an arrow pointing upwards, is used to go up in the dimMA system hierarchy.

the dimMA hierarchy

To navigate to the several levels of hierarchy within the dimMA system, you can use the following map. When first selecting an item, it just marks it. The second press lets you go down one level in the hierarchy. In the Top bar is a small arrow pointing up. Use that one to go up in the hierarchy again. The different levels of hierarchy do also reflect and filter the options that are displayed in the Dimmer- and Log View.

The dimMA system is split up into Racks, Crates, Modules and Channels.

  • A Rack everything that one NDP can control, in theory max. 144 dimMA Channels
  • A Crate does hold 3 Modules
  • Depending on the type, a Module can hold between 1 or up to 4 Channels
  • A Channel is the actual dimmer and all the corresponding configuration data for that particular piece

The Main Part of the Window

The main part of the window is displayed in the following chapters, since its function is heavily related to the buttons in the Top Bar

Reference: The Middle of the MA Dimmer Network Window

In the middle of the MA Dimmer Network Window you can view the status of the several dimmer system components and confirm error messages regarding to the level of hierarchy you are viewing.

The buttons Status Readout and Confirm Errors in the the top bar do change the behavior of all elements displayed in the middle of the MA Dimmer Network Window.

Status Readout

When Status Readout is selected, you see the status of all NDP racks, that you control. They are drawn as full coloured rectangles:

  • they are green if no errors are currently in your system
  • they are read if you have an error

Error Readout

To trace down the error, you can switch to Error Readout. In this case the rack is displayed red and within the borders of the rack you can see the actual error message. In the picture you can see "No Load" for example as en error message.

Property Readout

In the Property Readout you can see which NDP is controlling the corresponding Rack. If a backup scenario is installed, you can also see the additional NDP that is in sync with the master NDP.

Consumption Readout

In the Consumption Readout you can see the voltage, current and power used for each supplying phase, the sum of all currents, powers and the overall temperature. If you go down in the hierarchy, you will see this information for the selected Rack, Crate, Module or Channel only.

Confirm Errors

Whenever an error ocures, you can mark this error as "accepted" by choosing the corresponding element in the hierarchy (e.g. a Channel or a Crate) and then pressing the Confirm Errors button.

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 Confirm Errors button again.

Whenever you change the functionality of the Status Readout button(e.g. to Property Readout), the labeling of that button does change as well. In our example the button will then be labled Property Readout instead.

Rack Properties

In you see (severa)l racks of the dimMA system, by pressing Edit and then click on one of the racks, this will open the Rack Properties Window.

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 EDIT and doing a click on the grey area of the window, a No Rack Window will popup.

By clicking on the NEW 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 LOAD / SAVE 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:

1-ONLY
only Slot 1 is used
ONLY-2
only Slot 2 is used
LTP
both Slots are used, but if both are active, the one with the latest changes takes precedence
HTP
both Slots are connected, but if both are active, the one with the higher values per channel takes precedence
1-OVER-2
both Slots are connected, but Slot 1 has the higher priority. That means in case there is a valid signal on slot 1 (no matter which type) the NDP ignores the signal on Slot 2. In case the NDP detects a faultily signal on the first slot (or there simply is no signal, e.g. because the console is switched of), the NDP automatically switches over to Slot 2

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:

Source Type
Choose the corresponding protocol. Off is used to disable any incoming control data on that slot.
Double Universe
In case the option Double Universe is chosen, several considerations have to be taken: when using DMX, then DMX In 1 and 2 of the NDP are both used for one slot to have 1024 channels available for the configuration patch. When using Art-Net, you have to specify the two universes individually. It is possible to use the two Data Slots with four different Art-Net Universes in total. The configuration can be done in the Art-Net Properties Window by clicking on the Input Configuration button explained below. When using MA-Net2, the second universe is automatically the next one when using the Double Universe option.
Patch Universe
The universe field is only relevant in case of using MA-Net2. It does not affect DMX or Art-Net. You can specify with MA-Net2 universe is used for that slot.
Patch Address
Here you can enter the start address as a block. In case a number is entered here, it selects the starting block address for one rack, all configured channels follow on from this starting point.

The X 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.

Subnet
The Subnet value defines the upper 4bits of the Art-Net Address. When entering 0 here, this defines 1, entering 1 here defines 2 and so on.
ID
The ID value defines the lower 4bits of the Art-Net Address. When entering 0 here, this defines 1, entering 1 here defines 2 and so on.
E.G. To define Art-Net Universe 25, the Subnet has to be 1, the ID has to be 8. Line 1 is active, if the option Single Universe was chosen in the slot properties window. Line 1 and 2 are active if the option Double Universe was chosen.

The X in the top right corner closes this window.

Edit Module Window

When you are down in the dimMA system hierarchy to the Module level, press edit and click on one of the Modules (even if they are empty) to get to the Edit Module 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 Choose Config button. Click on it to get a list of all assignable module types and choose one.

This will automatically update the configuration list in the upper part of the window. You furthermore can see the module type number, the power class and the assigned signal rise time in the bottom right of the window.

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.

Reference: The Bottom of the MA Network Dimmer Window

In the bottom of the MA Network Dimmer Window you can either display a logfile or change and display the configuration of dimMA channels.

The first button in the top bar of the MA Network Dimmer view Normal View has major influence on what is displayed in the bottom of the window.

Normal View

When using Normal View, only the hierarchical elements are displayed.

Dimmer View

When using Dimmer View, you get an additional list of the dimmer channels in the lower part of the window. This list is related to the selected rack and the position in the hierarchy that you choose. The further you do down in the hierarchy, the less channels are shown here. If you select another rack, you will be able to configure these channels instead.

All settings that you do here are are not linked to the setup data of the grandMA2 console. It is just the configuration Data of the NDPs themselves.

No
In the first column you see the identifier number, consisting of Rack, Crate, Module and Channel- number (e.g. 1:1:3:1 is rack 1, crate 1, module 3, channel 3)
Name
Name is the name identifier of the channel within the log files and in the configuration.
Auto Name
If you change the Name, in the Auto Name column the option On is turned off. If you want to reassign the original name of the dimmer channel, toggle the field Auto Name to On.
Patch1
Patch 1 and Patch 2 reflect the patching of the 2 Input Slots of a NDP system. You can directly patch higher quantities of channels at the same time by selecting them (multi-selection) and changing the address. This will automatically change all items at once including the necessary increment per item.
Patch2
Patch 1 and Patch 2 reflect the patching of the 2 Input Slots of a NDP system. You can directly patch higher quantities of channels at the same time by selecting them (multi-selection) and changing the address. This will automatically change all items at once including the necessary increment per item.
Profile
In the Profile column, you can manage / create and edit Profiles assigned to each channel. You can also assign the same profile to several channels at once. This window is very similar to the Graph Editor for regular DMX profiles within the setup of the console. The profiles edited here are stored separately in the NDP compared to the DMX profiles in the grandMA2 console.
Preheat
With a Preheat setting of more than 0%, the Channel will permanently run on a freely adjustable value.
U min
With UMin and UMax you can limit the controlled channel range. These values do only apply if you work in the Mode Dim.
U max
With UMin and UMax you can limit the controlled channel range. These values do only apply if you work in the Mode Dim.
Panic
Panic and Control values are only displayed in this window and cannot be changed here. Both are stored values in the NDP and displayed in percent.
Control
Panic and Control values are only displayed in this window and cannot be changed here. Both are stored values in the NDP and displayed in percent.
Type
In the Type column you can change the addressing of the dimmer channels. You have to make sure, that the patching here is consistent with the patching in the setup of the console. Make sure both settings are correct.
8 bit
The channel will be controlled in 8 bit mode, i.e. the brightness range is divided into 256 increments.
8 bit/S
The channel will be controlled in 8 bit mode and has an additional channel that will trigger changed values with a set fade time. A Fade from 0 to 100% on the control channel with the additional channel set to 100% will take 5 minutes, a lower value on the additional channel will scale that time down linear.
16 bit
The channel will be controlled in 16 bit mode, i.e. the brightness range is divided into 65536 increments.
16 bit/S
The channel will be controlled in 16 bit mode and has an additional channel that will trigger changed values with a set fade time. A Fade from 0 to 100% on the control channel with the additional channel set to 100% will take 5 minutes, a lower value on the additional channel will scale that time down linear.
Mode
In the Mode column, you can change the way the channel shall react. Off: disables any reactions to incoming control data. Off: disables any reactions to incoming control data. Dim: is the normal Dimmer mode.Switch: the dimmer acts like a switch, the firing angle is 90° phase of the sinus voltage of the first sine cycle. NonDim: the dimmer acts like a switch, the firing angle is 0° phase of the sine cycle.
Threshold
In the Threshold column, you can define at which value of the input control data the turning point shall be. This does only influence the behaviour if the channel is configured in Non-Dim or Switch mode.
No Load
No Load is used to mask error messages, if the minimum base load to a Dimmer is not connected (or the bulb is blown) to the dimmer channel and the control of that channel (incl. preheat) is over 0%.
Fuse
Fuse is used to mask error messages if the fuse (MCB) of the channel has been tripped.
Overload
Overload is used to mask error messages if an overload occurs on the selected channel.
Excess DC
Excess DC is used to mask error messages, if the output is too biased to one polarity (e.g. one of the thyristors does have an error and does not work correct).
Response
Smooths all changes in the control signal, which is especially useful when driving fluorescent tubes. The disadvantage is, that all lamps connected to this dimmer channel do respond slower. Entries between 0 and 5 are interpolated to 0 in this case.

All four error reporting mask settings (No Load, Fuse, Overload and Excess DC) will affect both the log files and the Status Reporting readout.

Log View

When choosing this option, the log file of the selected rack is displayed in the lower part of the window. To mask the error messages, simply click on the corresponding object, e.g. to mask all error messages for module 3, crate 1 of rack 11 go down in the hierarchy till you see the wanted module in detail and the error messages are automatically masked in the log file onto the selected module at the same time. Remember, that the error mask defined for each channel is relevant for all items listed in the Message Log as well. The highest level to select here is one Rack, so you can see only the log file of one Rack at a time.

Whenever you change the functionality of the Normal View button (e.g. to Dimmer View), the labeling of that button does change as well. In out example the button will then be labled Dimmer View instead.

Syntax

Note:

Reference: Performance

This Performance window is a monitor of internal workloads - This is a debug tool.

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.

Reference: Running Effects

This view displays all the running effects.

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:

Sequence
Here you can can see the different sequences that currently have an effect running.
Programmer
Here you can see all the effect running in the programmer. The effect have to be stored on the Effects Pool and then running in the programmer. Effects build in the programmer only, isn't displayed in this view. To turn off the effects you see here you have to clear your programmer.
Pool
This is the effects running directly in the Effects Pool.
Executor
This displays the effects running directly on executors.

Three of the sections have a Stomp and a Off 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 Del hardkey and then one of the symbols - you'll delete the effect or executor. This will also allow you to Stomp (MA+At) 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.

Reference: Smart

The smart screen gives you access to all the fixed values of the parameters of the fixture. You will find them in the function sets of the attributes for the fixture types.

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.

Reference: Sound

The grandMA 2 have plans for a sound to light function. This isn't implemented yet.

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.

Reference: Stage View.

In the stage view you can see a simple layout of you fixtures.

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.

Moving the cameras.

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.

Setup of fixtures.

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.

Window options.

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.

Reference: System Monitor

This is a debug screen - It displays the inner workings of the desk.

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.

Reference: Timecode

The timecode view displays the content of a timecode show. This have the same function as the timecode editor, but without the editing options.

This is what it could look like:

Top Bar.

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.

Main area

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.

Options

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.

Reference: Dialogs & Pop-ups.

This section is about all the different pop-up's you can encounter in the grandMA2.

Reference: Assign Preset Pop-up

This pop-up is used to change mode of a preset.

You can change the mode of a preset by pressing the Assign 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:

Normal:
This is the normal operating mode for the preset.
Default:
This can be used to change the "Default" values directly in the setup.
Highlight:
This can be used to change the "Highlight" values directly in the setup.
Stage:
This mode isn't implemented yet.

Reference: Attribute Filter Pop-up

You can define an Attribute filter that allows you to filter attributes.

When pressing and holding the At 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.

Top bar

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

Reference: Browser pop-up.

The browser allows you to find the files you need.

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.

Reference: Calculator

This is one of the most important pop-ups in the grandMA. It's used to enter values on the screen.

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:

Off:
This will clear a value from the programmer.
Remove:
This puts the "Remove" value in your programmer. This can be used to remove earlier stored values. This is also used in the Fade and Delay calculator. Here you can use it to set the times to the same as the general cue timing.
Release:
This puts the "Release" value in the programmer. This can be used to release earlier values in a cue
Default Value:
This will give the attribute the default value.

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.

Reference: Configure DMX Port

Here you can change the settings for a DMX port (XLR connector).

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 Setup Show Patch Only (Live)DMX List to turn on or off DMX merge.

Reference: Confirm Undo

Pressing the "Oops" key asks for confirmation.

When you press the Oops 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.

Reference: Create Basic Window

This pop-up appears when you press an empty space on any of your screens. It is used to create Sheets, pools, presets, playbacks and other windows that you can use to program and run your show.

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.

Sheets.

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.

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.

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.

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.

Other.

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.

Reference: Delete Show Pop-up

You can delete showfiles using the menus and pop-ups

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.

Reference: Diagnostic pop-up.

The Diagnostic pop-up allows you to see all the warnings and errors in your patch and setup.

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.

Reference: DMX Patch pop-up

This pop-up is used to patch one or more fixtures.

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:

Multipatch:
Add Multipatch:
This allows you to create a number of multipatch fixtures to the selected fixture.
Delete Multipatch:
This deletes the selected multipatches.
List:
List Unpatched:
This will pull all the unpatched fixtures into the list on the left side.
Diagnostic:
This opens the Diagnostics pop-up. Here you can see all the warnings and errors in your patch.
DMX Address:
Set Focus To..:
This will allow you to input a universe and address that the courser should move to.
Encoder:
Skip Patched:
This will only scroll through the available DMX addresses and skip past already patched addresses.
Patch:
Patch To Address:
This will patch the selected fixture (breaks) to the selected DMX address.
Offset:
This is the minimum offset between multiple fixtures. E.g. You have three fixtures that each uses 5 DMX channels. Setting the Offset to 10 and selecting all of the fixtures, and patching them to address number 1. The result would be: Fixture 1, address 1; Fixture 2, address 11; Fixture 3, address 21.
Patch Selected To..:
This allows you to directly enter a universe and address for the selected fixture (breaks).
Unpatch Selected:
This will unpatch the selected fixture (breaks).

Reference: Edit Channel pop-up

Right clicking a channel in the Channel Sheet or Fixture Sheet gives you a pop-up that allows you to change different options on the channel.

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:

Name:
This is the name of the channel.
Patch:
This gives you the DMX Patch pop-up (follow the link below to read more about this pop-up). If the channel isn't patched it displays this: (-)
Master:
If this is On then the channel responds to the status of the Grand Master and the "Solo" function.
Color:
This gives you the Edit Color pop-up (follow the link below to read more about this pop-up). Here you can assign a color to the channel. Also you can assign a color filter for 3D and visualizing.
Default:
Generic value when nothing is On or in programmer and no value from a sequence.
Highlight:
Generic value when highlight is On.
Stage:
Generic value when Stage initialization is enabled (not implemented).
Snap:
Sets the attribute to snap, rather than cross-fade from cue to cue.
Invert:
Invert DMX-output.
Profile:
Pressing here opens the Select DMX Profile pop-up. This allows you to select a different DMX profile for the attribute. The default is a linear going from 0 to 255 in 256 steps.

Every change here is an individual change that doesn't affect the other fixtures.

Reference: Edit Color Pop-up

When editing fixtures and channels, you can assign a permanent color to their output. This color can be used together with e.g. RGB or CMY Fixtures. This can be used to correct color differences in the visualizer.

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.

Reference: Edit Cue Number

Right clicking a cue number in the Sequence Executor Sheet gives you a pop-up that allows you to change the cue numbers and delete cue(s).

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.

Reference: Edit Fixture pop-up

Right clicking a fixture in the Fixture Sheet or Channel Sheet gives you a pop-up that allows you to change different options on the fixture.

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:

Name:
This is the name of the fixture.
Patch:
This gives you the DMX Patch pop-up (follow the link below to read more about this pop-up). If the fixture isn't patched it displays this: (-)
Master:
If this is On then the fixture responds to the status of the Grand Master and to "Solo" function.
Pan Invert:
When this is On then the console inverts the Pan parameter (both Stage and DMX )
Tilt Invert:
When this is On then the console inverts the Tilt parameter (both Stage and DMX)
Swap:
If this is On then the console swaps the Pan and Tilt parameters.
Color:
This gives you the Edit Color pop-up (follow the link below to read more about this pop-up). Here you can assign a permanent color to the fixture.
Default:
Generic value when nothing is On or in programmer.
Highlight:
Overwrites value from prpgrammer when highlight is On.
Stage:
Generic value when Stage initialization is enabled (not implemented).
Snap:
Sets the attribute to snap, rather than cross-fade from cue to cue.
Invert:
Invert DMX-output.
Profile:
Pressing here opens the Select DMX Profile pop-up. This allows you to select a different DMX profile. The default is a linear going from 0 to 255 in 256 steps.

Every change here is an individual change, that doesn't affect the other fixtures.

Reference: Edit Mask

This editor is used to edit (incl. Store and Load) a Mask.

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

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:

(none) - both:
The row doesn't contain any mask criterion.
Active - both:
This will display Fixtures/Channels and Attributes that will be stored.
In Programmer - both:
This will display Fixtures/Channels and Attributes that are in the programmer.
Parked - both:
Displays the parked Fixtures/Channels and Attributes.
Used in Selected Sequence - both:
Displays the Fixtures/Channels and Attributes that are stored in the selected sequence.
Used in Show - Both:
Displays all Fixture/Channel or Attributes stored in cues, selective Effects, selective Presets or additive Group Masters.
Selected - both:
Displays all (attributes of) selected Fixtures/Channels.
DMX-tested - both:
This will display all Fixtures/Channels with attributes that currently have values in the DMX tester. And on the attribute mask it displays all the attributes that have values in the DMX tester.
Fade/Delay - both:
This will display all the Fixtures/Channels and Attributes with individual fade or delay timing in currently active cues or is active in the programmer.
Effect - both:
Displays all Fixtures/Channels and Attributes currently using effect parameters at the output.
In Object... - both:
This will give you the fourth column. Here you'll get a button that opens the Select Object pop-up. Here you can select a specific Group, Effect, Preset, Sequence or World as your object. This will then display all Fixtures/Channels or Attributes currently using the defined object.
Live - Fixture/Channel:
Displays the Fixtures/Channels with a dimmer value above 0% or with a stored 0% value in the current cue. This is only for the Fixture/Channel side.
In Saved Selection - Fixture/Channel:
This will gove you a new button in the fourth column called "Take Selection". Pressing this will store the current selection of Fixtures/Channels. If none is selected, then the sheets will be empty. This is only for the Fixture/Channel side.
Moved - Fixture/Channel:
This will display all the fixtures that have stored changing (blocked) non dimmer values active at the output. This is only for the Fixture/Channel side.
At NonDefault - Attribute:
Displays all attributes that currently have other than default values. This is only for the Attribute side.
Of Current PresetType - Attribute:
Displays the currently selected PresetType - e.g. Color. This is only for the Attribute side.
Of Current FeatureType - Attribute:
Displays the vurrently selected Feature - e.g. ColorMix. This is only for the Attribute side.
In Saved Attribute - Attribute:
This will give you a new button in the fourth column called "Define Mask". This will open a pop-up where you can selected one or more of the attributes in the show. This is only for the Attribute side.

The bottom part

This section can have up to nine buttons.

The top row deals with the criteria settings above. This is what the following buttons do:

Copy >>>:
This will copy the allowed (shared) settings on the left side to the right.
Clear Left:
This will clear all criteria on the left side.
Clear Both:
This will clear all criteria on both sides.
Clear Right:
This will clear all criteria on the right side.
Copy <<<:
This will copy the allowed (shared) settings from the right side to the left.

The next row of buttons allows you to store and load the mask.

Save Always:
This will automatically store any changes.
Save:
This can be used to save your criteria (when "Save Always" isn't on).
Save to:
This will open the Small Select Mask pop-up. Here you can select a unlocked pool position to store the current criteria.
Load from:
This will open the Small Select Mask pop-up. Here you can select mask settings stored in the pool.

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.

Reference: Edit Sequence

Right clicking a sequence pool button gives you a pop-up that allows you to change almost everything in a sequence.

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.

Reference: Edit Universe pop-up

Right clicking a Universe in the Universe Pool gives you a pop-up that allows you to change different options on the universe.

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:

Name:
This is the name of the universe.
DMX In Merge:
This gives you the Select DMX In Merge small select pop-up (follow the link below to read more about this pop-up). This will allow you to change the way DMX is merged into the universe.
Requested:
If this is On then the system will try to allow the values from the universe to be outputted. The "Granted" column will tell you if the system allows the output. This can be limited by your parameter limit (add NPU's for a higher parameter limit).
DMX Profile:
Here you can select one of the DMX profile for any parameter in the universe. Pressing here gives you the DMX Profile Small Select pop-up. Follow the link below to read more about it.

You can close the pop-up by pressing the "X" in the upper right corner.

Reference: Editors

Editors are a group of pop-ups that are used for editing different parts of your show.

There are many different types of editors. Follow the links below to read more about them.

Reference: Bitmap Effect Editor

These editors are used to edit and create bitmap effects.

Simple editor.

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:

Name:
This is the name of the bitmap effect.
File:
This is the source file for the bitmap effect. Right clicking here give you the Browser pop-up.
Mode:
There are three different modes: 'Gray', 'Trigger' and 'Color'. 'Gray' has effect on dimmer values only. 'Trigger' allows you to use two presets as values for your effect. 'Color' takes the colors from the source file and uses them in the effect. The "trigger" mode isn't working in the current version.
Scale Mode:
This is different way to make your source file fit your selection of uses fixtures. There are four different modes: '1:1', 'Fit', 'Width' and 'Height'. With '1:1' you scale the source so each fixture is a pixel. 'Fit' adapts the source to number of fixtures you have in height and width. 'Width' changes the source to match the number of fixtures you have in the width. 'Height' does the same as width, but only with the height.
Size X & Size Y:
These two options allows you to zoom in the source picture.
Tile:
This is an 'Yes' or 'No' option. If this is 'Yes' they the source picture will be tiled. Zooming out will then display several version of the picture next to each other.

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:

Offset X & Offset Y:
This is the position of the fixtures in the source picture.
Scale X & Scale Y:
This is the scaling between the source picture and the number of fixtures.
ROffset X & ROffset Y (rotation offset):
This is the position of the rotation centre.
Rotation:
This is the rotation of picture.

The different options you have for each row is:

Name:
This is the type of option. This can't be changed.
Form:
This is the transition type between the 'From' and 'To' value.
Base:
The is the initial value.
Size:
This is the size of the 'Form'.
From:
This is the beginning value.
To:
This is the final value.
Phase:
This is the spreading of the fixtures.
Rate:
This is the speed in Hertz.

Follow the link below to read more about effects.

Extended editor.

If you edit a Bitmap effect assigned to en executor, you'll get the extended editor. It could look like this:

Top Bar.

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.

Main Right Part.

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.

Main Left Part.

This is where you can change everything else about the bitmap effect. There are four different taps: 'Basics', 'Modulator Sheets', 'Modulator Fader' and 'Tools'.

Basics:

These are the same basics options as described in the section about the small editor above.

Modulator Sheets:

These are the same modulator options as described in the section about the small editor above.

Modulator Fader:

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.

Tools:

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:

Rotate Left:
This rotates the picture counter clockwise.
Rotate Right:
This rotates the picture clockwise.
Scroll Left:
This scrolls the picture from right to left.
Scroll Right:
This scrolls the picture from left to right.
Scroll Down:
This scrolls the picture from the top to the bottom.
Scroll Up:
This scrolls the picture from the bottom to the top.
Zoom In:
This zooms into the picture.
Zoom Out:
This zooms out of the picture.
Toggle Function:
When this is on (the text turns yellow) you can toggle the other buttons on and off.

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.

Reference: Effects Editor Pop-up

This is a short description of the Effects Editor pop-up. For more info on creating effect go to the Task or Tutorial section.

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:

QTY (Quantity):
This is a number that displays how many fixture are selected for this effect line. At the bottom of the window you have two buttons called “'Take Selection'” and “'Show Selection”'. With these buttons you can change the fixtures assigned to this effect line.
Interleave:
This allows you to create gaps. Pressing here open the small Select Interleave pop-up. Follow the link below to read more about the pop-up.
Attrib (Attribute):
This is the attribute from the selected fixtures that this line affects. Pressing here gives you the Select Attribute pop-up. Here you can use the tree structure to select the attribute you want. If you need more, then you need to make more lines.
Mode:
Right clicking here toggles between "Absolute (Abs)" and "Relative (Rel)". If this is Absolute, then the effect uses the values specified. If this is Relative then the values specified will be added to the values that the attribute already have. You can also use the button on the bottom to change the mode. The button is called "Line Relative" or "Live Absolute".
Form:
This is the form the line uses to transform between two values. Pressing here gives you the Select Form pop-up. This is used to select the form. Read below for a short description about the different forms.
Rate:
This is a multiplier of the Effect speed. If this value is below 1 then the effect line is slower than the overall speed of the effect. If it's above 1 then the line is faster than the overall effect speed. You can change the overall speed at the bottom of the editor.
Dir:
This is direction of the effect line. You can right click to toggle between the options or you can use the button in the bottom of the editor to change the value. The button is called "Direction".
Center and Size or Low Value and High Value:
Value can be displayed in two different modes. "Center" and "Size" or "Low Value" and "High Value". You can change the mode using the "Value Readout" button at the bottom of the editor. If you use Low/High then you are specifying the lowest and highest values. If you are using Center/Size, then you are specifying the center and the size value. This is very useful for relative effects. If you are building an Absolute effect you can assign presets to your values.
Phase:
Phase is a way to spread the effect and the values. E.g. if you set the “phase to a single value, all your fixtures are doing the same. If you make the phase a value something like "0 to 360" then you'll get several instances of the effect running at the same time. Think of the effect as running in a running cycle. If alle the fixtures are at the same place in the cycle they alle do the same. If they are spread out over the cycle, then they are doing the same, but with different positions in the cycle.
Width:
With this you control the width of the form. A width of 100% makes the form fill the entire cycle. You can also fan (value A thru value B) the width for a lot of interesting results.
Attack:
On some forms you can change the angle of attack. This means you can make the fade from one value to another. Or you can make it snap. The attack value is a percent number. If you set it to 0% you will snap the value. If you set it to 100% it will fade as much as possible.
Decay:
Much like “Attack” handles how to change from a value to another, Decay handles the transaction back from the last value to the first.
Rate Group:
Pressing here opens a Select Rate Master pop-up. With this you can assign the effect line to a Rate master. Follow the link below to read more about the Select Rate master pop-up.
Group:
With this you can divide your selected fixtures in to groups that run in the same direction. Unlike “Wings” it divides the fixtures differently. E.g. if you creates 2 groups, the first fixture will go in the first group, The second fixture in the second group, the third fixture goes in the first group, the fourth in the second, etc. Remember that the selection order is important for how your groups are created. You can also use the buttons at the bottom of the editor to change group number.
Block:
This is used to gather fixtures into small groups that work as one. E.g. if you have a simple dimmer chase with 10 fixtures and you set the Block value at “2”. You will see that fixture one and two are running together. The same with 3 and 4, etc. This means that you in basically only have 5 fixtures. You can also use the button at the bottom of the editor to change the block value.
Wing:
Wings are used to divide the selected fixtures in to smaller groups. But they are mirrored. E.g. if you have a simple dimmer chase effect running from left to right and you make a wing of “2”, you will see that the first half of the fixtures still run from left to right but the second half run from right to left. And they should run in sync. Remember that the selection order is important for how your wings are created. You can also use the button at the bottom of the editor to change the wing number.

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:

Stomp:
This is a special stomp value. This is used to suppress effect values.
Random:
This is a sort of random chase effect.
PWM (Pulse Width Modulation):
Uses the Width value to determine how long the effect stays in high value.
Chase:
This is a simple chase function.
Flat Low:
This keeps the value on the low value.
Flat High:
This keeps the value on the high value.
Sin:
This is a classic sine wave form.
Cos:
This is a cosine wave form.
Ramp plus:
This form fades from low to high and then snaps to low.
Ramp minus:
This snaps from low to high and then fades back to low.
Ramp:
This form fades back and forth between low and high. With no pause or nice acceleration up or down.
Phase 1, Phase 2 & Phase 3:
This is usually for rainbow effects on ColorMix features. You need to create three effect lines with each of the three CM attributes having there own Phase.
Bump:
This is much like Ramp, but it accelerates coming to and from high.
Swing:
This is like Bump but with a width of 50%.
Ramp50:
This is much like Phase 1.

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 Setup User Settings 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.

Effect Line Editor

Pressing the U1 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.

Reference: Graph Editor.

The Graph Editor is used to create and edit Forms and DMX Profiles used in the setup of the console and in the NDP.

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.

Graphic Mode:

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.

Table mode:

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.

Reference: Edit Macro Pop-up

This pop-up is used when creating or editing macros.

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.

Predefined Macros

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.

Reference: Timecode Editor

This editor allows you to create and edit timecode shows.

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:

Top Bar

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.

Right side buttons

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.

Bottom buttons

At the bottom there's a lot of buttons that allows you to edit the timecode show. They are divided into four sections:

Mouse Tools:
These are buttons that changes how the mouse marker changes behaviour.
Select Event:
This will select the next event that you press/click.
Move Event:
This will move the selected event (by drag and drop).
Add Event:
This will add an event where you press/click.
Delete Event:
This will delete the next event you press/click.

Direct Tools:
These are buttons that allows you to add select and delete events.
Copy Event:
This function is currently not implemented.
Paste Event:
This function is currently not implemented.
Create Selection:
This gives you a small pop-up like this: 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.
Manual Record:
This function is currently not implemented.
Add Here:
Adds an event at the current time.
Delete Selection:
Deletes all selected events.

Track Tools:
These are buttons that control how your tracks played back and displayed.
Activate All Tracks:
This will activate all deactivated tracks (recorded events will be executed) - Currently not implemented!
Deactivate All Tracks:
This will deactivate all active tracks (recorded events will not be executed) - Currently not implemented!
Sort Tracks:
This will allow you to sort tracks.
Track Functions:
Gives you this small pop-up: 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'.

Playback Controls:
These control buttons allows you to playback and record your timecode show.
Rewind (to the beginning):
Takes you back to the beginning of the show.
Record:
Records the show from the current time. If you rewind and record again you can record more actions into your show. It will not delete what previously recorded.
Forward (to the end):
Takes you to the end of the show.
Stop:
Stop the running or recording show.
Pause:
Temporary stops the running time or recording at the current time.
Play:
Plays the timecode show.

Main part.

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.

Options.

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:

Name:
This is the name of the timecode show.
Length:
The total length of the show.
Offset:
Allows you to move the entire timecode show forward.
Runs:
This allows you to set the show to run the show repeatedly or only once, when they are running in Sync mode "Intern".
Switch Off:
This has two options: 'Playback Off' or 'Keep Playbacks'. This defines what happens with playbacks (started by the timecode show) when the timecode show is turned off.
Status Call:
When Status Call is turned on, your timecode show will sync with the timecode signal instantly. When it's off it will execute the signal when they are reached. I.e. you turn on the timecode show when the time is between a "goto cue" and a "goto cue 2". With Status call 'on' then the console will execute a goto cue 1 immediately, and then continue. When it's 'off', it will wait till it reaches the "goto cue 2" and then continue.
Time unit:
Pressing here opens the Select Time Unit pop-up. Here you can select the displayed time unit. The options are: '1/100 Seconds', '30 FPS', '25 FPS' or '24 FPS'. This is not depended on the incoming signal. This is only for the graphic display mode.(FPS = frames per second)
Sync Mode:
Pressing here opens the Select Sync Mode pop-up. This selects what timecode source the show uses. There are three option: 'Intern', 'SMPTE' or 'MIDI'. The first option uses an internal clock. The two others are external timecode sources.
When ending:
This has two different options: 'Stop' or 'Pause'. This decides what should happen when the timecode show runs out of recorded time. This option is not available when using an external timecode source!
When Stopping:
This has two different options: 'Do Nothing' or 'Rewind'. This decides what should happen when the timecode show is stopped.
Autostart:
This has an 'On' or 'Off' option. Should the timecode show begin automatically when the timecode source is running. This option is currently not available when using an internal timecode source.
User Bits:
Beside the32 Bit for 8 digit Timecode time, timecode executes 32 User bits (8 digit) per frame. User Bits can transmit several kinds of information, e.g. a second Timecode Stream. So several incoming Timecode Streams can be discerned. This is only available when using an intern timecode source.

You can close the options pop-up by pressing the yellow "X" in the upper right corner.

Reference: Encoder Settings Pop-up

This temporary pop-up is used to alter the settings for the Encoders, Level Wheel and Trackball. It also offers the option to clear screens.

When you press and hold the Encoder key you get following pop-up on screen 2:

On all screens this pop-up appears in the lower right corner:

The Big pop-up.

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.

The Small pop-up.

This pop-up appears on all screens, when you hold the Encoder key.

There are two buttons on this.

One clears the screen (where you press it). The other clears all screens.

Reference: Enter date pop-up

This pop-up is used to input a date into the system.

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.

Reference: Enter name of object Pop-up

This pop-up is used to change objects names.

You access this pop-up by pressing the Assign 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 Please).

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.

Reference: Groupmaster View

This window displays all the Group Masters in your show.

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.

Reference: Help pop-up

This is the help pop-up displaying the help text.

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.

Top Bar.

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.

Reference: Load for PSR

This pop-up is used to select a show as a Partial Show Read source.

This works like the browser. It looks like this:

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.

Reference: Load Show Pop-up

This pop-up is used when you want to load a show using the menus.

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 Backup 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:

Show Data:
This is data like Sequences, Groups, Presets, Executor Assignment, etc.
Time Config:
This includes the default options for Fade Times, Delay Times and other default options regarding time.
Global Settings:
This is all the options regarding the global settings.
Local Settings:
This is all the options in the local settings.
Network Protocols:
This is your options for DMX output via Ethernet.
Network Config:
This is options for MA NPU, 2/4 Nodes, VPU, MA Network Dimmers (NDP), Visualizers and other consoles.
User Profiles:
This is the Users and User Profiles in the show.

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.

Reference: Multi Oops pop-up.

The pop-up allows you to view the latest actions, and oops one or more of them.

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:

Ago:
Time since you did the action.
Description:
This is a description of the action.
Follow:
If the previous action triggered a action you can see it here.

You can scroll up through the latest actions. All the actions with a green background will be oopsed when you press the X1 key or where it says "Undo [number] Actions".

Reference: New Show Pop-Up

This pop-up is for creating a new show.

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:

Show Data:
This is data like Fixture Schedule, Patch, Sequences, Groups, Presets, Executor Assignment, etc.
Time Config:
This includes the console location settings "Setup / Console / Date + Time / Location.
Global Settings:
This is all the options regarding the global settings.
Local Settings:
This is all the options regarding the local settings.
Network Protocols:
This is your options for DMX output via Ethernet.
Network Config:
This is options for MA NPU, 2/4Port Nodes, VPU, MA Network Dimmers (NDP), Visualizers and other consoles.
User Profiles:
This is the Users and User Profiles in the show.

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.

Reference: Partial Show Read Pop-up

When you have prepared a Partial Show Read you can use this pop-up to select what to show read.

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 X1 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 U1 key) to remove the already imported data from the PSR tree.

Reference: Partial Show Read Prepare

This pop-up is used to compare and select the patch to use in the Partial Show Read.

The pop-up could look like this:

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.

Reference: Please Confirm (Shutdown)

This pop-up appears when you shutdown the console.

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.

Reference: RDM Status pop-up

This is the RDM pop-up. It displays messages from the RDM fixtures.

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 Setup ConsoleGlobal Settings .

This is what it could look like:

This displays the RDM status messages from the network.

Pressing the "Update" button will update the info.

Top Bar.

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.

Reference: Running Effects pop-up

This pop-up displays all the running effects.

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:

Sequence
Here you can can see the different sequences that currently have an effect running.
Programmer
Here you can see all the effect running in the programmer. The effect have to be stored on the Effects Pool and then running in the programmer. Effects build in the programmer only, isn't displayed in this view. To turn off the effects you see here you have to clear your programmer.
Pool
This is the effects running directly in the Effects Pool.
Executor
This displays the effects running directly on executors.

Three of the sections have a Stomp and a Off 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 Del hardkey and then one of the symbols - you'll delete the effect or executor. This will also allow you to Stomp (MA+At) 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.

Reference: Small Select Pop-ups

This is a group of small selection pop-ups.

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.

Reference: Small Select pop-up / Load Predefined Graph

This is used to load one of the predefined graphs in the Graph Editor.

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.

Reference: Small Select pop-up / Add shortcut

This is used to select the hard key on the console that will be used in a keyboard shortcut.

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.

Reference: Small Select pop-up / Select Attribute

This is used to select an Attribute to add/change to a fixture profile in the Edit Fixture Type window.

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.

Reference: Small Select pop-up / Select Button

This is used to select the affected executor button or fader in Remote Input setup.

This is what it looks like:

Here you have the following options:

Fader:
This is the executor fader.
Button 1:
This is the executor button below the fader.
Button 2:
This is the middle executor button (just above the fader).
Button 3:
This is the top executor button.

Reference: Small Select pop-up / Select Channel Page Width

This is used to select the number of faders in the channel page.

This is what it looks like:

Here you have the following options:

Default:
This wil use the number of faders on your console.
Half Page:
This gives you 15 faders per page.
Full Page:
This gives you a maximum of 30 faders per page.

Reference: Small Select pop-up / Select Cue

This is used to select a cue to an event in the Timecode Editor.

This is what it could look like:

Here you have the options to select one of the cues in the used sequence.

Reference: Small Select pop-up / Select Cue Colors

This is used to select how cue colors are to be displayed in a sheet.

This is what it looks like:

Here you have three options:

Off:
The sheet will not display any cue colors. All values will be in a yellow color.
On:
This will display cue colors from the selected executor.
My Exec:
Displays cue colrs from the selected executor. Other executors run by you (or the same user) display values in yellow. Values from executors run by other users are displayed in gray.

This is on an option in Fixture and Channel Sheets.

Reference: Small Select Pop-up / Cue Zero Mode

This small select pop-up is used to select the way Cue Zero works. This is used in the Assign Menu.

It looks like this:

There are four different options here:

Off:
There will not be a cue zero and it will delete any existing Cue zero (cue only).
On:
This will create a cue zero for attributes stored in the sequence.
Dimmers Only:
This will create a cue zero for dimmer attributes only.
All:
This will create a cue zero for all attributes of any fixture that have at least one attribute stored in the sequence.

Reference: Small Select Pop-up / Default Gauge (Layout Options)

This small select pop-up is used to select how a fixture should be visualized in the Layout View.

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):

None:
Filled & Symbol:
Symbol:
Filled:
Spot:

Reference: Small Select Pop-up / Display Filter (Partial Show Read)

This small select pop-up is used to limit the displayed fixtures in the partial show read prepare pop-up.

This is used in the Partial Show Read Prepare pop-up. It looks like this:

There are five different options here:

All:
This displays all the fixture in the two shows.
Matched:
This will only display the fixtures that are matched in the two shows.
Unmatched:
This will only display the fixtures that are only in one of the shows.
New:
This will only display new fixtures (from the source show).
Ignored:
This will only display the ignored fixture.

Reference: Small Select pop-up / Select DMX In Merge

This is used to select how the incoming DMX should merge into a universe.

This is what it could look like:

Here you can choose one of the four ways to merge incoming DMX:

Off:
The incoming DMX isn't merged.
HTP:
The incoming DMX is merged using the Highest Takes Precedence (HTP) rules.
LoTP:
The incoming DMX is merged using the Lowest Takes Precedense (LoTP) rules.
Reserved:
This option isn't implemented yet. Selecting it is the same as "Off".

Reference: Small Select pop-up / Select DMX Profile

This is used to select what DMX profile to use.

This is what it could look like:

Here you can choose one of the created DMX profiles.

Reference: Small Select pop-up / Select Effect Attribute

This is used to select the attributes used in an effect line.

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.

Reference: Small Select pop-up / Select Event Command

This is used to select a command to an event in the Timecode Editor.

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.

Reference: Small Select pop-up / Select Executor for New track

This is used to select an executor for a new track in the Timecode Editor.

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.

Reference: Small Select pop-up / Select Fader Assignment

This is used to select the function of the 100mm Master faders.

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:

Master:
This is the intensity fader for the selected executor.
XFade:
This is a single fader manual crossfade between two cues in the selected executor.
XFade A:
This is the first of a two fader manual crossfade between two cues in the selected executor. This works with "Xfade B".
XFade B:
This is the second of a two fader manual crossfade between two cues in the selected executor. This works with "Xfade A".
Rate:
This is the rate fader. With this you can adjust the fade and delay times in a sequence. But only the Effect speed is you have turned on 'Effect Speed' in the executor options.
Fade:
This is the fade time between steps in a chaser. It's also described as the "softness" of a chaser.
MFade:
This is the On and Off fade time of chasers when you are activating and deactivating the chaser.
Temp:
This is a fader that will crossfade the cue On when pulled up, and crossfade the cue Off when pulled down. It also activates the selected executor.
Speed:
This is a Speed fader. It relates only to effect speed in the cues. If the sequence is a chaser, then this also changes the chase speed.
Grand:
This is a mirror of the grand master.
Program Time:
This is the Preset Time fader. With this you can set a overwrite fade time for presets. Follow the link to the Encoder Toolbar below for more information.
Exec Time:
This is the Executor Time fader. With this you can set a overwrite fade time for Button Executors. Follow the link to the Encoder Toolbar below for more information.
Snd Out:
This is a volume control for the build in speaker.
Snd In:
This is the volume control for the sound input.
Sound BPM:
This allows you to change the BPM (Beats Per Minute) for the sound trigger.
Speed 1 to 16:
This allows the fader to act as one of the 16 speed faders.
Rate 1 to 16:
This allows the fader to act as one of the 16 rate masters.
Playback 1 to 50:
This allows you to set the fader as one of the 50 playback masters.
Empty:
This will remove any function for the fader.

Reference: Small Select pop-up / Select Filter

This is used to select the filter in a Channel Sheet and Fixture Sheet.

This is fould in the sheet options, "layer Filter" tab.

This is what it looks like:

Here you have the following options:

None:
There is no filter applied.
Programmer:
The sheet only shows you the attributes and values in your programmer.
Active:
The sheet only displays the channels and values that will be stored (should you choose to do so).
Parked:
The sheet only displays parked attributes and values.
Sequ:
The sheet only displays the attributes and values that are used in the selected executor.
Sequ -:
The sheet only displays the attributes and values that are used in the selected executor. And not attributes that only have their default value.

Reference: Small Select pop-up / Select Fixture Layer

This is used to select the fixture layer for grandMA VPUs in the Setup Network Network Configuration Video .

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.

Reference: Small Select pop-up / Select Function (Button)

This is used to select the function of the executor button in the Assign Menu.

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:

Empty:
The button has no function.
<<<:
This jumps one cue back without fade and delay times.
>>>:
This jumps to the next cue without fade and delay times. It doesn't executes follows.
Black:
This turns off the intensity of the executor as long as you have the button pressed.
DoubleSpeed:
This will double the speed.
DoubleRate:
This will double the rate.
Fix:
This fixes or unfixes the executor.
Flash:
This turns the executor on as long as you have the button pressed.
Go:
This executes a "Go". It uses the fade and delay times.
GoBack:
This fades backwards.
Goto:
This gives you the Select Cue pop-up that allows yo to select a cue to goto.
HalfSpeed:
This will half the speed.
HalfRate:
This will half the rate.
Kill:
This is the same as a "Go" but it also turns of all other executors (except those that has "Kill protect" turned on - see below).
Learn:
This sets the speed. By pressing it at least two times it automatically adjusts the speed.
Load:
This gives you the Select Cue pop-up that allows you to select a cue to load.
Off:
This turns the executor off.
On:
This turns the executor on.
Park:
This parks the fixtures in the sequence, group or (bitmap)effect.
Pause:
This stops a active fade and/or delay. This also pauses a timecode show.
Rate1:
This resets a speed fader. See "Speed" below.
Select:
This selects the executor.
SelFix:
This selects the fixtures in the sequence, group or (bitmap)effect.
Swop:
When this button is pressed all other fixtures are faded out (except those that has "Swop protect" turned on - see below). They return when you release the button.
Temp:
This turns the executor on as long as you have the button pressed.
Toggle:
This turns an active sequence Off and vice versa.
Top:
This fades to the first cue in the sequence.
UnPark:
This unparks the parked fixtures.
MasterXFade:
This toggles Manual XFade On / Off on a "Preset Time" or "Executor Time" Special Masters.

Reference: Small Select pop-up / Select Function (Fader)

This is used to select the function of the executor fader in the Assign Menu.

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:

Empty:
The executor fader has no function.
Master:
This is an intensity fader.
Crossfade:
This is a single fader manual crossfade between two cues.
CrossfadeA:
This is the first of a two fader manual crossfade between two cues. This works with "CrossfadeB".
CrossfadeB:
This is the second of a two fader manual crossfade between two cues. This works with "CrossfadeA".
Rate:
This is the rate fader. With this you can adjust the fade and delay times in a sequence.
StepFade:
This is the fade time between steps in a chaser. It's also described as the "softness" of a chaser.
MasterFade:
This is the On and Off fade time of chasers when you are activating and deactivating the chaser.
TempFader:
This is a fader that will crossfade the cue On when pulled up, and crossfade the cue Off when pulled down.
Speed:
This is the speed fader. With this you can adjust the fade and delay times in Effects in a cue and Chase Speed in chasers.

Reference: Small Select pop-up / Select Fixture Type

This is used to select a fixture type.

This is what it could look like:

This is a list of the imported fixture types.

Reference: Small Select pop-up / Select Font

This is used to select the font size in a sheet.

This is what it looks like:

Here you can choose one of the different font sizes.

Reference: Small Select pop-up / Select Form

This is used to select the form used in an effect line.

This is what it looks like:

Here you can select one of the available forms to use in your effect line.

Reference: Small Select pop-up / Select Groupmaster Mode

This is used to select the mode of a group master in the Assign Menu.

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:

Mode Positive:
When this group master is turn up it allows the group to have output. If you have overlapping channels/fixtures only one group master need to be up to allow the channels/fixtures to have output. It works by the HTP principle.
Mode Negative:
This type of group master overwrites other group masters. If you have overlapping channels/fixtures only one group master need to be down to limit the channels/fixtures. It works by the LoTP principle.
Mode Additive:
When turning this group master up, it adds value (output) to the group.

Reference: Small Select pop-up / Select Icon/Gauge

This is used to select an icon or a gauge for an object in the Layout View.

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.

Reference: Small Select Pop-up / Select Input Filter

This small select pop-up is used to select the Input Filter on an executor. This is used in the Assign Menu.

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.

[Channel]>Assign World 2 Sequence 3

You can also just press the Assign key followed by a World or Filter pool element and then the desired sequence in a Sequence pool (not an executor button!).

Reference: Small Select pop-up / Select Interleave

This is used to select a interleave in an effect line in the Effect Editor.

This is what it looks like:

You can select an interleave for an effect line. You have several options:

None:
This doesn't use an Interleave.
Odd:
This is all the odd numbered fixtures in your selection. E.g. the first, third, fifth, seventh and ninth fixture you selected.
Even:
This is all the even numbered fixtures in your selection. E.g. the second, fourth, sixth, eighth, tenth fixture you selected.
1 of 3, 2 of 3 & 3 of 3:
This will divide your selection into 3 groups. You can then select the first, second or third part of this group.
1 of 4, 2 of 4, 3 of 4 & 4 of 4:
This will divide your selection into 4 groups. You can then select the first, second, third or forth part of this group.

This is based on the selection order of the fixtures. E.g. even isn't necessarily the fixtures with an even fixture number.

Reference: Small Select pop-up / Select Keycode

This is used to select the affected hard key in Remote Input setup.

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.

Reference: Small Select pop-up / Select Light Mode

This is used to select the light mode of the 2 port node.

This is what it looks like:

You can access this option in the 2Port node configuration in the Setup Network MA Network Configuration .

There are four different light modes:

Dark:
This turns off the data LEDs and the backlit of the display.
LEDs:
This turns on the data LEDs. They can not be dimmed using the "Light Intensity" in the 2Port configuration.
Display:
This turns on the backlit in the display. The light intensity can be controlled with the "Light Intensity" in the 2Port configuration.
LED+Display:
This turns on the LEDs and the backlit display.

Reference: Small Select pop-up / Select Link Mode

This is used to select the link mode of a Sequence Sheets.

This is what it looks like:

Here you have the following options:

Link Selected:
This links the sheet to the selected executor.
Not linked:
This links the sheet to the executor selected in the "Assign Executor" tab.
Link Last Go:
This links the sheet to the executor that last performed a "GO".

Reference: Small Select pop-up / Select Loop Destination

This is used to select what cue a loop should return to.

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).

Reference: Small Select pop-up / Select Mask

This is used to select a mask to load or save to.

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.

Reference: Small Select pop-up / Select Master GO

This is used to select the Master Go mode in the Assign Menu.

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":

No Master Go:
When you take down the Master fader and then brings it back up, the cue is still running.
Master Go:
When you take down the Master fader and then brings it back up, it executes a "go".
Master On:
When you take down the Master fader and then brings it back up, the cue is reloaded (fading in again).

Reference: Small Select pop-up / Select MIB

This is used to select when fixture should Move In Black.

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:

None:
This removes MIB information.
Late:
This will MIB as late as possible.
Early:
This will MIB as early as possible.

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.

Reference: Small Select pop-up / Select Mode (Bitmap Effect)

This is used to select the mode of a bitmap effect.

This is what it looks like:

There are three different modes for Bitmap Effects:

Gray:
This makes the bitmap effect influence on dimmer attribute.
Trigger:
This will use two presets, and use the contrast in the bitmap to determine what preset to use when.
Color:
This makes the bitmap effect influence color attributes. This is the only one currently working.

Reference: Small Select pop-up / Select Mode (Cue)

This is used to select the cue mode in a Sequence Executor Sheets.

This is what it looks like:

Here you have the following options:

Normal:
Normal tracking mode.
Assert:
State is asserted with original timing.
X-Assert:
State is asserted with cue timing of current cue.
Break:
Prevents tracking and performs an Assert.
X-Break:
Prevents tracking and performs an X-Assert.
Release:
Release will turn off the executor when the fade is completed.

If you want to learn more about the different mode, you should follow the link to the "Working with Cue-modes" tutorial.

Reference: Small Select pop-up / Select Mode (Line)

This is used to select what kind of line should be used in the Graph Editor.

This is what it could look like:

Here you can choose one of the following line modes:

Linear:
This creates a strait line between two points.
Spline:
This creates a smooth line trough the points.
Spline (Break at Start):
This will make a sharp corner towards the previous point and a soft path to the next point.
Spline (Break at End):
This will make a sharp corner towards the next point and a soft path to the previous point.
Step (Start):
This will immediately snap to the new value and keep it until it reaches the next point.
Step (End):
This will keep the value until it reaches the next point and then snap to the new value.

Using these different line modes will create very different lines.

Reference: Small Select pop-up / Select Mode (Node)

This is used to select the mode of the 2 port node.

This is what it looks like:

You can access this option in the 2Port node configuration in the Setup Network MA Network Configuration .

There are three different modes for your node:

MA-Net1:
This allows you to use your node with grandMA series 1.
MA-Net2:
This allows you to use your node with grandMA series 2.
Art-Net:
This turns the node into an Art-Net node. This allows you to use it with any equipment that understands Art-Net.

Reference: Small Select pop-up / Select Mode (Preset)

This is used to select the default preset mode in the Setup User Defaults Preset Deafults .

This is what it looks like:

Here you have the following options:

Selective:
This creates presets only for the selected fixtures.
Global:
This creates presets for all fixtures of the same fixture type as the selected fixtures.
Universal:
This creates presets for all fixtures regardless of type or selection.

Reference: Small Select pop-up / Select MSC In Command

This is used to select what command format the incoming message should be received as.

This is what it looks like:

Here you have the following options:

Moving Light:
This interprets the incoming command as the Moving Light format (Hex = 02).
General Light:
This interprets the incoming command as the General Light format (Hex = 01).
All:
This interprets the incoming command as the All format (Hex = 7F).

Reference: Small Select pop-up / Select MSC In Exec

This is used to select what executor the incoming command should refer to.

This is what it looks like:

Here you have the following options:

Default Only:
This sends the incoming Midi Show Control command to the selected executor(s).
Exec.Page:
This sends the command to a specified executor on a specified page - separated by a dot (Hex = 2E).
Exec Page:
This sends the command to a specified executor on a specified page - separated by a space (Hex = 20).

Reference: Small Select pop-up / Select MSC In Mode

This is used to select how the console should receive Midi Show Control messages.

This is what it looks like:

Here you have the following options:

Disabled:
This disables any incoming Midi Show Control messages.
Ethernet:
This listens to incoming MSC messages on the Ehternet port set in the MSC option.
Midi:
This listens to incoming MSC messages from the Midi In connector on the backpanel.

Reference: Small Select pop-up / Select MSC Out Command

This is used to select what command format the outgoing message should be transmitted as.

This is what it looks like:

Here you have the following options:

Moving Light:
This transmits the outgoing message as the Moving Light format (Hex = 02).
General Light:
This transmits the outgoing message as the General Light format (Hex = 01).
All:
This transmits the outgoing message as the All format (Hex = 7F).

Reference: Small Select pop-up / Select MSC Out Exec

This is used to select what executor the outgoing command should refer to.

This is what it looks like:

Here you have the following options:

Default Only:
This transmit the Midi Show Control command to the default receiver.
Exec.Page:
This transmit the command to a specified executor on a specified page - separated by a dot (Hex = 2E).
Exec Page:
This transmit the command to a specified executor on a specified page - separated by a space (Hex = 20).

Reference: Small Select pop-up / Select MSC Out Mode

This is used to select how the console should transmit Midi Show Control.

This is what it looks like:

Here you have the following options:

Disabled:
This disables any outgoing Midi Show Control messages.
Ethernet:
This transmit MSC messages on the Ehternet port set in the MSC options.
Midi:
This ltransmit MSC messages from the Midi Out connector on the backpanel.

Reference: Small Select pop-up / Select New Sub Track

This is used to select a new sub track in the Timecode Editor.

This is what it could look like:

Here you can select one of the following subtracks:

Crossfade (XFade):
This is a single fader manual crossfade between two cues.
CrossfadeA (XFade A):
This is the first of a two fader manual crossfade between two cues. This works with "CrossfadeB".
CrossfadeB (XFade B):
This is the second of a two fader manual crossfade between two cues. This works with "CrossfadeA".
Rate:
This is the rate fader. With this you can adjust the fade and delay times in a sequence. If you have turned 'Effect Speed' on in the executor options, then you also control the speed of the effects.
StepFade (Fade):
This is the fade time between steps in a chaser. It's also described as the "softness" of a chaser.
MasterFade (MFade):
This is the On and Off fade time of chasers when you are activating and deactivating the chaser.
TempFader (Temp):
This is a fader that will crossfade the cue On when pulled up, and crossfade the cue Off when pulled down.
Speed:
This is the speed fader. With this you can adjust the fade and delay times of Effects in a cue and the chase speed of a Chaser.

Reference: Small Select pop-up / Select Object

This is used to select an object for a mask.

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.

Reference: Small Select pop-up / Select Page

This small pop-up is used to select the current channel or executor page.

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.

Reference: Small Select Pop-up / Select Playback Filter

This small select pop-up is used to select the Playback Filter on an executor. This is used in the Assign Menu.

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.

[Channel]>Assign World 2 Executor 3

You can also just press the Assign key followed by a World or Filter pool element and then the desired executor.

Reference: Small Select pop-up / Select Playback Master

This small select pop-up is used in the Assign menu. You can use it to assign an executor to a playback master.

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.

Reference: Small Select pop-up / Select Path

This is used to select what DMX profile to use as a path in a cue.

This is what it could look like:

Here you can choose one of the created DMX profiles.

Reference: Small Select pop-up / Select Predefined Macro

This small pop-up is used to select one of the pre made macros.

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.

Reference: Small Select pop-up / Select Preset Readout

This is used to select the preset readout in Sheets.

This is what it looks like:

Here you have the following options:

Names:
This will only display the preset names.
Number:
This will only display the preset number.
Numbers & Names:
This option displays both the number and name of the preset.

Reference: Small Select pop-up / Select Priority

This is used to select the priority of a executor in the Assign Menu.

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:

Swp (Swap):
Master controls intensity attributes as Swap (LTP with higher priority than HTP).
HTP (Highest Takes Precedence):
Master controls intensity attributes as Highest Takes Precedence (above LTP).
High:
Master controls intensity attributes as Latest Takes Precedence, high LTP priority.
LTP (Latest Takes Precedence):
Master controls intensity attributes as Latest Takes Precedence, normal LTP priority.
Low:
Master controls intensity attributes as Latest Takes Precedence, low LTP priority.

Changing the priority of a running executor will turn it off.

Reference: Small Select pop-up / Select Rate Master

This is used to select a rate master.

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.

Reference: Small Select pop-up / Select Readout

This is used to select the readout in Sheets.

This is what it looks like:

Here you have the following options:

Natural
Displays the percentages with one extra decimal. Because the total range of one DMX channel is 256 steps and the percentage only displays 100 steps; the extra decimal shows you more precisely where in the 256 steps the value are. Some values may also be relative values. A pan/tilt is as a default at "0", and then you can have e.g. a pan value of "-20".
Percent
Displays the value in percentage (100 steps).
Decimal
Shows you the actual step in the DMX range (256 steps).
Hex
The readout is in Hexadecimal values.
Physical
Displays the real world physical value of a parameter.

Reference: Small Select pop-up / Select Restart Mode

This is used to select the restart mode of a executor in the Assign Menu.

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:

First Step:
This always restarts the sequence with the first step.
Current Step:
This restarts the sequence with the cue/step you where in when the sequence was turned off.
Next Step:
This restarts the sequence with the next cue/step from where you were when the executor was turned off.

Reference: Small Select pop-up / Select Rights

This is used to select the user rights in the User + Profiles Setup.

This is what it looks like:

Here you have the following options:

Admin:
This gives the user full rights to do everything.
Setup:
This allows the user to do everything below including changes in the setup.
Program:
This allows the user to do everything below including program everything.
Presets:
This allows the user to do everything below including updating presets. This isn't implemented yet.
Playback:
This allows the user to run executors and have values in the programmer.
None:
This gives view only options. This isn't implemented yet.

Reference: Small Select pop-up / Select Scale Mode

This is used to select the scale mode in a Bitmap Effect.

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:

1:1:
With this you scale the source so each fixture is a pixel.
Fit:
This adapts the source to number of fixtures you have in height and width.
Width:
This changes the source to match the number of fixtures you have in the width.
Height:
This does the same as width, but only with the height.

Reference: Small Select pop-up / Select Send To

This is used to select who the console should transmit Midi Show Control messages to.

This is what it looks like:

Here you have the following options:

Send To Group:
This transmit the Midi Show Control messages to the MSC Out Group number specified.
Send To Device:
This transmit the Midi Show Control messages to the MSC Out Device number specified.
Send To All:
This transmit the Midi Show Control messages to All groups and devices.

Reference: Small Select pop-up / Select Speed Master

This is used to select a speed master.

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.

Reference: Small Select pop-up / Select Speed Mode

This is used to select the speed mode in Effects, Bitmap Effects and Speed Groups.

This is what it looks like:

Here you have the following options:

Hz (hertz):
This displays the time in hertz. 1 hertz is one cycle per minute.
BMP (Beats Per Minut):
This displays the time as beats per minutes.
Sec. (seconds):
This displays the time in seconds.

Reference: Small Select pop-up / Select Speed Factor

This is used to select a speed factor.

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".

Reference: Small Select pop-up / Select Station

This is used to add a station in the MA Network Configuration.

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.

Reference: Small Select pop-up / Select Subattribute

This is used to select a Subattribute to an Attribute in the Edit Fixture Type window.

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.

Reference: Small Select pop-up / Select Symbol Output

This is used to select the symbol output in Sheets.

This is what it looks like:

Here you have the following options:

None:
When this is selected there will not be a Output symbol next to the name.
Auto:
This will display a small symbol displayed next to the name. It displays color and intensity. It will follow the Layer Control of the sheet.
Normal:
This will display a small symbol displayed next to the name. It displays color and intensity. This will always display the programmed value.
Output:
This will display a small symbol displayed next to the name. It displays color and intensity. This will always display the resulted output.

Reference: Small Select pop-up / Select Sync Mode

This is used to select what time source should be used in a timecode show.

This is what it looks like:

Here you have the following options:

Intern:
This is the internal time. You can have multiple timecode shows running on different times.
SMPTE:
This selects the external sound signal input on the 3-pin XLR connector on the back of your desk. There are only one SMPTE signal. All running timecode show that uses SMPTE will sync to the same time.
MIDI:
This selects the external MIDI time code (MTC). There are only one MTC signal. All running timecode show that uses MTC will sync to the same time.

Reference: Small Select pop-up / Select Time Units

This is used to select the time units displayed in a timecode show.

This is what it looks like:

Here you have the following options:

1/100 Seconds:
This displays the second divided in hundreds.
30 FPS:
This displays the second divided in 30 frames per second.
25 FPS:
This displays the second divided in 25 frames per second.
24 FPS:
This displays the second divided in 24 frames per second.

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.

Reference: Small Select pop-up / Select Trackball Resolution

This is used to select the default resolution of the trackball. That can be change on the fly by pressing the Encoder key (and holding it) and selecting one of the resolutions in the pop-up.

This is what it looks like:

The resolution is a percentage of the entire range of an attribute.

Here you have the following options:

Fine:
This is 0.1% of the range.
Normal:
This is 1% of the range.
Coarse:
This is 5% of the range.

Reference: Small Select Pop-up / Select Trackball Sequence

This small select pop-up is used to select the mode sequence for your trackball when you press the mouse hardkey.

This is what it could look like:

Here you can select mode sequence for the trackball.

There are four different modes:

Off:
The trackball is turned off.
Pan/Tilt:
The trackball changes the pan & tilt values of the selected fixtures.
Mouse:
The trackball works as a mouse for the console.
Wheel:
The trackball emulates the level wheel.
When you press the Mouse key the trackball mode will cycle trough the sequence you select.

If you press the yellow X in the upper right corner, you cancel any changes.

Reference: Small Select pop-up / Select Trig

This is used to select the trigger in a cue.

This is what it looks like:

There are five different trigger modes:

Go:
This will make the cue trigger by a 'go'.
Time:
This will make the cue trigger a certain time after the last cue was triggered. You need to enter a 'TrigTime'.
Follow:
When this is selected the cue will trigger when all the times associated with the previous cue is gone.
Sound:
This will make the cue trigger using a sound peak as a trigger. This isn't implemented yet.
BPM:
This will make the cue trigger using the beats in the sound input.

Reference: Small Select pop-up / Select Type

This is used to select the type of action a remote input should have.

This is what it looks like:

Here you have the following options:

None:
The remote input doesn't have any action.
Exec:
When this is selected the input will activate an executor button or fader.
Macro:
When this is selected the input will execute the command written in the 'Macro' column.
Hardkey:
When this is selected the input will activate an hard key.
Programmer:
This will put all input directly into your programmer - only in remote DMX input.

Reference: Small Select pop-up / Select User Profile

This is used to select the user profile in the User + Profiles Setup.

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.

Reference: Small Select pop-up / Select VitualKeyCode

This is used to select the keyboard key on the computer that will be bound to a console hard key.

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.

Reference: Small Select pop-up / Select Wheel

This is used to select the wheel an attribute should refer to.

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.

Reference: Small Select pop-up / Select Wheel Mode

This is used to select the wheel mode of the level wheel.

This is what it looks like:

You can access this option in the Setup User Settings .

This changes the way the level wheel behaves.

Here you have the following options:

Additive:
This will allow you to use the level wheel to set the value of dimmers. It will keep the individual levels until you reach 0% or 100%. Then it will level them out. E.g. channel 1 has a value of 50 and channel 2 is at 60. When you use the level wheel to take them both up to 100, and then back down, they both go down from 100 at the same time and at the same level.
Incremental:
This will basically do the same as 'Additive', but it remembers the individual values going beyond 0% and 100%. E.g. channel 1 has a value of 50 and channel 2 is at 60. When you use the level wheel to take them both up to 100, and then back down, channel 1 will start coming down first and then channel 2 will follow when channel 1 is at 90.
Prop. + (proportional positive):
When using the level wheel to turn up the value the individual difference in value will increase. Turning down the values will make all channels reach 0% at the same time.
Prop. - (proportional negative):
When using the level wheel to turn the values up the individual difference in value will decrease. Turning up to 100% will make all channels reach 100% at the same time.

Reference: Small Select pop-up / Select Wheel Resolution

This is used to select the default resolution of the Level Wheel. That can be change on the fly by pressing the Encoder key (and holding it) and selecting one of the resolutions in the pop-up.

This is what it looks like:

The resolution is a percentage of the entire range of an attribute.

Here you have the following options:

Fine:
This is 0.1% of the range.
Normal:
This is 1% of the range..
Coarse:
This is 5% of the range.

Reference: Small Select Pop-up / Wizard (Partial Show Read)

This small select pop-up is used to select witch fixtures to use in the partial show read.

This is used in the Partial Show Read Prepare pop-up. It looks like this:

There are three different options here:

Use Mine:
This will use the fixtures in the current show.
Merge Other:
This will merge the fixtures from the source show into the current show.
Use Other:
This will use the fixtures from the source show..

Reference: The Specialized Dialogs

These pop-ups a made for the multi touch screen. They allow you manipulate attributes in a fast and easy way.

There are currently two different preset types that have specialized dialogs. Color Mix and Shapers.

Reference: Specialized Color Dialog

The specialized color dialog is used to control the CMY attributes of fixtures.

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.

Reference: Specialized Dialog - Color - Fader

This pop-up allows you to control the CMY/RGB attributes.

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 U1 to U3 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.

Reference: Specialized Dialog - Color - HSB

This pop-up allows you to control the color attributes.

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 U1 to U3 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.

Reference: Specialized Dialog - Color - Swatch Book

This pop-up allows you to control the color attributes using the color swatch book.

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 X10 key) your selected fixture(s) will display the color you have selected.

If you want to clear the filter you can press the X11 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 U1 to U3 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.

Reference: Specialized Shaper Dialog

The specialized shaper dialog is used to control the shaper attributes of fixtures.

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.

Reference: Specialized Dialog - Shaper - Corner Mode

This pop-up allows you to control the shaper blades.

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 U1 to U3 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.

Reference: Specialized Dialog - Shaper - Blade Mode

This pop-up allows you to control the shaper blades.

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 U1 to U3 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.

Reference: Specialized Dialog - Shaper - Fader Mode

This pop-up allows you to control the shaper blades.

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 U1 to U3 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.

Reference: Stage Wizard pop-up

The stage wizard is used to easily arrange multiple fixtures.

The Stage wizard has three different tabs: Move, Circle and Matrix.

Move

This is the move section of the Stage Wizard:

This gives you the possibility to move a selection of fixtures.

There are four settings:

Value:
This is the value that tells you how far you want to move the fixtures. A positive number usually moves things to the right or up (depending on your view position). And a negative number moves the selection in the opposite direction.
Align Mode:
This is the usual align options. This give you a greater choice of options when arranging your fixtures.
Axis:
This is the plane in which the fixtures will move.
Relative:
With this you can move the fixture to its relative position.

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.

Circle

This is the circle view of the Stage Wizard:

There are six settings here:

Radius Start:
This specifies the radius at the beginning of the circle. If this is different than the End”radius the result will be a spiral.
Radius End:
This specifies the radius at the end of the circle. If this is different than the Start radius the result will be a spiral.
Angle Start:
Used to specify the beginning angle of the circle.
Angle End:
Used to specify the end angle of the circle.
Plane:
With this you can choose in what plane your circle will be made.
Relative:
With this you expand your circle every time you press the "Apply" button.

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.

Matrix

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:

Horizontal Interval:
This specifies the horizontal width between the fixtures (depending on your point of view).
Vertical Interval:
This specifies the vertical width between the fixtures (depending on your view).
Columns:
Here you set the number of columns you want.
Rows:
Here you set the number of rows you want.
Plane:
With this you can choose the plane in which your matrix will be created.
Horizontal Direction:
With this you can change the direction your fixtures should be placed in.
Vertical Direction:
With this you can change the direction your fixtures should be placed in.
Matrix Direction:
Here you can chose if it should place fixture horizontal or vertical first.
Relative:
With this you can expand your matrix every time you press the "Apply" button.

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.

Reference: Store Method popup

This pop-up is presented to you when you try store something, and you have several options.

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.

Generic

Overwrite:
Original content of object is removed and is replaced with new content
Merge:
New content is merged with original content. New content takes precedence if overlapping with original content
Remove:
New content is removed from original content

Sequences/Cues

Status Merge:
Merges Programmer content and the tracking status of current cue of selected executor, into destination cue
Release:
Merges Programmer-content as Release-tags into destination Cue. A parameter with release-tag will relinquish control to other executors/default value, and is displayed in Tracking Sheet and Cue Editor with the value (R) and tracking is completed in this cue.
Create Second Cue:
Creates a second Cue....
Cue Only:
When enabled, changes to destination cue will not track forward, next cue will automatically be given the necessary values to keep its original state.

Reference: Store Options

Here you can see and change your temporarily store options.

You can enter this window by pressing and holding the Store 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.

Reference: Store View Options Pop-up

This pop-up is presented when you store a view.

When you have pressed the Store 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 All 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 Please button to confirm you choice.

Reference: Trackball Rotation Pop-up

This pop-up is used to rotate the orientation of your trackball.

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.

Reference: Tracking options

Right clicking in the Sequence Tracking Sheet gives you this pop-up.

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:

Attribute:
This will apply the changes to the attributes only (e.g. only tilt).
Encoder Grouping:
This will apply the changes to every attribute with the same encoder grouping (e.g. both pan and tilt).
Feature:
This will apply the changes to the entire feature (e.g. the entire shaper module).

The next part is the "Action" part. There are several buttons here:

Basic Fade:
This will assign the individuell fade times in the basic fade time.
Basic Delay:
This will assign the individuell delay times in the basic delay time.
Basic Effect:
This will revert back to the basic effect.
Remove Effect:
This will remove any effects.
Remove Preset:
This will remove the reference to a preset, but keep the values.
Block:
This will block the source with regards to the "Destination". Tracked values (magenta ) are converted into stored values (white).
Unblock:
This will unblock the source with regards to the "Destination". Blocked values (white) are converted into tracked values (magenta).
Delete:
This will delete the source with regards to tracking and the "Destination".
Delete Cue Only:
This will delete the cue only (and keep tracking values) the source with regards to the "Destination".

The last part is the "Source". Here's also several buttons:

Selection:
This will make the change in the selected cells (with regards to the "Destination").
Selected Cue(s):
This will make the change in the entire cue(s) - horizontal in the sheet.
Complete:
This will make the change in the entire sequence.
Selected Channels for All Cues:
This will make the change for the selected channels (with regards to the "Destination") - vertical in the sheet.

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.

Reference: Update pop-up

When you have content in your programmer and are running cues or effects, you can press the 'Update' key.

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.

Reference: Warning Pop-ups

This is the warnings you might experience in the software.

Reference: Warning / Auto Create Conflict

This pop-up warns you that there are an Auto Create Conflict.

This is what the pop-up looks like:

Here you have four different options:

Overwrite:
This will overwrite the existing Group, World, Preset or Channel Page.
Merge:
This will merge the new content with the existing Group, World, Preset or Channel Page.
Skip to next empty:
This will create the new content at the first available pool button.
Skip to latest empty:
This will create the new content after the last one used pool button.

You can cancel the auto creation by pressing the yellow X in the upper right corner.

Reference: Warnings / Beta version

A boot-up warning you about beta software.

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.

Reference: Warning / Delete Something In Use

A small pop-up warning you that you are about to delete something that are still in use.

This is what the pop-up looks like:

Pressing 'Ok' will delete the object(s). 'Cancel' will abort the deletion.

Reference: Warning / IP Change Needs Reboot

This pop-up warns you that the console needs to reboot before the change in IP address is active.

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.

Reference: Warning / Leave Full Setup

When you exit the Patch & Fixture Schedule you get a warning.

When you exit the Patch & Fixture Schedule (Full Setup) you get a warning like this:

Here you have Four options:

Yes:
This will save the changes and exits.
No:
This disregard the changes and exits.
Cancel:
This will allow you to stay in the Patch & Fixture Schedule.
Open Diagnostic and Cancel:
This opens the Diagnostics pop-up and cancels the exit.

Reference: Warning / Remove Individuals

This pop-up warn you that you are about to remove individual values.

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.

Reference: Session Collision

A pop-up warning telling you there's a session collision.

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:

Join Other Session:
This will make you disregard your current session and join the other session.
Take Over Session:
This will make you take over the other session (and upload your show).
Change My Session:
This will allow you to change your session number.

If you close this warning pop-up using the Esc key, the console will leave the session.

Reference: Warning / onPC Shutdown

When you try to turn of the grandMA you get a warning

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.

Reference: Error / Window Needs a Bigger Space

This is the error pop-up that appears when the window needs more room.

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.

Reference: Menus

This section contains descriptions of all the menus.

Reference: Tools Menu.

The Tools Menu is used to access the Login and functions like Circular copy, shuffles and Flip.

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.

Change Current User.

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.

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.

Random Functions.

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.

Other Functions

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.

Reference: Tools / Login

This section allows you to logout and let someone else login.

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.

Reference: Setup

The setup system can be reached using the Setup key.

Top bar

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.

Side and bottom bars

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.

Reference: Setup / Show

In this part you can change settings that are stored in the show file and follows the show.

You can access this menu by pressing the Setup key.

This is a picture of the screen:

There are several sub categories. Read the next pages for more information about each section.

Reference: Setup / Show / Patch & Fixture Schedule

Here you can add or remove fixtures from your show. For details about patching follow the links below.

You can enter this window by pressing the Setup 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.

Layers

This list has three columns:

Name
This is the name of the layer.
Fixtures
This displays the range of fixture IDs (if any).
Channels
This displays the range of Channel IDs (if any).

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 (Setup Console Global Settings ), this will open the RDM Status pop-up. Follow the link below for more information about this pop-up.

Layer content

The right hand section displays the content of the selected layer.

Each line represent a fixture. There are 10 columns:

FixID
This is the Fixture ID number. It can be empty.
ChaID
This is the Channel ID number. It can be empty.
Name
The name of the fixture/channel.
Fixture Type
This is the fixture type.
Patch
This is the fixtures patch number (if any).
Master
If this is On then the fixture responds to the status of the Grand Master.
Pan Invert
When this is On then the console inverts the DMX values on the Pan parameter.
Tilt Invert
When this is On then the console inverts the DMX values on the Tilt param