Lemur v1.6 Manual
Lemur v1.6 Manual
Lemur v1.6 Manual
• The first part gives a brief overview describing the major features and
concepts of your new controller and its software.
• The second parts deals with all things installation , and setup
• The third part holds the main information needed to work with the Lemur and
to create your own interface layouts with the JazzEditor software. You’ll find an
overview of all features including a reference for the available Interface
Objects and the Parser.
In the last part you find several appendices covering things like the
keyboard shortcuts of the JazzEditor, upgrade procedures, troubleshooting tips
and documentation of special network configurations
Considering the great variety of applications that can be controlled by the
Lemur, it would be nearly impossible to exhaustively detail here all the interfacing
possibilities you get from this product. Therefore, instead of providing step-by-step
tutorials for every single piece of software you might use, this manual focuses on
the general features and concepts one needs to master in order to work with the
Lemur. Besides this manual, there exists a host of external material, including
additional documentation, templates and didactical workshops meant to make your
introduction to Lemur work as smooth as possible. Some of it is available on the
provided CD-ROM and a lot more can be download from www.jazzmutant.com.
Not only does the Lemur look unlike any controller out there, it also
introduces new ways of describing human-machine interaction. This chapter will
put you in acquaintance with your new pet and the way it thinks.
Let’s first have a look at your Lemur’s anatomy. The top of the Lemur
obviously features the Multitouch screen, consisting of the touch-sensitive surface
and the ultra-bright TFT Display. The first allows you to manipulate colourful user
interface objects displayed on the latter with all your ten fingers independently.
Above the display, there are four buttons which have different utility functions :
• The Settings button gives your access to the Lemur network, OSC (see chapter
3.3), MIDI (also to be found in chapter 3.3), display and touch panel configuration. It
also displays the version number of the firmware running on your Lemur.
• The two Navigation buttons allow you to move forwards and backwards through
the Interfaces currently stored on the unit.
Knowing Your Lemur
On the rear panel of the Lemur you find the power switch and the
power input jack.
Only connect the original power supply that came with your unit as it is
perfectly verified for providing the correct currents.
Next to the adapter input, there is an Ethernet jack with two status
lights. This is the Lemur’s door to communication with the outside world. Out of all
the existing manners to connect the Lemur to your computer, the easiest one
consist in plugging the provided network cable between the Lemur Ethernet Input
and your computer Ethernet interface.
NOTE : The Ethernet jack can be used with any network cable. Please
use CAT5 or better quality. Lower grades will not work properly. Depending on the
situation you will either need a crossover network cable (for direct connection
to the computer - that’s the cable that came with your Lemur) or a non-
crossover network cable (for connecting the Lemur to a hub or switch; this
situation is described in the Appendix Network Configuration Guide ).
As you might have noticed, the main characteristic of the Lemur is that it
doesn’t feature any physical control object, such as real pads, keyboard, bulky
faders or joysticks. Instead, there is a blank touch panel that your can populate
with as many different virtual objects as you need. This way, you can design the
interface layouts that will perfectly fit both your application and your hands. For
The Lemur User Manual
that purpose, the Lemur is provided with a dual-platform (MacOSX and Windows
XP) interface design utility, the mighty JazzEditor.
This application lets you import or create complete control templates for
the Lemur, which we call Projects . All Project files the JazzEditor produces are
stored somewhere on your computer’s hard drive as XML files.
Furthermore, the Projects can be stored in the Lemur’s internal Flas h
me mory . You can access the L e mur Proj ect bro w ser with the second b ut to n
on your Lemur and a touch of the Project Browser button. You are presented with a
list of stored Projects and with commands for opening, saving or deleting Projects
residing on the unit.
The Lemur features a small FTP server for shuffling projects back
and forth between the Lemur and your computer. Please refer to chapter 7.4 for
details.
You can lock a Container and its content will become un-editable and will
also vanish from the Project Browser. This improves the overview when working on
large Projects.
1.2.2. Objects
Objects are the main message generators of the Lemur : they provide
the values you control with your fingers. There is a multitude of different Objects
available that all have their special capabilities:
• Custom Button
• Fader
• Leds
• Knob
• Monitor
• MultiBall
• MultiSlider
• Pads
• Range
• RingArea
• SurfaceLCD
• SignalScope
• Switches
• Text
The Lemur User Manual
Each particular object comes along with a set of specific options enabling you to customise
their appearance (e.g., size, color, and brightness) and their behaviour, i.e. the way they
respond to your fingers. Objects can send and/or receive a plurality of Midi or OSC messages
from your applications. Different Objects on the same Lemur Interface can be connected to
different applications and even to different computers on the network (see below for details
on OSC and MIDI Targets). One object can even be used to modify in real-time the properties
of another object. JazzEditor provides a set of handy tools to easily map objects output to the
software you wish to control and to create ultimate interactions between different objects.
For more information about the different Interface Objects and how to
work with them, please have a look at chapter “Interface Building” and at the
Object Reference further down the text.
1.2.3. Modules
1.2.4. Variables
Variables are the mathematical basis of the Object’s output. Any
Object has its own set of Variables that change when you touch it with your fingers.
Most object properties are also variables. They can be changed by external
software or by the status of other Lemur Objects dwelling in the Project. Those
variables are called built-in Variables because you always find them with
the respective Object.
You can also create your own user-defined Variables that you
can fill with your own Expressions.
Variables can be local , living in a specific Object and accessed from the
outside through its address. You can also define them globally , enabling
multiple Objects to use their values directly.
between Objects. Please refer to the section about Interface building and the
respective reference chapters for more information.
1.2.5. Targets
The networkability of the Lemur endows it with the unique capacity to
simultaneously control several applications running on the same computer, and
even to control several pieces of software launched on different computers. Each
application or device controlled by the Lemur is called a Targ et.
Each of Object’s Variables can be mapped to any of the eight available
MIDI Targets and to any of the eight OSC Targets .
A MIDI Target is a pair of MIDI In- and Outputs and an OSC Target is
characterized by its IP address and its port number. This means a Target can be
software on a networked computer or a piece of MIDI kit you have sitting in your
rack. No matter how complex your setup may be, you can control everything from a
single Interface on your Lemur by individually assigning the different Variables to
different Targets.
The J az zD ae mo n (see chapter 2) makes MIDI routing as flexible as
Network routing. You can connect to the MIDI p or ts of any computer on the
network that has the JazzDaemon running. Use the MIDI port br ows er (see
Chapter 3.2.2) on your Lemur to get a list of running JazzDaemons on the network
and to connect to specific MIDI ports on the respective machines. This makes it
easy to control with a single Lemur various applications and MIDI hardware even if
they are running on different computers.
Because the MIDI and OSC Targets can be chosen on a per O bject
basis you can integrate all your applications and MIDI hardware into a single
Lemur interface.
The best technique is using the fingertips and not the flat underside.
It leads to a maximum of precision and ensures good agility for the various multi-
finger gestures you will develop when working with the Lemur.
Open the Le mur v1 .6 updater if your Lemur runs and older version.
Drop the J az zEdi tor and Ja zz Da e mo n applications in your
Applica tio ns folder.
The Lemur User Manual
In this step you can choose the name of the Start Menu folder where
Windows will put the shortcut for starting the JazzEditor.
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The next screen summarizes the settings you chose before. If you click
on Install the software is transferred to your hard disk and all necessary are made
automatically.
Just click Finish on the last screen of the installation procedure and you
are done.
2.2. Network
configurati on – direct
connection
The Lemur uses standard Ethernet to communicate with your computer
or with other devices on the network. You can connect it directly to your computer
Working with your Lemur
with a single, crossover Ethernet cable, or place it on a local area network via a hub
or switch and a non-crossover Ethernet cable.
You may want to use a local area network if any of the following are true:
• You are using your computer’s Ethernet port to connect to the internet, and you want
to keep the connection while working with your Lemur.
• You use a WLAN connection to the internet via a wireless router, and you would like
to access your Lemur wirelessly by connecting it to your router.
• You have several Lemurs you would like to use in parallel (Lemurs are very social
creatures – one is never enough).
You may want to connect your Lemur directly to you computer with a
single cable if any of the following are true:
• Your Lemur is the only Ethernet device you have (either because you don’t own any
others or you connect wirelessly to other Ethernet network devices).
• You are looking for the simplest possible configuration for live performance.
To get in business rapidly, we’ll only cover the latter configuration in this
section. It should suffice on most systems. Should it not work out of the box, or if
you seek more details on OS tinkering and connection to hubs and switches, please
have a look at the Appendix on Network Configuration.
• Set up MI DI Da e mon opens the MIDI port browser of the Daemon. Please
have a look at chapter 3.3 for details.
• Qui t shuts the MIDI Daemon down.
Please note that the Daemon mus t be runni ng if you want to use MIDI
with the Lemur. Use the small X in the upper left corner of the MIDI connection
browser for closing it without shutting the Daemon down.
If you don’t want the Daemon to be automatically started, you can change
its behaviour. Uncheck the L a unc h Da e mo n at St a rtup flag and the next time
you boot your computer the Daemon won’t be started.
• Set up M IDI Da e mon opens the MIDI connection browser of the Daemon.
Please have a look at chapter 3.3 for details.
• Qui t shuts the MIDI Daemon down.
Please note that the Daemon mus t be runni ng if you want to use MIDI
with the Lemur. Use the small X in the upper left corner of the MIDI port browser
for closing it without shutting the Daemon down
If you want the Daemon to be automatically started, you can enable this
by enabling a single checkbox. Choose Setup MIDI Daemon and click the
Pre fer e nces T ab.
We are now ready to start working with the Lemur. This chapter will
guide you through the use of the JazzEditor application and introduce you to the
workflow involved with designing Lemur control interfaces.
• The Toolbar on top of the Workspace provides typical items you might find in an
application’s File and Edit menus.
• The Editing Area is the place where the actual Interface Objects are placed to
design Lemur Interfaces.
• The Selection specific Panels allows for editing details and mappings of
selected interfaces, objects, variables, etc.
On top of the JazzEditor you find the elements of the Toolbar . To the
left you see buttons dealing with Project creation, in- and output to disk and the
undo system.
• The Save Project button opens a dialog for saving your current Project to the file
system. Choose an appropriate folder to store the Project. Please note, that the
Save As command is reachable via using the corresponding keyboard shortcut
(Control+Shift+S for PC and Command+Shift+S for Mac).
• The Im port Library and Ex port Selection commands are for import and
export of Modules . Any imported Module is incorporated into the currently opened
Interface at the level of hierarchy you choose and you can select any group of Objects
for export as a Module to the file system. Please note that you can also import and
export Interface elements via contextual menus that can be triggered in many parts
on the user interface.
• Use the Copy , C ut and Paste commands as you know them from other
applications. They are also available via contextual menus.
• The last two commands on the left side of the Toolbar are the Undo /Redo
buttons. You can roll back an unlimited number of JazzEditor commands with this
system.
To the left you have the Memory Display showing you the
percentage of the Lemur’s memory that is occupied by your Project. This is for
reference, only.
The MIDI M apping button opens a window with all MIDI mappings
used in the current Project.
The Settings button opens a window that let you configure OSC
targets (if there is a Lemur connected), as well as upgrade a connected Lemur.
The Lemur User Manual
In the lower left part of the Workspace you find the Project
Browser . It displays all elements of the current Project in a hierarchical tree
structure. If you need more space to see all levels of your Project just grab the top
or right border of the Project Browser and drag it to resize the browser.
The upper part of the tree displays the Interfaces of the Project.
Inside the Interfaces are Objects and their Vari ables . The small
checkboxes play an important role in Lemur Projects. If a box is checked it
means that the respective Variable is transmitted via OSC or MIDI. If it’s unchecked
it is only used internally (e.g. as a reference for other Variables). Global send boxes
on Objects and Containers let the user activate/deactivate OSC and MIDI mappings
for a whole hierarchical level of a project.
Working with your Lemur
The Lemur User Manual
Below the Interfaces you find the Global Variables and the internal
Operators and Functions . These are just for your reference and you cannot
interact with them using your mouse. Find out more about Operators and Functions
in the Parser Reference section.
The various entries in the Project Browser are color-coded.
• Red dots stand for the Object’s main parameters (x for a Fader; x, y, z for a
MultiBall, etc.)
If you hover with your mouse over an Object its corners highlight.
Grab a corner and move the mouse to resize the Object.
Objects can overlap on the Interface. The rule of thumb is that the
Object created last will cover older Objects. Some Objects (like the Monitor) can be
transparent leading to various possibilities for labels and captions. When the
Transparency flag is activated, only parts of the Object will remain opaque and
any Objects lying underneath can be seen.
On the OSC Panel you can define the routing of the different Variables
to OSC Targets. You have a menu for the Vari ables and one for the eight
possible OSC Targets . This panel also serves for controlling Lemur objects via
OSC.
The MIDI panel presents all things you need for transforming the
Variables of your Objects into MIDI messages and routing them to the MIDI Targets.
This panel also serve for controlling Lemur Objects via MIDI.
If you have your network set up correctly (see the chapters about
network configuration and the respective appendix), the connected Lemurs should
be listed with their IP addresses and port numbers. You can select a Lemur on the
list and click Connect to establish a connection. A double-click on the list entry
does the same trick.
If you just connected your Lemur or had it switched on shortly before,
wait a few seconds for the list to update.
Note : Be careful! If you have a Project residing on your Lemur and
connect to it with a different Project open in the JazzEditor, the one on the Lemur
will be overwritten. A connection always automatically transfers the currently
opened Project to the Lemur.
The IP and Port fields below the list allow manual entry and remember
the last setting of the Lemur connection. They also can be handy for connecting
through a proxy.
The first panel of the Setting Windows deals with JazzEditor settings: you
only have a checkbox for the display of mouse-over hints . When active, the
The Lemur User Manual
On the second panel of the Settings window, called Lemur, you can
choose which of the Local IP addresses of your computer is used by the
JazzEditor for connecting to the Lemur.
The IP of the currently connected Lemur is also displayed.
This opens a small dialog asking for the name of the new Interface. You
can type in any name you like. Click OK and your new Interface is created.
Both the Editing Window and the Lemur screen suddenly turn black.
There is nothing to worry about: we just created a blank interface. The yellow sit
lemur you were familiar with is kept in a safety place – you will see it again next
time you power on the device or you create a new project. You will also notice that
the new interface appears on the project browser, as shown below.
As its name may suggest, the object list window displays all available
objects, sorted by alphabetical order. To create a new object, we just have to
choose one among the list, to give it a name of our liking then to click the “Ok”
button. For our first experience with interface building, I would suggest to start
with the most common: the Fader.
Once created, our newbie Fader appears on the upper left corner of both
the editing window and the Lemur’s screen. It’s also referenced in the project
browser.
As a reward of our effort, let’s have some fun with the fader.
When you touch the Fader on the Lemur, you will notice that the actions
are not mirrored in JazzEditor.
Are you already bored with your lonely fader? That’s no problem; let’s
provide it with a few fellow objects. By repeating the very same procedure
described above, we’re going to create a Switch and then a MultiBall.
Working with your Lemur
Not surprisingly, these will appear on both the editing window and the
Lemur screen. And as good news never come alone, the two objects are also listed
in the project browser, sorted in alphabetical order.
When you do that, all the interfaces, objects and variables contained in
your work session are saved in a single .jz ml file.
All files the JazzEditor produces, be it Project files or Modules, reside on
your hard disk.
The Project files have the extension .jzml and Modules have the file
extension .jzlib .
Now, let’s open our project again, by hitting the O pe n b utt o n. You
might have noticed that the “Connect” Button has changed is status. That’s a
normal behaviour. When opening a new Project in JazzEditor (either by loading an
existing one from disk or by creating an empty Project), the connection to the
Lemur is dropped.
If you connect the Lemur again, the Project loaded in JazzEditor will
automatically be transferred to the Lemur, overwriting the one on the
Lemur.
There’s currently no way to recover a Project residing on the Lemur.
Make sure to save your work in the JazzEditor before closing the Project.
Once your Project is transferred to the Lemur, you can close the
JazzEditor and use the Lemur to produce OSC data. It will happily connect to all
defined OSC Targets.
The Lemur User Manual
If you use MIDI in your Project the JazzDaemon has to run, as it is needed
to translate the OSC data from the Lemur into MIDI messages.
As a note for technical nerds, the Lemur and JazzEditor read projects as
XML formatted files, leaving you endless possibilities for algorithmic interface
generation, and other fancy geeky stuff. That’s another story though.
Sometimes it’s a good idea to display the name of your Objects on the
Interface. Click into the Name field of the MultiBall’s General Properties and
change it. Then check the label checkbox .
Now we want two Faders . We can do this with a simple copy and
paste.
Working with your Lemur
If you have several Objects lying on top of each other, the JazzEditor
provides a way to control the layering order. A right-click on a selected Object
The Lemur User Manual
opens a menu. Choose Bri ng t o Fr o nt to make the selected Object the topmost.
Send to B ack puts it to the bottom of the Object pile.
3.2 .7 .2 . MMM
square with your mouse that touches both Faders. Now they
Drag a
both are selected and you can change the properties for both Objects at the
same time.
Objects can also be grouped permanently via the context menu by right-
clicking (command-clicking for Macs) on the selected Objects and choosing
Group .
Do this for your Faders and every time you click on one of them both will
be selected. Double-click on your new Group to display the General Properties
panel. Note : since different kind of objects can grouped together, only the
properties common to all objects are displayed. Now dial in a nice purple on the
color swatch . Both Faders now have the exact same color.
If you want to ungroup the Faders, click on the Ungro up in the
properties panel.
When you select several Objects or have them grouped, you’ll notice
additional commands appearing on the Properties Panel that deal with l ayout
and size of the Objects..
If you select three or more Objects (or have a group of three or more),
two additional commands are available:
• Distribute horizontally evenly distributes the Objects on the screen. The left- and
rightmost Objects are the boundaries for the line of Objects.
• Distribute vertically does the same, only on the vertical axis.
The Physics menu has three modes defining the behaviour of the
balls. When Physics is set to None , the ball moves immediately to the position of
your finger and stays there. It also follows your finger around as you move it on the
touch screen, and immediately stops when you lift up your finger.
Make sure the Physics menu is set to Interpolate, which should be the
default setting.
Touch the Lemur screen somewhere in the MultiBall, but not on top of a
ball. The ball will not move to your finger immediately but according to the setting
of the Attraction property. Let’s modify Attraction to make the ball react more
slowly . Enter a value of 0.1 .
Experiment again with the Ball’s reaction. It should follow your finger
slowly.
Now let’s try the last behavior mode. Choose M ass-Spring from
the Physics menu.
Try moving the ball now. It bounces off the “walls” and eventually slows
down. The Mass-Spring mode is something like Interpolation, except that the ball
has friction (or a lack of it), can bounce off of things, and in certain cases, the
Working with your Lemur
ball may oscillate before coming to a complete rest. You can also control the speed
of the ball via the Speed parameter.
Physics parameters are nice to produce complex time-varying values
with little effort. We will see later in this chapter that we can obtain even more
enjoyable effects by controlling the Physics properties with other objects.
If you now have a look at the Object you see that the MultiBall area
displays a grid and the Ball can only move to distinct points on every axis.
The Lemur User Manual
Now it’s time to have a look at how all of this is mirrored in the Project
Browser. The Contai ner can be opened in the Project Browser by clicking on
the disclosure triangle in front of the Container. You see that the two
Objects in the Container are grouped on a lower level in the Project hierarchy.
Please note, that the use of Containers also has implications for the
Variable addresses of Objects living inside of the Container. Indeed, within
the Container, the local names of both objects are still the same. From the outside
however, there are now known as RatherInteresting.ILoveButtons and
RatherInteresting.SoFunny respectively. Do you feel a little bit lost? Well, that’s
normal at this point, but don’t worry, we will come back to this later.
In larger Projects the Project Browser can quickly become quite crowded
with Objects. This may lead to a lack of overview. You can make life a bit easier by
using the Lock feature of Containers. Just try it with our RatherInteresting
Container. Check the L ock flag in the Properties and you will see the MultiBall and
the Switch vanish from the list of Objects.
The Lemur User Manual
messages - as it is done with MIDI - Open Sound Control allows you to define your
own system of messages. With the Lemur for example, the names of objects you
create and their “path” in the Project hierarchy constitute their default “address”
for OSC messages.
The second screen of the Lemur’s Settings deals with the eight OSC
Targets . You can reach it via the S etti ngs b utt o n on the Lemur. The Targets
are also mirrored on the OSC Settings in the J az zEdi t or, if a Lemur is connected.
You can use both screens to set up your OSC Targets.
If there is no connection, the JazzEditor states this and does not show
any OSC settings.
The Lemur User Manual
• Port 8001 and 8002 should not be used , because the JazzEditor and
JazzDaemon use those ports to establish connections with the Lemur. If you try to
use another application while the JazzEditor is open, the application will not be able
to access ports 8001=8002. Similarly, if you launch the JazzEditor while another
application is using ports 8001-8002, it will be unable to connect to the Lemur.
• For M ax/MSP , the port number can be anything. 8000 is the typical value used.
It doesn’t end there. You can also have sev eral c o mp uter s on the
same network all running MIDI Daemons and you will see all available MIDI ports of
all computers on the MIDI Setup page of your Lemur. This means maximum
flexibility in terms of MIDI topology. Regardless of the complexity of your MIDI
network, you can reach every single device via your Lemur, as long as it is
connected to a computer on the same network as the Lemur.
There are some thoughts to be invested about being able to make MIDI
connections on the Lemur and making them on the Daemon. The two methods lead
to different behaviour when starting the Lemur or the Daemon, respectively:
• The c o nnecti o ns creat ed fr o m t he L e mur can be saved in its internalf
Flash from the Sav e Se tti ngs button. The Lemur will then automatically attempt
to reconnect to the Daemons at boot. If the connections can’t be re-established
(due to a missing Daemon on the computer), the entries on the Lemur’s MIDI
settings are greyed out. At the moment an awaited Daemon appears on the
Network, the Lemur makes the corresponding connection. If you always connect
your Lemur to the same computer(s), saving the MIDI connections on the Lemur is
highly encouraged : there will be no setup time afterwards.
• The co nnectio ns crea ted fr o m a D ae mo n are saved in its preferences.
They will be automatically remade when the Daemon is launched. If the
connections can’t be re-established (because the Lemur is connected), the entries
on the Daemon’s MIDI settings are greyed out. At the moment an awaited Lemur
appears on the network, the Daemon makes the corresponding connection. If you
need to have several MIDI setups depending on which computer the Lemur is
hooked to, you should create the connections from the Daemons : this way,
whenever you plug your Lemur to any PC, the relevant connections are made.
The MIDI Se tti ngs screen on the Lemur displays the currently defined
MIDI Targets . There can be up to eight of them. The MIDI communication is bi-
directional, meaning you can choose a MIDI input port (incoming to the
Lemur) and a MIDI output port (outgoing from the Lemur). Which ports are
present on the menu depends on the ports presented by the MIDI D ae mo ns
currently running on the network. Please have a look at chapter 3.3.2 for further
detail.
A MIDI Daemon has to run on the computer for working with MIDI as the
MIDI data is not generated on the Lemur itself.
To uch the I np ut or O utp ut of a Target to be changed on the MIDI
screen of the Lemur. You get a lis t of currently available Daemons on the network.
Touch the s mall triangle in front of the Daemons to open the list o f
availabl e port s on the respective computer. Just touch a port and touch
Connect to make the connection. You can also touch Disco nnect if you chose an
existing connection and it will be disconnected. Ca ncel closes the list without
changing anything.
Touch Ap ply to save the changes you made into the Lemur’s flash
memory. The settings done on the Lemur will be remembered the next time the
Lemur wakes up.
Close closes the Settings saving any changes you made to the internal
memory of the Lemur.
MIDI Targ ets are defined with the MI DI por t br o wser of the M IDI
Dae mo n. Please read chapter 2.3 for details about starting the Daemon.
Working with your Lemur
The MIDI port browser is opened via a me nu you can reach by clicking on
the Daemon icon in the System Tray (for Windows XP) or the Menu Bar (for MacOS
X), respectively.
Setup MIDI Daemon opens the MIDI port browser. On the left side of the
browser the available M IDI i np ut ports on the system are listed. The right part
shows the available M IDI outp ut p orts.
• Now touch the O utp ut b ut to n for the M IDI T arge t 0 and see the list of
Daemons detected by the Lemur.
• Touch the small triangle in front of the computer name to drop down the
ports list. Choose one of the MIDI por ts (see below for details) and touch the
Connect button.
• You should now see the selected port appearing in the Targets list.
• Now click on the Da e mo n’ s icon on your computer and choose Setup MIDI
Daemon
Working with your Lemur
• The list for current MIDI Connections appear. It shows the connection that
has just been done from the Lemur.
The connection of a Lemur target to MIDI port can also be done the other
way around.
• Click the Add button in the JazzDaemon window. You are now presented with
all the MIDI ports of the machine. You can choose any In or Out port to connect to a
Lemur. (Note that Mac Users will see there the Daemon Input and Daemon Output
virtual ports that are automatically created by the JazzDaemon at launch). Any port
in the Dae mo n I n section can be connected to the output of a Lemur. Any port in
the D ae mo n O ut section can be connected to the input of a Lemur.
The Lemur User Manual
• Double click on the local port you want to connect. Here, we want to receive
all MIDI data coming from the Lemur’s target zero on our virtual port named I AC
1. You can now browse the network and look for a Lemur to connect to. Choose
Le mur O ut 0 as a source, and double click the item, or hit the Co nnect button.
The checkboxes next to My Fader and x are what we’re interested in.
the checkbox in front of the Fader must be checked for enabling any data
transmission from this Object. Also, the checkbox next to the x must be checked in
order for the Lemur to send fader positional data when you touch the Object.
We want the Fader to transmit its position to our setup, so we should
check My Fader as well as x .
While checkboxes are enabled by default when creating objects and
variables, remember to uncheck the variables you don’t want to be sent out to
reduce network overload.
Make sure our Fader is selected and have a look at the OSC panel .
Working with your Lemur
On the left you see the Variables menu and to the right the
Targets menu. We want to transmit the Fader’s x Variable via OSC. If you
have a look at the Variables menu of the OSC panel, you see that it lists all
available Variables of the Fader: Choose the x. From the OSC Targets menu,
choose the Target that you have set up in the general OSC Settings.
If you now move your Fader it will send the value of x to the OSC address
/Fader/x . Use whatever OSC software you have to check it.
If you want to change the OSC address use the Cus tom Address
flag and type in whatever address you need. This may be useful in case of naming
conflicts between Lemur Projects and projects running on the Target side.
Default parameters of objects range between 0 and 1 (such as the x
variable of a Fader). However, you can choose to scale their OSC output to your own
range. Enable the Scale chec kbo x and enter other integer boundaries for the
output.
You might already have noticed the different colors for the Variables in
the menu. By the way, the above menu is from a MultiBall Object.
• Red stands for the Object’s main parameters (x for a Fader; x, y, z for a MultiBall,
etc.)
On the top of the MIDI panel, you’ll find two menus. The left one is the
Variables menu and the right one is for choosing one of the MIDI
Targets defined in the MIDI Settings.
Working with your Lemur
Choose any of the MIDI messages from the Message Menu . You find
a great variety ranging from Note messages over Controllers to System Realtime
messages, like Song Start/Stop or Active Sensing. They are preceded by their MIDI
status byte.
You might already have noticed the different colors for the Variables in
the menu.
• Red stands for the Object’s main parameters (x for a Fader; x, y, z for a MultiBall,
etc.)
In order to generate MIDI messages from the objects you touch on the
Lemur, you have to establish a mapping between the 0-1 values transmitted by
the Lemur and MIDI values, which are typically integers (whole numbers) between
0 and 127. This is done on a per Variable basis on the MIDI panel of the Object. We’ll
start with a simple example.
• Select a Fader in your project. To assign a MIDI message to this fader, click the
MIDI panel of the Fader.
• Change the settings of the dialog to those shown above (Message is Control
Change, controller number is 7, and value is x). The Scale fields should be set from 0
to 127. Set the MIDI channel according to the channel of the desired Target, which is
Working with your Lemur
chosen via the Target Menu to the upper left. These settings configure the Fader to
transmit MIDI controller 7 (volume) with the fader’s 0-1 floating-point values mapped
to 0-127.
• Verify the MIDI assignment by clicking on the M IDI Map icon at the top of the
JazzEditor window.
The MIDI Mapping window will appear. It displays the assignment we just
configured.
• Create a MultiSlider object. Using the General Properties tab, set the number
of sliders to 16 .
• On the MIDI panel choose B0 Control Change and MIDI 0 as Target for the x
Variable.
• Type controller number 10 into the first controller field. The second controller
field is automatically set to 25 to extrapolate for the 16 sliders.
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• Click the MIDI Map icon to open the MIDI Map window.
Since the MultiSlider has sixteen values instead of just one, the
JazzEditor automatically assigns each slider to successive MIDI controller values.
The same thing happens for other multi-value Lemur variables (such as
MultiBall’s’ parameters).
• Create a new MIDI assignment . Choose the x Variable and Note On as the
MIDI message type.
• Set the first pitch field to 60 and the second will automatically be
expanded to 71 (reflecting your 12 Pads). Your MIDI assignment should resemble
the one shown below.
• Click the M IDI Ma p icon to look at the MIDI Mapping window. You see the 12 Pads
nicely laid out working as a MIDI keyboard.
Working with your Lemur
You can use more than 12 pads to create a bigger keyboard if you wish.
• The Msg (Message) column displays the numbers of the different MIDI messages
used for the individual mappings.
• In the Ch (Channel) column you find the associated MIDI channel for the individual
mappings.
• The Message Name column writes out the full name of the different MIDI
messages.
• The two Parameter columns show the MIDI parameters associated with the
chosen message type, i.e. the CC number and the CC value for a MIDI controller
message.
• The Target column shows which of the MIDI Targets that are defined on the
Settings window have been chosen for the respective mapping.
The Refresh button updates the list of MIDI mappings and you can
close the window by hitting the Close button or the escape key on your computer
keyboard.
up : The message is sent each time the parameter rises from 0 into the positive
value range
down : The message is sent each time the parameter reaches 0 from the positive
value range
up and down : The message is sent each time the parameter reaches 0 OR rises
from 0.
+: The message is sent each time the parameter increases above its previous
value
-: The message is sent each time the parameter decreases below its previous
value
For Custom MIDI Messages (see Chapter 3.5.5 for an explanation) there
is an additional item on the Trigger Mode Menu.
The first entry (“None ”) means that a change in the attached value or
expression will not trigger a transmission of the MIDI message. It might, however,
still get triggered by values or expressions associated with other parameters of the
Custom MIDI message that don’t have their Trigger Mode set to None.
Now switch to the Behavior panel of the Multi Ball Object and
change the Physics parameter to M ass-Spring . Please d e-acti vat e t he grid
as it is of no use in Mass-Spring mode. Also, enter F riction.x as the value for
friction .
Now you can control the friction of the MultiBall via the new Fader. It’s as
simple as that. Use any value of any of the Objects dwelling on your Lemur
Interface to control any of the parameters. This can lead to very interactive
Interfaces.
Name the Object Grip, check the Lab el, Tr anspar e nt and val ue flags.
Fill in Fric tio n.x for value because we want to display the friction parameter set
via our Fader.
Now set the Font size of the Monitor to 13pt and choose a nice,
contrasting color . It should look similar to this:
If you move the Friction Fader, its value is displayed via the Grip Monitor.
You can still use the M ultiBall Obj ect, as if the Monitor wouldn’t exist, because
the Monitor is transparent to touch. Don’t mix this feature up with the
Tra nspar e nt fl ag of the Monitor which is only making the background of the
Monitor invisible. You can always “reach through” a Monitor Object, even if its
Transparent flag is unchecked. This can come handy if you want to hide Objects on
your Interface but still use them with your fingers.
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Simply take a second Fader and use it as a multipli er for the Value of
the first one. This is best done via the creation of a l ocal Variable that gets
transmitted via OSC and MIDI.
Go back to our two originals faders from the beginning of this chapter,
and select the first one.
Now click on the Create Variable button below the Project Browser.
Type in the name M Fader into the dialog and click OK . You should see
the Variable named Mfader in the Project Browser, being local to the Fader.
We want to scale the output of the first Fader with the value of the
second. Do this by clicking on the fresh Variable in the Project Browser. Type
x*(Fader2.x*100) into the Script field of the Variable. Make sure that the
checkbox in front of the local Variable is checked . This ensures that the
Variable is actually transmitted via OSC and MIDI. It should look like this:
Working with your Lemur
You might wonder why we addressed the Fader’s value with x directly
and not via Fader.x. This is possible because the Expression we created is local
to the Fader so that it “knows” the address of its parent. If we would have created
the Expression globally , we would have used the full address (Fader.x).
Of course you want to see the output of the Variable. Open the General
Properties of the first Fader and check the value flag . Type MFader into
the value field . As we don’t care about decimal places this time, set the
Precision to 0 .
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For the second Fader also check the value checkbox and type
x*100 into the value field . The Precision can also be set to 0 .
If you now move the Faders you will see the relevant values
displayed above. Move the second Fader and the value of the Variable will
change, because it gets multiplied by a factor between 0 and 100 depending on
the value of the second Fader (Fader2.x*100).
Please note, that the displayed values are not those actually
produced by the Faders. They both still produce values between 0 and 1 .
Those values are combined in the calculation of the local Variable MFader that is
displayed above the first Fader. The factor that’s used for multiplication is
displayed above Fader 2.
Now, what if you want to multiply with multiples of 10, only? The Fader
has grid variable for quantization of the output.
Working with your Lemur
We want to transmit the local Variable MFader via M IDI . This is easily
done via the MIDI panel of the first Fader . The Variables menu
contains the Variable MFader and we can choose it to be transmitted to MIDI
Target 0 (or any other Target we want). Choose Control Change as
Message and Controller 10 as controller. Make sure that you uncheck
the Scale checkbox , as we want the values to be transmitted as is and not
extrapolated to values between 0 and 127.
Now your Lemur will output values between 0 and 100 to MIDI Target 0
depending on the state of the two Faders.
• Switch to the 1 Demo Interface and click into the Container . There’s some
space left.
• Click the Create Object button and choose the Pads . Name the Object Trig and
click OK.
• Click the Create Object button again, choose M ultiSlider from the list of
objects, name the object Env , and click OK.
• Click the Behavior panel of the MultiSlider, and set the number of sliders to 4 .
Move and resize the MultiSlider so you can control each slider easily. Maybe
something like this or a little bigger?
The Lemur User Manual
We’re going to use the first slider for Attack , the second for Decay ,
the third for Sustain , and the fourth for Release . As with the x variables of all
Lemur objects, the MultiSlider x variable ranges between 0 and 1. This is not really
enough of a range for the time values of our envelope, so we need to scale these
values. We’ll also need to create three Expressions, one for each of the envelope’s
time values.
• Click on the Trig Object (Pads) in the Project Browser so that its name is selected.
• Click the Cre ate Expression button to create a new, local Expression.
• Name the expression Atk and press return
• Click on the new expression in the Project Browser and change to its Script
panel .
• In the script field enter the Expression shown below:
This means that the Atk Variable will use the value of the first slider (with
the index of 0) of the MultiSlider we just created.
Create similar Expressions for Dec (decay), which will use Env.x[1]
* 5.0 , Sus (sustain), which will use E nv.x[2 ], and Rel (release), which will
use E nv.x[3] * 5.0 . Note that we do not scale the value for Sustain, since this
is just a value between 0 and 1.
When you’re done, your Project Browser should look like this:
Working with your Lemur
Now you can test your envelope by hitting the Pads Object. You don’t even
need an attached Synthesizer to see what’s going on. Dial in the envelope values via
the MultiSlider and you will see how the changes of the sliders affect the
brightness envelope of the pad.
Now look at the MIDI panel of the Custom Midi message and choose
Note On from the message menu.
We want a fixed pitch for the generated note messages and set the
pitch field to 65.
Working with your Lemur
For velocity we use the value of Fader3 , scaled to the MIDI range of
0 to 127 via the Scale fields .
The trigger field is set to x, which is the state of the Pad. By setting
the trigger mode for this field to “up”, the MIDI message is sent when x leaves 0, i.e
when the pad is pressed.
Now we can trigger notes with the Pad and control the velocity with
Fader3.
If you have, for example, a Fader’s x value set up for transmission of MIDI
controller 1 on MIDI Target 0, it will also be controllable via incoming controller 1
data on the input port chosen for that MIDI Target.
Similarly, you can control all values via OSC . The different values are
controlled via their OSC addresses you already know.
For controlling a Fader via OSC, just set up the OSC Target for the
x value on the OSC panel and produce the OSC messages on the Target side. In
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the Fader’s case you would send values between 0 and 1 to the OSC address
/Fader/x to the current IP and port of the Lemur. If you’ve set up a custom OSC
range for Fader.x, it will respond to values inside that range.
Please make sure that you think about the hierarchy of Objects on
the Lemur. If the Fader is inside of a Container the address would be
/Container/Fader/x.
Note that it’s also possible to switch Interfaces via OSC . Just send an OSC
message in the format “/interface InterfaceName ” to the Lemur’s IP
(port 8000). In our case this would look like “/interface 1 Demo” for switching to the
first one. For names that include spaces there is an additional consideration to
be made. The OSC software has to send the name as a single string. This might
involve putting it in quotes in the software. This is the case for Max/MSP.
For more about working with OSC, MIDI and bi-directional control please
have a look at the extensive workshop chapters we offer on our website .
There you’ll learn everything about how the Lemur loves Max/MSP , Reaktor
and other OSC enabled applications.
• Type the name of the function and its argume nts in parentheses . For
example, to define a function named cubed that takes one argument, you would type:
• Type in the definition of your function as an expression. You can reference other
variables if desired. The example below just multiplies the function argument a by
itself twice to raise the input to the third power.
How to use the new function? We are running out of space with our
Interfaces, but there’s still an empty spot on the first one.
Working with your Lemur
Make it a vertical one, change the colour to something different (in our
case it’s red). Also, name the Fader Cubic and check both the label and the
value checkboxes.
Now switch to the Properties and set the value field to cubed(x*10).
You are now using the Function we just created to raise the x value (which is
multiplied by 10 beforehand) to the power of three. The variable argument of the
Function is replaced by the Expression x*10 .
Move the Fader and you will see that it displays an exponential range
from 0 to 1000.
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4.1.2. Container
The Custom Button can act as a pad or switch. You can set the text of the
button for on and off state. Another option is to have the state displayed by two
different geometric forms to be chosen among .
Variable s
Object Reference
Style Off A menu for choosing how the Off state is depicted. Choose between Text and
12 different symbols. If you choose Text, whitespace can be used in the text
entry.
Style On A menu for choosing how the On state is depicted.
Font A menu for choosing the font size for the text. The font size ranges from 8pt
to 24pt.
Alignment A graphical menu for choosing the position of the text within the boundaries
of the Object. You get a choice between 9 different positions. This feature
does not work for the symbols.
Color Off/On Dial in the color for the two respective button states.
Light Can be a constant or any mathematical expression and controls the
luminosity of your button. -2 means black, +2 means white, and you get to
choose any decimal number in-between.
Be havi or Pr oper ties
Mode A menu for choosing if the Button works as a Switch or a Pad. A Switch
changes state on touch and doesn’t change back on removal of the finger. A
Pad changes its state back if you remove your finger.
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4.1.4. Fader
The F ader tracks your finger with a virtual cap and transmits one value
corresponding to the position of the cap on the fader. The Fader can be oriented
vertically and horizontally. Just grab a corner and drag it to change orientation.
Variable s
x The location of the cap. When the cap is at the top or right-most position of
the fader (depending on orientation), the value is 1 by default. When it is at
the bottom or at the left-most position, respectively, the value is 0.
Z A flag variable for detecting if the Fader is being touched. 1 if touched, 0 if
untouched. This is useful to emulate fader touch of control surfaces.
Di me nsi o ns
Default 60 pixels wide by 200 pixels high
Minimum 53 pixels wide by 200 pixels high
Ge ner al Pr oper ties
Name The name of the Fader that’s also used as its address.
Label If checked, the Object’s name is displayed on the Interface.
grid If checked, the range of values produced by the Fader is quantized into [grid]
steps. The maximum number of steps for the Fader is 33.
Value If checked, the current value of the Fader is displayed on the Interface. In
addition, you can enter a formula for how the value is displayed. This does not
affect the actual value sent by the Fader, which remains between 0 and 1.
Unit This user-specified text is appended at the end of the value display. Use it to
specify the type of value, as in dB or ms.
Precision Specifies the number of decimal places for the value display. The default
value is 3 and the maximum number is 6. This setting has no influence on the
actual output of the Object. You have to scale the output using expressions or
on the Target side.
Colour Drag the colour bar to change the background colour of the fader. The cap
always keeps a pink outline.
Prop erti es E xa mpl e
Object Reference
Cursor Mode If set to Limited , the Fader will respond to a new cursor only if the original
one has been destroyed (i.e. finger is raised)
Get Newer means that whenever a new cursor appears inside the
Object’s area, it gains full control of the Object
In Barycentric mode each cursor, old and new, has the same amount of
influence on the Object
In Cap Only mode, the Object acts like a conventional fader that doesn’t
react to cursors outside of the cap area
Physics Can be one of three settings: None, Interpolate, or Mass-Spring.
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If Physics is set to None , the Fader cap tracks one finger immediately. If
other fingers touch the fader, they are ignored.
If Physics is set to Mass -Spring , Attraction and Friction are both active.
Friction ranges between 0 and 1. Lower values of friction mean that if the cap
is moving it will tend to keep moving. With a value of 0, the cap will never stop
moving. At a value of 1, the cap exactly follows your finger. Values of 1 for
Attraction and Friction are essentially the same as if Physics is set to None .
Please consider that the Lemur will send the Fader’s position constantly with
lower values of Attraction and Friction in Mass-Spring mode.
Attraction The amount of attraction the cursor (your finger) has on the Fader.
Friction See Mass-Spring above.
4.1.5. Knob
The Knob Object emulates two types of knobs: Classic knobs which are
constrained between a min and max value (0 and 1 by default), and endless
encoders which can reach any value through multiple successive turns.
Variables
x The current value of the knob, based on absolute angle position in Classic
mode, or rotation count in Endless mode
Ge ner al Pr oper ties
Name The name of the Knob Object that’s also used as its address.
grid If checked, the range of values produced by the Knob is quantized into [grid]
steps. The maximum number of steps for the Knob is 33.
Label If checked, the Object’s name is displayed above the Knob.
Endless If checked, the knob switches to endless mode.
Value If checked, the current value of the Knob is displayed on the Interface. In
addition, you can enter a formula for how the value is displayed. This does not
affect the actual value sent by the Knob, which remains between 0 and 1.
Unit This user-specified text is appended at the end of the value display. Use it to
specify the type of value, as in dB or ms.
Precision Specifies the number of decimal places for the value display. The default
value is 3 and the maximum number is 6. This setting has no influence on the
actual output of the Object. You have to scale the output using expressions or
on the Target side.
Object Reference
Color Drag the colour bar to change the colour of the Knob.
Be havi or Pr oper ties
Cursor Mode If set to Limited , the Knob will respond to a new cursor only if the original
one has been destroyed (i.e. finger is raised)
Get Newer means that whenever a new cursor appears inside the
Object’s area, it gains full control of the Object
In Barycentric mode each cursor, old and new, has the same amount of
influence on the Object
Control In Polar mode, the Knob respond to the polar position of cursors, relative
to its center point.
In Linear mode, the Knob responds to cursor drag on the vertical axis.
Physics Can be one of three settings: None, Interpolate, or Mass-Spring.
If Physics is set to None , the Knob jumps instantly to the value dictated by
the cursors’ positions.
If Physics is set to Mass -Spring , Attraction and Friction are both active.
Attraction works as described above under Interpolation. Friction ranges
between 0 and 1. Lower values of friction mean that the Knob will tend to
keep moving. With a value of 0, the Knob will essentially never stop moving.
Values of 1 for Attraction and Friction are essentially the same as if Physics
is set to Interpolate.
Attraction See the discussion of Interpolation and Mass-Spring modes under Physics
above.
Friction See the discussion of Mass-Spring mode under Physics
above.
4.1.6. Leds
Variables
value In Bargraph mode this value represents the percentage of the Leds being switched
on. If Bargraph mode is off, only 1 and 0 are accepted as values. If you send a single
value (0,1) it will switch all Leds to their on or off colors. If you have multiple
rows/columns, you can use a vector to individually address the Leds.
Ge ner al Pr oper ties
Name The name of the Leds Object that’s also used as its address.
Label If checked, the Object’s name is displayed above all of the Leds.
Columns The number of columns of Leds contained in the Object. Only 16 columns of
Leds can be set.
Rows The number of rows of Leds contained in the Object. Only 16 rows of Leds can
be set.
Color Off Drag the colour bar to change the colour for the off-state of the Leds.
Color On Drag the colour bar to change the colour for the on-state of the Leds.
Light Can be a constant, a vector or any mathematical expression and controls the
luminosity of your Objects. -2 means black, +2 means white, and you can
choose any decimal number in-between.
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none
4.1.7. Monitor
The Monitor produces no data when you touch it. Its purpose is to
display information sent to the Lemur by your computer.
Variable s
value Represents the value of the Monitor to be displayed. You can use a constant
or any expression.
Di me nsi o ns
Minimum 50 pixels wide and 22 pixels high. The font size of the monitor is adjusted as
the Object is resized.
Ge ner al Pr oper ties
Name The name of the Monitor that’s also used as its address.
Label If checked, the Object’s name is displayed above the value.
Value The checkbox is not functional. The text field next to Value represents the
monitor’s default value. Since any value can be sent to the monitor, there is
no 0-1 limitation.
Object Reference
Transparent If checked, only the label and the value is displayed and the Monitor’s
background becomes transparent. This also makes it possible to use
the Monitor as a text label anywhere on the Interface.
Unit Appends arbitrary text to the end of the value display.
Precision Number of floating-point digits that appear. A precision of 0 displays only the
integer part of numbers the monitor receives.
Font A menu for choosing the font size for the label and value of the Monitor. The
font size ranges from 8pt to 24pt.
Alignment A graphical menu for choosing the position of the text within the boundaries
of the Object. You get a choice between 9 different positions.
Color Drag the color bar to change the color of the label text. The numerical value
display is always white.
Be havi or Pr oper ties
None.
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4.1.8. MultiBall
z A list of the brightness values of all the balls. Brightness values change only
when the MultiBall Object is in ephemeral mode.
Di me nsi o ns
Default 128 x 128 pixels
Minimum 128 x 128 pixels
Ge ner al Pr oper ties
Name The name of the MultiBall Object that’s also used as its address.
Label If checked, the Object’s name is displayed above the balls.
Numbers If checked a running number is displayed inside of each ball (see picture below)
Color Drag the color bar to change the color of the outline around the MultiBall’s
rectangular space. The colors of the balls are fixed as follows:
1: faded purple
2: lime green
3: “lemur” yellow/orange (see screen shot above)
4: lemon yellow
5: red
6: teal blue
7: deep blue
8: sea green
9: intense purple
10: white/grey
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Ephemeral If checked, the MultiBall behaves in a mode where the balls disappear until you
touch it with one or more fingers. The brightness of the balls becomes the value
of the z variable of the Object, and the way the brightness changes over time is
controlled by an ADSR envelope (described below). When Ephemeral is not
checked, the balls are always visible and their z values are constantly 1.
Capture If Capture is checked, an Object will only react to cursors that were created
inside its area. Even if the cursor later leaves the Object for another position, it
will remain in control of the original Object, until it is destroyed eventually. When
Capture is off, the old school way from previous versions is restored, meaning an
Object will react to whatever cursor is present at any moment in its area.
Cursor Mode If set to Limited , the Balls will respond to a new cursor only if the original one
has been destroyed (i.e. finger is raised)
In Barycentric mode each cursor, old and new, has the same
amount of influence on the Object.
Get Oldest Ball : If all the balls are currently “possessed” by your
fingers and a new cursor comes in, it will take control of the oldest ball (the one
that lived the longest in Ephemeral mode or the first ball in normal mode).
Get Closest Ball : In the same situation, the new cursor gets
attributed the ball that is the closest in distance.
Physics Can be one of three settings: None, Interpolate, or Mass-Spring.
for Attraction and Friction are essentially the same as if Physics is set to
Interpolate.
Attraction The amount of attraction the cursors (your fingers) have on the Balls.
Friction See the discussion of Mass-Spring mode under Physic above.
Speed This value multiplies the balls’ speed after Physics computation by a user-
defined expression. Input a singleton for the same effect on all balls, otherwise
input a vector. Experiment with negative values for crazy effects.
HoldX If 0, this has no effect. Any value greater than 0 freezes the respective ball on its
current position on the x-axis. The y-axis remains active. Use a vector, if you
want to affect specific balls.
HoldY If 0, this has no effect. Any value greater than 0 freezes the respective ball on its
current position on the y-axis. The x-axis remains active. Use a vector, if you
want to affect specific balls.
4.1.9. MultiSlider
will remain in control of the original Object, until it is destroyed eventually. When
Capture is off, the old school way from previous versions is restored, meaning an
Object will react to whatever cursor is present at any moment in its area.
Physics If checked, the MultiSlider emulates the physics of an Object similar to a plucked
string anchored at the left and right sides of the array of sliders. Your fingers
“pluck” the string by lifting it up in one or more places. The values of the sliders
ramp up to meet your fingers and track them as they move. Lifting your finger(s)
from the surface releases the string, and its subsequent behavior is determined
by the Tension, Friction, and Height values.
Tension A value between 0 and 1 corresponding to the tension on a string. As tension
increases, the frequency of oscillation of the string increases. Increasing the
tension is something like turning the tuning peg of a guitar to raise the pitch of a
string.
Friction A value between 0 and 1 corresponding to the damping on a string. As friction
increases, the damping on the oscillation increases. With large friction values,
the string returns to its resting position quickly. With smaller friction values, the
string may oscillate for a long time.
Height When Gravity mode is enabled, the height (0 to 1) is the value of the initial and
resting position of the string. When Gravity mode is not enabled, the height is the
initial value of the MultiSlider after it is initialized.
4.1.10. Pads
Columns The number of columns of pads contained in the Object. There does not appear to
be a maximum number of columns, but only 25 columns of pads can be seen on
the screen at once. The minimum width of a pad is 32 pixels, and the Object will
be resized if necessary to maintain the minimum pad height.
Rows The number of rows of pads contained in the Object. There does not appear to be
a maximum number of rows, but only 19 rows of pads can be seen on the screen
at once. The minimum height of a pad is 32 pixels, and the Object will be resized
if necessary to maintain the minimum pad height.
Color Off Drag the colour bar to change the colour for the off-state of the Pads.
Color On Drag the colour bar to change the colour for the on-state of the Pads.
Light Can be a constant, a vector or any mathematical expression and controls the
luminosity of your Objects. -2 means black, +2 means white, and you get to
choose any decimal number in-between.
Be havi or Pr oper ties
Capture If Capture is checked, an Object will only react to cursors that were created
inside its area. Even if the cursor later leaves the Object for another position, it
will remain in control of the original Object, until it is destroyed eventually. When
Capture is off, the old school way from previous versions is restored, meaning an
Object will react to whatever cursor is present at any moment in its area.
Ab out t he Pads ADSR +H
The four behavior properties of a Pads Object relate to its “brightness” or x
variable envelope. You specify time values for the Attack, Decay, and Release in
seconds as well as a Sustain level between 0 and 1. Unlike a keyboard ADSR, the Pads
ADSR goes through its entire cycle when you touch the surface to trigger it. If your
finger is still down on a pad when the envelope reaches the end of its Decay portion,
the x value (brightness) will remain at the sustain level until you lift your finger off the
surface. At the release point (or before, if your finger has already left the surface), the
Release portion of the envelope will be triggered, and the x variable will return to 0.
To implement an immediate response trigger, set the Attack, Decay, and
Release to 0, and the Sustain to 1.
Attack The Attack value specifies the number of seconds over which the x variable (pad
brightness) increases from its initial value of 0 to a maximum of 1 after you touch
the screen. As an example, if the Attack value is 0, the pad will be at full
brightness the moment you touch the screen. An attack value of 10 means the
pad will take 10 seconds to reach the full value.
Decay The Decay value specifies the number of seconds over which the x variable (pad
brightness) will decrease after the initial Attack portion of the envelope has
completed. During the Decay portion of the envelope, the x variable (pad
brightness) will decrease from 1 to the level set by the Sustain value.
The Lemur User Manual
Sustain The Sustain value is the level (between 0 and 1) at which the x variable (pad
brightness) will remain as long your finger is touching the pad. The Sustain level
is reached after the Attack and Decay portion of the envelope have completed. If
your finger lifts up from the touch surface before the completion of the Attack
and/or Decay portion of the envelope, the Release portion of the envelope is
triggered immediately after the Decay portion completes, and the brightness
ultimately goes to 0.
Release The Release value specifies the number of seconds over which the x variable
(pad brightness) will decrease from its Sustain level to 0, starting at the moment
that you lift up (“release”) your finger from the touch surface.
Hold Its effect is similar to a sustain pedal, freezing the Object’s state as long as its
value is 1. When set to 0, if has no effect. This means this parameter should be
used with a mathematical expression depending on other Objects. For instance,
if you have a Switch Object named Sustain in your interface, you can set the hold
parameter of a Pad to Sustain.x so the Switch gets the ability to freeze the
current lightness.
4.1.11. Range
The R ange Object is a slider with adjustable length. Touch either end to
change the width/height of the range.
Variable s
x A list of the vertical positions of all the individual sliders.
Di me nsi o ns
Default 60 x 120 pixels
Minimum 20 pixels wide x 120 pixels high (vertical mode)
Ge ner al Pr oper ties
Name The name of the Range Object that’s also used as its address.
grid If checked, the range of values produced by the Sliders is quantized into [grid]
steps. The maximum number of steps for the Range Object is 33.
Horizontal Swaps the orientation of the Range Object from vertical to horizontal.
Label If checked, the Object’s name is displayed within the Objects boundaries.
Color Drag the color bar to change the “thematic” color of the sliders. The foreground
uses a gradient based on this color, and the background is a darker version of
the color.
Object Reference
Light Can be a constant, a vector or any mathematical expression and controls the
luminosity of your Objects. -2 means black, +2 means white, and you get to
choose any decimal number in-between.
Be havi or Pr oper ties
Capture If Capture is checked, an Object will only react to cursors that were created
inside its area. Even if the cursor later leaves the Object for another position, it
will remain in control of the original Object, until it is destroyed eventually. When
Capture is off, the old school way from previous versions is restored, meaning an
Object will react to whatever cursor is present at any moment in its area.
Physics If checked, the Range boundaries snap back to user-defined positions (that can
evolve based on other variables) when you release them. Physics behavior is
determined by the Tension, Friction, and Min_Height and Max_Height values.
Tension A value between 0 and 1 corresponding to the tension of the string that links the
boundaries to their snap-back positions. You can enter a vector to specify
different tensions for the two extremities.
Friction A value between 0 and 1 corresponding to the damping on a string. As friction
increases, the damping on the oscillation increases. With large friction values,
the string returns to its resting position quickly. With smaller friction values, the
string may oscillate for a long time. You can enter a vector to specify different
frictions for the two extremities.
Min_Height When Physics mode is enabled, the height (0 to 1) is the value of the initial and
resting position of the mininum boundary of the Range.
Max_Height When Physics mode is enabled, the height (0 to 1) is the value of the initial and
resting position of the maximum boundary of the Range.
drag If drag is not zero, the current range can be dragged with the finger without
changing its limits. You may use this with a switch to toggle the behaviour of your
Range Object (put Switch.x into the drag field). The field can contain any
expression.
4.1.12. RingArea
The RingArea tracks your finger inside a circular space. It reports the X
and Y coordinates of a ball that can be programmed to have a variable degree of
attraction toward a central point. You can specify the location of the attraction point
within the circular space.
Variable s
The Lemur User Manual
4.1.13. SignalScope
The SignalScope displays values of other Objects and variables on your Lemur.
The “trace” shows a recent history of the value of what you are monitoring.
The SignalScope is transparent to touch, meaning that you can place it on top of
Objects and still interact with them.
Variable s
None
Di me nsi o ns
Default 100 x 100 pixels
Minimum 32 x 32 pixels
Ge ner al Pr oper ties
Name The name of the SignalScope Object that’s also used as its address.
Label If checked, the Object’s name is displayed in the scope area.
Mode XY If checked, the signal scope shows both an X and Y value plotted against each other. If
unchecked, the X value is time, shifting Y values to the left.
Color Drag the bar to change the color of the scope and its frame.
Be havi or Pr oper ties
X= If Mode XY is enabled, X can be the value of a variable or a constant, otherwise it is
assigned to time against which the Y value will be plotted.
Y= A variable or constant expression that will be periodically evaluated and plotted against X.
For example, to plot the x variable of a Fader Object called chan1, enter chan1.x in the
text field.
Time base = Corresponds to the time (in seconds) displayed on the scope. As the Time base increases,
individual elements of the graph will decrease in width as more of the “past” is shown.
The picture below shows a SignalScope displaying a tenth of a second of history. It is set
to time base of 0.1:
The Lemur User Manual
And here is a SignalScope showing 2 seconds of history. Its time base is set to 2.0.
4.1.14. SurfaceLCD
In Assignment mode, the Object displays a three character code describing the
current assignment of other mapped control Objects.
Refer to your DAW’s manual for more information on specific display functions.
Be havi or Pr oper ties
None
4.1.15. Switches
Radio In Radio mode, only one switch can be turned on at any particular time. Turning on any
switch turns all the others off.
Columns The number of columns of switches contained in the Object. There does not appear to be a
maximum number of columns, but only 16 columns of pads can be seen on the screen at
once. The minimum width of a pad is 32 pixels, and the Object will be resized if necessary
to maintain the minimum pad height.
Rows The number of rows of switches contained in the Object. There does not appear to be a
maximum number of rows, but only 16 rows of pads can be seen on the screen at once.
The minimum height of a pad is 32 pixels, and the Object will be resized if necessary to
maintain the minimum pad height.
Color Off Drag the colour bar to change the colour for the off-state of the Switches.
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Color On Drag the colour bar to change the colour for the on-state of the Switches.
Light Can be a constant, a vector or any mathematical expression and controls the luminosity of
your Objects. -2 means black, +2 means white, and you get to choose any decimal number
in-between.
Be havi or Pr oper ties
Capture If Capture is checked, an Object will only react to cursors that were created inside its
area. Even if the cursor later leaves the Object for another position, it will remain in
control of the original Object, until it is destroyed eventually. When Capture is off, the old
school way from previous versions is restored, meaning an Object will react to whatever
cursor is present at any moment in its area.
Paint If this flag is active, you can “paint” on an array of switches by dragging your finger
around. If paint is inactive, a touch only toggles the switch you hit first and dragging the
finger around has no further effect.
4.1.16. Text
The Text Object produces no data when you touch it. Its purpose is to display
arbitrary text including whitespace characters typed in via the JazzEditor.
Variable s
None This Object has no value to be mapped to MIDI and OSC. It displays information defined by the
user.
Di me nsi o ns
Minimum 50 pixels wide and 22 pixels high. The font size of the text can be chosen (see below).
Ge ner al Pr oper ties
Name The name of the Text Object that’s also used as its address.
Transparent If checked, only the text is displayed and the Object’s background becomes
transparent.
Text Type in any text you want the Object to display for you.
Font A menu for choosing the font size for the displayed text. The font size ranges from 8pt to
24pt.
Alignment A graphical menu for choosing the position of the text within the boundaries of the Object.
You get a choice between 9 different positions.
Color Drag the color bar to change the color of the text and its background (if the Transparent
flag is not set).
Light Can be a constant or any mathematical expression and controls the luminosity of your
text. -2 means the text is invisible, +2 means white, and you get to choose any decimal
number in-between.
Be havi or Pr oper ties
Object Reference
None.
The Lemur User Manual
The parser is the part of the Lemur’s brain that crunches away on the Math you throw
at it. It is used to do simple stuff like scaling an internal value or adding some Variables. But
there’s more. Due to a set of internal Operators and Functions and the possibility to create your
own, custom Functions, you can construct very complex Projects. They may include a lot of
internal calculation and interdependences between Objects helping in building the perfect,
interactive Interface.
• Black means a standard expression that is evaluates 60 times a second (every 16ms).
• Red indicated an invalid expression.
• Blue is a constant, like 10+2.
This is useful to check whether an expression is well formed. If it goes black, you
know it can be calculated – which of course still doesn’t mean it does what you want it to…
At the heart of the Lemur’s parser lie the Operators and Functions . They are
used to construct ex pressions that make the Lemur such a versatile animal.
The operators are basic mathematical critters that you should know from your Maths
classes (you do remember your Maths classes, do you?)
+, -, *, /, ^
This can be very useful to derive “clean” values from the time variable (see below for
a definition of Lemur time):
time%1 = 0.25 (if time = 2043.25)
5.1.3. Functions
Functions are the other founding stone of expressions in the Lemur. There is a
variety of internal (pre-defined) Functions but you can also define your own Function.
You can create a Function by setting up a variable named xxx( a,b) and set its value
as something like a-b+2 .
The Functions can then be taken as the value for other Variables, where they receive
“real” Lemur values as arguments. You could use the above function by making a Variable
named yyy with the value xxx(F ader.x,Mult iball.y). In this case a and b are
substitutes by the current values of F ader.x and MultiBall.y .
Please note that most Functions that can act on singletons can adapt to vectors as
well. For instance :
round(1.2) = 1
round({1.2, 3.8, 0.1}) = {1, 4, 0}
5.1.4. Expressions
Using all those bricks, you can create named Expressions (Variables) or use
Expressions as Objects' parameters (attraction, etc.)
WARNING : Containers are taken into account in the hierarchy. If the Fader is inside
container "Cont", all Expressions outside of the container must access it with "Cont.Fader.x"
Expressions inside of the same container can omit the first part and access it directly
via "Fader.x"
Let’s assume you want to transmit the value 64 every time you hit the Pad.
Simply create a Variable (we called it “changer”) local to the Pads Object and fill in
64*x in the Variable’s script field. Now switch to the MIDI panel, choose the new Variable and
switch the Trigger Mode menu to +. For Scale you fill in 0 and 64 . That’s it.
Parser Reference
When the Pad is on, the Variable will have the value 64, when the Pad is off it will be 0
- it always changes. The Trigger Mode only allows transmission for a change from 0 to positive,
so only the value 64 will get transmitted via MIDI.
The time Variable is a millisecond value you can use for creating time-varying
behaviour in your Lemur. It represents the number of milliseconds since your Lemur
was turned on and it resets to 0 every hour. The time value is intended to be manipulated by
mathematical Operators, particularly by multiplication (*), division (/), and by the modulo
operator (%).
By multiplying time by a value greater than 1, you produce a sequence of values that
increase faster than clock time. By multiplying time by a value less than 1, you will produce a
sequence of values that increase more slowly than clock time. You can use the modulo Operator
(%) to create a repeating sequence of values that resembles a sawtooth wave. For example time
% 1 produces a ramp from 0 to 999 that occurs over the course of a second.
Here are some example Expressions created using the time variable:
Even if you are not connected to a Lemur, the resulting Monitor Object will begin
changing immediately after you enter a time-based variable.
You can assign time-based variables to properties in Lemur Objects (such as Friction
or the ADSR envelopes) to create Objects that change over time. However, you can’t assign
them to the values of Objects (other than the Monitor and SignalScope), so you can’t use the
time variable to “animate” the purple ball in an Area.
5.1 .8 .1 . Arithmetic
abs(x) : absolute value
abs(-2) = 2
5.1 .8 .2 . Logic
When using logic and conditions in the parser, (not 0) is true and 0 is false.
!a : not a
1 when a = 0
0 when a!=0
a!=b
1 if a!=b (i.e a=2, b=4)
0 if a==b
1 && 0 = 0
a<b 1 if a < b
0 otherwise
a>b 1 if a>b
0 otherwise
a==b 1 if a==b
0 otherwise
a>=b 1 if a>=b
0 otherwise
a<=b 1 if a<=b
0 otherwise
a || b : logical OR
1 || 0 = 1
1 || 1 = 1
5.1 .8 .3 . Ot hers
0.3 if Fader.x>=0.3
Fader.x otherwise
rand() : Returns a random value between 0 and 1at each frame (one frame is
16ms, the parser evaluates every Expression at each frame and send out
MIDI or OSC if a mapped value has changed)
range(a, min, max) : Stretch a Variable that normally goes from 0 to 1, to range [min, max]
range(Fader.x, 10, 100) =
10 if Fader.x == 0
100 if Fader.x == 100
between 10 and 100 otherwise
acos, asin, atan, cos, sin, tan, log, log10, exp are the same as their mathematical
counterparts.
angle(x,y) : Returns the angle in radians formed by a vector of coordinates (x,y) to the positive
x axis
Example:
Create a RingArea
Create a variable inside : a = angle(x-0.5, y-0.5)
this returns the angle position of the ball from the centre of the RingArea
5.1 .8 .5 . Vector
set(a, value, position) : Takes an array, and change the item at "position" to
"value"
position can be an array or a singleton
Examples:
set({0,0,0,0}, 12, 0) = {12, 0, 0, 0}
set({0,0,0,0}, 12, {0,2}) = {12, 0, 12, 0}
If position is not an integer, the parser converts it using the
floor function (next lower integer)
Depending on the Message type you choose from the Message menu on the MIDI
panel you get a different set of parameters.
pitch: Dial in the MIDI note number. If the value is a vector the second field will be extrapolated
automatically. You can always override this setting by putting in your own value.
velocity: The Variable chosen from the Variable menu that is converted to velocity values is shown
here.
Scale: Type in the desired target scaling for the MIDI messages. Possible values range from 0 to
127.
Channel: Dial in the MIDI channel. If the value is a vector the second field will be extrapolated
automatically. You can always override this setting by putting in your own value. Possible
values range from 0 to 16.
6.1 .1 .2 . 90 – Not e O n
pitch: Dial in the MIDI note number. If the value is a vector the second field will be extrapolated
automatically. You can always override this setting by putting in your own value.
velocity: The Variable chosen from the Variable menu that is converted to velocity values is shown
here.
Scale: Type in the desired target scaling for the MIDI messages. Possible values range from 0 to
127.
Channel: Dial in the MIDI channel. If the value is a vector the second field will be extrapolated
automatically. You can always override this setting by putting in your own value. Possible
values range from 0 to 16.
The Key Pressure, also called polyphonic aftertouch, gives the keyboarder a
continuous controller for every key he had on his keyboard. It is used via pressing down on the
different keys.
This works great for spreading out vector values to multiple key pressure values.
The Lemur User Manual
key: Dial in the MIDI note number. If the value is a vector the second field will be extrapolated
automatically. You can always override this setting by putting in your own value.
pressure: The Variable chosen from the Variable menu that is converted to key pressure values is
shown here.
Scale: Type in the desired target scaling for the MIDI messages. Possible values range from 0 to
127.
Channel: Dial in the MIDI channel. If the value is a vector the second field will be extrapolated
automatically. You can always override this setting by putting in your own value. Possible
values range from 0 to 16.
The Control Change data is used to produce pseudo-continuous data (ranging from 0
to 127).
controller: Dial in the MIDI controller number. If the value is a vector the second field will be
extrapolated automatically. You can always override this setting by putting in your own
value. Possible values range from 0 to 127
value: The Variable chosen from the Variable menu that is converted to the controller values is
shown here.
Scale: Type in the desired target scaling for the MIDI messages. Possible values range from 0 to
127.
Channel: Dial in the MIDI channel. If the value is a vector the second field will be extrapolated
automatically. Possible values range from 0 to 16.
preset: The variable chosen from the Variable menu that is converted to program change values
is shown here.
Scale: Type in the desired target scaling for the MIDI messages. Possible values range from 0 to
127.
Channel: Dial in the MIDI channel. If the value is a vector the second field will be extrapolated
automatically. Possible values range from 0 to 16.
pressure: The Variable chosen from the Variable menu that is converted to channel pressure values
is shown here.
Scale: Type in the desired target scaling for the MIDI messages. Possible values range from 0 to
127.
Channel: Dial in the MIDI channel. If the value is a vector the second field will be extrapolated
automatically. Possible values range from 0 to 16.
6.1 .1 .7 . E0 – Pi tch B e nd
Used to indicate a change in the pitch wheel. It is a 14 bit value providing a higher
resolution than control changes.
bend: The Vvariable chosen from the Variable menu that is converted to program change values
is shown here.
Scale: Type in the desired target scaling for the MIDI messages. Note that pitch bend values
range from 0 to 16383.
The Lemur User Manual
Channel: Dial in the MIDI channel. If the value is a vector the second field will be extrapolated
automatically. Possible values range from 0 to 16.
Used for custom data that is not covered by normal MIDI messages. The first part is
usually a 7 bit value representing an ID. If the device or software recognizes the ID as its own, it
will listen to the rest of the message. Otherwise, the message will be ignored.
trigger: The Variable chosen from the Variable menu that is converted to SysEx messages is
shown here.
data: Type in the desired SysEx string you want to send. Please have a look at the MIDI Target’s
documentation for details about possible SysEx messages.
A 14 bit value that holds the number of MIDI beats (1 beat= six MIDI Timing Tick) since
the start of the song.
position: The Variable chosen from the Variable menu that is converted to song position values is
shown here.
Scale: Type in the desired target scaling for the position pointer. Note that song position pointer
values range from 0 to 16383.
song: The Variable chosen from the Variable menu that is converted to song number values is
shown here.
Scale: Type in the desired target scaling for the song number. Possible values range from 0 to
127.
The Bus Select message specifies to which MIDI output further data should be sent.
MIDI Message Reference
bus: The Variable chosen from the Variable menu that is converted to bus number values is
shown here.
Scale: Type in the desired target scaling for the bus number. Possible values range from 0 to
127.
trigger: The Variable chosen from the Variable menu that is used to trigger tune request
messages is shown here.
Sent 24 times per quarter note for synchronization purposes. Build your own MIDI
clock.
trigger: The Variable chosen from the Variable menu that is used to trigger timing tick messages
is shown here.
trigger: The Variable chosen from the Variable menu that used to trigger start song messages is
shown here.
trigger: The Variable chosen from the Variable menu that is used to trigger tune request
messages is shown here.
The Lemur User Manual
trigger: The Variable chosen from the Variable menu that is used to trigger stop song messages is
shown here.
When initially sent, the receiver will expect to receive another Active Sensing
message each 300ms (max), or it will be assume that the connection has been terminated. At
termination, the receiver will turn off all voices and return to normal (non-active sensing)
operation.
trigger: The Variable chosen from the Variable menu that is used to trigger active sensing
messages is shown here.
trigger: The Variable chosen from the Variable menu that is used to trigger system reset
messages is shown here.
Appendices
7.1.1. Glossary
IP Address a unique sequence of 4 numbers witch identify each device on a network. An IP address
can be setup in static mode or attributed dynamically by a DHCP server. An IP address is
composed by 4 numbers between 0 and 255 as follows: 192.168.2.2 or 10.0.0.35.
Gateway the IP address of the machine giving you access to IPs which are not included in the sub-
network. In brief, a Gateway enables you to gain access to the internet from an intranet.
MAC Address a sequence of 6 numbers identifying each network adapter on a network. The
MAC Address is unique and constant for each device.
When the Lemur and the computer are set up as DHCP clients, they both wait for a
DHCP server until the OS gives a default IP address like 169.254.X.X.
The most common way to configure a network without a DHCP server is to set up
each device with different but compatible IPs using the same network mask. Most people use IP
addresses like 192.168.0.X or 10.0.0.X.
Eventually, when using connection sharing, the computer can share its internet
connection and give the Lemur access to another sub-network by using the Gateway Address.
The Lemur User Manual
Most network sharing devices allow multiple connections and manage the attribution
of IP addresses through the DHCP protocol. These devices include WIFI/Ethernet Routers,
Airport Base Stations and ADSL/Cable Modems with routers.
You only need to configure all your devices - including the Lemur - to use the DHCP
mode.
If you have multiple devices connected through a hub or switch, you may have to
configure them individually with a unique, static IP sharing the same network mask.
Use IPs like: 192.168.0.X or 10.0.0.X
Mask: 255.255.0.0
7.2. Shortcuts
Co mma nd Keyb oard s hortc ut
New Project Control+N
Save Project Control+S
Import Library Control+I
Copy Control+C
Paste Control+V
Redo Control+Y
Lemur Synchro Control+R
Lemur Settings Alt+S
Create Object Control+Shift+O
Create Custom MIDI Control+Shift+M
Open Project Control+O
Save Project As Control+ Shift+S
Export Module Control+E
Cut Control+X
Undo Control+Z
MIDI Map Alt+M
Lemur Connection Alt+C
Create Interface Control+Shift+I
Create Expression Control+Shift+E
Create Custom MIDI Control+Shift+M
Toggle to Run Mode Hold E
The Lemur User Manual
To upgrade your Lemur to a a different firmware than the one it’s running, download
the corrsponding L e mur Updat er application, and run it as you would run the JazzEditor, with
your Lemur on and connected. Select the Lemur you want to upgrade in the List and click
Upgr ade . The new firmware will be uploaded to the Lemur. The Lemur will then reprogram
itself and reboot with the new firmware.
Should the upgrade process fail, you can boot the Lemur in fact ory mode and try
again. To boot in fact ory mod e, turn off the Lemur and switch on while holding the leftmost
button.
If all things fail, contact your reseller for help.
Appendices
The leftmost button on your Lemur opens the Hardware Settings . Choose
between Network Settings (discussed in Chapter 2 and in the Appendix about Network
Configuration) , OSC Settings (discussed in chapter 3.3), MIDI Settings (also to be
found in chapter 3.3) and the Screen Settings .
The Screen Settings are opened by touching the Settings Button on the
Hardware Settings Window.
There are two sliders for controlling you Lemur’s screen hardware:
• LCD Brightness controls the brightness of your Lemur’s screen. It may be useful to dim the
display if you want to work under dark stage conditions where too much light may not be
desirable.
• The TouchScreen Filtering is for controlling the sensitivity of the Lemur’s touch screen.
If you experience multiple triggering or other touch artefacts, try a higher Filtering level.
again. As we don’t want everybody on the Net work to log into our Lemur and fill it up with
trash, the FTP server is deactivated by default.
Push the Settings button on your Lemur and you are presented with various Setup
options. Touch the Enable FT P flag to activate the FTP server.
Now you can use you favourite FT P cli ent to connect to the Lemur on its IP address.
A web browser also does the job.
Appendices
The logi n and pa ssw ord is arbitrary, use anything you like, the Lemur doesn’t care.
You have to type something, though. You can see the list of Projects saved on your Lemur.
Download and upload them from / to your computer to your hearts content.
obligations (so-called cardinal obligations) and the absence of any promised qualities.
Otherwise, we are liable only within the limits set by applicable liability laws or - for whatever
legal reason – when any damages were caused with intent or gross negligence by us or one of
our affiliates. Neither our affiliates nor we are liable in any case not described above. In case of
culpable breach of cardinal obligations without intent or negligence on our part, our affiliates or
we will be liable only to the extent of typically foreseeable damages and not for damage not
incurred to the delivered merchandise itself. The risk of loss is transferred to you once the
merchandise has been sent to you. This
also applies with part deliveries. If you are buying software via electronic delivery
(Instant Delivery), we carry the risk of loss until the software has been fully transferred to your
computer.
Index
-,64 Checkbox,68
,21,35,46,79 Checkboxes,24
,21,35 Color,38
+,64 Color Off,81
Accessing variables,104 Color On,81
Active Sensing,118 ,23,31
ADSR+H,42,56 Connection,23,30
,28,39 Connection Sharing,119
,28,39 Constant controller values,104
,28,39 ,21,44
,28,39 Creation,44
Alignment,81 Loc k,45
any,64 ,21
Arithmetic,106 Continue Song,117
Attraction,40,56 Control Change,114
Behavior,28,39,56,66,71 Controller,62
Behavior panel,28,71 Controller Mappings,61
Behavior Properties Controlling sub-objects,66
Fader,83 Copy,23,27,37
Leds,85,86 ,38
Monitor,87,100 Create
Multiball,89 Custom MIDI mappings,26
MultiSlider,91,95 Expressions,26
Pads,81,93 Objects,26
SignalScope,97 Create
Switches,100 Interfaces,26
bi-directional,48,58 Create commands,26
Bi-directional Control,75 Create Expression,72,76
Brightness ADSR,43,56 ,46
Bring t o Fr o nt,38 Crossover Ethernet cable,9,19
Bus Select,116 ,21
,21,42,56 ,21
,23,63 ,23,57,59
Channel Pressure,115 Custom Button,80
The Lemur User Manual
Singletons,102 up,64
Slider,41,56 up and down,64
Software & Hardware Requirements Mac,15,16 Upgrade,130
Software Installation,15 ,23
Song Position,116 ,23
Song Select,116 Value Coloring,102
Speed,41,56 Value flag,69
Start Song,117 ,21,56,68
Static IP,119 Variables,21
Static IP Configuration,120 ,29,58,60
,23,31 Global,12,21
Stop Song,118 Hierarchy,76
Style Off,81 Leds Object,84,86
Style On,81 Local,12,21
SurfaceLCD,98 Monitor,86,100
Switches object,99 Multiball,88
Switching Interfaces,76 Multi-dimensional,12,21
Synchronization,23,34 MultiSlider,91,94
System Exclusive,116 Pads,80,92
System Reset,118 RingArea,95
,23,63 SignalScope,97
Targets,13,21 Switches,98,99
Tension,42,56 ,29,57,59
Time,105 Vector,71,109
Time Code,105 Vector Variables,71
Timing Tick,117 Vectors,78,102
,21,22 Velocity,75
,13,131 ,21
Transparency,27 ,21,55
Tra nspar e nt,68 Warranty,133
Trigger Mode,74
,29,64,75 ,21,56
Trigonometric,109 Network Setup,125
Tune Request,117 Windows XP Software Installation,16
Undo,23 WLAN,19
Ungroup,27,39 Workspace,21
Appendices