IonClassic v3.0.0 OperationsManual RevA
IonClassic v3.0.0 OperationsManual RevA
Operations Manual
Version 3.0.0
Introduction 1
Using this Manual 2
Register Your Console 2
Online Eos Family User Forums 2
Help from ETC Technical Services 3
Other Reference Materials 4
Important Concepts 4
Console Overview 11
Ion Layout 12
Console Components 12
Cleaning Your Console 16
Console Capacities 16
System Basics 17
About System Basics 17
Power Up the Console 17
Power Down the Console 17
The Central Information Area (CIA) 18
Browser 20
Softkeys 22
Displays 23
Display Control and Navigation 28
Live and Blind Displays 35
Playback Status Display 45
Using Direct Selects 51
Encoders 56
Moving Light Controls 58
Fader Configuration 59
Virtual Keyboard 65
Table of Contents i
Importing Show Files 77
Exporting a Show File 79
Exporting Logs 79
Deleting a File 80
File Manager 80
Patch 81
About Patch 82
Patch Main Displays 82
Patching Conventional Fixtures 84
Patching Automated Fixtures, LEDs, and Accessories 89
Patching Multicell Fixtures 91
Labeling 93
Using the Scroller/Wheel Picker and Editor 93
Settings in Patch 99
Using Device List 104
Clearing the Patch 109
Update Profile 109
Fixture Editor 110
Setup 125
About Setup 126
System 126
User 136
Device 138
Console Status Display 141
Groups 175
About Groups 176
Recording Groups Live 176
Selecting Groups 180
Opening the Group List 180
Using Groups as a Channel Collector 181
Fan 183
About Fan 184
Fanning Parameter Data 184
Fan From the Command Line 184
Fanning References 185
Fanning Timing and Delays 185
Using Subgroups with Fan 185
Mark 187
About Mark 188
AutoMark 188
Referenced Marks 189
Palettes 195
About Palettes 196
Palette Types 196
Palette Options 197
Storing Palettes Live 197
Recalling Palettes 200
Editing Palettes Live 201
Editing Palettes in Blind 202
Using By Type Palettes 205
Removing Channels from a Palette 206
Deleting Palettes 206
Presets 207
About Presets 208
Preset Options 208
Storing Presets Live 208
Recalling Presets 210
Filters 255
About Filters 256
Record Filters 256
Partial Filters 256
Clearing Filters 257
Storing Data with Record Filters 257
Effects 295
About Effects 296
The Effect List 296
Effects Editor 297
Effect Status Display 301
Effect Channel Display 303
Step Effects 304
Absolute Effects 306
Effect Background Value Modification 309
Beats Per Minute 309
Multiple Intensity HTP Effects 311
Relative Effects 311
Preprogrammed Rainbow Effects 314
Apply an Existing Effect 314
Editing Effects Live 314
Stop an Effect 314
Query and Group Effect 315
Using Offset 315
Replace With 315
Deleting an Effect 315
Recording an Effect to a Preset 315
Table of Contents v
Recording an Effect in a Cue 316
Effects on Faders 316
Delaying Effects 318
Effects Variables 318
Park 321
About Park 322
Park Display 322
Parked Values in Live 322
Scaled Parked Values in Live 323
Parked Addresses in Live 323
Park Values from the Park Display 324
Submasters 325
About Submasters 326
Recording a Submaster 326
Submaster List 327
Editing Submasters 327
Submaster Properties 327
Submaster Fader and Button Configuration 331
Submaster Information 332
Labeling a Submaster 332
Loading Submasters 333
Using Bump Button Timing With Submasters 333
Controlling Subfades Manually 334
Execute List 334
Freeze and StopEffect on Submasters 334
Moving and Copying Submasters 335
Releasing Content From a Submaster 335
Updating a Submaster 335
Deleting a Submaster 336
Curves 349
About Curves 350
Creating a Curve 351
Editing Curves 351
Applying a Curve To Channels In Patch 352
Curves Applied to Cues 352
Applying a Curve To Scroller Fans 353
Delete a Curve 353
Snapshots 355
About Snapshots 356
Recording Snapshots 356
Recalling Snapshots 357
Editing Snapshots 358
Deleting Snapshots 358
Macros 359
About Macros 360
Store a Macro from Live 360
Using the [Learn] key 360
Macro Editor Display 361
Create a New Macro from the Display 363
Edit an Existing Macro 363
Play a Macro 364
Stop a Macro 364
Delete a Macro 365
Augment3d 393
About Augment3d 394
Hardware and Software Requirements 395
Running Augment3d 396
Navigation in Augment3d 398
Augment3d Control Mode 399
Augment3d Edit Mode 400
Augment3d Toolbar 411
Fixtures in Augment3d 417
Augment3d with Magic Sheets & Pixel Maps 431
Augment3d Objects 433
Vectorworks Augment3d Plug-in 438
Multi-Console 463
About Multi-Console 464
Definition of terms 464
Multi-console Setup 464
Hotkeys 603
Table of Contents ix
x Eos Family v3.0.0 Operations Manual
Introduction
Introduction 1
Using this Manual
This manual is for use with the Ion Classic control systems.
In order to be specific about where features and commands are found, the following naming and
text conventions will be used:
• Browser menus and commands are indicated in bold text. For example: In the File menu,
click Open.
• Alphanumeric keyboard buttons are indicated in all CAPS. For example, ALT or CTRL.
• Facepanel buttons are indicated in bold [brackets]. For example, [Live] or [Enter].
• Optional keys which don't have to be pressed are indicated in <angle brackets>, for
example, <Cue> or <0>.
• Keys which are intended to be pressed or held simultaneously are indicated with the
“and” symbol. For example, [Load] & [Timing Disable].
• Softkeys and direct selects are indicated in bold {braces}. A note about <More SK> (more
softkeys): this command is always indicated as optional, and is only indicated once in an
instruction regardless of how many pages of softkeys exist. This is because there is no way
to predict what softkey page you are on at any given time. Press More Softkeys until you
find the required command.
• References to other parts of the lol itlolmanual are indicated in underlined blue (for
example, Introduction (on the previous page) ). When viewing this manual electronically,
click on the reference to jump to that section of the manual.
Note: Notes are helpful hints and information that is supplemental to the main text.
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Introduction 3
Other Reference Materials
Help System
A key help system is contained within your system. To access help, press and hold [Help] and
press any key to see:
• the name of the key
• a description of what the key enables you to do
• syntax examples for using the key (if applicable)
• links to topics in the manual
Note: Key help is included on most tangible action buttons on your Ion Classic
console. This includes most softkeys and touchbuttons as well as the traditional keys on
the keypad.
Note: As with hard keys, the “press and hold [Help]” action can be used with
softkeys and touchbuttons as well.
Important Concepts
Before using your console, you should read and familiarize yourself with the concepts defined
below. These concepts are important for understanding both how Ion Classic functions as well as
how you, as a programmer, will interact with your system to produce a successful show.
• Channel
• Address
• Record Targets
• Cues
• Cue List Ownership
• Syntax Structure
• Parameters and Parameter Categories
• Tracking vs. Cue Only
• Move Instruction
• Manual Data
• Move Fade
• Block vs. Assert
• Live and Blind
• HTP vs. LTP
Channel = Fixture
A fixture is defined as a group of related addresses that together control a device. An example
of a fixture would be an ETC Revolution. This automated fixture contains 31 parameters that
together allow you to perform various functions such as pan and tilt. Each of these attributes is
addressed by a different output.
Ion Classic treats fixtures and channels as one and the same. Unlike former ETC consoles where
a fixture occupied one channel for each parameter, Ion Classic assigns each fixture a single
channel number. Individual parameters are then associated with that channel as additional lines
of channel information.
When you select a channel number, all of the controllable properties or parameters of that
channel are available through the keypad, level wheel, or the encoders.
Note: Multicell fixtures are handled differently. They are fixtures made up of multiple
channels and addresses. See Patching Multicell Fixtures (on page 91) and Multicell
Fixtures (on page 162) for more information.
Address
Addresses are numerical identifiers set on the actual dimmers, automated fixtures, or other
devices you want to control. To connect addresses to channels, you will need to use the Patch
function of Ion Classic. For more information, About Patch (on page 82) .
Note: You can patch more than one address to a single channel, but you cannot
patch multiple channels to a single address.
Syntax Structure
Most instructions can be entered into Ion Classic through the command line. The command line
expects instructions to be entered in a specific structure, or syntax.
Generally speaking, the order of syntax can be described as:
• What are you trying to affect? (Channel, group)
• What do you want it to do? (Change intensity, focus, pan/tilt)
• What value do you want? (Intensity at full, Iris at 50)
Naturally other commands will be used in the course of programming your show, but most other
functions are modifiers of these three basic steps: modifying the channel(s) you are working
with, determining what parameters of those channels you are impacting, and what value you
want them to assume. When working with Record Targets (on the next page) , the syntax is
similar.
Note: Not all actions must be entered from the command line, although many will
result in a command line instruction. Other actions bypass the command line entirely.
Introduction 5
Enter
Since the command line can receive multiple edits and instructions at once, it is necessary to let
Ion Classic know when you have completed your instruction in the command line. This is done
with the [Enter] key.
There are some commands which are self-terminating, and therefore do not require [Enter] to
be pressed. Some (but not all) of these commands are:
• Out
• +%
• -%
• Level
• Actions from the direct selects
Record Targets
A record target is any data location that you can store data using a [Record] command.
Examples of record targets are cues, palettes, and macros.
Cues
A cue is a record target comprised of channels with associated parameter data, discrete
(channel/parameter level) timing, cue timing, and cue attributes (such as preheat, follow or
hang instructions).
When in tracking mode, edits made to an existing cue will track forward through the cue list
until a move instruction is encountered. Changes made to Cue 3 will affect the cue list as shown
below in bold.
Using Trace
{Trace} works just like Tracking mode, except it allows changes to be tracked backwards though
the cue list, until it sees a move instruction. In the example below, the channel levels have been
adjusted while cue 3 is live on stage. Using Trace will take those adjusted levels and update
them into the cues as follows: channel 1's new level is recorded into cue 2, channel 2's level is
recorded into cue 1, and channel 3's level is recorded into cue 3. This is because the move
instruction for those channels are contained in those cues. In the case of channels 1 and 2, their
new level will track into cue 3.Using [Record] <Cue> [3] {Trace} [Enter] would affect the cue
list as shown below in bold.
Introduction 7
To force that channel’s new value to go backward in the cue list, {Trace} {Trace} can be used.
For information on using [Update] and {Trace}, See Using Trace (on page 241) .
Move Instruction
A move instruction is any change to a parameter from its previous stored value. A change to a
channel’s intensity is a move instruction. A change to a channel’s pan or tilt is a move
instruction. A change to a channel’s color mixing is a move instruction, and so on.
Manual Data
Manual data is any value set for a channel via the command line. Manual data will remain at its
value until a move instruction is provided for it.
Move Fade
Move Fade is a lighting control philosophy which determines how cues are played back. Ion
Classic adheres to this philosophy.
In a Move Fade system, parameters do not change from their current setting until they are
provided a move instruction in a cue or are given a new instruction manually.
Example:
In cue 1, channel 1 has been given an intensity value of 50%. This value does not
change until cue 20, where channel 1 is moved to 100%. Therefore, channel 1 has a
tracked intensity value of 50% in cues 2-19. If the user applies a manual intensity value
of 25% while sitting in cue 5 (for example), that channel will stay at 25% until Cue 20
is recalled - because 20 is the next cue in which channel 1 has a move instruction.
HTP
HTP is only applicable to the intensity of a channel. HTP channels will output the level that is the
highest of all inputs. HTP channels are also referred to as “pile-on”, because as control inputs
are added (for example - you may bring up cues and multiple submasters that all have the same
channel recorded at various levels), the system calculates which input has the highest level for
that channel and outputs that level for the channel. As control inputs are removed (you pull
some of the submasters down to zero), the console will adjust the channel level, if required, to
the highest remaining level.
Introduction 9
LTP
LTP is applicable to any parameter of any channel. LTP output is based on the most recent move
instruction issued to the channel parameter. Any new values sent to the channel will supersede
any previous values, regardless of the level supplied.
Ion Classic determines the LTP value for a channel, which is overridden by any HTP input values
that are higher than the LTP instruction. This is then finally modified by manual control.
Ion Layout 12
Console Components 12
Cleaning Your Console 16
Console Capacities 16
Console Overview 11
Ion Layout
Below is a diagram of Ion with references made to specific areas of use. The terms and names
for each area and interface are used throughout this manual.
Note: Ion can support up to 2 monitors. For more information, see External Monitors
(on the facing page). For monitor configuration, see Monitor Arrangement (on
page 479).
Console Components
This section discusses the various console components that were called out in the layout section.
• Power Button
• USB Ports
• External Monitors
• Control Keypad
• Navigation Keypad
• Fader Control Buttons
• Grandmaster and Blackout
• Level Wheel
Power Button
The power button on the front of the console is used to power up or power down. A separate
hard power switch, located on the rear panel, can be used to disconnect power from the
console’s internal components.
CAUTION: It is recommended that you safely power down the console through the
software, Displays>Power Off Device, before disconnecting power from the console.
WARNING: Before servicing your console, you must switch off the power on the rear
panel and disconnect the power cord completely.
USB Ports
One USB port is provided on the front of the console to connect any USB storage device.
Additional USB ports on the rear panel of the console connect peripherals such as an
alphanumeric keyboard, pointing device, or touchscreen control for external monitors.
CAUTION: The USB ports cannot be used for charging devices such as cell phones.
External Monitors
Ion can support up to 2 monitors, either 2 DVI monitors or 1 display port and 1 DVI.
Control Keypad
The control keypad area is divided into several sections including record targets, numeric
keypad with modifiers, display, softkeys, navigation, and special function controls.
Display and navigation keys are used for quick access to common displays, format, paging, and
navigation within displays.
Navigation Keypad
Used for quick access to the Live and Blind displays, tab selection, location, paging and
navigation within displays.
Console Overview 13
Fader Control Buttons
The [Fader Control] button is used to access the fader control softkeys, and to access additional
pages of faders. Control softkeys include: {Manual Override}, {Rate}, {Spread}, {Release},
{Off}, {Assert}, {Go to Cue 0}, {Stop Effect}, {Freeze}, {Filter}, and {Timing Disable}.
See Playback Fader Controls (on page 283) and Changing Fader Pages (on page 283) for more
information.
Clicking on either button will open a new display which will allow you to turn off blackout and
set the grandmaster to a different level.
Level Wheel
Adjusts intensity for selected channels. It also provides scrolling and zoom functions in various
modes. See Level Wheel (on page 148) for more information.
Encoders on Ion
Encoders and the LCD for control of non-intensity parameters are provided at the top center of
the console. The four encoders are pageable controls, which are populated on the LCD with the
parameters used in your show.
LCD
This display accompanies the CIA as an additional user interface. This LCD offers you softkeys,
encoder information, and an additional view of the command line. To adjust the brightness and
contrast levels of the LCD, go to Setup>Desk>Brightness Settings>Ion Display. See Brightness
Load Buttons
Load buttons are used to load the specified cue or submaster to the associated fader.
Ion has a load button located above the master playback controls to assign content to it.
Fader wings use a combination of both bump buttons beneath the faders as load buttons.
See Assigning Faders Manually (on page 282) for more information.
Ethernet Ports
Ethernet ports are for connecting to a network switch, network gateways, and accessory
devices. Each port is on a separate NIC.
For configuration of your Ethernet ports, see Network Settings (on page 482) .
Littlites®
You may connect Littlites to the back of your console.
Dimming Littlites
Desk lamps, such as Littlites, can be dimmed from within the software application. They can
also be dimmed using the desk lamp control knob on the rear panel.
Desk lamp controls are found in Setup> Device> Brightness Settings>Light Levels. The {Desk
Lamp} slider has a range of 0% (dimmest) to 100% (brightest). The default setting is 0%. The
console will set the desk lamp to this setting on startup of the application. See Brightness
Settings (on page 141)
The desk lamps can also be controlled by holding down [Displays] and rolling the level wheel.
Outputting DMX
In order to output control levels from your console, you can use the DMX ports on the back of
the console and/or you may connect a gateway or node. If your device receives Net3 or ETCNet2
directly, no gateway or node is required.
Console Overview 15
Ion has two DMX ports. To output, connect one 5 pin XLR cable per port. The first port will
default to outputting the first universe of DMX, addresses 1-512, and the second port to the
second universe, outputting addresses 513-1024. Configuring DMX ports to something other
than the defaults is done in Browser>Setup>System Settings>Output.
See Output (on page 134)Output (on page 134) for information on reconfiguring the DMX ports.
Gateways will function with your console out of the box without previous configuration.
However if custom configuration is required, you will need to use Net3 Concert or GCE
(Gateway Configuration Editor). Concert is installed by default and can be accessed in
ECU>Settings>Maintenance>Net3 Concert. Concert is available for download from our
website, etcconnect.com. GCE software can also be downloaded from the ETC website.
For more information on Net3 gateways, see the product literature that accompanied the
hardware or download it from our website, etcconnect.com.
Console Capacities
Output Parameters
• 1k (Min) 6k (Max)
Channel Counts
• 32,768 channels (can be any number from 1 to 99,999)
Record Targets
• 1,000 Groups
• 1,000 x 4 Palettes (Intensity, Focus, Color and Beam)
• 1,000 Presets
• 1,000 Effects
• 99,999 Macros
• 1,000 Snapshots
• 1,000 Curves
• 1,000 Color Paths
Faders
• 1 dedicated Master Playback pair, with Go and Stop/ Back
• a maximum of 200 configurable cue playbacks, with Go and Stop /Back
• a maximum of 1000 configurable submasters, with Bump and Assert/ channel select
• One configurable Grandmaster, with Blackout and Blackout Enable
Note: You can go straight to the welcome screen by adjusting a setting in the ECU.
See Open in Shell E.C.U (on page 477) in the ECU appendix.
System Basics 17
2. Confirm this command by pressing {OK} in the dialog box. The console will power down.
Note: These are persistent storage systems. Therefore if you shut down your system
without saving the show file, you will return to the same place in your show when you
reboot.
Note: The console will display an improper shutdown message on the next power up
if the console was not powered down from the browser menu or welcome screen.
CIA Icons
There are three icons located above the CIA.
Note: While locked, the CIA can still be collapsed or expanded by clicking the arrow
icon. You can also use [Displays] & [Page ▲ ] to expand or [Displays] & [Page ▼ ] to
collapse.
Note: Press [Clear] to remove commands from a terminated command line. Use
[Shift] & [Clear] to remove commands from a command line that is not terminated.
See Syntax Structure (on page 5) for more information on using the command line.
Parameter Display
This display shows the parameters available for patched channels. It is also where you can select
which parameters to view in the Live and/or Blind displays, or select parameters for command
line control. The parameter display will dynamically change depending on the channel (fixture)
selected and its applicable parameters.
For more information on using the parameter display, see Using the Parameter Display (on
page 148) .
System Basics 19
Labeling
[Label] is used to attach an alphanumeric label to an object such as cues, channels, submasters,
etc.
[Label] [Label] when appended to a record target command, clears the current label. This
includes show file labels.
Editing Labels
The page arrow keys on the console or an external alphanumeric keyboard can be used to move
the cursor within a label to aid in editing.
• [Page Up] - takes the cursor to the beginning of the label
• [Page Down] - takes the cursor to the end of the label
• [Page Left] - moves the cursor to the left
• [Page Right] - moves the cursor to the right
Browser
The browser is the interface for numerous functions including saving a show, loading a show,
opening displays, and many other functions. Press [Displays] to open the browser. See Using the
Browser (below) .
To learn more about saving and loading a show file, see About Managing Show Files (on
page 68) for more information.
• Use the page arrow keys to move the selection bar up and down the list. You may also use
the level wheel to scroll through the list.
• When the bar highlights the desired menu, press [Page Right] to open the menu.
• Continue pressing [Page Right] to open submenus.
• Scroll to the item you wish to open using [Page Up] or [Page Down] and then press
[Select] or double click on it. You may also touch the item you wish to open and then
press [Select] or double tap.
• If you wish to close a submenu scroll to that item and press [Page Left].
• Additional presses of [Displays] will minimize or restore the CIA.
Note: File folders display with a folder icon beside their name.
Note: Previous versions of a showfile will be displayed in dark gray text. To see
previous versions of a showfile, you must click on the arrow to the left of the showfile
name or use [Page u] .
Note: The [Select] key can be used to confirm a choice in the browser.
Clear Functions
You can access the various clear options from the browser by selecting {Clear} from the main
browser menu. The clear functions window will open in the CIA.
From this menu you can select one of the available clear options by clicking on the desired
button in the CIA. Ion Classic will ask you for a confirmation before performing the selected
clear. For {Clear Targets}, Ion Classic will allow you to choose which record targets you want to
clear.
System Basics 21
From the {Clear Targets} screen you can select which record targets you wish to clear. The
buttons at the center of the CIA represent all of the record targets that you can choose to clear.
By default all components are selected (gray) and will be cleared. To withhold any targets from
being cleared, simply deselect them in the CIA by clicking the respective button. To deselect all
of the targets, click the {Deselect All} button.
To reselect all targets, click the {Select All} button and all buttons will return to gray (selected).
To stop the process, click the {Cancel} button.
When you have selected or deselected all of the record targets you require, click {OK}.
After clearing, the CIA will return to the browser. If you want to perform additional clear
functions, you must select {Clear} from the browser again.
To exit the clear functions screen without clearing, press the [Displays] key at any time or select
a clear button and then select {Cancel} from the confirmation screen.
Note: This will also lock any wings or USB connected peripherals.
Softkeys
Some of the features and displays in Ion Classic are accessible from the softkeys, which are
located under the Browser. Softkeys are indicated in documentation with bold {braces}.
The softkeys are context sensitive, therefore they repaint to display softkeys relevant to the
display or command you are working with. The white labels on the bottom row indicate the
active softkeys. The gray labels in the top row indicate the second page of available softkeys,
available by pressing the [More SK] button.
Those softkeys correspond to buttons [S1] - [S6] and [More SK] on the facepanel.
Displays
There are several terms that are useful to know when discussing the displays on your console:
• Monitors - refers to any physical monitor or touchscreen device connected to your
console. The monitor number will display in the upper left corner of the screen.
• Workspaces - offers independent display control on all of your connected monitors. Every
monitor can have up to three workspaces.
• Frames - offers layout options to your workspaces.
• Tabs - offers the ability to view multiple displays in one frame.
• Displays - are the individual views or tools available for use in programming your console.
They are viewed in tabs.
Ion Classic has the ability to have one of three different workspaces active on individual
monitors, as well as to have up to four frames in use in any workspace. Each frame can hold
multiple tabs. Each tab contains one display.
Workspaces
Workspaces offer independent display control on all of your connected monitors. Every monitor
can have up to three workspaces, identified by the workspace icons in the upper left corner of
any monitor.
System Basics 23
You can use [Tab] & [Page Up] and [Tab] & [Page Down]to cycle through the workspaces. This
will increment or decrement the current workspace and will then force all of the other
workspaces to match the current workspace’s number (1, 2, or 3). This is so you can quickly step
through the workspaces.
Workspaces 1, 2, and 3
These three monitor icons are used to switch between each monitor’s available workspaces.
Each can be set up to include any of the desired layout, displays, and controls options offered on
the Home Screen. Double-clicking on any of the icons will jump all connected monitors to that
workspace number.
Note: From an alphanumeric keyboard, hold down either of the bracket buttons
([ or ]) and type in the number of the workspace you wish to view. For example, hold
down [ and press 2 to view workspace 2.
Frames
Each workspace can have up to four frames in its layout. The number of frames in a workspace
layout is determined by choosing the layout options offered in the Home Screen.
Tabs
Any frame can have multiple tabs open. Tabs are broken down into two categories: Control and
Display. Control tabs are the virtual control options, such as the color picker and the virtual
keyboard. Display tabs are the various displays available on the console, such as the playback
status display and the park display.
You can open or close tabs using the Display Icons, Control Icons, or typing the [Tab] & the tab
number. Pressing [Shift] & [Tab] once will clear all tabs on the selected monitor but tabs in
locked frames will remain. Pressing [Shift] and tapping [Tab]twice will clear all tabs on all
monitors but tabs in locked frames will remain. Tapping [Tab] a third time will clear all tabs on
all monitors including those in locked frames.
Tabs can be reordered by dragging the tab to its new location.
White text in the tab indicates a Display Tab, and magenta text indicates a Control Tab.
All Display and Control Tabs have fixed Tab Numbers under which they open (for example,
“Live” opens under Tab 1, “Patch” under Tab 12, and “Color Picker” under Tab 27).
These numbers are identified on the Home Screen in each icon. For multiple instances of the
same display, the tab number will be followed with a decimal number. Additional tabs will start
their numbering with n.2. When you press [Tab], active focus will move numerically through all
open tabs on active workspaces.
Tab Numbers
The following table lists the tab number for each of the Control and Display tabs:
Display Tabs
The following displays can be selected, and they will open in a new tab in the selected frame:
System Basics 25
The following displays can have multiple instances open:
• Channel (Summary)
• Channel (Table)
• Split Channel
• Playback Status Display
• Magic Sheet Display
• Effect Channels
• Park
For multiple instances of the same display, the tab number will be followed with a decimal
number. Additional tabs will start their numbering with n.2. If you have only one instance, there
will be no decimal number.
Control Tabs
You can select from the following list of virtual controls, and they will open in a new tab in the
selected frame:
You can left click with a mouse or double tap a tab in focus to also see this menu.
The following is a list of menu options. Not all options are available for every tab.
• Close Tab - closes the selected tab.
• Replace Tab - allows you to close the current tab and choose from the Home Screen
which display to replace it with. Pressing escape will return you to the previously selected
tab.
• Close All Tabs But This - closes all of the tabs except the selected one.
System Basics 27
• Close All Tabs - closes all of the tabs including the selected one.
• Reset Columns - resets all of the column widths in the selected tab to Eos defaults. This
option will only be available for displays with columns.
• Lock Frame - prevents any additional tabs from being opened in the selected frame,
unless intentionally added with the display picker.
• Open New Tabs In This Frame - specifies that any new tabs opened will automatically
open in the specified frame. Only one frame can have this option selected at a time.
• Zoom Out and Zoom In - zooms the selected tab.
Note: If the selected display has a configuration menu, it can be accessed from the
tab tools menu.
Note: Any time you wish to return to the browser, simply press [Displays].
Closing Displays
To close any tab display, select the display by using the [Tab] key or other means of navigation.
When the desired display is active, press [Escape] to close it.
To close a display in the CIA, press the [Displays] key and the browser will reappear.
To close all displays except for the live/blind display and the playback status display (tabs 1 and
2), press [Shift] & [Tab].
You can also close tabs by using the Tab Tools. See Tab Tools (on page 27) for more
information.
This screen consists of four general areas, each offering different display-related options.
System Basics 29
Layout Options
These tools offer you greater flexibility in the number of tabs you can view in any given
workspace. A workspace can have up to four frames. Selecting a layout icon will assign the
frame layout identified in the icon. Once a layout is assigned, you can select which displays and
controls will be in which frames.
This screen also offers options for opening and closing tabs as well as resizing and resetting the
monitor(s).
Select this icon to resize frames in any of the workspaces on the monitor. After selecting,
resizing tools will appear between frames of the workspace and you can select and drag the
resize tool icons to adjust sizing as needed.
Monitor Mapping
Select this icon to arrange your monitors without having to go into the ECU. This function allows
you better control of your snapshots ( About Snapshots (on page 356) ).
Click on a monitor to display the available numbers, and then click on the number to assign it.
Select this icon to close all of the tabs in the active workspace on this monitor only.
Reset This Workspace
This icon will close all of the tabs and frames and will reset the layout for the active workspace
to a single frame displaying theWorkspace Layout Menu, from which you can select new tabs to
open.
Reset ALL Monitors & Workspaces
This icon will close all of the tabs and frames on all monitors, reset all layouts to a single frame,
and return their workspaces to the Workspace Layout Menu, from which you can select new
tabs to open.
System Basics 31
Single Monitor Snapshots
The snapshots displayed here are single monitor-only snapshots recorded for the visible
workspace. For information about snapshots, see About Snapshots (on page 356) . These
snapshots can be recalled from any selected monitor from the Workspace Layout Menu. You
can recall a monitor-only snapshot from the command line by using the syntax [Snapshot] [n]
[Enter]. When recalled from the command line, the selected snapshot will only affect the
monitor from which it was originally recorded.
To record a monitor-only snapshot, press the {New Snapshot} button on the Display Controls
menu screen. [Delete] [Snapshot] [n] [Enter] [Enter] will delete a monitor-only snapshot.
All snapshots can be viewed on the snapshot list display, which can be opened by pressing
[Snapshot] [Snapshot] or from the Workspace Layout Menu.
Updating a Single Monitor Snapshot
A single monitor snapshot can be updated or deleted by right clicking on its icon in the Snapshot
area of the Workspace Layout Menu.
Selecting Displays
When a display is selected, the screen is highlighted in a gold border and the display name (such
as “1. Live Channel”) will be in gold as well. When a display is not selected, there is no border
and the tab name is gray.
If a display is already open, it can be selected in the following ways:
• Press [Tab] to change focus between open tabs in chronological order.
• Press [Tab] & [n], where “n” represents the tab number of the desired tab.
• Press [Live] or [Blind] to automatically bring Live/ Blind into focus. If there are multiple
instances of Live/ Blind, pressing [Shift] & [Live] / [Blind] brings the next Live/ Blind tab
into focus.
• Double press a record target button (such as [Preset] or [Submaster]) to either open the
associated display or select it if it is already open.
Moving Displays
To move the active display from one monitor to another, press and hold the [Tab] key and use
the page arrow keys to move the display in the direction of the desired screen. One press of the
left or right page keys will move the display to the next screen in that direction. To move it back,
press the opposite arrow key.
Clickable Displays
Several displays have click supported cells. Clicking on a cell will select and place it on the
command line. You can click on multiple cells to select a range of items. Double-clicking a row
header will select that row and deselect any other rows. In-Cell editing must be enabled in
Setup>Device>Displays. See In-Cell Editing (on page 140)
Quick Access
Quick Access tools are available at the top of each display.
System Basics 33
• Wand - pop-up magic sheet
• Automated fixture beams - pop-up ML Controls
• Camera -pop-up Snapshots
Pop-up ML Controls
This option allows you quick access to the ML controls display in a small pop-up window over
your current display. See Moving Light Controls (on page 58) for more information about this
display.
Press the automated fixture beams icon to close the display when opened.
Pop-up Snapshots
This option displays your favorite snapshots in a small pop-up window for quick access. Select a
snapshot to recall it. Favorite is an option that can be selected or deselected when recording a
snapshot.
Press the camera icon to close the display when opened.
See About Snapshots (on page 356) for more information.
[Time] Key
Holding [About] and pressing [Time]allows you to view discrete timing data behind any channel
parameter. [Time] exposes channel or parameter specific timing for any channels in the current
cue. The first value is the delay time. If “--” is displayed, there is no delay. The value to the right
of the / is the transition time.
You can lock this mode by holding [About] and double tapping [Time]. When in display time
mode, “Display Timing” will display in the upper left of the live display. To exit this mode, press
[About] again.
[Data] Key
Pressing and holding [Data] allows you to view the values behind any referenced or marked
data. [Data] exposes the next lower reference level. So if you view a palette reference and
press [Data], the absolute data will be displayed instead. If you are viewing a preset, absolute or
palette data will be displayed, depending on what is contained in the preset.
You can lock this mode by pressing [Data] twice. When in display reference values mode, “Data
Latched” will display in the upper left of the live display. To exit this mode, press [Data] again
Using [Format]
Live / Blind has multiple formats. When first opened, it opens in its default view, which is the
Table View (on the next page) . The default view can be set in the Live and Blind Configuration
Menu (on page 42) . When the default format has been changed, those new settings will be
used whenever the display is changed back to that format.
Press [Format] to rotate through any available formats.
Live and Blind share formatting. When you change from one format to another format, you are
always working with the same format until you change it. The exception to this is Spreadsheet
(Blind Only) (on page 38) , which is only available in blind. If you are working in blind
spreadsheet, when you return to live you will be working with the table or summary view, based
on which one you were last using.
Summary View
The summary view displays the largest number of channels of any of the formats. This format is
best used to see large numbers of channels’ intensity data and/or parameter category data.
Individual parameters are not visible in this view.
FCB icons will appear at the bottom of the channel area for channels that have those parameters
patched to them. See Indicators in the Live/ Blind Display (on page 39) for more information.
System Basics 35
To collapse the summary view, hold down [Data] and any of the encoder paging keys (Focus,
Color, Image, Shutter, or Form).
When the summary view has been collapsed to show only intensity data, you may include focus,
color, or beam data in the summary view by holding down [Data] and any of the encoder paging
keys (Focus, Color, Image, Shutter, or Form) This displays all categories again.
Table View
Table view is available in Live or Blind. Unlike summary view, table view displays the fixture
type associated with channels and details about each channel’s category and parameter levels.
In Live, table view displays all active channel data being output from Ion Classic. In Blind, it will
display all data for a single record target (cue, preset, palette) depending on what is viewed. In
table view, focus, color, and beam information can be viewed in either a summary of these
three categories or an expanded view to show all parameter data.
{Preview} allows you to display the intensity values for another cue under the current values in
the Live Summary tab. An indicator of what Preview mode you are in will display in the upper
left hand corner of the Live Summary display.
Channels in Use
To open the Channels in Use display, click on the {CIU} icon in the home screen or press [Tab] &
[3][2].
System Basics 37
A Channels in Use display shows the following information for each channel:
• Number of cue lists the channel appears in.
• Number of cues the channel appears in.
• Number of cue moves from zero.
• Number of submasters that channel appears in.
• Maximum channel level.
Note: Right-click on the CIU tab to limit see which channels are used with a specified
cue list.
Note: Since this is a blind-only view, changes made in this view are immediate and
do not require a record or update.
As with table view, spreadsheet format allows you to choose exactly which parameters you want
to view. Parameters can be expanded/ suppressed by holding [Data] and pressing the desired
parameter buttons in the CIA. Category data is not available in spreadsheet, but you may hide
all parameters of a specific category by holding [Data] and pressing the desired parameter
category button.
Note: The color and text conventions apply regardless of the format of Live/ Blind
being used (see Using [Format] (on page 35)).
Note: When manual channels are used, there will be an advisory that says "Manual
Channels" in red in the upper left hand corner of any Live display.
Most of the channels in the above image are conventional channels (intensity is the only
available parameter).
Several channels in the image are automated fixtures (possessing more parameters than just
intensity).
Conventionals
Conventions display the channel number, intensity, and any additional data below.
System Basics 39
Automated Fixtures or Multi-parameter Devices
This view also has additional data fields beneath intensity (F, C, B). This information can be
suppressed by pressing and holding [Data] and any of the encoder paging keys (Focus, Color,
Image, Shutter, or Form). Doing so will leave only the intensity field and FCB indicators at the
bottom of the channel.
Multicell Devices
Multicell devices display the channel number broken into decimals, based on how many cells
the device has. Multicell fixtures can be controlled as an entire fixture, individual cells, or a
combination of cells. Parameter data can also be suppressed in the same way as automated
fixtures.
You can use flexichannel modes to hide cells or master channels. See Using Flexichannel (on
page 44) for more information.
When in Flexi Cells Off mode, the master channel will display its own information in the normal
font size, and data indicators will be used for the cells. If all of the cells are at the same value,
that value will display. If the majority of the cells are at the same value, that value will be
displayed with a superscript plus sign. If there is not a majority, just a plus sign will be used.
Note: A decimal will display at the end of a master channel when flexi cells off is on.
• Bright Red Manual Data (any data that has been set but not yet stored to an active cue or
submaster) on all consoles using the same user ID. When manual channels are used, there
will be an advisory that says "Manual Channels" in red in the upper left hand corner of
any Live display.
• Dark Red Manual Data (any data that has been set but not yet stored to an active cue or
submaster) from other consoles that are using different user IDs.
• Blue The intensity value is higher than in the previous cue.Non-intensity parameters (NPs)
are in blue when any move instruction has occurred. Unmarked.
• Green The intensity value is lower than in the previous cue.Also used in reference
marking to indicate a channel is marked.
• Magenta Value is unchanged from the previous cue (tracked).
• White The value is blocked.
• White with an underscore Value is auto-blocked.
• Gray Default or the value is a null value (from either {Make Null} or a filter). When nulled,
a gray “n” appears next to the value.
• Yellow Data set from a submaster.
• Orange Data set from Staging Mode.
Note: When data is in transition (moving), it will appear in a lighter version of its
color. This includes up/down fades for intensity, non-intensity moves from cues,
submaster, and timed manual changes.
Note: Color indicators also apply to text indicators. For example, red indicates a
manual value that must be stored. See Color Indicators (above)
System Basics 41
• _ Underlined value (white) indicates a system-applied block (also called an auto-block).
• + Found in place of parameter data in summary view. Indicates that not all parameters in
that category are at the same value. This indicator is found only in the summary view or in
table views when the parameters are collapsed into a category view. If a majority of the
values are the same, that value will be displayed along with the indicator. If there is no
majority, just the indicator will be displayed.
• ! Indicates an ACN, RDM, or dimmer warning.
• ? Indicates an ACN, RDM, or dimmer error.
• A Indicates the channel or parameter is asserted.
• B Indicates the channel or parameter is manually blocked. This block must be stored.
• C Captured channel if in yellow. Color Path if in any other color.
• I Channel is controlled by an inhibitive submaster. When displayed in the Block flag, “I”
indicates a cue level intensity block.
• IP, CP, FP, BP Indicates that the value is referenced to a palette (Intensity, Color, Focus,
or Beam). This text is followed by a number, indicating which palette is being referenced.
This can be substituted with the palette label if the “Show Reference Label” setting is
activated (see Show Reference Labels (on page 140) ). Holding down [About] & [Label]
will toggle between the palette label and palette number.
• M Indicates a mark is placed, but manual, and must be stored. Is blue when stored.”m”
indicates cue is not marking.
• MK Indicates the channel is marked for a later cue. The cue number is indicated in the
other categories (see “Q” below).
• ND Indicates that a channel has been patched as a non-dim fixture type.
• N Indicates the value is null (from either {Make Null} or a filter).
• P Indicates the channel is parked.
• Ph Indicates the channel is at a preheat level.
• Pr Indicates that the value is referenced to a preset. This text is followed by a number,
indicating which preset is being referenced. The preset label may also be shown if this
setting is enabled (see Show Reference Labels (on page 140) ). Holding down [Shift] &
[Label] will toggle between the preset label and preset number.
• Q Found in the non-intensity categories of a marked channel. The “Q” is followed by a
number indicating which cue the mark is in preparation for.
• t The channel has discrete (parameter/category-specific) timing.
• S Indicates that a channel is stored to a shielded submaster.
• R Indicates a manual reference override. Manual changes have been made that override a
previously stored reference (such as to a palette or preset). Once recorded, the reference
will be broken. If updated, the referenced target will be updated as well, unless otherwise
instructed.
• MC Line Wrap - When enabled, this option keeps all of the cells together of a multicell
fixture when viewing it in Live summary view instead of breaking them up across multiple
rows.
• Suppress Target Labels - Hides the Label column in Blind spreadsheet view.
• Show Reference Labels - When enabled, referenced record targets (such as presets or
palettes) with labels will have their labels displayed rather than their target type and
number. This setting will only affect the selected instance of Live/ Blind. There is an option
in setup, which determines the default that will be used when tabs are opened. It is
modified from there in the configuration menu. See Show Reference Labels (on
page 140) .
Note: [About] & [Label] can be used to temporally toggle between views.
• Group Channels By 5 - When enabled, five channels are grouped together with space
separating each group of five. This setting is enabled by default.
• High Contrast - When enabled, high contrast brightens the magenta used to show tracked
values. This setting is enabled by default.
• Disable 100 Channel Display Mode - By default, 100 channels are displayed at a time in
the live summary view.
• Enable 100 Channel Display Mode - 5x20 - This is a variation of the 100 Channel Display
Mode, which displays 5 rows of 20 channels.
• Enable 100 Channel Display Mode - 4x25 -This is a variation of the 100 Channel Display
Mode, which displays 4 rows of 25 channels.
Default
You can save your settings as a default state for Live/Blind. The default is identified with
parentheses.
• Reset to Default - Will restore the settings to the default state. Live/ blind tabs will
normally default to the settings for Tab 1.0, if no other tab has been assigned as default.
System Basics 43
• Set Current as Default - Allows you to set a Live/ Blind tab other than 1.0 as the default.
The default tab will be shown in parentheses , for example (Tab 1).
• Reset to Eos Default - Restores the settings to Eos defaults.
Using Flexichannel
Flexichannel (use of the [Flexi] key) allows you to view only channels meeting a certain criteria
in the Live/ Blind display, therefore removing unwanted data from view. Press and hold [Flexi] to
see and select from a list of available states and modes in the CIA. You can also press [Flexi]
multiple times to cycle through the list of available states.
Flexichannel has several available states which include allowing you to view only:
• All channels
• All patched channels
• Manual channels
• All show channels (any channels that have data stored in a cue or submaster)
• Active channels (channels with intensity above zero or a move instruction)
• In Use Channels (channels with intensities that are above zero or fading to zero, running
effects, non-intensity moves, or marking.)
• Selected channels
• Channels with discrete timing
There are three Flexichannel modes, which can be used along with the Flexichannel states:
• Cells off (displays only the master channels for multicell fixtures. Master channels will
display with a "." after the channel number to indicate that they have cells hidden.)
• Masters Off (displays only the cells for multicell fixtures)
• Partitioned (displays only those channels defined in the current partition)
Note: The multicell fixture views can be used in combination with other flexichannel
states.
Note: You can use [Flexi] & [.] to quickly toggle cells on and off.
In flexi, selected channels (including the last channel selection) are always included in the view.
Gaps in channel numbers are indicated by a vertical line between the channels where a gap in
numbering occurs.
To change flexi states in the Live/Blind display, press [Flexi] to cycle through the views listed
above. When [Flexi] is held down, the softkeys change to represent all of the available flexi
states and modes. You can select the desired flexi view from those keys.
[Next/Last] can be used to select the next or last channel in the current flexi state.
[Thru] can be used to view only channels in the current flexi state (except for selected channels)
as long as either the first or last channel in the [Thru] range is included in the current flexi state.
To include channels not in the current flexi state, [Thru] [Thru] can be used.
View Channels
You may select specific channels to appear in another flexichannel state called “View
Channels”. This state does not exist until you select channels to view. After view channels is
activated, it will appear in the rotation of flexichannel states when [Flexi] is pressed.
To select channels to view:
Note: Hold [About] and double tap the modifier key to latch the mode.
Note: To page while in these modes, release the modifier key while keeping [About]
held down.
System Basics 45
Holding down [Time] , while a cue is fading, will display the cue category times counting down
in the cue list display area. The default action is to show the total time not the countdown.
To always show the countdown, a {PSD Time Countdown} option is available in PSD
configuration menu (see Playback Status Display Configuration (on page 49) ). When the {PSD
Time Countdown} is enabled, the cue category times will countdown as a cue is fading. To see
the total time, hold down the [Time] key. {PSD Time Countdown} is “disabled” by default.
An optional command line for the playback status display is available. The optional command
line must be enabled to use. See Playback Status Display Configuration (on page 49) .
There are three formats for the playback status display on all consoles:
• Expanded Cue List Format (below)
• Split Playback Status Display (on the facing page)
• Fader Display Format (below)
By default, it will be an expanded cue list format. When the focus is on the playback status
display, press [Format] to toggle between the formats.
Note: The first time you access the split playback status display, you may need to
adjust the splitter bar between the two lists to see the second list.
Note: To page the Playback Status Display (PSD) if focus is on a Live/Blind tab, use
[Shift] & [Page ▲ ] or [Shift] & [Page ▼ ].
System Basics 47
Note: This action will page the PSD that is showing the currently selected cue list. If
there is no PSD visible showing that cue list, nothing will be paged.
Color indicators
Cue List
• Gold - Any item (cue, list, page) highlighted in gold indicates “current”.Outlined in gold
indicates “selected”.
• Red - Cue fade is in progress
Fader Ribbon / Display
Text indicators
• + (see cue 6) - Indicates that there is discrete timing within the associated cue. Found in
the cue display “Timing” area.
• * (see cue 4) - Indicates the cue has an allfade command. Found in the cue display
“Flags” area.
• * - Indicates a link to a non-existent cue. Found in the cue display "Link" area.
• D - Indicates a dark move, a cue that has any non-intensity parameters moving on
channels whose intensity is at 0. Found in the cue display “Flags” area in the move
column.
• x - Indicates that a mark has been placed, but the mark is broken.
• A or a (see cues 3 & 4) - Indicates an asserted cue. “A” indicates the entire cue is
asserted. “a” indicates a channel or parameter assert only. Found in the cue display
“Flags” area.
Note: The playback status display will show a red counter for sneak time.
For more details on information contained in the playback status display, see Playback Status
Display (on page 45) .
System Basics 49
The following options are available in the PSD Configuration Menu:
• Target Grid - this option is only available when the PSD is split, and is used along with the
Lock Status option. Target Grid allows you to select either the top or bottom display. Press
[Format] to split the PSD.
• Lock Status - allows you to lock the PSD to a certain cue list. When the PSD is split, you
will use Target Grid to first select top or bottom of the display, and then you can use Lock
Status to select the cue list.
Note: Phantom cue lists will display but cannot be locked to. See Cue List
Properties (on page 248) to learn more about phantom cue lists.
• Display Cue Parts - displays the individual parts of a part cue. When not enabled, the
number of parts for that cue will display as a superscript number beside the cue's number.
• Display Cue Links - displays the Link/ Loop information.
• Display Scenes - displays cue scene information.
• Display Follow/ Hang Indicator - displays the Follow/ Hang arrow indicator before the cue
number of any cue that will be triggered by a follow or hang.
• Display PSD Time Countdown - displays the cue category times countdown in the PSD as
a cue is fading.
• Display Master Playback Status - displays the current cue's status information.
• Display Fader Ribbon - displays the fader ribbon, which shows the current fader page
under the Master Playback Status.
• Display Notes - displays the Cue Notes in a horizontal bar at the bottom of the PSD.
• Display Pending Cue Notes - displays the Cue Notes for the pending cue in a horizontal
bar at the bottom of the PSD.
• Display Command Line - displays an optional command line on the PSD.
Reorder Columns
Reorder columns allows you choose what data displays in the PSD and what order it displays in.
By default, all columns except notes will be displayed. The arrow keys on the right can be used
to move columns around. Columns are moved in groups. To select a column header to move,
click or tap the name. The check boxes suppress or enable. When an item is enabled to display,
a check mark will be in the corresponding box.
Default
You can save your settings as a default state for the PSD. The default PSD is identified with
parentheses.
• Reset to Default - returns the settings to the default state that you created.
• Set Current as Default - uses the current settings to create a default state. The default tab
will be shown in parentheses , for example (Tab 2).
• Reset to Eos Default - returns all settings to the Eos defaults.
The following is a list of the types of direct selects available and their colors:
• Channels -blue
• Groups - slate
• Intensity Palettes - yellow
• Focus Palettes - forest green
• Color Palettes - gray (A color swatch will display in the lower left hand corner if enabled in
the Direct Selects Configuration Menu (on the next page) .)
• Beam Palettes - royal blue
• Presets - aqua
• Macros - brown
• Effects - purple
• Snapshots - red
• Magic Sheets - magenta
• Scenes - green
• Custom - light gray
System Basics 51
If there are more items than can be viewed at once, you may view subsequent pages by using
the page touchbuttons ({p}, {q}) by the direct selects. Hold a page button down and type a
number to jump to a specific direct select.
When storing to direct selects (groups, palettes, presets, and so on), you may store directly to
them by pressing [Record] {Direct Select Key}.
When the direct select is chosen and on the command line, it will have a gold border around it.
If content is available for selected channels, the tile is highlighted. An unrecorded direct select
will have a dark background with dark gray text.
Note: To adjust the brightness of the direct selects, use the Color Brightness fader in
Setup. When the fader is set to 0, the color coding is removed. See Direct Selects
Brightness (on page 141) for more information.
You can record decimal inserts to a direct select ({Group 7.1}, {Color Palette 15.5}, {Preset
6.94}, and so on). Use the {Increment} setting in the Direct Selects Configuration Menu (below)
to set how the numbers will display.
Example:
Assume you have stored color palette 1 (button 1), color palette 1.1 (button 2), and
color palette 3 (button 3). If you record color palette 2, it will appear in the slot just
after color palette 1.1 and color palette 3 will be bumped one slot to the right. This will
continue until an open slot can absorb the displaced target.
To change the direct select type, press the {Select} button. See Direct Selects Configuration
Menu (below) for more information about the {Select} button.
Layout
• 25, 50, 100, 200 - allows you to select the number of buttons that will display per bank.
• Rows - allows you to select the number of rows in the banks.
• Columns - allows you to select the number of columns in the banks.
Control Buttons
• Control Button Position - allows you to set if the control buttons will display on the left
side or the right side of the banks.
• Use Record - displays the {Record} button. The {Record} button posts Record to the
command line.
• Use Select - displays the {Select} button. The {Select} button will display the selected
direct select type. Pressing it will allow you to select a different direct select type.
• Use Flexi - displays the {Flexi} button. See Direct Selects in Flexi Mode (on page 55)
• Use Expand - displays the {Expand} button.
• Use Arrows - displays the page up and down arrows.
• Use Millennial Buttons - displays the century and millennial buttons. These buttons allow
you to jump to pages in the hundreds and thousands.
• {Page} - displays the selected page of direct selects.
Other
• Increment - allows you to select if the direct select buttons will display as 1 (whole
numbers), .1 (tens), .01 (hundreds).
• Skip Empty Flexi Space - will display a vertical bar instead of empty space between a
range of buttons when in Flexi mode.
• Use Color Swatch - displays a triangular color swatch in the lower left corner of a color
palette direct select.
• Maximize Button Size - sets the size of the direct select buttons to fill the available space.
This is similar to Fit to Screen in previous versions of software.
• Reset to Default - will restore the settings to the default state. If no default state has been
set, the Eos default settings will be used.
• Set Current as Default - allows you to set the current settings to be used as a default
state.
• Reset to Eos Default - restores the settings to Eos defaults.
• {Reset Currant Bank} - restores the settings of the current bank.
System Basics 53
From the configuration window, you can select the target type, and the starting and ending
target numbers, which allows you to assign a range of targets.
From the command line, you can select a range of targets that you want to assign, such as
[Presets] [1] [Thru] [5] [Enter]. Then double click on a direct select to assign the selection. A
range typed in reverse will be mapped in reverse.
Checking the "Include Non-Existant Whole Number Targets" box allows you to map targets that
may not exist yet. If the box is left unchecked, non-existent targets will not be mapped.
Note: To assign a range of channels to the direct selects, you will need to use the
configuration window. From the command line, you can only assign one channel at a
time.
From the configuration window, you can select the target type of scene, and the scene number.
Only one scene can be assigned at a time.
From the command line, you can select a scene, such as [Cue] [1] {Attributes} {Scene} [1]
[Enter]. Then double click on a direct select to assign the selection.
From the configuration window, you can select the target type of scene, and the scene number.
Only one scene can be assigned at a time.
From the command line, you can select a scene, such as [Cue] [1] {Attributes} {Scene} [1]
[Enter]. Then double click on a direct select to assign the selection.
System Basics 55
When in flexi mode, the {Flexi} button will be outlined in gold.
Note: A single empty direct select tile may remain if the adjacent direct select tiles
are not sequential. This is to allow an easy way to insert a new direct select between
the existing ones.
Encoders
The encoders are one of the ways to control the non-intensity parameters (NPs) of multiple
parameter devices. The four encoders are identified by the encoder LCD, just beneath the
encoders. For more information on using the encoders, see Setting Non-intensity Parameters
with the Encoders (on page 150) .
Note: To post beam to the command line, double press the shutter, image, or form
parameter category buttons.
Each encoder’s area will display the name of the parameter it controls, display stepped limits (if
any) and also a {Home} button which allows you to set that parameter to its default position.
The encoder controls display allows you to cycle through parameter steps (if available). You can
also home any parameter. Some buttons that may be available are:
• Min
• Max
• Next
• Last
• Mode
• Expand
• XYZ Format Enable / Disable
Buttons like {Next} and {Last} are used to step through ranges (such as colors in a color scroller)
one step at a time. {Min} and {Max} allow you to send a parameter to its minimum or maximum
limit with one press.
Modes allows you to switch between modes of a parameter (if any exist); for example, a
rotating gobo wheel. If additional modes are available, their softkeys will display at the top of
the encoder controls display.
Encoders can be switched from course mode into fine by holding down [Shift] while using an
encoder will put it in fine mode for as long as [Shift] is held down. Once [Shift] is released, the
encoder will return to course mode.
Press {Expand} to see all of the information about any device with a frame table. Press again to
collapse to the normal view. You may make selections from the Expand screen. The
colors/images in the device are established in patch (see Using the Scroller/Wheel Picker and
Editor (on page 93) ).
{XYZ Format Enable / Disable} toggles between storing position data in pan / tilt format, and
XYZ format for use with Augment3d.
Encoder Navigation
Use the encoder page buttons (located to the upper right of the encoder LCD) to choose which
parameters are currently available on the encoders. There are six readily usable buttons:
[Focus], [Color], [Custom], [Form], [Image], and [Shutter]. Pressing any of these will change
the parameters controlled by the encoders.
Some fixtures have more parameters than can be displayed on one encoder page. The number
of pages for each category is displayed at the right side of the encoder screen. To view the other
pages, simply press the [Color], [Custom], [Shutter], [Image], or [Form] button to advance the
pages, or press an encoder button with a number key to go directly to the page you want to
access.
The number of pages is indicated in the LCD.
System Basics 57
Encoders can be switched from course mode into fine by holding down [Shift] while using an
encoder will put it in fine mode for as long as [Shift] is held down. Once [Shift] is released, the
encoder will return to course mode.
Encoders in Blind
The encoders and the level wheel are disabled by default when in the blind display. Pressing an
[Encoder Page Keys], for example [Color], will enable the encoders and level wheel. When the
encoders are disabled, trackball functionality for pan and tilt will also be disabled.
Flexi Encoders
In Flexi mode, any empty locations for parameters not applicable for selected channels will be
suppressed. By default, the encoder display will be in Flexi mode.
Holding down [Flexi] and an [Encoder Page Keys], for example [Image], can be used to exit or
enter Flexi mode.
Note: A pop-up window version of the ML Controls can be opened for quick access of
these controls. See Pop-up ML Controls (on page 34)
You will need to have a multi-parameter device selected to properly view this display. The
display will change based on the device selected. If you have a device that only has intensity
and color parameters, the ML Control display will only show intensity and color parameters.
Note: Controls available in this display will change based on the fixture selected.
When there is room, multiple rows of parameters will display, and you can scroll the display
vertically.
There are category shortcut keys on the left side of the ML Controls display. Press a key to
quickly access those controls.
1. Category button (Clicking this button will put the category on the command line.)
2. Parameter button (Clicking the button will put the parameter on the command line.)
3. Home button allows you to home a specific parameter or attribute of a parameter.
4. Parameter attributes
Fader Configuration
The fader configuration display is found on Tab 36 .The Fader List (on page 61) , which shows all
of the faders and their assignments, can be found in Tab 35.
At the top of the fader configuration display, you can select the fader page, which has 100
pages of 10 faders each page.
You can configure the master fader pair at the top of the display. See Master Fader
Configuration (on page 61) for more information.
The fader configuration display shows a virtual mockup of each fader and its buttons. The
various parts of the virtual fader can be clicked or tapped to open configuration options.
Each fader is color coded based on its assigned target type. Grandmasters and inhibitive
submasters are in red, additive submasters are yellow ,playback faders display in green ,and
presets, palettes, global effects, and manual time masters are brown.
System Basics 59
Target
This setting allows you to map a cue list, submaster, intensity, focus, color, or beam palette,
preset, global effect fader, manual time master, or grandmaster to a fader.
ID
This sets the number of the target assigned to the fader, such as Cue List 2 or Submaster 5. For a
list of available Target IDs, click or press the {...} button beside ID.
Note: Content can also be loaded to faders from Live, using the command line and
load.
Discrete Instance
This setting defaults to Yes and applies to cue lists. When a fader is discrete, it will track other
faders that are running the same cue list, BUT if a fader that it is tracking manually changes to a
different cue list, a discrete enabled fader will not change its content. When set to No (or
disabled), once a fader is in sync with another fader running the same cue list, it will stay in sync
when content is changed. Discrete disabled is noted in the fader ribbon with a link icon.
Size
A fader can be mapped so its content takes up 1, 2, or 3 faders. 1x will take up 1 fader, 2x will
use 2 faders, and 3x will use three.
Note: If a fader is mapped to 1x, the top button will be locked as a load button.
When mapped to 2x or 3x, the top left button will be locked as a load button.
Target List
If temporary fader mapping is being used, the list of content will display here. See Temporary
Fader Mapping (on page 219) for more information.
Fader List
The Fader List, which shows all of the faders and their assignments, can be found in Tab 35.
You can also make changes to a fader's configuration while in the fader list display by clicking
on a column. A virtual fader will be displayed. Click on the appropriate area of the fader to
access the configuration options. Selection can be done by clicking in the column or from the
command line.
Range editing is possible in this display by selecting all the needed faders. Changes made to the
configuration will be made to all of the selected faders.
With a fader selected, the CIA will also display a virtual fader and the configuration options for
that fader.
Fader Ribbon
The fader ribbon shows the fader color coding that is used in the fader configuration tools.
Grandmasters and inhibitive submasters are in red, additive submasters are yellow ,playback
faders display in green ,and presets and palettes are orange.
System Basics 61
Target
This setting allows you to map a cue list to a fader.
ID
This sets the number of the target assigned to the fader, such as cue list 2. For a list of available
Target IDs, click or press the {...} button beside ID.
Discrete Instance
This setting default to Yes and applies to cue lists. When a fader is discrete, it will track other
faders that are running the same cue list, BUT if a fader that is tracking manually changes to a
different cue list, a discrete enabled fader will not change its content. When set to No (or
disabled), once a fader is in sync with another fader running the same cue list, it will stay in sync
when content is changed. Discrete disabled is noted in the fader ribbon with a link icon.
Size
Master fader is set to a size of 2 faders and cannot be changed.
Note: When a user first joins a session, the master fader is unmapped. Once a cue list
is established for that user, any other devices joining the user group will have the same
cue list automatically mapped to their master. If a device changes its user ID, the cue
list on the master will be remapped accordingly.
Additional configuration options are available. see Cue List Properties (on page 248) for more
information.
Grandmaster Configuration
When a fader is configured as a grandmaster, you can set the fader itself as a master or disable
it. Fader size is set to 1x, and can not be changed.
The first button is locked as a load button, and cannot be configured. The second button is
disabled and cannot be configured. The third button can be configured as a blackout button or
disabled. When configured as a blackout, both buttons must be pressed to set the grandmaster
to blackout.
Note: Manual Time Master applies to changes made manually, not to playback.
A manual time master can be used to impact any manual control timing. For a manual time
master, you need to assign a minimum and maximum time settings to the fader. By default, the
minimum is set to 0 seconds when the fader is completely down, and maximum is 5 seconds
when the fader is at full. To change the timing, click on the box and enter the time from the
pop-up number pad.
The fader buttons can be assigned as bump, disabled, or macro (see Submaster Fader and
Button Configuration (on page 331) ). It is recommended that the bottom button be set to bump
for turning the fader on/ off. When turned on, the LED will be solid green.
Note: The setting of the manual time master is ignore unless turned on. Changing the
manual timing master will not impact any manual changes already in motion.
The fader ribbon will display the label of M Time to indicate a manual time master fader.
Note: Channel and parameter filters can be assigned to a manual time master.
You can override a manual time master by using a command line entered sneak time.
Master Only
Master Only is a fader option that can be assigned in the fader configuration display (Tab 36) or
in the fader list (Tab 35) for submasters, presets, and palette faders. Submasters can also be
configured in the Submaster List (Tab 15).
Master Only faders are used to set a level for content to fade to. The slider can be used to live
adjust levels when the fader has been activated via the bump button.
Master Only faders default to Full.
To set the fader level from the command line, use [Fader] [n] [At] [level] [Enter].
System Basics 63
Note: If content is set to proportional, Master Only fades all content to the setting of
the fader when bumped. If set to I-Master, the fader masters the intensity, but non-
intensity goes to the end state in time when the content is triggered.
Note: Channel and Parameters filters can also be used with Global Effects Faders.
See Global Effects Fader (on page 317)
Note: For presets and palettes, channel and parameter filters can only be assigned in
the fader configuration display (Tab 36) or in the fader list (Tab 35).
For cue lists and submasters, channel and parameter filters can be set in the following areas:
• Cue List Index
• Submaster List
• Fader configuration display (Tab 36)
• Fader list (Tab 35)
• In Live using the {Properties} softkey
Tap or click on {Chan Filter} to assign channels or groups. Tap or click on {Param Filter} to open
a list of available parameters that you can filter.
Note: Filters will travel with their assigned cue lists and submasters wherever they are
mapped.
When a filter has been applied, an indicator will display in the fader ribbon. C will display for
channel filter, and F is for parameter filter.
Virtual Keyboard
It is possible to open a keyboard which mimics the hard keys found on the actual Ion Classic
keypad.
To open, you can select the virtual keyboard from the Workspace Layout Menu (on page 29) or
use [Tab] [7].
System Basics 65
The virtual keyboard displays the alphanumeric keyboard shortcut for that hardkey in the lower
right hard corner.
Ion Classic provides you with multiple locations to retrieve an Eos Family show file including:
• Show File Archive - This is the default storage location for show files when a show file is
created and saved. Older versions of the show file will be listed under the most current
version.This allows you the ability to open the latest version or an earlier version of a show
file if desired.
• Network Drive- if one is connected. When there is no network drive connected, it will not
display in the Browser.
• USB device - When a USB device is connected and an Eos Family show file is available on
the device, you will notice the USB is displayed in white text and is expandable.
Open the desired location:
• To open a show file from the Show File Archive, navigate within the Browser to: File>
Open> Show File Archive and press [Select].
• To open a show file from the network drive, navigate within the Browser to: File > Open>
Name of Network Drive> and press [Select].
• To open a show file from a USB device, navigate within the Browser to: File> Open>
Name of Drive and press [Select].
CAUTION: On a partial show open, if any record targets are not opened, any
existing data of that type will be cleared from the console.To merge show data, merge
should be used. See Merging Show Files (on page 71)
As you specify components, they are added to a table in the CIA. In the table, fields with a dark
background may be edited, fields with a light gray background do not apply to that component.
For each component in the list, you can specify the desired range by pressing the proper area in
the table and entering numbers from the keypad. The columns in the table are:
• List - The list you are taking data from (such as a cue list).
• List Target - The list you are adding the data to.
• Start - The first in a range of components (such as a range of cues).
• End - The last in a range of components.
Note: In the {Advanced} view, you can use the [Thru] key to jump to the End column
and [At] to jump to the Target column.
Note: Media is imported gobo and magic sheet images, and will be included by
default when you select Patch, Fixtures, or Magic Sheets.
Note: It is important to remember that on a partial patch open, if any record targets
are not opened, any existing data of that type will be cleared from the console. To keep
that data, merge should be used.
You can specify the desired range by selecting the proper area in the table and entering
numbers from the keypad. The columns in the table that relate to patch are:
• Start - The first in a range of components.
• End - The last in a range of components.
• Target - The desired location of the components in the new show file (for ranges, this will
be the location in the new show of the first component in the range, the others will follow
in order).
Note: Merging show files is different from opening show files. When you do a partial
open of show components, untouched record targets are cleared. When you do a
merge, those record targets remain.
You have the option of merging show files from the Show File Archive, a File Server (if
connected), or a USB device.
To merge a show file, navigate within the Browser to: File> Merge>. Navigate to the desired
storage location and press [Select]. When using merge, Ion Classic displays only the available
files. Navigate to the specific file and press [Select].
This will open the merge screen in the CIA. From this screen you can choose which aspects of
the show file you want to merge. By default all aspects are unselected (black). Selected show
aspects will appear in gray.
Note: Media is imported gobo and magic sheet images, and will be included by
default when you select Patch, Fixtures, or Magic Sheets.
If you select the {Advanced} button in the merge show loading screen, you will have the
opportunity to load partial components from the show file and be able to specify the desired
location of those partial components in the current show file.
For example, you could specify only cues 5-10 from cue list 8 and load them as cues 20-25 in cue
list 7 in the current show. You could also specify only specific palettes, presets, effects, and so
on. To see the complete list of show components, press the {Advanced} key in the merge show
loading screen.
As you specify components, they are added to a table in the CIA. In the table, fields with a dark
background may be edited, fields with a light gray background do not apply to that component.
For each component in the list, you can specify the desired range by pressing the proper area in
the table and entering numbers from the keypad. The columns in the table are:
Note: In the {Advanced} view, you can use the [Thru] key to jump to the End column
and [At] to jump to the Target column.
When Merge Channels is selected, channels from cues, submasters, groups, and other channel
targets will be added to any existing channel targets of that same type.
Example:
In a show file 1, group 1 has channels 1 through 5. In show file 2, group 1 had channels
6 through 10. With Merge Channels and Groups selected for the merge, show file 2's
group 1 will merge with show file 1's group 1. Group 1 will then have channels 1
through 10. If Merge Channels was not selected, group 1 would just have channels 6
through 10.
Note: It is important to remember that if the same channels exist in both show files,
the data merging in will override the existing data for those channels.
Note: Scenic Element and Scenic Element Movable Channels with nested items in an
Augment3d model will import without their model items if the Augment3d model is not
also merged.
To reselect all show aspects, press the {Select All} button and all buttons will return to gray
(selected). To stop the show file from being saved to a PDF and return to the browser, press the
{Cancel} button. When you have selected/deselected all of the show aspects you require, press
the {Ok} button to create the PDF file.
There are three additional options on the far right side of this display:
As you select aspects, they will be added to the table in the CIA. For each component in the list,
you can specify the desired range by pressing the proper area in the table and entering numbers
from the keypad. The columns in the table are:
• List - The list you are taking data from (such as a cue list).
• Start - The first in a range of components (such as a range of cues).
• End - The last in a range of components.
Note: In the {Advanced} view, you can use the [Thru] key to jump to the End column.
To deselect all show aspects, press the {Reset} button and all buttons will return to black
(deselected).
To return to the main print screen, press the {Return} button. To stop the show file from being
saved to a PDF file and return to the browser, press the {Cancel} button. If you are ready to save
the file, press the {Ok} button. You will be prompted to name the file.
The PDF will have the show name, date and time it was created, and date and times for when
the show file was last saved. It also gives the Eos Family software version information. If multiple
aspects were selected to save to the file, there will be hyperlinks at the top of the PDF so you
can quickly jump to a section.
Note: If you have cues selected, cue notes and scenes will display along with
additional cue information.
Using Save As
To save an existing Eos Family show file to a different location or with a different name,
navigate within the Browser to: File> Save As> and press [Select].
Note: When using Save As to save to a location outside of the Show File Archive, the
unsaved show indicators and old show file name will still appear. Save into the Show
File Archive to remove these indicators and update the file name displayed.
ESF3D
This format includes your show data and your Augment3d model, and is only compatible with
Eos versions 3.0.0 and higher.
ESF2
This format excludes Augment3d model, and is only compatible with Eos versions 2.9.0 and
higher.
Note: Ion Classic supports ASCII show file import from a number of other control
consoles, including the Congo/Cobalt, Obsession, Expression and Emphasis product
lines, as well as the Strand 500 Series. Please note that all show files must be saved in
an ASCII format prior to importing them into Ion Classic.
CAUTION: The way data is stored and used is often different between different
desks. Imported data may not playback exactly the same between desks. Not all data
(such as effects and macros) may be imported. This varies by product.
Note: .asc file must be imported using the USITT ASCII option, even if it is a
Lightwright file.
To import a show file, navigate within the Browser to: File > Import > (Type of file to import)
and press [Select].
If you are importing an USITT ASCII file, you will have two options, Import as Library Fixtures or
Import As Custom Fixtures.
• Import as Library Fixtures will allow Ion Classic to try to match the fixtures in the file with
fixtures in the Ion Classic library.
• Import as Custom Fixtures will bring the fixtures in as they are in the file.
It is recommended to use Import as Custom Fixtures.
Navigate to the desired storage location and press [Select]. When using import, Ion Classic
displays only the available files. Navigate to the specific file and press [Select].
Note: Not all data is saved to a .csv file. It is recommended that you first export as a
.csv file, modify the file as needed, and then import. See Exporting a Show File (on
page 79) for more information.
Choose the aspects of the file you wish to import (all are selected by default). If "Merge Data" is
not selected, the ASCII data will overwrite your current show data. If "Merge Data" is selected,
the ASCII data will be merged into your current show.
Lightwright Import
Once a file has been selected for import, you will now have options for importing.
Mapping
You can map Ion Classic patch fields to fields in the Lightwright file. Channel and Address must
be mapped for the file import to work. Any other field can be set to ignore if desired. Options
can be selected again for placement in multiple fields.
The text fields in the Patch display and database will rename based off of the Lightwright
imported fields. See Renaming Text Fields in Patch (on page 104) for more information.
Note: Ion Classic does not currently support multiple gels per fixture from Lightwright.
Address Formats
Ion Classic will accept mulitple address formats for importing. Examples of those formats are
2/3, 2.3, 2,3, 2-3. Ion Classic will convert all formats to n/n.
Device Mapping
Devices can also be mapped. Click {Map Devices} to open the following display.
Exporting Logs
Logs are useful tools for diagnosing issues. ETC Technical Services may request that you email
logs if they are assisting you with an issue. See Help from ETC Technical Services (on page 3) for
information about contacting Technical Services.
If you are experiencing an issue, press [Displays] & [Record] to put a marker in the log file. This
marker along with any other additional information you provide will assist us in reproducing your
issue.
Logs can be exported by going to the Logs option in the Browser. Select the location for the
export, the Show File Archive, a File Server (if connected), or to a USB device, and press
[Select].
An exporting logs message will appear while the log files are being created.
Deleting a File
Ion Classic provides you with the ability to delete show files from the Show File Archive and the
File Server from within the Browser.
To Delete a Folder
The folder must first be empty.
Navigate within the Browser to: File> Open and press [Select]. Navigate to the desired folder
and press [Delete]. Press [Enter] to confirm or any other key to abort the deletion process.
File Manager
Ion Classic has a File Manager (on page 491) , which also provides a way to manage show files.
About Patch 82
Patch Main Displays 82
Patching Conventional Fixtures 84
Patching Automated Fixtures, LEDs, and Accessories 89
Patching Multicell Fixtures 91
Labeling 93
Using the Scroller/Wheel Picker and Editor 93
Settings in Patch 99
Using Device List 104
Clearing the Patch 109
Update Profile 109
Fixture Editor 110
Patch 81
About Patch
Ion Classic treats fixtures and channels as one and the same, meaning each fixture is assigned a
single control channel number. Individual parameters of that fixture, such as intensity, focus,
color, and beam are also associated with that same channel number but as additional lines of
channel information.
The Patch is used to associate a channel with addresses and device types. Once a channel is
patched to an address or addresses, and the output is connected to a device (for example a
dimmer, automated fixture, or accessory), the channel will then control that device.
Patching can be done via two different methods: manually entering a patch and by patching
devices using RDM via the Device List. RDM allows bi-directional communication between the
desk and any RDM devices over RDM or Ethernet. See Using Device List (on page 104) .
For manual patching, you are required to only enter the simplest data to patch a device and
begin programming your show, such as the channel number, the device type (if needed), and
address. When you provide more information in the patch, you will have more detailed control
and improved function during operation.
One or more devices may be patched to a single channel. For example, you may want to patch a
group of dimmers to the same channel. In addition you may patch multiple devices to the same
channel for building compound or accessorized fixtures. For example, a Source Four® with a
color scroller and a gobo changer may be patched to a single channel. This is referred to as a
compound channel. See Creating multipart and compound channels (on page 89) .
Note: You can open or merge patch data from other show files, see Partial Patch
Opening (on page 70) and Partial Patch Merging (on page 72) for more information.
A 1-to-1 patch can be created from the Clear display. See Clearing the Patch (on page 109)
Note: Double tapping the {Address} softkey will also open the Patch display on Ion.
The patch display will open in the selected tab, and the CIA will display patch controls.
From within the patch display, you can open the Device List to use RDM to patch any RDM
compatible devices. For more information about Device List, see Using Device List (on
page 104) .
For patching fixtures, there are two different patch modes: patch by channel and patch by
address. Ion Classic defaults to patch by channel mode. Pressing [Format] while in the Patch
display will toggle the mode between patch by channel and patch by address.
Patch 83
Note: Scenic Element and Scenic Element Movable channels use no addresses when
patched, and will appear in the Flexi Patched display. For more information, see Scenic
Elements (on page 437).
Note: When working with conventional devices, you can patch in either mode easily.
When working with compound channels or multiple parameter devices, such as
automated fixtures, it is recommended to work in patch by channel.
Patching By Channel
In patch by channel mode, [2] [0] [At] [1] [Enter] patches channel 20 to address 1. Pressing [At]
will post address to the command line while patching by channel.
Range Patching
Range patching using the [Thru] key allows you to quickly patch a group of channels. [1][Thru]
[2][0] [At] [1] [0] [Enter] patches channels 1 through 20 to addresses 10 through 29.
You can also use the [+] and [-] keys. [1] [+] [4] [+] [8] [At] [1] [Enter] patches channel 1 to
address 1, channel 4 to 2, and channel 8 to 3. The [Group] key can also be used if groups have
been created.
Note: Range patching only works with channels. If you try to range patch addresses,
parts for the channel will be created. See Creating multipart and compound channels
(on page 89).
Note: If you try to patch a channel or address that exceeds the console's range, an
error message will display on the command line.
[2] [0] [At] [1] [Enter] patches address 20 to channel 1. Pressing [At] will post channel to the
command line while patching by address.
Additional examples of patch by address:
• [5] [At] [1][0][0] [Enter] - patches address 5 to channel 100.
• [2][0][3] [At] [1][2] [Enter] - patches address 203 to channel 12.
Note: If, at any point, you try to patch an address that is already in use, Ion Classic
will post an advisory to indicate this, preventing you from duplicating addresses in your
patch.
Note: It is possible to patch by either address or port/ offset. Pressing the [Data] key
will move between showing the patch as it was originally entered, then the output
address values, and last the port/ offset.
Note: An address cannot be assigned to multiple channels, but a channel can have
multiple addresses assigned to it.
Replace
By default, if you patch an address to a channel that is already patched, Ion Classic will create a
new part for the new address. If you want to replace the current address with the new, use
{Replace}:
Patch 85
• [n] {Replace} [n] [Enter] - replaces the address in part 1 of the selected channel.
• [1] [Part] [3] {Replace} [5] [Enter] - replaces the address of part 3 with a new address of
5.
At Next
[At] [Next] [Enter] finds the next available address range large enough to accommodate the
selected device.
Examples of [At] [Next]:
• [At] [2] [/] [Next] [Enter] - finds the next available address range on universe 2.
• [At] [7] [7] [7] [Next] [Enter] - finds the next available address after 777.
Dimmer Doubling
You can patch channels in Ion Classic to accommodate for dimmer doubling with Sensor dimmer
racks. This is done using the softkeys available in patch ({No Dim Dbl}, {A}, and {B}).
Example:
Let’s assume you patch 96 channels of dimmers to addresses 1 through 96.
• [1] [Thru] [9] [6] [At] [1] [Enter]
Now you wish to dimmer double 1 through 12 of your Sensor+ rack and you want these
to be channels 97 through 108. To patch this, press:
• [9] [7] [Thru] [1] [0] [8] [At] [1] {B} [Enter]
Channels 97 through 108 are patched to address 1 through 12 B, while channels 1
through 12 are now patched to address 1 through 12 A.
To remove the dimmer doubling from these addresses, you must first press [Format] to
enter Address mode and then press:
• [1] [Thru] [1] [2] {NoDimDbl} [Enter]
Addresses 1 through 12 have been returned to single dimmer modes and channels 97
through 108 are now unpatched.
By default, doubled dimmers start with an offset network DMX address value of 20000.
Therefore, in the above example, address 1B (channel 97) is actually controlled by network
DMX address 20001. Address 2B is actually controlled by network DMX address 20002 and so
on. This offset matches the default offset in CEM+ / CEM3 when configuring your Sensor
dimmer rack for dimmer doubling. To change the default offset value, see {Dim. Dbl. Offset} (on
page 127) .
Note: Dimmer doubling needs to be turned on per DMX port in Browser > Setup >
System Settings > Output. See Output (on page 134).
Note: There is also a Dimmer Doubling setting for Net3 Gateways with DMX outputs.
This is used with Sensor racks that are connected via DMX. The Gateway must be
properly configured.
Swapping Channels
Channels can be swapped for each other in patch:
• [1] {Swap} [2] [Enter]
This syntax will replace channel 1's data with channel 2's and vice versa in patch and
throughout the entire show.
Unpatch a Channel
To unpatch a channel while in patch you can press:
Patch 87
• [n] {Unpatch} [Enter]
The {Unpatch} softkey will reset all the properties of the channel to the default. This includes
removing the device type if specified.
To retain all the elements of a channel except its address, you would instead use:
• [n] [At] [0] [Enter]
Using [At] [0] will allow unpatched channels to still be manipulated and have data stored for
them, but they do not output any information (as they are unpatched).
Deleting Channels
It is possible to delete channels in patch. Deleting channels is different from unpatching in that
deleted channels cannot be manipulated or have data stored for them. When deleted, the
channel numbers will still be visible in the live/blind display, but the channel graphic will be
removed from the display.
Example:
To delete channels in the patch display, press:
• [6] [Thru] [1] [0] [Delete] [Enter] [Enter]
-or-
• [Delete] [1] [Thru] [1] [0] [Enter] [Enter]
CAUTION: If a channel with programmed data is deleted, the recorded data will be
lost.
{Query} {Unpatched}
To quickly delete channels without addresses in the Patch display, you can use the command
{Query} {Unpatched} [Delete]. This will post to the command line all channels without
addresses. By pressing [Enter][Enter] you will delete them.
Example:
When patching using a fixture type, this is a two step process because the command
line terminates after a fixture type has been selected.
1. [1] [Thru] [5] {Type} {Source Four Revolution}
2. [At] [1] {Offset} [3] [1] [Enter]
Hitting [At] will reselect the previously selected channels. The channels can then be
patched with an address offset of 31 channels, allowing you to have additional space
within the patch for a given fixture type regardless of configuration or personality.
After you have entered the channel number, click {Type}. You will then select a device type
from the fixture library.
Patch 89
Notice the four softkeys {Show}, {Manfctr}, {Search}, and {Add Show} located beneath the CIA.
{Show} provides you with the option of showing only the library of fixtures or devices that are
already patched in the show, your favorites, and default devices. {Manfctr} shows all fixtures or
devices available in the library sorted by manufacturer.
Press {Manfctr} from the CIA to display the fixture library. The two columns on the left are
pageable and show manufacturer names. Use the arrow buttons to scroll the list of
manufacturers. Selecting a manufacturer repaints the device columns with all devices from that
manufacturer that are available for patching.
Scroll through the device list and make your selection. If a fixture has multiple modes or types, it
will display in blue text. Clicking on its name will open a list of available modes. After the
selection is made, the fixture or device type will be placed on the command line after the
channel number and displayed in the box beneath the {Type} button.
Press {Search} to open the search window. You will need an external alphanumeric keyboard or
you can click the keyboard icon in the search window to open the virtual keyboard. You can also
navigate the list as you would the browser. You can search by manufacturer name, fixture
name, part of a name, and by DMX footprint. For example, if you searched for 31, you would
see all of the fixtures that have a DMX footprint of 31. Double clicking on a fixture name will
patch it.
In the search window, press {Parameters} to view a parameter list for a fixture, or press {Fixture
Notes} to see any notes that exist for it. You can also view this information in the Fixture Editor.
Press [At] and then enter a starting address for the selected channel or group of channels. The
desk will automatically offset addresses based on the fixture type selected.
{Add Show} will add a fixture or device to your show list. If you want to delete a fixture or device
from the show list, click {Edit} while in the show display. Select the device you wish to remove
and click {Delete}.
Note: Fixtures can be added to your show list without first patching them. With
nothing on the command line, click {Type}. You can then select a device type from the
fixture library, and click {Add Show} to add to your show list.
Note: It is recommended that when patching multicell fixtures that you work in patch
by channel mode. See Patching By Channel (on page 84).
After you have entered the channel number, click {Type}. You will then select a device type
from the fixture library.
Fixtures that have multicell functionality will be listed with a MC in their mode description in the
device list, and in the {Show} list.
Note: When using {Search}, the number of cells for a multicell fixture will also be
displayed.
When these devices are patched, they will patch a master channel with a whole number for a
channel number and the appropriate number of additional cells, which will have point numbers
for their channel numbers.
• [1][0] [At] [5] [Enter] - patches channel 10 and all of its cells starting at address 5.
• [1][0] [.] [1][2] [Thru] [1] [At] [5] [Enter] - patches channel 10's cells 12 through 1
starting with cell 12's address beginning with address 5.
Note: If the master channel has only a virtual intensity over the cells, an address will
not be displayed, as that is a virtual parameter.
In the fixture editor, you can view and edit the personality for your multicell fixture. For creating
a new multicell fixture, see Creating Multicell Fixtures (on page 121) .
On the left of the fixture editor, you can see the fixture name, overall DMX footprint and
number of cells. Click on the caret to see the DMX footprint for the master and the cells. The
cells will be grouped with their profile(s).
Patch 91
On the right, you can see the full personality of the selected multicell fixture. If you have the
whole fixture selected, you will be able to see all of the parameters for each cell and the master
but changes cannot be made here.
Once you are finished editing, press {Save Fixture} to save your changes or {Cancel Edit} to
remove the changes and exit the edit mode.
Labeling
To label a channel or address, press the [Label] key with the channel or address selected on the
command line. You can use the virtual alphanumeric keyboard or an external keyboard to enter
the desired label text.
Note: If you would like your label to word wrap, use || to create a line break between
words.
Patch 93
Note: Scrollers, color wheels, gobo wheels, and effect wheels can be created without
first selecting or patching a fixture.
The picker displays on the left half of the CIA when you select the specific attribute ({Scroller},
{Color Wheel}, {Gobo Wheel}, or {Effect Wheels}). The picker displayed is specific to the
selected attribute (the scroll picker will display when {Scroller} is pressed, the color wheel picker
will display when {Color Wheel} is pressed, and so on).
The picker displays buttons for the standard scroll or wheel type of the selected channel. The
default selection is the wheel as shipped from the manufacturer (derived from the fixture
library). Displayed to the left of the standard scroll/wheel selection is a list of each color/gobo as
they are installed in the selected device (frame by frame). When the color or pattern image is
available, it will display next to the frame name.
In the above image, {ETC Scroll} is the default scroll for the selected ETC Source Four
Revolution. The list of gel colors as they are installed in the scroll are displayed to the left with a
color chip for easy reference. Selecting any other type, such as {Martin Scroll 2}, updates the
frame list.
The softkeys displayed beneath the picker are {Clear Calib}, {Copy Scroller}, {Clear}, {New},
{Copy}, {Edit}, and {Delete}.
• {Clear Calib} - clears out the calibration data for the whole scroller wheel and returns to
the wheel’s default data.
• {Copy Scroller} - used to copy a scroller wheel and its calibration to another channel. See
Scroller Calibration Column (on page 98) .
• {Clear} - clears the selection type from the selected channel in the picker.
• {New} - creates a new scroll or wheel and provides additional softkeys to enable the
Editor. See Using the Editor (on the facing page) .
• {Copy} - makes a copy of the currently selected scroll/wheel type, which can then be
edited using the editor. See Using the Editor (on the facing page) .
• {Edit} - used to edit an existing scroll or wheel.
• {Delete} - used to remove the selected frame only from a scroll or wheel that you have
created.
Note: If you try to select an existing scroll or wheel, the console will display a warning
if it has more frames than are supported by your device.
When using the editor, the following softkeys are available for use:
• {Insert} - inserts a new frame above the selected frame.
• {Delete} - removes the selected frame.
• {Edit} - changes the selected frame.
• {Invert} - reverses the order of the frames.
• {Done} - completes the editing process.
You can label the new wheel by pressing [Label] and typing the desired label on the virtual
keyboard and pressing {Enter}.
To select a color or pattern for the specific frame in the scroll/wheel, select the “NEW” text and
press {Edit} or click the gray box in the C/G column of the frame. The available gel, color, gobo
and effect media selections will be displayed.
Patch 95
The media selection includes the following softkeys:
• {Gel}, {Color}, {Gobo}, and {Effect} - each will display available media selections as they
are cataloged by the associated scroll or wheel manufacturers.
• {Open Frame} - places the frame in Open White. Generallly, the first media frame is
open.
• {Cancel} - cancels the media selection and returns to the frame editor.
When a manufacturer is selected from the list, the catalog selection changes to display only the
selected manufacturer’s offerings. When a specific catalog is selected, the selected media will
display.
When you make a media selection, the display returns to the new wheel frame list where
additional frames can be added to the scroll or wheel by selecting the next frame area to add
more frames.
Note: An {Invert} softkey will display when creating or copying a wheel or scroller.
{Invert} is used to reverse the order of frames.
Note: It is possible to import custom gobo images. See Importing Custom Gobo
Images (on page 79) for more information. To use a custom gobo image, select {Gobo}
and then {Custom}.
Note: It is recommended that you calibrate your scroller frames starting with the last
frame and working backward to the first frame. This will help ensure a complete and
accurate calibration.
Note: Calibration may need to be performed when you initially patch a scroller and
may need to be adjusted through the course of operation as spring tension changes in a
color scroller.
To calibrate a scroller:
1. Select the channel of the scroller you wish to calibrate.
2. Press the [Color] encoder button. Multiple presses may be required before the scroller
encoder is visible in the encoder LCD.
3. Use the encoder to move all the way to the last frame of the scroller.
4. Continue adjusting the frame in fine mode until the frame is centered in the desired
position.
5. Press {Calibrate} in the encoder LCD. The new center position is now stored for the
selected channel.
6. Press {Last} in the encoder LCD to move to the center point of the previous frame.
7. Visually verify if the center point of the new frame is accurate. If it is, press {Last} again to
move to the previous frame in the scroll. If not, follow the calibration procedure again.
8. Repeat steps 4 through 8 until you have calibrated all of the frames
Patch 97
Note: It is recommended that you calibrate your scroller frames starting with the last
frame and working backward to the first frame. This will help ensure a complete and
accurate calibration.
Note: Calibration may need to be performed when you initially patch a scroller and
may need to be adjusted through the course of operation as spring tension changes in a
color scroller.
To calibrate a scroller:
1. In the Live display, select the scroller channel.
2. Open the ML Controls from the home screen or by using [Tab] [5].
The color category will display automatically with the Hue and Saturation and scroller
encoders and a frame picker open. If the scroller encoder isn't open, click the {Scroller ::}
button.
3. To begin calibrating, use the scroller encoder to adjust the centerpoint of a frame. It is
recommended that you start with the last frame in the scroll.
4. When the frame is centered, click {Calibrate}.
5. Repeat for any remaining frames that need to be calibrated.
The displayed calibration information is the DMX level that puts the frame into its center
position. Information in the calibration column can be manually edited by clicking on it and
typing in a new DMX level.
Note: Calibration data will only be applied to scroller wheels that are assigned to a
channel. Data will not be displayed when viewing a wheel with an empty command
line.
Note: Calibration data can be returned to its default by clicking on the data and
pressing [Clear]. If you are entering in new data and hit [Clear], the data will return to
the default and not any previously calibrated data.
Pressing the softkey {Clear Calib} will clear out the calibration data for the whole scroller
wheel, returning it to the default data.
Reordering Shutters
Shutters can be reordered in the Patch {Attributes} page. Press the {Shutter Order} button to
open the shutter order display. The {Shutter Order} button will only display if a channel with
shutters is currently selected.
In this display, you can invert the {Shutter Order} or rotate the order using the arrow buttons.
After you have created the order needed, press {Apply} for your changes to take effect.
Invert Rack
An {Invert Rack} option is available in Patch>Attributes>Scrollers/Wheels. This option will only
display when a fixture with a shutter frame assembly parameter is selected.
The shutter frame assembly parameter allows for the shutter assembly to be turned. When
{Invert Rack} is disabled, a encoder will move the frame assembly from the right. When
enabled, the frame assembly will move from the left.
Settings in Patch
Softkeys available for use while in patch include {Patch}, {Attributes}, and {Database}. Pressing
any of these softkeys opens a paged view of the patch display and redraws the CIA to an
expanded view of fields related to the selected page.
When creating and editing your patch, page through each of these softkeys individually to enter
more specific data about your selected device.
Patch 99
• {Channel} - In the patch display, all channels are displayed in numerical order. When
multiple devices are patched to the same channel, the channel number is only displayed in
the first row, additional devices are indicated with part extensions (example P2) on the
next row of the table.
• Select the channel number using the control keypad or the direct selects.
• {Type} - Ion Classic defaults to patching dimmers. To specify a specific device type for the
selected channel, press the {Type} button from the CIA.
• The two columns on the left side of the CIA are pageable and show manufacturer names.
The four columns to the right of the manufacturer’s list are pageable devices that are
available from the selected manufacturer for patching.
• Selecting a specific manufacturer repaints the display with all devices that are available
from that manufacturer. After you select a device, the fixture/ device type appears in the
command line, in the {Type} box in the CIA, and in the “Type” field for that channel in the
patch display.
• {Label} - An optional user-defined label. You can use the [Label] key to display the virtual
PC keyboard on the CIA. Pressing {Label} or [Label], after a label has already been
assigned, will display the label on the command line for editing purposes. Pressing [Label]
[Label] will clear the text.
• [1] [At] [5] [Label] <S4 house right> [Enter] - patches channel 1 to output 5 and labels
channel 1 as “S4 house right”.
• {Address} - Required for DMX control of devices. You may use the either the [At] or
[Address/Patch] key instead of the {Address} button.
• Use the keypad to define the starting address for the device (from 1 to 32,767,488) or a
port and offset value.You may enter a start address without defining an end address.
• Ion Classic will draw this information from the library data. If you wish to leave a larger
output gap than required by the library, use {Offset}. See Using {Offset} in Patch (on
page 88) .
• If you specify a start address that conflicts with other channels already patched, the
conflicting channels will be unpatched after a confirmation is provided by the user.
• {Interface} - An optional field used to specify what protocols and interfaces should be used
for the output. When the field is left blank, the default data output is used as selected in
the {Network} section of the ECU and {Outputs} section of Setup. For more information
about setting defaults see Output Protocols (on page 485) and Output (on page 134) . The
interface options available are sACN, Net 2- EDMX, ArtNet, Avab UDP, and Local DMX,
depending on what has been enabled in the {Network} and {Local I/O} sections of the
ECU for the desk. If an output option is not enabled, it will appear grayed out in the
{Interface} list.
• {Preheat} - This field allows you to specify an intensity value to preheat incandescent
filaments. When a preheat flag is applied to a cue, any channels that are fading from zero
to an active intensity and have been assigned a preheat value in patch will preheat in the
immediately preceding cue. The preheat flag is applied to a cue as an attribute when the
cue is recorded.
• [1] {Preheat} [0] [3] [Enter] - channel 1 is assigned a patched preheat value of 3%.
• {Proportion} - An attribute to set a modifier for the intensity of the device. If the patch
limit is set at 90% (for example), the actual output will always be 10% lower than the
specified intensity parameter, as impacted by the various playbacks or submasters. This
value is set numerically in a range of 0% to 200%.
• [1] {Attributes} {Proportion} [1] [2] [5] [Enter] -applies a 125% proportion to channel 1.
• [1] {Attributes} {Proportion} [Enter] - removes the applied proportion from channel 1.
• {Curve} - Used to assign a curve to a channel in Patch. In Patch, curves can be applied to
intensity parameters, or to non-intensity parameters using the NP buttons. See About
Curves (on page 350) for more information.
From channel view:
• [1] {Curve} [4] [Enter] - applies curve 4 to the intensity parameter of channel 1.
• [2] [Part] [3] {Curve} [3] [Enter] - applies curve 3 to the intensity assigned to channel 2,
part 3.
From address view:
Patch 101
• [3] {Curve} [3] [Enter] - assigns curve 3 to address 3.
• [3] [/] [2] {Curve} [4] [Enter] - assigned curve 4 to universe 3, address 2.
• {Fan Curve} - Used to assign a curve to the scroller fan parameter, which allows for the
output of the fan to be controlled by the intensity of the channel. Curves available for this
are the same used for intensity parameters and cues.
Note: When {Curve} or {Fan Curve} is pressed, a list of the available curves will be
displayed. Clicking on an available curve will assign it.
• {LD Flags} - This field allows channels to contribute to live and dark move flags in the
playback status display. Disabling will prohibit those channel moves from contributing to
the live and dark move flags. This is enabled by default.
• {GM Exempt} - Used to exempt the intensity of channels from grandmaster, blackout,
rem dim, and go to cue 0 operations.
• {Invert Pan} {Invert Tilt} - An automated fixture attribute used to invert the output of pan,
tilt, or both. Select either the {Invert Tilt} or the {Invert Pan} button on the CIA.
• [2] {Attributes} {Invert Pan} - inverts the output of the pan parameter on channel 2.
• {Swap P/T} - An automated fixture attribute used to exchange pan and tilt levels. Select
the {Swap} button on the CIA.
• [2] {Attributes} {Swap} - swaps the pan and tilt parameters for channel 2.
• {Color Path} - A default Color Path can be assigned at the channel level in Patch. That
color path will be used for all of that channel's color fades unless overridden at the cue
level. Submasters and manual transitions that use that channel will use the default color
path as well. See Color Path (on page 159)
• [1] {Color Path} [2] [Enter] - will assign color path 2 to channel 1.
• {Scrollers} - An attribute used to change the scroll loaded in a scroller or automated
fixture. Select the {Scrollers} button on the CIA to display the scroller picker and the
scrolls available for your device. See Using the Picker (on page 94)
• [2] {Attributes} {Scrollers} -opens the Scroller Picker in the CIA for scroll selection for
channel 2.
• {Color Wheels} - An attribute used to change the color wheel loaded in an automated
fixture. Select the {Color Wheels} button on the CIA to display the wheel picker with the
options available for your device. See Using the Picker (on page 94) “More” as shown in
the patch display, indicates additional parameter properties are available for the selected
device, such as the color and gobo wheels.
• [4] {Attributes} {Color Wheels} - selects channel 4 and opens the wheel picker in the CIA
for color wheel selection.
• {Gobo Wheels} - An attribute used to change the gobo wheel loaded in an automated
fixture. Select the {Gobo Wheels} button on the CIA to display the wheel picker with gobo
options available for your device. See Using the Picker (on page 94)
• [3] {Attributes} {Gobo Wheels} - selects channel 3 and opens the Wheel Picker in the CIA
for gobo wheel selection.
• {Effect Wheels} - An attribute used to change the effect wheel loaded in an automated
fixture. Select the {Effect Wheels} button on the CIA to display the wheel picker with the
options available for your device. See Using the Picker (on page 94) “More” as shown in
the patch display, indicates additional parameter properties are available for the selected
device, such as the color and gobo wheels.
• [5] {Attributes} {Effect Wheels} - selects channel 5 and opens the wheel picker in the CIA
for effect wheel selection.
• {Text} - Text fields are used to provide up to ten keywords about any channel or group of
channels. These fields can be anything that you think is important about a channel, such
as its location (FOH), an attribute of it (wash, spot) or other characteristics of the channel
(such as gel R80). You may use the virtual keyboard in the CIA, or an external keyboard,
to provide up to 30 characters of key words about the device.
• [5] {Database} {Text 1} < FOH right> [Enter] - adds text to channel 5.
• [5] {Database} {Text 2} [Label]downstage right [Enter] - adds text to channel 5.
• {Notes} - Provides you the ability to attach a text note to a channel or group of channels.
Select the {Notes} button on the CIA to display the virtual keyboard. You may type a label
or any length of note regarding your channel in this space.
• [5] {Database} {Notes} <this fixture is a backup to channel 15 for front of house right /
new lamp installed on 10/4/17> [Enter] - adds a note to channel 5.
• {Gel} - The Gel field is a dedicated location for notes about gels.
Patch 103
1. In Patch > Database, select a channel or range of channels in the command line.
2. Touch one of the {Text (1-10)} touchbuttons in the CIA to specify which keyword you are
entering. A list of previously defined keywords will be posted. Select from these or press
{New Keyword}. A virtual alphanumeric keyboard will appear.
3. Type the keyword or words you wish to use.
4. When finished, press [Enter].
Once keywords have been created, they will appear in the keyword section of the CIA when a
query is performed. For more information on keyword queries see Using Query (on page 272) .
Note: Consoles only support RDM devices that are connected through a Gadget,
Local I/O, or external ACN gateway (running version 5.1 or higher).
Note: For Dimmer Feedback, these software versions are required: CEM+ v3.0 and
newer, CEM3 v1.3.1 and newer, and FDX v3.4.0 and newer.
To use the Dimmer Feedback area of the Device List, you must first enable feedback. In the
network tab of the ECU, when using CEM+ or CEM3, make sure {Sensor/ FDX3000 Feedback}
is enabled, or when using FDX 2000/ 3000, make sure that {Sensor/ FDX3000 Feedback} or
{FDX2000 Feeback} is enabled. The default setting is disabled for both. See Interface Protocols
(on page 486)
Open the Dimmer Feedback display while in the Patch display by pressing {Device List}>
{Dimmers}. When the dimmer list is opened, the dimmers will be displayed in Patch by Address
mode.
Ion Classic will display the following information that it receives from the dimmers:
• Address
• Channel
• Label
• System
• Rack
• Lug
• Module Type
• Firing Mode
• Control Mode
• Curve
• Recorded Loads
Patch 105
Note: Rack numbers and dimmer numbers need to be unique for Ion Classic to
properly recognize them. For CEM+, dimmers also need to be patched to different
sACN addresses.
With a dimmer or dimmers selected, you can edit various dimmer settings in the property view,
which will display in the CIA. Items with a caret (>) are editable. When multiple dimmers are
selected together for editing, an “*” will show for data that is different between the selected
dimmers.
Note: When dimmers are discovered, they are not automatically attached to patched
channels in Ion Classic; you must attach a dimmer to a channel. See Patching
Discovered Dimmers and RDM Devices (on page 108)
When the RDM device list is opened, the devices will be displayed in Patch by Address mode. At
the top of the list is a RDM indicator. This indicator shows incoming and outgoing RDM traffic.
Ion Classic will display the following information that it receives from the RDM devices:
• Address (a part will be added if multiple devices are discovered with the same address)
• Channel
• Label
• Manufacturer
• Model
• Footprint
Ion Classic will also display what personality from the library the device matches in the Eos Type
column. This information will not display until you first select the device. Once the device has
been selected for the first time, Ion Classic will extract the type information from the device and
display it.
• The following messages may display in the Eos Type column:
• No RDM Data Available - no model specific RDM data has been extracted from the
device.
• Extracting RDM Commands - currently getting the command data from the device.
• Extracting RDM Fixture -currently getting the data required to create a fixture definition
for the device.
• Extracting RDM Sensors - currently getting the sensor definitions from the device.
• Offline - no model specific RDM data has been extracted from the device and it is now
offline.
With a device or devices selected, you can edit various device settings in the property view,
which will display in the CIA. Items with a caret (>) are editable. When multiple devices are
selected together for editing, an “*” will show for data that is different between the selected
devices.
Patch 107
• {Device Discovery} - allows for discovery of RDM devices.
• {Ignore Errors} - when enabled, errors messages will not display in the live/blind displays.
They will still display in about and the properties display in patch.
• {Reload RDM Data} - deletes the fixture data from the desk and reloads it from the
device.
• {Flash} - triggers the identify function of the RDM device. The identify function may defer
between different manufacturers' devices. For example, Wybron scrollers identify by
wiggling their gel back and forth.
• {!} or {?} - displays if selected device has errors. Pressing {!}/{?} will open the error list.
Note: If the dimmer/device's address is not yet used in the patch, it is easiest to patch
the address to a channel in the dimmer list or device list screen.
<Chan> [X] {Attach} or <Address> [X] {Attach} will link that channel/address in patch and the
dimmers/devices at that address.
When a channel number is attached to a dimmer/device, by patching it or using {Attach}, the
channel’s fixture type is changed to the dimmer or device fixture type.
The advantages of attaching a dimmer to a channel are:
• The desk warns you when a channel’s attached dimmer has an error or is offline.
• Items that are attached between patch and the device list will display a caret (>) beside
their channel/address in patch.
The advantages of attaching a device to a channel are:
• Its fixture type is copied to the channel.
• The desk warns you when a channel’s attached device is offline or has an error.
• The device will always appear in the device list display, even if the device is offline.
• Items that are attached between patch and the device list will display a caret (>) beside
their channel/address in patch.
Detaching Devices
Pressing {Attach} twice will post the {Detach} command.
<Chan> [X] {Attach} {Attach} or <Address> [X] {Attach} {Attach} will remove the link between
that channel/address and the device at that address.
To clear the patch, click {Clear Patch}. A confirmation is required before the patch will be
cleared.
To create a 1-to-1 patch, click {Patch 1 to 1}. This will remove the current patch.
To exit the clear functions screen without clearing, press the [Displays] key at any time or select
a clear button and then select {Cancel} from the confirmation screen.
Update Profile
When a new library is installed on Ion Classic either from a software update or a separate fixture
library file from the ETC website, changes in library data will not automatically update your
show files. This is to prevent library changes from affecting a functional show file.
Using the {Fixtures} softkey in patch will open up the list of fixtures used in the current show file.
In this view, you will be able to tell which fixtures in the currently loaded show file differ from
the desk’s fixture library. Fixtures that have either been edited or their profile does not match
the current library will display with an "*" beside their name. For fixtures that have a library
update, the {Update Profile} softkey will display in white, and for fixtures that don’t have an
update, the {Update Profile} softkey will be grayed out.
Note: When updating a fixture in Patch, a warning message will display that includes
what changes will be made to the fixture by updating it. Press {Ok} to update the
profile or {Cancel} to return to the fixture editor.
Note: For multi-console systems, all devices have to use the same fixture library. If
the fixture library is different between devices, a warning will be displayed on the
device trying to connect to the system.
Patch 109
Fixture Editor
Ion Classic provides you with the ability to create your own fixture type within patch and store it
with your show file. You can name the fixture, assign all necessary parameters, define the
address and operational range of those parameters, see fixture modes and their properties, and
set lamp controls.
Note: Before you create a new fixture, it is helpful to look at a few fixture
personalities of similar fixtures to get an idea of how to set yours up. You may even
want to look at their user manuals to see how their defined DMX footprints look as a
fixture profile. This is especially helpful when creating modes.
The fixture creator is accessible from patch. Once a fixture has been created, it is stored in the
show file. It is not added to the fixture library. If you want to use the created fixture in another
show file, you will need to use merge. See Merging Custom Fixtures into a New Show File (on
page 123)
If you would like to remove any unused fixtures from this list, press {Delete Unused}.
To open the fixture editor:
1. Press [Displays]> {Patch} to open the patch display.
2. Press the {Fixtures} softkey.This will open a list on the left displaying those same fixtures
that are currently patched or have been added to the show, and the list on the right are
the parameters for the selected fixture. This is the fixture editor.
Adding Parameters
After naming the fixture, you can specify which parameters the new fixture contains.
Note: For 16b parameters, LDMX or “low-DMX” is the DMX address for the second
half of any 16-bit channel. If used in Coarse/ Fine determination, the DMX channel
defines the “Coarse” adjustment and the LDMX defines the “Fine” adjustment. Do not
count 16-bit parameters as two parameters, this will be done in a later step.
3. Determine the total number of parameters that your fixture has. Do not count 16-bit
parameters as two parameters, this will be done in a later step.
4. Press {New} or {+} to add parameter slots. Repeat this step until you have as many slots as
are required by the number determined in step 3.
Note: When {New} or {+} is pressed, the parameter slot will appear in the list with a
default name in the “Parameter” column. You may disregard these default parameters
as you will redefine the designations in a later step.
5. Use the [Page] keys, mouse, or touchscreen to navigate to any parameter slots that you
wish to alter the default parameter designations for.
6. Click on the slot to open a dropdown list of available parameters.
Patch 111
7. Click on a category to open the dropdown list to see the parameters, or use the search box
to find the parameter.
8. Press the desired parameter to assign it or press [Enter] when the parameter is selected.
9. Repeat steps 5 through 8 until you have entered all of the required parameters for the new
fixture.
If you are missing a parameter slot: At any point you can use the [Page] keys and {Insert}, to
insert a parameter slot above the selected one.
If you want to remove a parameter: you can use the [Page] keys and {Delete}, to remove a
parameter from the list.
Locked Value
A parameter can be assigned as a locked value. When used, the output address and value will
be locked at the profile level. This option is available under Control in the parameter dropdown
list.
Define Parameters
Once you have added and specified all of the parameters for the new fixture, you can now
define the address requirements, size, and ranges for each of them.
To define the size (8-bit or 16-bit), DMX address, and LDMX address of any parameter:
You can alter the default DMX address assigned to any parameter in the list. This is not the
actual address that will be used when patched, but rather it is the order of address for the
parameter relative to the other parameters in the fixture.
LDMX or “low-DMX” is the DMX address for the second half of any 16-bit channel. If used in
Coarse/ Fine determination, the DMX channel defines the “Coarse” adjustment and the LDMX
defines the “Fine” adjustment.
1. Use the [Page] keys to navigate to any parameter that you wish to alter the size of. The
system defaults to 8-bit for any new parameter.
2. When selected, click Size to choose between 8-bit or 16-bit. If 16-bit is selected, the
system automatically displays a LDMX option. This value can be altered.
3. Enter the desired address for the DMX and/ or LDMX addresses using the keypad.
To alter the Home settings for any parameter:
You can define the value for any parameter’s “home” value.
If a parameter has only one range, the values for that range will display in the range column. If
that parameter has multiple ranges, the number of ranges will be displayed. If a range is used in
a mode, the range will not be in bold.
For example, if the parameter were “Gobo Wheel”, and the fixture included a four-slot gobo
wheel, you can use ranges to determine the minimum/ maximum values for each of those slots.
You can also label the slots and define the minimum/ maximum values that will appear in the
channel display for that parameter.
To define the range values individually for any parameter:
1. Use the [Page] keys to navigate to the parameter that you want to add ranges to.
2. Click on the range. The range window will open.
3. Determine the total number of slots required by the parameter. Be sure to include “open”
slots when needed.
4. Press {New} or {+}to add ranges. Repeat this step until you have as many slots as are
required by the number determined in step 3.
5. Use the [Page] keys to select the range and field you wish to edit. Fields are:
• DMX Min - enter the minimum value (0 through 255) for the range slot you are
defining.
• DMX Home - enter the default value (0 through 255) for the range slot you are
defining.
• DMX Max - enter the maximum value (0 through 255) for the range slot.
• User Min- enter the value that will be displayed to users (for example, what will be
displayed in the live summary view) when the slot is at its minimum value. Value can
range from -32767 to 65535.
Patch 113
• User Home- enter the value that will be displayed to users (for example, what will be
displayed in the live summary view) when the slot is at its default value. Value can
range from -32767 to 65535.
• User Max- enter the value that will be displayed to users when the slot is at its
maximum value. Value can range from -32767 to 65535.
6. Press {Label} to add a label to any range slots. These will appear in the encoder display
and ML controls when the related parameter is displayed for the new fixture.
7. Press {Patch} when you have finished editing the ranges.
To delete a range value, select it and press {Delete}.
Quick Actions
Quick Actions provides tools that allow for the creation of multiple ranges at once according to
predefined actions.
Click on Quick Actions to open the menu. In this menu, you select the desired action and the
number of slots needed.
The following actions are available:
• As-Is - This is the initial mode. The ranges are unchanged. This allows you to view the
range as it was.
• User Values - These actions affect the user values. See Range editing a parameter for
more information about user values.
• Framed - Enter the number of frames that you would like to have on your collection of
ranges. The console then distributes the DMX values and assigns a user range exactly as
any of the wheel or frame parameters are automatically created. (Frames 1, 2, 3, etc
would be represented as 0.5-1.4, 1.5-2.4, 2.5-3.4, etc)
• Matched - The user values are set to match the DMX values. This is required for a
virtual parameter (one that has no DMX address) and is used as a mode for another
parameter.
• Scaled - Users can enter the minimum and maximum user value to map their DMX
ranges to an arbitrary user range. This is useful when creating pan/tilt ranges (e.g., -180
to 180), or color temperature ranges (e.g., 3000 to 15000). DMX ranges are not
changed and are assumed to be as the user intends. The DMX values are scaled into the
new user range.
• DMX Values- This action affects the DMX values. See Range editing a parameter for more
information about DMX values.
• Distribute - Select the number of ranges you wish to create. DMX values are then evenly
distributed as specified.
Quick Labels
Click on Quick Labels to open a dropdown menu with labeling options. These options are
broken down into two categories: units and labels.
• Units
• Degrees
• Percent
• (none)
Units are used to add a degree or percentage symbol to the end of a label when it displays in the
encoder display or ML controls. If you want to remove a unit, select (none).
Labels are used to replace the text for all of the ranges. Labels that have an N after them will
display the appropriate number in the encoder display or ML controls. For example, Gobo N will
display the number of the gobo. Select (clear) to remove the labels.
Modes
A mode is a collection of ranges that will display in the encoder display and in ML controls when
the mode's conditions are true. These ranges are part of one DMX address that is used to control
two or more different by related functions, such as gobo index and rotate.
Examples of mode conditions are "When Gobo Mode is Indexed" or "When Strobe Mode is
Random". Multiple conditions can be assigned. An example of this would be "When Gobo
Wheel Mode is Index or Index Scan".
When viewing a fixture profile, the parameters that have modes will display the number of
modes in the ranges column.
Patch 115
Note: When adding a new mode, you will need to first add the parameter that the
mode needs to be associated with before you will be able to assign the mode. See
Creating Modes (on the facing page).
Modes can be edited in the range editor. The following buttons are available for editing modes:
• {New Mode} - adds a new mode.
• {Delete Mode} - deletes the selected mode.
• {Next Mode} - advances your selection to the new mode.
• {Last Mode} - returns your selection to the previous mode.
Clicking a new or existing mode will open the mode selection window.
This window displays all the possible conditions that can be applied to the fixture. The active
ranges for the mode will already be selected with a checkmark.
A condition can only be present on a single mode. Similarly, if a parameter has multiple ranges,
and it is selected as a condition for another parameter, all ranges need to be present on some
modes of the fixture. For example, if gobo wheel has ranges of index, rotate, and shake, and
you place index on a parameter for a mode, rotate and shake must also be used.
Once a parameter is used as a condition, it becomes read only. Only the labels for the ranges
can be added/ edited.
Note: Some fixtures use virtual modes. Those are modes without a DMX address
assigned to them.
Creating Modes
Let's take a look at how to create modes for a gobo wheel. This gobo wheel can be indexed or
rotated.
In the fixture's manual, you will see something similar to this:
Index 0 127
16 Gobo Function
Rotate 128 255
The sixteenth DMX slot for this fixture is gobo function, which has two ranges for index and
rotate.
In the fixture editor, you assign a parameter as gobo wheel mode. Click in the range column to
open the range editor. Use {+} to add a second range slot. Assign the appropriate range values,
and label each range.
Note: For this example, the DMX min and max values were entered and then the
Quick Action of Matched was used so the user values were the same as the DMX ones.
Note: It is important to name your ranges. Without labels, only the range values will
display when selecting conditions, and the mode buttons in the encoder display and
ML controls will be blank.
Back in the fixture editor, assign a parameter as gobo index/speed. Click in the range column to
open the range editor. Press {New Mode} to create two modes.
Patch 117
Click in the mode cell to open the mode selection window.
This window will display all possible conditions that can be applied to your fixture. In this case,
there are only two possible.
If a parameter has multiple ranges and is selected as a condition for a mode parameter, all the
ranges for that parameter must be used. The fixture editor will allow you to select a condition for
a mode and it will automatically place the other range(s) on the next mode.
Assign the DMX and user values. The range values were used for the DMX values. For index, the
user values were set to 0-360 degrees. The quick label for degree unit was used so the degree
symbol will display in the encoder display. For rotate, the user values were to 0-80 rpms.
After patching the new fixture, you will be able to check your modes in the encoder display and
ML controls. There are now buttons for the modes, and for index, the degree symbol is displayed
with the user value.
Lamp Controls
For many devices, their lamp and motor control functions can be controlled remotely using
DMX. These will often require use of a timed sequence of DMX levels to control various
functions such as striking the lamp, resetting the fixture, and other specific actions.
To define the lamp controls for a device:
1. With the fixture selected, press {Lamp Ctrls}. The lamp control display will open.
2. Press {New} or {+} to add as many lamp control options as needed.
3. Click on the name in the lamp control column to name it.
4. Click in the Steps columns (#, Time, DMX, and Level).
• # - the step number. Each step is tied to a time value, and will execute in order of the
step number.
5. Press {New} or {+} to add as many steps needed for the lamp control.
6. Select the time column to change the timing for each step.
• Time (seconds) - Timing is in seconds. The standard time in the Eos Family library is 12
seconds.Hold can be assigned as a timing value.
Note: It is not recommended that you set the time to Hold unless the DMX value
should permanently remain at that level. In order to alter a level set with a time of
Hold, another lamp control to change that DMX value would need to be created.
Patch 119
7. For each step created, click in the DMX column and press {New} or {+} to add as many
DMX addresses and levels as needed. You may setup as many levels as needed for each
step.
Note: While a step is active, the DMX levels for the channel will be held. When a
step is no longer active, the levels will be released back to their playback levels.
• DMX - the DMX offset of the parameter you wish to control. DMX can be set to All
Offsets, which means that all DMX parameters for the fixture will be held at the
specified level.
• Level - the 0-255 level of the parameter.
Snap Parameters
Certain parameters may not want to be subjected to cue timing. Those parameters can be set to
snap. By default, Ion Classic will snap the parameters listed in the following table:
Beam FX
Effect Library MSpeed Shutter
Index/Speed
Camera IR
Enable Negative Shutter Strobe
Image
Object Dir- Strobe Mech-
Clip Directory File
ectory anism
Color Effect File Type Object File Sync Source
Front/Rear Pro- Output Com-
Color Index Text
jection mand
Color Mix Generator Page Texture
Generic Con-
Control Position Blink Timeline
trol
Image Move- Timeline Pos-
Copy Mod Projector Input
ment Speed ition
Internal Media Tracking
Cue Relay
Frame Object
Transition
Dimmer Curve Library Select
Speed
Edge Blend Pro-
Macro Shape Transition Time
file
Effect File Mode Shape Library Transition Type
In the [About] channel patch screen, the snap column shows which parameters for that channel
are currently set to snap. These parameters can be edited for any profile using the Fixture Editor.
See Fixture Editor (on page 110)
Save Fixture
Unsaved fixture profiles will have a red background in the fixture editor.
Note: If you leave the patch display without saving or using {Cancel Edit}, an advisory
will display above the command line letting you know that you have unsaved data.
Color Calibration
The fixture editor also offers the option to disable generic fixture color calibration by unchecking
the "Use Calibration" box in the fixture editor.
This disables generic color calibration, and simplifies the color calculations being used for that
fixture profile. This can greatly improve fixture performance and speed for use in pixel maps.
Note: Disabling a fixture's generic color calibration may affect its color matching,
fades, or other functionality.
Patch 121
3. Enter the desired name for the new fixture on the virtual (or attached alphanumeric)
keyboard.
4. Press [Enter]. The name will appear in the “Type” column of the fixture list.
Create Multicell
1. With the new fixture selected, press {Create Multicell}.
2. Press {+} to add cells. This will open a fixture list display. Only fixtures added to your
fixture list will be here.
3. Select a fixture, a cell profile from an existing multicell fixture, or create a new cell profile
by selecting + Add New Cell Profile.
4. Select the number of cells.
5. Press {Ok} . When selecting a fixture, you will need to select {Make Copy as Cell} or
{Convert to Cell}.
• {Make Copy as Cell} - makes a copy of the existing fixture profile and patches the
copy as a cell. This will break any references to the original profile.
• {Convert to Cell} - converts to the fixture into a cell. This option will not be available
for any library fixture or fixture currently patched in the show file.
6. Make any changes needed to cell numbers, DMX offset, or mastered cells. These settings
can be edited later by selecting the {Edit Multicell} button. See Editing Multicell Fixtures
(on page 92) for more information.
7. Press {Save Fixture} to save your changes or {Cancel Edit} to remove the changes and
exit.
Note: If you need to delete a cell profile that has been accidently selected, select the
cell and set the number of cells to 0.
Editing Fixtures
You can view and edit existing fixtures in the Fixture Editor. Edited fixtures will display with an
"*" beside their name.
With the fixture selected, you can change the name by pressing [Label] or tapping on the
fixture. You can press [Label] twice to clear the name. The virtual keyboard will open in the
CIA. The fixture's name as it is in the library will still display by the new name.
Note: Using [Update Profile] will remove any edits made to existing fixtures. Fixtures
that have been copied will retain any edits. See Copying a Fixture (below)
Copying a Fixture
It is possible to copy an existing fixture and edit its parameters. In the fixture editor, there is a
{Copy} button. Pressing {Copy} when a library fixture is selected will create a copy of that fixture
and will assign it a new name.
Patch 123
124 Eos Family v3.0.0 Operations Manual
Chapter 5
Setup
Setup 125
About Setup
This section describes the processes involved in changing your system, user, and device settings
to meet your preferences.
For more information on settings not found in Setup, see About Eos Configuration Utility (on
page 474) .
To enter the setup screen, press [Displays]> {Setup} or go to the Browser>Setup.
The CIA will repaint to display the setup screen and the softkeys will change to display the
various subcategories of setup. Ion Classic defaults to displaying system settings; if you have
changed the view to another subcategory, Ion Classic will remember the view you were in when
you return to setup.
The setup subcategory softkeys are:
• System (below)
• User (on page 136)
• Device (on page 138)
System
This setup softkey accesses settings for the entire system. Changing these settings will impact
other controllers on the network.
The following buttons are available in System settings:
• System Settings (below)
• Cue Settings (on the facing page)
• Show Control (on page 497)
• Remotes (on page 134)
• Output (on page 134)
• Partitions (on page 135)
• Users (on page 135)
• Recall User Settings (on page 135)
• Augment3d (on page 135)
System Settings
This System button gives you access to system settings.
The following fields will be available to you: {Num of Channels}, {Dim. Dbl. Offset}, {Create
Virtual HSB}, {Display Colors in D65}, {Home Preset}, {Startup Macro}, {Shutdown Macro},
and {Disconnect Macro}.
To change the setting for any of these fields, press the field in the CIA to activate it. If the field
requires data, enter it from the keypad. If the field is a toggle state, one press of the button will
switch the field to its other state.
Changes from this screen are system wide and will impact all consoles and clients connected to
the system.
{Num of Channels}
You may use this field to set the number of channels in your console to the number of channels
in your system. Ion Classic supports a maximum of 99,999 channels. The default is 5,000. Only
32,768 channels can exist in the patch, but they can be distributed throughout the entire 99,999
channel count. Enter the number of channels for your system using the keypad. This entry must
be confirmed with the [Enter] key.
{Home Preset}
Allows you to specify a preset that will be used as the home level for all non-intensity
parameters in the preset, instead of the fixture library defaults. This preset will be applied for all
“Go to Cue Out” and home commands. Channels not included in the assigned home preset will
continue to home to their library defaults.
{Disconnect Macro}
This field allows you to set up a disconnect macro that will trigger when the primary disconnects
from its backup, or when a backup disconnects from the primary.
Cue Settings
Press {Cue Settings} to enter this category.
Three fields will be available to you: {Auto-Mark}, {Mark Time}, and {Preheat Time}. You can
also set cue default times in this display.
To change the setting for any of these fields, press the field in the CIA to activate it. If the field
requires data, enter it from the keypad. If the field is a toggle state, one press of the button will
switch the field to its other state.
Setup 127
{Auto-Mark}
This toggles the AutoMark settings between enabled/ disabled (see AutoMark (on page 188) for
more information). AutoMark is “Disabled” by default.
{Mark Time}
This field allows you to set the time that mark instructions will use. When {Mark Time} is
disabled, which is the default, mark instructions will use cue timing unless overridden with
discrete timing.
When you enter a mark time in setup, all NPs that mark (either through referenced marking or
AutoMark) will use this time. The only way to override setup mark time is to use discrete timing.
Clearing the {Mark Time} field sets it back to disabled. Select {Mark Time} and hit [Enter] to
disable the default mark time.
{Preheat Time}
If this option is disabled, the cue’s up intensity time will be used when preheating. The default
setting is “Disabled”.
Show Control
This section allows you to adjust settings for MIDI show control, time code (MIDI or SMPTE),
analog, and serial functions. For more information on using show control with your system, see
About Eos Family Show Control (on page 496)
The following options are available in Show Control setup:
• Device Settings - Local MIDI/SMPTE
• SMPTE
• MIDI
• Contacts
• OSC
• String UDP
Note: Local Device Settings appears on both the SMPTE and MIDI tabs.
Enables or disables the console's ability to locally receive MIDI or SMPTE. Defaults to
“Enabled."
{MIDI Tx}
Enables or disables the console's ability to locally transmit MIDI. Defaults to “Enabled."
{USB MIDI/SMPTE}
Enables or disables local USB connection to supported MIDI or SMPTE devices. This setting must
also be enabled for Virtual MIDI devices.
SMPTE
{SMPTE Time Code Rx}
This button is used to control whether your console can receive SMPTE time code. Choosing
“Disabled” will disable all time code lists that have a SMPTE source. The default for this setting
is “Enabled”.
{Resync Frames}
This button allows you to configure how many frames need to be synced before time code starts
running. Frames can be from 1-30. Default is 2 frames.
MIDI
MSC
{MSC Receive}
This button toggles the setting for receiving MIDI Show Control from an external source between
“Enabled” and “Disabled”. The default setting is “Disabled”.
{MSC Transmit}
This setting, when enabled, allows the console to send MSC messages for actions taken on the
console, such as cue actions, macros firing, and submaster bumps. The default setting is
“Disabled”.
This setting allows you to choose the devices from which the console will receive MSC. When
set, the console will respond to MSC data from any Net3 gateway that has a matching “ACN
MSC Rx ID.” Gateways will send the MIDI data over an ACN connection. When built-in MIDI
ports are available, the setting needs to match or at least contain the MSC Rx ID.
Setup 129
Example:
• {MSC Rx Source ID} [2] [5] [Enter]
• {MSC Rx Source ID} [1] [Thru] [1][0] [Enter]
This setting allows you to choose the devices which the console will send MSC to.
MIDI Cue List specifies the cue list that the console will use to send MSC data. If left blank and
MSC Tx is enabled, all cue lists will generate MSC events. Otherwise, only the particular list (or
lists) selected will fire MSC events.
Network
Also known as a “device ID” this setting configures the MIDI channel for the console to receive
MIDI Show Control information. Only MSC data with the same device ID will be received. A
device ID can be from 0-126. MSC commands can be sent to ID 127, which is the All Call device
ID. While Eos cannot be set to ID 127, it will respond to commands sent to the All Call device ID.
Example:
• {MSC Rx Device ID} [5] [0] [Enter]
Also known as “Device ID” this setting allows you to set the device ID with which your console
will transmit MIDI Show Control information. A device ID can be from 0-127. If set to 127, the
console will transmit MSC data to all devices (All Call).
Example:
• {MSC Rx Device ID} [5] [0] [Enter]
This setting allows you to choose the devices through which the console will send MIDI data.
When set, the console will transmit MSC data from any Net3 gateway that has a matching
“ACN MIDI Tx ID.” The console will then send the MIDI data over an ACN connection to the
gateways. When built-in MIDI ports are available, the setting needs to match or at least contain
the MIDI Tx ID.
Example:
• {MIDI Tx Source ID} [2][5] [Enter]
Enables or disables whether the console can receive incoming MIDI, UDP, and OSC. Defaults to
“Enabled."
MTC
Enables or disables whether the console can receive MIDI Time Code. Defaults to “Enabled."
Raw MIDI Strings
Enables or disables whether the console can send raw MIDI strings. Defaults to “Enabled."
Contacts
{Analog Inputs}
This is a master setting for receiving analog inputs from a Net3 I/O Gateway or the built-in I/O
port (when available). When disabled, it will no longer trigger any analog input actions on any
event lists. Default is “Enabled”.
{Relay Outputs}
This is a master setting for triggering external relays from a Net3 I/O Gateway or the built-in I/O
port (when available). When disabled, will no longer affect any external relays normally
triggered from the desk via cues, submasters, or macros. The default is “Enabled”.
Allows you to set the Group and Address In values for the remote trigger input on the back of
your console. The contact closure only reports on/off even though it is considered an analog
input.
Note: The contact closures require DC voltage, which is supplied by the console on
pins 14 and 15. See the diagram below.
Relay Out
Allows you to assign the Relay Out Source ID and the Relay Out Address.
Setup 131
OSC
{OSC RX}
This setting specifies the UDP port that the console will listen to for OSC receiving strings.
Multiple ports can be assigned. A space needs to be used to separate the addresses.
Note: ETC recommends using 8000 and 8001 respectively for port numbers.
Remember that when setting port numbers on your external device that they should be
set to the opposite of what Eos is set. For example, if {OSC TX Port Number} on Eos is
set to 8000, then the RX (incoming) port on your external device needs to be set to
8000, and vice versa.
Allows the user to specify a different incoming OSC string format for integration with other
applications. Use %1 in the string format as cue number and %2 as the cue list number.
{OSC TX}
This sets the UDP destination port to which the console will send OSC strings. Multiple ports can
be assigned. A space needs to be used to separate the addresses.
Allows the user to specify a different outgoing OSC string format for integration with other
applications. Use %1 in the string format as cue number and %2 as the cue list number.
Allows the user to specify custom port numbers for multiple OSC TCP connections.
{OSC TX IP Address}
This sets the destination IP address or addresses to which the console will send OSC strings.
{OSC USB}
Allows use of OSC USB devices, such as Lighthack. Disabled by default on Mac.
String UDP
{String RX}
This setting allows you to choose the Net3 I/O Gateways through which the console will receive
serial strings. When set, the console will receive serial from any Net3 I/O Gateway that has a
matching “ACN Serial Group ID.” The gateway will send serial data over an ACN connection to
the console. This only affects serial traffic from I/O gateways and not network UDP messages,
ACN strings, or OSC. Serial Group IDs can be from 1-32. Multiple group IDs can be selected by
using [Thru] and [+].
Allows the user to specify a comma separated list of names for receiving strings, for example,
from Paradigm.
{String RX Port}
This setting specifies the UDP port that the console will listen to for receiving strings. Multiple
ports can be assigned. A space needs to be used to separate the addresses.
{String TX}
This settings will enable sending strings on all Serial TX and OSC formats.
This setting allows you to choose the Net3 I/O Gateways through which the console will transmit
serial string data. When set, the console will transmit serial to any Net3 I/O Gateway that has a
matching “ACN Serial Group ID.” The console will send the serial data over an ACN connection
to the gateways. This only affects serial traffic to I/O gateways and not network UDP messages,
ACN strings, or OSC. Serial Group IDs can be from 1-32. Multiple group IDs can be selected by
using [Thru] and [+].
Allows the user to specify a list of specific comma-separated names of devices to send strings to
(for example, for use with Paradigm).
Setup 133
{String TX Port}
Setting for the UDP destination port that the console will send strings. Multiple ports can be
assigned. A space needs to be used to separate the addresses.
{String TX IP Address}
Sets the destination IP address or ACN devices supporting the ACN String EPI that the console
will use to send strings. This can contain either an IP address for UDP string destinations or ACN
device names.. A combination of UDP and ACN devices are not supported. see String Interface
for more specific configuration information.
When enabled, this setting will cause the console to send serial strings when certain actions
happen at the console. See Sending From User Events .
Output
This System button gives you access to Output settings.
Note: Changes to these settings may require a restart. When required, a warning
message indicating a needed restart will display.
Local DMX
The following settings are available:
• Enable - enables DMX output from the local DMX ports.
• Default Output Protocol - enables DMX as a default output.
• Output in Client Mode - allows for output in offline mode for use with a visualization
program.
• Dimmer Doubled Offset - this offset matches the default offset in CEM+ / CEM3 when
configuring your Sensor dimmer rack for dimmer doubling. The default offset is 20,000.
Sensor Classic racks should be set to an offset of 256.
The following settings can be edited within the table by clicking on a cell:
• Address - sets the starting address for the port.
• RDM - enables RDM on the port.
• Doubled - enables dimmer doubling on the port.
• Speed - sets the speed for the ports. Options are: maximum, fast, medium, and slow. The
speed may need to be adjusted for certain devices. The default speed is maximum.
Note: In-cell editing must be enabled to be able to make changes to the table. See
In-Cell Editing (on page 140)
Remotes
The {Allow Remotes} button is for allowing Net3 RFR, iRFR, and aRFR connections. The default
setting is “Enabled”. For more information see RFR (on page 494) .
Users
In this display, you can set the User ID for the console by selecting the {User ID} button and
entering a number from the keypad. You can also add or delete users from this display.
For more information on User ID see About User ID (on page 466) .
Augment3d
In this display, you can set the measurement units for Augment3d to use, enable or disable
Augment3d for your device, see the status of running Augment3d instances, and select which
instance to use.
Setup 135
To select which instance of Augment3d the console uses, highlight the desired instance and
click the {Connect to Server} button. To switch from a tethered computer back to the console,
highlight the Augment3d Tab with an address of Local and click {Connect to Server}.
For more information on Augment3d Tether, see PC / Mac (Tether Mode) (on page 396) .
User
This setup softkey accesses settings for a specific user. Changing these settings does not impact
other users on the network.
The following buttons are available in User settings:
• Record Defaults (below)
• Manual Control (on the facing page)
• User Displays (on page 138)
Record Defaults
Press {Record Defaults to enter this category.
Eight fields will be available to you: {Track}, {Record Confirm}, {Delete Confirm}, {Auto
Playback}, {Update Mode}, {Break Nested}, {Update Last Ref}, and {Emergency Mark}.
To change the setting for any of these fields, select the button in the CIA to activate it. If the
field requires data, enter it from the keypad. If the field is a toggle state, one press of the button
will switch the field to its other state.
Track
This field allows you to switch between tracking and cue only modes (see Tracking vs. Cue Only
(on page 6) ). The default is “Tracking”.
Record Confirm
This setting allows you to enable/ disable the confirm action when storing over a previously
recorded target. The default is “Enabled”.
Delete Confirm
This field allows you to enable/ disable a required confirmation before any delete command is
executed. The default is “Enabled”.
Auto Playback
When enabled, this feature automatically plays back cues and submasters as they are stored
and releases manual control. For submasters to automatically play back, the slider must be at
full. This field is a toggle state between “Enabled” and “Disabled”. When auto playback is
“Disabled”, all manual levels are maintained and cues must be loaded and executed on
playbacks. The default is “Enabled”.
Update Mode
This field allows you to select a default update mode (see Update Dialogue Box (on page 238) ).
The default is “Make Absolute”.
Break Nested
This setting allows you to enable/ disable the update modifier break nested. The default is
“Enabled”.
Emergency Mark
{Emergency Mark} can be used to automatically set a mark flag if you had not previously done
so. If using {Earliest M} and no cue with a mark flag has already been set, {Emergency Mark}
will set a mark flag.
{Emergency Mark} can be set to either Earliest or Latest. Latest is the default setting.
• If set to Earliest, {Emergency Mark} will set the mark flag on the earliest cue after the cue
which fades the intensity out for the selected channel.
• If set to Latest, {Emergency Mark} will not set a mark flag. It will instead create a broken
mark, which will display an x in the previous cue in the Playback Status Display.
Manual Control
This user setting button gives you access to manual control settings.
Manual Time
In this section you may change the default times for manual changes to occur in live. Times can
be set for each parameter category (Intensity Up, Intensity Down, Focus, Color, and Beam). You
may use the [Thru] key to enter a value for all categories.
• {Int Up} [Thru] [9] [Enter]
The default for each of these is 0 seconds.
Manual Control
This section allows you to specify the values for certain buttons or settings used in manual
control. To change any value, touch the appropriate button in the CIA and use the keypad to
enter a new value. Fields are:
• Level - This sets the value for the [Level] key. Any value between 0-100 may be entered.
The default is 80.
• Plus% - This sets the level for the [+%] key, which will increase the selected channel by
the set percentage. You can assign +% to values that have up to five digits. The default is
10%.
• Minus% - This sets the level for the [-%] key, which will decrease the selected channel by
the set percentage. You can assign -% to values that have up to five digits. The default is
10%.
• Highlight Preset - This field is used to specify the preset that will be used for any highlight
commands.
• Lowlight Preset - This field is used to specify the preset that will be used for any lowlight
commands.
• Highlight Rem Dim - This enables a remainder dim when in highlight mode, thereby
temporarily dimming any channel not participating in the High/Low. An intensity level or a
preset can be assigned in this field. Channels not in highlight or lowlight that are not
included in the preset are not affected.
• Live RemDim Level - This allows you to set the level for all remainder dim commands in
live. The default is 0. An intensity level or a preset can be assigned in this field.
{LiveRemDim Level} [Enter] will disable RemDim, causing [Rem Dim] to return an error
when used in Live.
Setup 137
Default Times
In this section you may change the default times for sneak commands and the respective feature
response times based upon parameter category. The default for these is 5 seconds, except for
back time, which uses a default of 1 second. You can assign separate timing values to the
Release and Off functions.
You can assign [Cue] as a timing value for the {Go to Cue Time} and {Back Time} The syntax,
{Go to Cue Time} [Cue] [Enter] or {BackTime} [Cue] [Enter] will assign cue as the timing value.
When [Go To Cue] [n] [Enter] or [Back] is used, the fade will happen in the time set in the
destination cue.
You can assign a separate time value for [Timing Disable]. When a fader has been set to timing
disable mode, cues will use the time set in Setup. The default time is 0.
User Displays
This user setting button gives you access to the following display settings:
• {Preserve Blind Cue} -This enables the desk to display the last selected cue in blind when
you return to blind. The default is disabled.
• {Popup Magic Sheet} - assigns a magic sheet as a pop-up magic sheet.
• {Popup Nav Lock} - enables or disables the zoom and scroll navigation for pop-up magic
sheets. This option is enabled by default.
See Pop-up Magic Sheet (on page 34) and About Magic Sheets (on page 368) for more
information.
Device
This setup softkey accesses settings for the specific device. Changing these settings does not
impact other controllers on the network.
The following buttons are available in Device settings:
• Config (below)
• Output (on page 134)
• Face Panel (on the facing page)
• Fader Wing Config (on page 140)
• Displays (on page 140)
• Brightness Settings (on page 141)
• PDF Settings (on page 141)
• Recall Device Settings (on page 141)
Config
Press {Config} to enter this category.
Two fields will be available to you: {Visible to Remotes} and {Device Name}.
{Visible to Remotes}
{Visible to Remotes} allows your console to be automatically detected by the application. If not
used, you will need to manually configure a connection to your console.
Note: If using {Visible to Remotes}, the application will identify the consoles by their
name and IP address, so it is useful to know the device names and addresses to ensure
that you are connecting to the right one.
Note: Changes to this setting will require a restart. A warning message indicating a
needed restart will display.
This specifies the name the console will use to identify itself on the network to other devices.
Examples might be Booth Desk and Tech Table.
This setting is also available in the ECU.
Face Panel
Encoders
There are two options available: {Degrees Per Rev}, which is for the pan & tilt encoders, and
{Percent Per Rev}, which is for the other encoders. When a pan or tilt encoder is moved one
revolution, the parameter will change by as many degrees as defined in Setup. The default is
30. When any other encoder is moved one revolution, the parameter will change by the set
percentage of its entire range. The default is 35.
The settings for {Encoder Degrees Per Rev} and {Encoder Percent Per Rev} are stored with the
show file. Starting a new file will reset the two settings to their default values.
Note: Hold down [Shift] while moving the encoder for fine control. Releasing the
[Shift] key will restore the encoder to its default mode.
Input Devices
Trackball Settings
• {Swap Pan/Tilt} - swaps the pan and tilt parameters. Disabled by default.
• {Reverse Pan} - reverses the range of the pan parameter. Disabled by default.
• {Reverse Tilt} - reverses the range of the tilt parameter. Disabled by default.
Auto-Repeat
• {Delay} - sets the delay for keystroke input from an external device.
• {Speed} - sets the keystroke speed from an external device.
Other Settings
• {Spacebar [Go]} - allows you to enable the spacebar on an external keyboard as the
hotkey for [Go]. Enabled by default.
• {Use Shift as Eos Shift} - allows the SHIFT key on an alphanumeric keyboard to be used as
the console's [Shift] key. If not selected, the Z key on an alphanumeric keyboard will
function as the [Shift] key. Enabled by default.
• {Hide Mouse} - With hide mouse enabled, if the mouse is left idle for 10 seconds, the
cursor will go away. Once the mouse is used again, the cursor will return. Disabled by
default.
Sounds
{Sounds} allows you to enable or disable sounds. When disabled, the volume level controls will
not display.
Setup 139
Fader Wing Config
This screen allows you to manually configure the positions of fader wings connected to your
console. The console will default to configuring the wings on its own. To manually configure,
you must click on the {Manual Config. Off} softkey.
Clicking on the {Manual Config. Off} button turns manual configuration on and displays the
Fader Wing Configuration screen.
Clicking{Identify} will display numbers on each wing’s display to aid in configuration. The
numbers do not identify the wings as to their actual order. Order is determined from left to right.
The left most wing will contain the first faders.
Click and drag the wings to match your physical layout. Click {Apply} to save the changes.
Clicking {Reset} will restore to the last saved configuration. Clicking {Manual Config. On} will
turn off manual configuration and will require a restart of the application before the console will
automatically configure the wings.
Displays
This device setting button gives you access to the following settings. See Live and Blind
Configuration Menu (on page 42) and Playback Status Display Configuration (on page 49) for
additional display settings.
In-Cell Editing
When disabled, this setting prevents changes to be made to the cells in the Live/Blind and
Playback Status Displays. {In-Cell Editing} is enabled by default.
Brightness Settings
This screen on Ion allows you to adjust the brightness and contrast settings for the Ion display,
subwing display, the light level for desk lamps, and the direct select brightness.
Desk Lamp
Desk lamps, such as Littlites, can be dimmed from within the software application. The {Desk
Lamp} slider has a range of 0% (dimmest) to 100% (brightest). The default setting is 0%. The
console will set the desk lamp to this setting on startup of the application.
The desk lamps can also be controlled by holding down [Displays] and rolling the level wheel.
Ion Display
The brightness and contrast levels of the LCD display on Ion can be adjusted. The level range is
from 0-100%, with 50% being the default level.
Subwing Display
For attached wings, you can adjust the brightness and contrast of the wing's LCD displays. The
level range is from 0 through 100%, with 55% being the default level.
PDF Settings
This screen allows you to select the orientation and paper type for PDF files.
Setup 141
The Type column displays the category of the message:
The Message column displays the message details, and any applicable suggested actions to help
resolve the issue. The counter in the top-right displays the total quantity of each type of
message.
Memory Problems
• Memory Fragmentation / System Memory
• Largest Free Block is under a certain amount.
• RAM usage is at or above a certain amount.
• Application memory usage is at or above a certain amount, which is close to exhausting
addressable memory space.
Selecting Channels
There are multiple ways to select channels including the control keypad, direct selects, and
groups.
Selected channels are available for manual control through keypad commands, level wheel,
and/or ML controls.
Channels are deselected when any action is taken on the keypad that is unrelated to manual
control, such as recording groups and cues, or updating a record target, etc. You can also press
[Clear] after a terminated command line to clear the channel selection.
Note: When manual channels are used, there will be an advisory that says "Manual
Channels" in red in the upper left hand corner of any Live display.
Note: Selecting channels from the summary or table displays will start a new
command line.
Note: You may use [+] and/or [-] multiple times to add or remove multiple channels
from the selection. [Thru] lists may be entered in ascending or descending order.
Note: The [Thru] command uses the current flexichannel state. Channels not
included in the flexichannel mode (except selected channels mode) are not collected in
a thru range. [Thru] [Thru] can be used to collect all channels in the range, even if they
are not in the current flexi mode. See Using Flexichannel (on page 44) for more
information.
Example:
Select channel 10 then change the selection to channel 11 using the [Next] key:
• [1] [0] [Enter]
Channel 10 is selected with a gold outline around the entire channel and the channel
number is indicated in white.
• [Next]
Channel 11 is now selected with a gold outline and white channel number while
channel 10 is no longer selected.
When a group of channels is selected, pressing [Next] or [Last] selects the first or last channel in
the channel list.
Example:
Channels 11 through 20 are selected:
• [Next]
Channels 11 through 20 are still the specified channel list but only channel 11 is
selected for control. You can now sequentially press [Next] or [Last] to cycle through
the list. Press [Select Last] to reselect the entire range.
Note: [Next] and [Last] work with the current flexichannel state. See Using
Flexichannel (on page 44)
Offset
{Offset} is a feature used to select a range of channels from a broader channel selection. For the
offset feature to function, you must first select a group of channels, then press {Offset}.
When {Offset} is pressed, a channel distribution display will open with multiple Offset options.
For a full list of these options, see Offset (on page 177) .
These keys, along with the numeric keys from the keypad are used to create channel offsets.
These channel commands can be combined with group record functions.
The following examples illustrate how offset works:
Channel selection from the direct selects is an additive process. When a channel is selected, it is
added to the current selection set. To select only one channel and deselect all others, double-
press the channel touchbutton.
The following examples illustrate the various methods of selecting channels using the direct
selects:
• {Channel 1} - adds channel 1 to the currently selected channels, if not currently selected.
• This is similar to pressing [+] [1] [Enter] from the keypad. However if channel 1 were
currently selected when you pressed {Channel 1}, this would deselect channel 1 from the
channel selection.
• {Channel 5} {Channel 6} - adds channels 5 and 6 to the current channel selection.
• This is similar to pressing [+] [5 [+] [6] [Enter] from the keypad.
• {Channel 5} {Channel 5} - selects channel 5 and deselects all other channels.
• This is similar to pressing [5] [Enter] on the keypad, when the previous instruction is
terminated.
Deselecting Channels
Channels are deselected when any action is taken on the keypad that is unrelated to manual
control, such as recording groups and cues, or updating a record target, etc. You can also press
[Clear] after a terminated command line to clear the channel selection.
Note: [Select Last] is a fast way to regain your last channel selection. See Select Last
(on page 171)
Any manual control action taken while record or update is on the command line will
automatically reselect your last channel selection.
Setting Intensity
Channel intensity may be manually entered from the keypad, set with an intensity palette (if
programmed) or set with the level wheel. Pressing [At] after channel selection assumes an
intensity value will be added to the selected channels. You may also use the [Full] button to
bring the selected channels to their full intensity or you may use the [Out] button to fade the
intensity out.
Use the [Level], [+%], and [-%] keys to affect the intensity value of selected channels. Each of
these keys are set at a specific value established in the Setup ( Manual Control (on page 137) ).
• [Level] is set by default to 80%.
• [+%] and [-%] are each set by default value of 10 points.
The following examples illustrate the various methods of setting intensity:
• [1] [+] [3] [At] [5] <0> [Enter] - selects channels 1 and 3, and sets an intensity level of
50%.
• [1] [Thru] [5] [-] [4] [Full] [Enter] - selects a range of channels 1 through 5, except
channel 4, and sets the intensity to full.
• [1] [Thru] [8] [At] [+] [3] <0>[Enter] - adds 30% to all intensities in the channel selection.
If they were at 50, they will now be at 80. If channels 1, 3 and 5, were at 30 and 4 was at
50, they would be 60% and 80% intensity, respectively.
Example:
• [1] [Thru] [5] [Full] [Enter]
The selected channels are highlighted in gold, with white channel text and red intensity
values (indicating manual data). You may continue to modify channels 1 through 5
since they are still selected and displayed on the command line.
• [-%] [-%]
This command would reduce the intensity of channels 1 through 5 by 20%. This
command is self-terminating.
• [At] [7] [5] [Enter]
You can continue manipulating the selected channels so long as the channels are selected and
displayed on the command line.
Level Wheel
You may set intensity for selected channels or addresses using the level wheel. Rolling the level
wheel upwards increases intensity. Rolling it downwards (towards you) decreases it.
Note: Pressing [Shift] & [Encoder Paging Key] will place the associated parameter
onto the command line for numeric entry
Using [At] [/] [/] will place the direct DMX value on the command line. For example, [1] [At] [/]
[/] [2][3][9] [Enter] would put channel 1 at DMX value 239.
You can also set a channel's parameter levels with the DMX value by using [/][/].
• [1] {Pan} [/][/] [2][5] [Enter]
You can add or subtract from the DMX value by using [+] or [-].
• [1] {Pan} [/][/] [+] [5] [Enter]
• [1] {Pan} [/][/] [-] [7][5] [Enter]
Note: Pressing [Shift] & [Encoder Page Key] will post that parameter to the command
line. For example, pressing [Shift] & [Color] would place Color on the command line.
Encoder Display
On Ion, the encoder LCD displays the active parameter category loaded on the encoders, as
selected by the page buttons. To see additional encoder information, open the Encoder Display
by using CTRL + ALT + \ on an alphanumeric keyboard. ALT + , can be used to change encoder
pages.
Note: For ETCnomad, RPU, and RVI, the encoder display can be accessed by using
CTRL + ALT + \ on an alphanumeric keyboard. ALT + , can be used to change encoder
pages.
Encoder pages populate with parameters relevant to fixtures in the show patch. When you
access a parameter page, controls that are not available for selected channels are suppressed.
Note: Flexi encoders is used to suppress parameters not applicable to the selected
channels. This is used by default for the encoder display. See Flexi Encoders (on
page 58)
Each encoder has an associated control section that provides visual indication of:
• the parameter it controls.
• the current setting (value) of the parameter.
• and the current mode if the encoder controls more than one function.
Allows for control of “coarse” (8 bit) or “fine” (16 bit) control. Default is coarse control. You
may toggle between the two by pressing [Shift] while moving the encoder.
• Coarse - provides larger changes for non-segmented parameters and
advances/decrements full frames for segmented parameters. The encoder is clutched in
this mode, meaning you will feel each frame change distinctly.
• Fine - provides unlimited, high granularity control. When used in this mode the encoder is
not clutched, allowing you smooth and detailed control.
Encoder paging
Encoder Softkeys
A series of buttons are included in each of the four encoders sections of the display including
{Home}, {Last}, and {Next} or {Min} and {Max}, and depending on the type of parameter, a
{Mode}, {Expand}, or {Calibrate} button.
Home
Each parameter has an associated {Home} key in the encoder LCD. This accesses any parameter
and returns it to its default position. Additionally, the control keypad has a [Home] key located
below [Sneak]. See Home (on page 161) for more information.
Min and Max
{Min} and {Max} are displayed when the parameter is linear, such as a shutter. Use these keys
to set a minimum and a maximum setting for a parameter.
Next and Last
{Next} and {Last} are displayed when the parameter is segmented such as a fixed gobo or color
wheel or a color scroller. Use these keys to increment or decrement in full frames.
The {Mode} key is provided to select different modes for the encoder wheel such as rotate,
index, or special effects.
• When more than two modes are available, the {Mode} key can be pressed repeatedly,
advancing through the various modes. Each mode will display beneath the current
parameter setting.
• When only two modes are available, the alternate mode is indicated instead of a {Mode}
key. Toggling that button switches the encoder wheel to the alternate mode.
Expand
Some parameters will have an {Expand} button, which indicates that this parameter has
“Expanded” functions. When that button is pressed, the display repaints to display all the media
settings available for the specific wheel.
Flip
The {Flip} button, as displayed in the Pan/Tilt section of the encoder LCD, is used to flip the unit
into its exact same position, but from the other direction. Depending on the current values of
pan and tilt, there may be multiple flips.
This allows you to correctly focus a fixture that may be at the end of its pan or tilt range or to
correct a fade that may be moving in an undesired direction.
The following example illustrates the use of {Flip}:
• [channel list] {Flip}
Trackball On/Off
The {Trackball On/Off}, as displayed in the Pan/Tilt section of the encoder LCD, is used to give
pan and tilt functionality to a mouse or trackball device.When this function is turned on, above
the CIA will be a message saying “Cursor as Pan/Tilt”.
XYZ Format Enable / Disable
Toggles between storing position data in pan / tilt format and XYZ format for use with
Augment3d.
Form Control
Form (a subcategory of Beam) collects the parameters that affect the quality of the beam,
including the iris, edge, frost, etc. ‘Shutter’ and ‘Image’ are the other two subcategories of
Beam
When the form encoder page button is selected, the LED will illuminate and the encoders
automatically populate with the “Form” parameters as specified in the show patch. If there are
more parameters in the show patch than will fit on the first page of the encoders, press the
[Form] button again to page through the remaining parameters in the category or press [Form]
and a page number to jump to a specific page.
The form parameters may include:
• Edge - controls the hard/soft qualities of a spot luminaire. While some fixtures may call
this parameter “focus”, it is always represented as “edge” in Ion Classic, to avoid
confusion with “Focus” which refers to pan and tilt data. These values are set to the
system default value for the selected luminaire, but may be modified as required on a per
fixture basis
Image Control
Image is the collection of parameters that affect the contents of the beam (gobo, prism, effects
wheel, etc.).
Shutter Control
Pressing the [Shutter] button displays shutter controls, if there are any fixtures with framing
devices patched.
Note: For Ion, ETCnomad, RPU, and RVI, the encoder display can be accessed by
using CTRL + ALT+ \ on an alphanumeric keyboard. ALT + ,can be used to change
encoder pages.
Shutter Graphic
Tap or click on the shutter graphic to open up the shutter controls window.
The shutter controls window allows you to move individual shutters by holding down one of the
letters inside of the shutter graphic. To rotate the shutters, use the <A>, <B>, <C>, or <D>
buttons around the outside of the shutter graphic.
Encoder Buttons
Note: The encoder buttons are used with the encoders for shutter control. These
buttons do not work with the shutter graphic control.
Color Control
Depending upon the specific device, color can be established manually with the encoders using:
• CMY color-mixing
• Hue and saturation color mixing
• RGB color-mixing
• Selection from a color wheel or scroller
You may also specify color by using the color picker. See Using the Color Picker (on the facing
page) for more information. It is also possible to set non-intensity parameter data with direct
entry using the control keypad and using the parameters on the CIA.
• [1] [At] [4] <0> {Cyan} [5] [5] [Enter]
The first page of the color encoder will provide
The first page of the color encoder will provide some scroller control, such as frame selection, on
the top encoder. The next three encoders will control HS, CMY, or RGB color mixing. There will
be buttons on the first page for switching between HS, CMY, and RGB. The HS controls will
include buttons for {Home}, {Min}, and {Max}. The CMY and RGB controls include buttons for
{Home} and {Max} for each of the parameters. No {Min} button will be displayed.
Note: Color scroller data will display on the encoders and displays as frame numbers,
F1, which would be frame 1, F2 for frame 2, etc. F1.5 is halfway between 1 and 2. F2+
will display if the frame is less than 2.5 and F2- if the frame is greater than 1.5. After
the frame number, the gel number will also be displayed. This is also true for color and
gobo wheels.
Note: Frame numbers can be used from the command line. [2]{Scroller}[5][Enter]
will send channel 2’s scroller to frame 5. Frames can also be selected by using the DMX
value for that frame. Pressing [/] twice will post DMX to the command line. [3]
{Scroller} [/][/][2][5][5] [Enter] will send channel 3’s scroller to the frame with the DMX
value of 255.
Note: Dual scroller fixtures are addressed as 0-100% instead of by frame numbers.
You may need to update your fixture before this feature will work. See Update Profile
(on page 109)
Custom Control
Pressing the [Custom] button displays intensity controls.
Intensity parameters may include:
• Intens - controls intensity for a single intensity channel or master intensity for a multiple
intensity channel.
• Intens 1-4 - controls the various intensities of a multiple intensity channel.
• Intensity MSpeed
Press the [Custom] button again to access the additional intensity controls, available to the
specific channel.
Color Spaces
There are six color spaces that you can choose to work in. All of these spaces are connected. So
it doesn't matter which space you wish to work in, the console will translate the information to
work with your fixtures.
When the color picker is first opened, the CIE xy color space and the gel picker will open by
default. You can select other color spaces and tools by clicking on the display configuration tool
(the gear icon) in the upper left corner of the color picker display.
Note: Multiple color picker tabs with different color spaces can be opened at the
same time. Multiple color spaces can be opened on the same tab.
For the CIE xy (CIE 1931) and CIE uv (CIE 1976), the triangle represents the RGB space as
defined by the PLASA standard E1.54. Fixtures that comply to that standard can achieve any
color within the triangle. The cone represents the color spectrum that we can see.
Controls
Each color space has three virtual encoders, a vertical encoder, a {?} button, and a {^} button.
The encoders will change based on the color space selected. Double tapping in a virtual encoder
will cause it to jump to the location of your finger. Pressing and holding will cause the encoder
to fade toward your finger.
Tapping anywhere in the color space will cause the crosshair to move to that location. Press and
hold, then move your finger to fade the crosshair toward that location.
The {^} button will create the brightest version of the selected color. Press the {?} button to
display labels on all of the controls.
For the RGB and CMY color spaces, you can change which color control is on the vertical
encoder. Touch the label of the virtual encoder to change which color control is located on the
vertical encoder. In the following graphics, Red is on the vertical encoder in the first one and
green is on the vertical encoder in the second one. This is also indicated by the highlighted
encoder name.
Gel Picker
When the gel picker is opened up with a color space, dots will display on the color space. These
dots represent the gels in the currently selected gel book. Hovering over a dot with a mouse will
display the gel's name and a color swatch.
When possible the Gel Picker will select the closest gel as defined in a scroller or color wheel.
Note: Some devices contain manufacturer specified gel mixes, and will only allow
selection from the Gel Picker of the exact gels in their list.
The channel display will show the frame number and the corresponding label that is defined for
that frame.
Tinting Tools
The Tinting Tools option is found by right clicking on the Color Picker tab ( Using the Color Picker
(on page 155) ).
Tint allows you to easily adjust color regardless of the color space that you're working in.
You can increase or decrease the saturation and brightness. You can make a color warmer or
cooler, and you can add or remove colors.
Color Path is a option for controlling color fades between cues. By default, color fades happen in
the native space of the fixture. If you want a fade that resembles a fade in a different color
space, you can do that using color paths. There are eight preprogrammed color paths, and you
can also record your own . Up to 1000 color paths are supported.
To open the color path display, click on the gear icon in the color picker display and select Fade.
To open the color path list display, press the {Color Path} icon in the home screen, use [Tab] [3]
[3], or from the CIA by going to Browser > Record Target List > Color Path.
Color paths are selected either by clicking on the drop down above the color path or by using
{Color Path} [n].
Note: Channels involved in the fade have to be selected before you can choose or
modify a color path.
The color path display has a drop down list of the available paths, a color path preview bar, and
control buttons. An indication line will display on the color space to show the color fade.
- replays the color fade using the Go to Cue time from Setup.
•
Changes can be stored in the destination cue as absolute data by using [Update] or [Record].
When there's a change to the color path information, a red c will display next to the channel
number and the color path's name will display in red in the color path display. When that data
has been saved, a blue c will display. The color path's name will also display in blue in the color
path display.
You can save changes to a new color path by using [Record]{Color Path} [n]. That data will
then be referenced, and any changes made to that path will be used anytime that path is used
press [About] & {Path} to see the values behind the referenced data.
Note: If multiple channels are selected that have different color paths assigned to
them, a + will display by the color path name in the color path preview bar.
See [About] Color Path (on page 347) and {Attribute} Display and Settings (on page 101) for
more information.
Spectrum Tools
The Spectrum option is found by clicking on the display configuration tool (the gear icon) in the
bottom left corner of the display tab bar.
This option displays all the color parameters across the color spectrum, and allows for individual
control of each parameter. Press a color point to move it.
This display is a good visual of what the fixture is outputting.
The following screenshots show a 7 color fixture. This display will change based on the type of
fixture being used.
With the Gel Picker open and a gel selected, a dotted line will appear in the Spectrum display.
That line represents the selected gel.
{Hold Color Point} allows you to adjust individual emitters and the other emitters will
automatically adjust to hold the color selected. This can only be used with fixtures that have
more than three color parameters.
If you are working outside of this display, holding down [Color] while adjusting the encoders will
cause Hold Color Point behavior.
Home
Ion is equipped with a [Home] hardkey. As with the {Home} touchbutton on the Encoder Display
(see Home (on page 151) ). This hardkey allows you to home a specific parameter. Additionally,
you may home all of a channel’s non-intensity parameters or home only a specific category (I, F,
C, B).
Homing a channel, category, parameter, or submaster will return it to the default value.
• [1] [Home] [Enter] - homes all parameters for channel 1, except intensity.
• [1] [Color] [Home] [Enter] - homes all color parameters for channel 1.
• [Group] [1] [Color] [Focus] [Home] [Enter] - homes the color and focus parameters of all
channels in group 1.
• [Sub] [1] [Home] [Enter] - homes submaster 1.
• [Sub] [1] [Thru] [Home] [Enter] - homes all submasters.
Multicell Fixtures
Fixtures that have multiple same-type parameters can have a multicell profile assigned to them,
as designated by MC in the fixture editor. See Patching Multicell Fixtures (on page 91) for more
information.
Multicell fixtures have a master channel with a whole number for a channel number and the
appropriate number of additional cells, which will have point numbers for their channel
numbers.
To control the whole fixture, select the master channel.
To control individual cells, use [.] to put {Cell} on the command line.
To control just the master, use [Shift] & [.] to put {Minus Cells} on the command line. You can
also use the syntax [1] [.] [0] or [1] {Cell} [0] to only control the master.
To select the master and any or all of the cells, you can use the following syntax examples: [n]
[.] [0] [Thru] [n], [n] [.] [0] [+] [n], or [n] [.] [0] [-] [n]. The {Cell} softkey can be used instead of
the [.] hardkey.
Example:
Channel 1 through 4 are multicell fixtures with four cells.
• [1] [Thru] [4] [Color Palette] [1] [Enter]
Sets channels 1 through 4 to color palette 1. All four cells of each fixture are set to color
palette 1, which is red.
• [1] [Thru] [4] [Color Palette] [1] Thru] [4] [Enter]
Channel 1 with its four cells will be set to color palette 1, channel 2 will be set to color
palette 2, and so on.
• [1] [Thru] [4] [.] [Color Palette] [1] Thru] [4] [Enter]
For each of the channels, cell 1 will be in color palette 1, cell 2 in color palette 2, cell 3
in color palette 3, and cell 4 in color palette 4.
With a cell selected you can apply data to the master channel as long as the cell does not also
have that parameter. When you have selected a cell, if you apply data that does not apply to
the master, Ion Classic understands to apply it to the cells instead. In the example above, IF the
master had color parameters, this action would apply color data ONLY to the master.
Cells will not send data to other cells. Table view is helpful for seeing which cells control what
parameters.
Lamp Controls
Lamp Controls (Tab 31) allow you to execute control functions of selected fixtures such as
calibrate, douse lamp, strike lamp and reset. Each fixture type has its own set of lamp control
options which are available to you when you select the fixture from Live and press the {Lamp
Ctrls} softkey. This information is also available using [About] (see Using About (on page 337) ).
Example:
• [1] [1] [Enter] {Lamp Ctrls}
-or-
• [1] [1] [Enter] [About] {Lamp Controls}
Pressing any of these control options will affect the selected channel after a confirmation.
Channel Intensity
When channels are selected, pressing [+%] increments the intensity level by 10 (or by the value
established in Setup, see Manual Control (on page 137) . Alternatively, you may press [-%] to
decrement the intensity level by 10. You may use these keys consecutively to “add to” or
“subtract from” the intensity level.
Example:
Select channels 1 through 10 and set them to an intensity level of 45% from the
keypad.
• [1] [Thru] [1] [0] [At] [4] [5] [Enter]
Change the intensity level to 65% using the [+%] key, which is set to its default value
of 10% in the setup menu.
• [+%] [+%]
Non-intensity Parameters
The [+%] and [-%] keys may be used to incrementally adjust non-intensity parameters as well.
Example:
• [1] {Iris} [+%] [+%]
• {Zoom} [-%] [-%]
Note: By default, [Rem Dim] will set to zero. In Setup, you can assign a remainder
dim value of something other than zero. See Manual Control (on page 137). For the
purposes of this discussion, the default value of zero will be used in examples.
[Rem Dim] temporarily provides a zero intensity to all channels except those that are currently
selected, those that are parked, or those with intensity contributions from submasters. If the
remainder dim command is reversed, the stage returns to its previous state. You may use the
following commands for remainder dim:
• [Next] and [Last]- moves through the channel list.
• [select channels] [Rem Dim] [Enter] - sets all non-selected channels to zero.
• [1] [At] [6] <0> [Rem Dim] [2][0] [Enter] - sets channel 1 to 60% and all non-selected
channels active over 20% to a rem dim level of 20.
• [Rem Dim]- clears the rem dim function and returns the stage to its previous state
Pressing [Rem Dim] again releases all channels from rem dim mode and restores the stage to its
previous state. Using the [Next] and [Last] buttons releases the current selected channel from
remainder dim mode and sets its intensity to zero, while selecting the next or last channel and
continuing rem dim operation.
Example:
Assume channels 5 through 9 are selected and set at an intensity level of 50% and
channels 10 through 15 are selected and set at an intensity level of 70%. Select
channel 9 and dim the remaining channels.
• [9] [Rem Dim] [Enter]
Channel 9 is set at an intensity level of 50% and all remaining channels are dimmed to
zero.
• [Next]
Selecting [Next] changes the channel selection to channel 10 which is set at an
intensity level of 70%, the level set in the previous state, and all remaining channels
including channel 9, are dimmed to zero.
• [Rem Dim]
Pressing [Rem Dim] again will return all channels to their previous levels.
[Rem Dim] can be used in groups including the use of [Next] and [Last] buttons to progress
through the channels within the selected group.
You can set the dim level for all remainder dim commands in Setup (see Manual Control (on
page 137) ). When set to a value other than zero, all rem dim commands will bring intensity to
this level instead. However it won’t bring an intensity up. For example, if the rem dim level in
setup is set to 50%, [Rem Dim] will drop any value above 50% to 50%, but not add intensity to
any channels below 50%.
It is possible to override the dim level temporarily by specifying a level after the [Rem Dim]
command.
[Rem Dim] can also be used to exclude channels from a submaster or cues during a [Record].
Example:
Using [Rem Dim] You can modify which channels are recorded in the submaster. For
this example, assume that channels 1 through 10 are at full. You’ve recorded that to
submaster one.
Using [Rem Dim], you can modify the record so only channels 1 through 5 are recorded
to the submaster.
• [1] [Thru] [1] [0] [At] [Full] [Enter]
• [Record] [Sub] [1] [Enter]
• [1] [Thru] [5] [Record] [Sub] [1] [Rem Dim] [Enter]
A [Rem Dim] command can also be used on a selective cue record. It will force any channels not
included in the record, but that are tracking forward from a previous cue, to zero.
Rem Dim /
Rem Dim levels can either be an absolute value, such as Full or 50%, or a proportional value,
which would set the levels to a percentage value of their current levels. To use a proportional
value, press [/] before entering the percentage value.
Example:
1. [Group] [1] {Highlight} [Enter] - places channels 1 through 5 in highlight.
2. [Next] - specifies channel 1.
• 1 is in the highlight value.
• 2 - 5 are in the lowlight value.
• All other channels go to the defined rem dim level.
You may assign both a highlight and a lowlight preset in setup (see Manual Control (on
page 137) ). Any preset may be used. Channels with only one parameter included in the preset
assigned to Highlight and Lowlight will not reset other parameters back to their default highlight
values (see above).
On a command line with a channel selection, you can use [Shift] & {Highlight} to go into
Highlight mode and send the selected channels to the default Highlight setting. This command
will self terminate the command line.
If you just use {Highlight}, the command line will be cleared.
Lowlight Preset
The {Lowlight Preset}, which is set in Setup> User> Manual Control >Lowlight Preset, is used
to define the behavior of specified but not selected channels while using [Next]/[Last] in
highlight mode. When in highlight mode, [channel list] or [Group] [n] [Enter] [Next] will select
the channel list or group and isolate the first channel.
Sneak
The [Sneak] command (when a destination is not provided) removes manual changes from
selected channels and allows the channels to sneak back to their background states (cue or
submaster instruction, if any).Sneaking channels to their previous state is similar to the
Expression release function, except sneak has the ability to release in time.
If there is no background state from the playbacks, the channel parameters will be set to their
home position. The sneak command follows the sneak timing default established in Setup (see
Manual Control (on page 137) ), unless a timing value is provided as part of the sneak command.
The playback status display will show a red counter for sneak time. If multiple sneak times are
being used, the most recently fired sneak time will be displayed. For an example of the sneak
counter, see Indicators in the Playback Status Display (on page 48) .
The sneak command can also be used to send a channel parameter to a specific destination,
either with or without timing. The following examples illustrate the various methods of using the
sneak command:
• [channel list] [Sneak] [Enter] - releases manual control, setting parameters to their
background state. If there are current values for those parameters from a playback, those
are the values that will be restored. If there are no values from a playback, the parameters
are set to home (or default) position.
• [channel list] [Color] [Sneak] [Enter] - sneaks color of the selected channels to the default
or background state.
• [5] [At] [5]<0> [Sneak] [8] [Enter] - sneaks channel 5 to 50% in 8 seconds.
Note: When recalling a reference from the direct selects to use with the sneak
command, the sneak command has to be entered before the reference.
• [Chan][1] [Sneak] {Preset 1}- selects channel 1 and sneaks it to preset 1 using default
sneak time.
• [Chan][2][Sneak]<Time>[2]{Intensity Palette 3}- selects channel 2 and sneaks it to
intensity palette 3 in 2 seconds.
• [Shift] & [Sneak] - makes any manual data unmanual. The values will remain but they
will no longer be available for [Update] or [Record Only] operations. When used with an
empty command line, this will affect any and all manual data. When used with a channel
selection, only those channels will be affected.
Staging Mode
Staging Mode allows you to preview changes temporarily, and then either commit them to Live
or Blind, or revert them.
Note: Staging Mode changes committed to Live will display as manual data (red),
and will still need to be recorded or updated into a cue.
Select Keys
The following select functions are available:
• Select Last
• Select Active
• Select All
• Select Manual
Select Last
The [Select Last] key allows you to reselect whatever the previous channel selection was. This
includes multiple channel selections, groups, etc. Using [Select Last] , Ion Classic will recall your
last selection and leave it unterminated for further operation. This will work for a loop of the last
five selections.
Note: If any manual control action is taken immediately after a [Record], [Record
Only], or [Update] command, the previously selected channels will automatically be
reselected.
Select Manual
The {Select Manual} softkey is used to select all channels that currently have manual data. You
may use {Select Manual} combined with the parameter control keys to capture only certain
parameters of a channel with manual data.
The following examples illustrate the various methods to select channels using {Select Manual}:
• {Select Manual} [Enter] - selects all channels with manual data.
• {Select Manual}{Color Palette} [1] [Enter] - selects all channels with manual levels and
sets them to color palette 1.
Select Active
The {Select Active} key is used to select all channels that currently have intensity levels above
zero. Pressing {Select Active} once will capture all active levels. Pressing {Select Active} twice
will capture all active manual levels and those from playbacks except for submasters. Select
NonSub Active will post to the command line.
The following examples illustrate the how to select channels using {Select Active}:
• {Select Active} [Enter] - selects all active channels with intensity levels above zero.
• {Select Active} [Record] [Group] [x] [Enter] - records active channels to the target group.
• {Select Active}[Sneak] [Enter] - selects all channels with intensity above zero and restores
manual control to the background state, using default sneak time, if enabled.
• [1] [Thru] [1] [0] [0] {Select Active} [Enter] - selects channels between 1 and 100 with
intensity levels above zero.
On a completed command line, using [At] or [Select Last] after {Select Active} or {Select
Manual} will post the numeric channel list to the command line.
For example, cue 1 is active, and has channels 1 through 5 at full. Using the syntax, {Select
Active}[Enter] [At] will post channels 1 through 5 onto the command line.
Another example, Channels 10 through 20 have a manual level of 75. Using {Select Manual}
[Enter] {Select Active} will put channels 10 through 20 onto the command line.
Select All
Pressing [Shift] & [Select Last] will give the additional softkey option, {Select All}. {Select All}
will select all channels.
Channel Check
Channel check allows you to quickly step through all of your patched channels. This is useful for
checking lamps or checking focus.
Note: Parked addresses will not be affected by the channel check feature.
The following examples illustrates how to use the channel check feature:
Address at Level
The [Address/Patch] key in Live is used to send level information directly to an output address.
The {Address} softkey in Live is used to send level information directly to an output address.
• {Address} [5] [Full] [Enter] - sets output address 5 to full. It will return to its previous level
once the command line changes.
• {Address} [2] [/] [1] [At] [/] [2][3][0] [Enter] - sets universe 2, address 1 at DMX value
230.
With {Address} on the command line, you can use the level wheel to adjust the level.
After using the {Address} command, [Next] and [Last] may be used to increment the address
number and set it to the same level.
Addresses return to their previous level once the command line is cleared, or [Next]/[Last] is
used to increment to the next address.
Note: This feature is useful when you want to perform an address or dimmer check.
Address Check
Address check allows you to quickly step through all of your patched addresses.
Address check differs from Address at Level (above) because it skips non-intensity parameters of
patched addresses. Since address check follows the current flexichannel state, it can be used
with all channels to identify unpatched channels, or with flexi-patched to only show the intensity
addresses of patched channels.
• {Address} [1] [At] [Full] {Check} [Enter] - brings address 1 to full intensity.
Use [Next] or [Last] to progress through the address list to complete the address check. Any key
press other than [Next] or [Last] will terminate address check mode.
Flash
Using the {Flash} softkey in Live will bring a channel or address to full, and then every other
second the level will move to 15%. That will hold for 1 second, and then the level will return to
full. The channel or address will keep flashing until either the command line is cleared, or
[Next]/[Last] is used to increment to the next channel or address.
• [1]{Flash} - will bring channel 1 to full, then to 15%.
• [Next] - channel 1 returns to its previous state and the intensity for channel 2 will flash.
Groups 175
About Groups
Groups are channel selection devices used for fast recall of specific channels. Once recorded,
they are accessible from the keypad, direct selects, and through the displays.
Ordered Channels
When recording groups, channels are ordered in the group based on their selection order when
the group is stored. This ordering is useful when combined with [Next] and [Last] functions, and
when applying effects to groups.
Example:
If you record a group by selecting channels in the following order:
• [1] [+] [3] [+] [5] [Thru] [9] [Record] [Group] [1] [Enter]
Later you select Group 1 and press [Next], the channels will be accessed, one at a time,
in the same order in which they were initially selected.
If new channels are added to an ordered group using an update command, those channels are
added to the end of the channel list from an ordering perspective.
When a group is previewed using the Group List, the display defaults to showing the ordered
view. Channels can be reordered as needed from this list. Use the [Format] key to change to a
numeric listing of channels.
Subgroups
You can create subsets of channels within a group by using [Shift] & [/] to create parentheses.
The subgroups will display within those parentheses.
These subsets of channels or subgroups are treated as a single channel in the following ways:
• When applying absolute or relative effects from live, the subgroups are treated as a single
channel by the effect.
• When setting a range of step's channels on a step based effect, the subgroup will not be
spread out amongst multiple steps.
• When the group is selected and next/last is pressed, each subgroup is traversed.
• When a group has subgroups, {Reverse}, {Reorder}, and {Random} in the group editor will
affect the subgroups instead of the channels in each subgroup. {Reorder} will order the
groups based on the first channel in each subgroup.
• Subgroups can be created either in the group list or Live.
Offset
You can use the {Offset} softkey to aid in channel selection prior to storing groups, submasters,
presets, palettes, effects, and using park. When {Offset} is pressed, a channel distribution
display will open.
Groups 177
The following options are available as extensions of {Offset}. Options can be used together.
These extensions can be used to create Subgroups (on the previous page) . To close the Offset
display, press {Close}.
Direction
• {Reverse} creates a group with the channels in the reverse order that they were selected
in.
• {Mirror In} creates subgroups of channels that mirror inward.
• [1] [Thru] [8] {Mirror In} [Enter] would create 4 subgroups in this order: (1,8) (2,7) (3,6)
(4,5)
Ch 1 Ch 2 Ch 3 Ch 4 Ch 5 Ch 6 Ch 7 Ch 8
X X
X X
X X
X X
• {Mirror Out} creates subgroups of channels that mirror outward.
• [1] [Thru] [8] {Mirror Out} [Enter] would create 4 subgroups in this order: (4,5) (3,6)
(2,7) (1,8)
Ch 1 Ch 2 Ch 3 Ch 4 Ch 5 Ch 6 Ch 7 Ch 8
X X
X X
X X
X X
• {Random} creates a random order to the channels.
Grouping
• {Chan Per Group} creates a specified cluster of channels.
• [1] [Thru] [1][2]{Chan Per Group} [3] [Enter] would create these 4 subgroups of 3
channels each: (1,2,3) (4,5,6) (7,8,9) (10,11,12).
• {InterLeave} creates a number of distributed sets of channels, that are not clustered
together.
• [1] [Thru] [1][2]{Chan Per Group} [4] {InterLeave} [Enter] would create these 4
subgroups: (1,4,7,10) (2,5,8,11) (3,6,9,12).
• [1] [Thru] [5] [+] [1][1] [Thru] [1][5] [+] [2][1] [Thru] [2][5] {Chan Per Group} [3]
{InterLeave} [Enter] would create these 5 subgroups: (1,11,21) (2,12,22) (3,13,23)
(4,14,24) (5,15,25).
Spacing
• {Jump} is used to skip over a specified number of channels.
• [1] [Thru] [1][2]{Chan Per Group} [3] {Jump} [1] [Enter] would create these 3
subgroups of 3 channels each: (1,2,3) (5,6,7) (9,10,11). Channels 4, 8, and 12 will be
jumped over and will not be in the subgroups.
• {Odd} selects only the odd numbered channels.
• {Even} selects only the even numbered channels.
• {Reorder} is used to reorder the channels of a group into numeric order.
Note: The following examples are created in the group list. Groups can also be
recorded in Live. See Recording Groups Live (on page 176)
Groups 179
You can also use the {Offset} softkeys to aid in create of groups and subgroups. See Offset (on
page 177) for more information.
Selecting Groups
Groups may be selected from the control keypad or the direct selects.
To select a group:
• [Group] [1] [Enter] - selects all channels in Group 1
• [Group] [1] [At] [5] <0> [Enter] - selects Group 1 and places all channels within at 50%
• {Group 1} - Selects all channels in Group 1
If [Next] is used after a group selection, it accesses the first ordered channel in that group.
Pressing it again accesses the second ordered channel in that group, and so on. [Next] - used
after the last channel in the group - accesses the first channel in the group again.
[Last] may be used with group selects similar to [Next]. Press [Select Last] to reselect the entire
group.
Deleting Groups
When you delete a group, the group number and all contents from the Group List Index and
Direct Selects are deleted. Delete commands require a confirmation by default. This can be
altered in the default settings. If you disable confirmations, the second enter is not required in
the following examples:
Group deletion features include:
• [Delete] [Group] [5] [Enter] [Enter] - deletes group 5.
• [Delete] [Group] [3] [+] [Group] [5] [Enter] [Enter] - deletes groups 3 and 5.
• [Delete] [Group] [3] [Thru] [9] [Enter] [Enter] - deletes groups 3 through 9.
• [2] [Delete] [Group] [7] [Enter] - deletes channel 2 from group 7.
Groups 181
182 Eos Family v3.0.0 Operations Manual
Chapter 8
Fan
Fan 183
About Fan
Fan provides the ability to spread parameter and timing values in a range across a channel
selection set and have those values be evenly spaced. Fan is applied by channel selection or
group order. By default, fan operation is from the start channel.
When {Fan} is pressed after a channel selection, the softkeys will repaint to the following fan
styles:
• {Center} - The middle channel in the order is set as the start and will remain unchanged,
and the first and last channels will change in different directions. The level wheel will
decrease the lower number channels and increase the higher number channels.
• {Reverse} - The selected channel order is reversed before applying the fan.
• {Mirror Out} - The middle channel in the selected order is used as the starting channel and
the first and last channels in the order are the end channels.
• [1] [Thru] [5] [At] [1][0] [Thru] [3][0] {Fan} {Mirror Out} [Enter] - sets channel 1 to 30%,
2 to 20%, 3 to 10%, 4 to 20%, and 5 to 30%.
• {Repeat} - The number of channels that are fanned before the pattern is repeated.
• [1] [Thru] [1][2] [At] [5][0] [Thru] [7][0] {Fan} {Repeat} [3] [Enter] - sets channels 1,4,7,
and 10 at 50%, 2,5,8, and 11 at 60%, and 3,6,9, and 12 at 70%.
• {Cluster} - The channels are put into collections, which contains channels with all of the
same value.
• [1] [Thru] [1][2] [At] [5][0] [Thru] [8][0] {Fan} {Cluster} [4] [Enter] - sets channels 1
through 3 at 50%, 4 through 6 at 60%, 7 through 9 at 70%, 10 through 12 at 80%.
• {Random} - The selected channels are put in a random order before fan is applied.
Note: The {Fan} key is not necessary unless a fan style other than the default is
needed.
Fanning References
When fanning references, such as palettes, if there are more than 2 reference lists are used then
the data will be referenced data. The fan will be repeated if there are more channels than
references.
• [1] [Thru] [5] [Int Palette] [1] [Thru] [3] [Enter] - sets channel 1 to IP1, 2 to IP2, 3 to IP3, 4
to IP1, and 5 to IP2.
If the list contains 2 or less references, fan will be set to the levels between the references as
absolute data.
• [1] [Thru] [5] [Int Palette] [1] [Thru] [2] [Enter] - (Intensity palette 1 is all channels at 0%
and Intensity palette 2 is all channels set to 100%.) sets channel 1 to 0%, 2 to 25%, 3 to
50%, 4 to 75%, and 5 to 100% as absolute data.
Example:
Group 1 is made up of channels 120 thru 130. Channels 120 thru 123 are one subgroup,
channels 124 thru 126 are not in any subgroup, and channels 127 thru 130 are another
subgroup.
• [Group] [1] {Fan} [Enter]
Selects group 1 and puts it into fan mode. Rolling up the level wheel creates the
following result. Channels 120 thru 123 share an intensity, channels 124 thru 126 each
have different intensities, and channels 127 thru 130 share an intensity.
Fan 185
186 Eos Family v3.0.0 Operations Manual
Chapter 9
Mark
Mark 187
About Mark
Mark is an instruction that automates the process of presetting automated fixtures to their
required state in a cue, prior to fading intensity up. This allows your automated fixtures to
unobtrusively perform non-intensity parameter transitions in an inactive (darkened) state.
Ion Classic provides two different methods to mark lights:
• AutoMark (below)
• Referenced Marks (on the facing page)
AutoMark
The AutoMark feature is a system default setting and can be turned on or off at a global level.
The system default for this setting is off. To change the default settings see Cue Settings (on
page 127)
When AutoMark is enabled, non-intensity parameter transitions will occur in the cue
immediately preceding the cue in which the changes are stored, if intensity in that cue is moved
from zero to any active level. Therefore, the preceding cue “executes” the AutoMark.
AutoMark information is displayed for cues or cue parts. It is not a channel instruction.
AutoMarked cues are indicated by an “M” in the M column of the playback status display.
AutoMarks will execute using the time of the cue in which the moves occur (the cue indicated
by “M”). The exceptions to this are the mark time in setup, or if discrete timing is stored with
the move instruction, in which case the discrete time will be used.
AutoMarks will display the same way in Live and in Blind.
Referenced Marks
Referenced marks are user-specified marks that are manually applied to specific channels or
parameters. When AutoMarks are disabled, referenced marks may be used. AutoMark and
Referenced Marks cannot be used simultaneously.
Note: If you begin programming with AutoMark enabled, and then disable the
feature, all of the AutoMarks in the show are converted to referenced marks.
There are essentially two parts to a successful referenced mark. The first part is the cue with the
mark flag (set by the user). This is the cue in which any non-intensity parameters will change.
This cue is referred to as the marked cue.
The second part is the cue with intensity value for the channels in question. This is referred to as
the source cue. This is also the cue where the non-intensity moves are stored.
In order to use mark properly, you must specify channels to be marked in the source cue. Ion
Classic will not assume all automated fixtures apply to any given mark.
There are two ways to apply a referenced mark. You can apply a mark flag at a cue level and
then subsequently reference that flag in a later cue, or you can apply a mark in a cue and
reference back to an earlier cue.
Referenced marks are useful because the non-intensity parameter data is stored in the cue that
actually fades the lights up. Therefore, any changes to the non-intensity parameter data is
modified in the source cue. You do not need to worry about changing it in the marked cue.
Note: When bringing up the intensity of a fixture that is in a marked state, all the
parameters of that fixture will be made manual and the current NPs settings will
display. This is done so you won’t need to use {Make Manual} when storing to a cue.
Mark 189
Example:
Assume you had placed a mark flag on Cue 10 (this becomes the Marked Cue).
• [Cue] [10] [Mark] [Enter]
Later you store Cue 12 with a mark instruction on channels 1-10 (this becomes the
Source Cue).
• [1] [Thru] [10] [Mark] [Enter] - Note that channels 1-10 are displayed with a red
“M” in the upper right corner.
• [Record] <Cue> [1] [2] [Enter]
Since no specific mark instruction was given to the channels in cue 12, the channels will
mark back to the first “M” encountered in the preceding cues of the cue list, provided
that the intensity for those channels is “out” throughout the duration of the mark.
When Cue 10 is played back, the non-intensity parameters of channels 1-10 will fade to
the values stored in Cue 12. Then in Cue 12, the intensity will fade up on those
channels.
Priority Mark
When setting mark cues, you assign a priority marking using the softkeys {High Priority} and
{Low Priority} . When marking, channels will attempt to mark to high priority cues first. Cues
that are flagged with just Mark are considered normal priority. Channels will attempt to mark to
them second if a high priority cue can not be used. Low Priority cues will be used last if a high or
normal priority cue could not be used.
Priority marked cues display indiciators in the PSD. See Mark Symbols (on the facing page) for
more information.
Example:
If you wanted to mark only focus, and allow all other parameters to transition while the
light is fading up, you can press:
• [1] [Thru] [10] [Focus] [Mark] [Enter]
Mark Earliest
The {Earliest} command can be used with [Mark] to mark the channel into the cue after the last
intensity moved from a nonzero level to 0. The mark is stored and behaves exactly as if you had
typed the cue number instead of {Earliest}. This works in blind, or in live if you record
afterwards.
Example:
Cue 2 moves the intensity for channel 1 to 0, Cue 3 thru 4 have no intensity for channel
1, and Cue 5 has the intensity move to full. From Cue 5:
• [1] [Mark] {Earliest} [Enter]
This will work the same as [1] [Mark] [Cue] [3] [Enter], and will mark from cue 3 to
cue 5.
Note: [Mark] {Earliest} will mark through block cues or blocked intensity moves of 0,
until it finds the earliest intensity move to 0. If the cue immediately before the cue
being marked is the earliest intensity move to 0, it will mark in that cue.
{Earliest M} will mark to the earliest cue that already has a mark flag. If a mark cue doesn't
exist, {Earliest M} will behave like {Earliest} and will mark to the earliest possible cue.
Note: {Emergency Mark} can be used to automatically set a mark flag if you had not
previously done so. If using {Earliest M} and no cue with a mark flag has already been
set, {Emergency Mark} will set a mark flag. See Record Defaults (on page 136) for
more information.
Mark Symbols
The symbols that appear in the Mark flag column of the Playback Status Display and the Cue
List Index include:
Live
• MK - Indicates the channel is marked for a later cue. The cue number is indicated in the
other categories (see “Q” below).
• Q - Found in the non-intensity categories of a marked channel. The “Q” is followed by a
number indicating which cue the mark is in preparation for.
• M - Indicates a mark is placed, but manual, and must be stored. Is blue when stored.”m”
indicates cue is not marking.
Mark 191
Playback Status Display
• D - AutoMark is disabled.
• M or m - Indicates a marked cue. “M” indicates an AutoMark or a reference mark that is
used by a subsequent cue. “m” indicates a reference mark that is currently unused by any
subsequent cue. Found in the “Flags” area.
• R - Indicates the source cue which refers back to an earlier mark. Found in the cue display
“Flags” area.
• + - Indicates a cue is both a marking and reference cue when displayed in the mark flag.
• - - Indicates a dark move, a cue that has any non-intensity parameters moving on channels
whose intensity is at 0.
• x - Indicates that a mark has been placed, but the mark has been broken. If possible, Ion
Classic will AutoMark the lights.
• mh - Indicates that a cue has been flagged as high priority mark, but nothing is marking to
it yet.
• Mh - Cue has been flagged as high priority, and lights are marking to it.
• ml - Indicates that a cue has been flagged as low priority mark, but nothing is marking to
it yet.
• Ml - Cue has been flagged as high priority, and lights are marking to it.
Example:
A mark is applied to Cue 5, making it the marked cue.
• [Cue] [5] [Mark] [Enter]
Later, channels 1-10 are assigned discrete timing and a mark instruction:
• [1] [Thru] [1] [0] {Focus} [Time] [8] [Mark] [Enter]
Then, those channels are recorded into Cue 10:
• [Record] <Cue> [1] [0] [Enter]
In this instance, when Cue 5 is executed, channels 1-10 will perform their focus
parameter moves in 8 seconds, as specified in Cue 10 (the source cue, which is the
source of their move instruction).
Mark Time
Mark time is a setup option (Setup> System> Cue Settings> Mark Time) which allows you to
set the time that mark instructions will use. When {Mark Time} is disabled, which is the default,
mark instructions will use cue timing unless overridden with discrete timing. When you enter a
mark time in setup, all NPs that mark (either through referenced marking or AutoMark) will use
this time. The only way to override setup mark time is to use discrete timing. Clearing the {Mark
Time} field sets it back to disabled. Select {Mark Time} and hit [Enter] to disable the default
mark time.
Note: If a mark is removed from a channel in live, the corresponding cue must be
updated.
It is also possible to mark to a cue that doesn't exist, and when the mark is stored, Ion Classic
will automatically create the cue to mark to.
Mark 193
Example:
If cue 2 does not exist yet:
• [select channels] [Mark][2] [Enter]
The command line will display, “Create Mark Cue?”
• [Enter]
When the cue is stored, the system will automatically create a cue 2 and mark the
lights to it.
If a light is marked and that mark is later broken (for example being used by a move instruction
stored in the mark range), Ion Classic will attempt to repair the mark. This is done by
AutoMarking in the cue previous to intensity fading up, if possible. This will be indicated in the
cue list by a “*” in the cue immediately proceeding the “R” cue.
Palettes 195
About Palettes
Palettes are building blocks that can be used to create presets ( About Presets (on page 208) ),
cues ( About Single Cue List (on page 222) ), and effects ( About Effects (on page 296) ).
Palettes are referenced data. This means that when included in presets, cues, or effects,
changes to the contents of the palette are propagated into all of the places the palette is stored.
Four types of palettes are available:
• Intensity Palettes (below)
• Focus Palettes (below)
• Color Palettes (below)
• Beam Palettes (on the facing page)
Palettes are a critical component when using automated fixtures and can save considerable
programming time when editing show data.
When recording palettes, three softkey options are available:
• {By Type} (on the facing page)
• {Absolute} (on the facing page)
• {Locked} (on the facing page)
Ion Classic supports up to 1,000 palettes of each of the four types, which can be recorded as
decimal (up to three places, 0.001) or whole number (up to 9,999.999). Palettes are
automatically filtered into IFCB categories. Color data cannot be placed in beam palettes,
intensity cannot be included in focus palettes, and so forth. This makes the process of creating
palettes easier, faster and less work. If you need to create a reference that will include a mix of
IFCB information, presets can be used. See About Presets (on page 208) .
Palettes can be mapped to faders. see Presets and Palettes Fader Properties (on page 215) for
more information.
Palette Types
There are four types of palettes:
• Intensity Palettes (below)
• Focus Palettes (below)
• Color Palettes (below)
• Beam Palettes (on the facing page)
Intensity Palettes
Intensity palettes can be created for use with all channels that have intensity parameter data.
Focus Palettes
Focus palettes can be created for all channels that have any focus parameter data.
Focus palettes store focus data including Pan and Tilt or XYZ Position, Orientation, and / or
Rotation. Use {Enable/Disable XYZ Format} to toggle the format of data stored.
Color Palettes
Color palettes can be created for all channels that have any color parameter data. Color
palettes store any combination of color data, including CMY, RGB, and HS settings, color
scrollers and color wheels.
Beam Palettes
Beam palettes can be created for all channels that have any beam parameter data. It is rare
when storing beam palettes that you will wish to include all of the beam parameters for
channels. Therefore, [Record Only], filters and selective store commands will be very useful
when storing beam palettes.
Palette Options
When recording palettes, there are three softkey options:
• {By Type} (below)
• {Absolute} (below)
• {Locked} (below)
{By Type}
By Type palettes are created with 'default' channels which contain values that can be assigned
to any other channel within the same fixture type. By Type palettes can also contain discrete
channel values.
By Type palettes will display a ‘T’ in the lower corner of the direct selects and in the palette lists.
A ‘+’ will display after the ‘T’ if there are channels stored with discrete data. For more
information on by type palettes, see Using By Type Palettes (on page 205) .
{Absolute}
Absolute palettes are palettes that when recalled the data is displayed and treated like absolute
data applied to a channel. The data is never referenced.
An absolute palette will display with an ‘A’ in the lower corner of the direct selects and in the
palette lists.
{Locked}
Locked palettes are palettes that are protected from being accidentally changed in Live.
A locked palette will display a “L” in the lower corner of the direct selects and in the palette
lists.
Locked palettes can be updated by specifically calling the channels and the record target,
[channel list] [Update] [Record target] [Enter]. Using [Update] [Color Palette] [1] [Enter] would
not work in Live for a locked palette. However locked palettes are not protected in Blind.
Palettes 197
Storing Palettes with [Record]
The most common method to create palettes is to store them from Live. Palettes can be
numbered from 0.001 through 9999.999, and each can be given a label. [Record] will store the
relevant current parameter data for all channels with non-default data for the appropriate
palette type, as modified by the filter settings.
Example:
Assume you want to create a custom color using the color picker and store that data to
a custom color palette. First you must select channels.
• [1] [Thru] [1] [1] [Enter]
Using the color picker, adjust the hue and saturation levels to the desired look. When
the color is selected, store the palette.
• [Record] [Color Palette] [4] [Label] <FOH Blue> [Enter]
Notice that when you recorded the color palette, all of the color data for channels 1
through 11 is displayed in live with the reference “CP 4”. Because [Record] was used, it
stored all of the color parameters for those channels.
Note: [Record] will store the entire parameter category into a palette. [Record Only]
stores just the values you have adjusted manually to the target palette. See Storing
Palettes with [Record Only] (on the facing page).
When a palette is created, the channels and the parameters involved in the record action are
automatically set to the palette reference (“CP 4” in this instance). To view the absolute data
for those channels, press and hold the [Data] key.
The following methods can be used to store palettes using [Record]:
• [Record] {Color Palette 1} - records all color parameter data to color palette 1 and shows
it as the first color palette direct select. See Storing Palettes to Direct Selects (on the
facing page) for more information.
• [Record] [Focus Palette] [2] [Label] <name> [Enter] - records focus parameter data for all
channels not at their default state and adds a label to focus palette 2.
• [Record] {Color Palette} [Next] [Enter] - records data to the next sequential color palette
number.
Note: Selective storing is useful when you are doing a “one-time” selective store
action. If you are recording a series of palettes with only specific parameters, it will
save you time to set a record filter (see Using Filters with Palettes (on the next page)).
Note: If you use [Record Only] to record to an existing palette, the data will be added
to that palette. The original palette will not be completely overwritten. Only manual
changes will be stored to the palette.
Note: It is possible to [Update] to add specific changes to the record target. See
Update (on page 202) for more information.
The following methods can be used to selectively store manual parameter data to palettes using
[Record Only]:
• [Record Only] [Color Palette] [2] [Enter]- records only the manual color parameter data
to color palette 2.
• [Record Only] [Beam Palette] [5] [Label] <name> [Enter] - records manual beam
parameter data for all channels and adds a label to beam palette 5.
• [-] [9] [Record Only] [Color Palette] [Next] [Label] <name> [Enter] - stores manual data
to the next sequential color palette, withholding the group or channels specified and adds
a label.
• [select channels] [Record Only] [Focus Palette] [2] [Enter] - stores focus palette 2, but
only includes the manual data for the specified channels and parameters.
• [1] [Thru] [9] {Iris} {Zoom} [Record Only] [Beam Palette] [5] - stores only manual zoom
and iris data for channels 1 through 9 to beam palette 5.
Palettes 199
Example:
If you want to store color data to color palette 4, press:
• [Record]
and then press the button in the bank of color palette direct selects that is labeled in
the lower right corner with a light gray “4”.
• {Color Palette Direct Select Button 4}
“Color Palette 4” will appear in the direct select, indicating a successful store.
For more information on direct select mapping, see Using Direct Selects (on page 51) .
Recalling Palettes
Palettes may be recalled from the control keypad or from direct selects.
When palettes are recalled, all data is manual and will display in red. Recalled palettes are
applied only to selected channels, therefore you must select channels before recalling a palette.
If a selected channel or parameter has no stored value in the recalled palette, it remains in its
current state. Palettes on direct selects will be highlighted if they are applicable for the current
channel selection.
You can select all the channels included in a palette by pressing [Group] [Palette] [x] [Enter].
You can also recall an entire palette by pressing [Recall From] [Palette] [x] [Enter].
Note: If enabled in Setup, you can double click on a palette direct select button to
quickly recall from the selected palette and put its content on stage. See Displays (on
page 140) for additional information.
Recalled palettes will appear as manual data for the specified channels. That data will appear as
abbreviations of the palette type (IP3 = Intensity Palette 3, FP8 = Focus Palette 8, and so on), or
as the palette label if defined/enabled in the displays settings in Setup (see Show Reference
Labels (on page 140) ). To see the numeric values behind any palette (or other referenced
value), press and hold the [Data] key. To see the palette number behind the label, press
[About] + [Label].
Note: The above example breaks the referenced link to the intensity palette. To
maintain the link, the palette must be recalled without a modified intensity value.
Calling back the intensity palette at full will also break this link.
When recalling palettes, only channels that are selected at the point of recall will be affected by
the palette recall. The data recalled from a palette is referenced. To break the reference you
may use {Make Absolute}.
• [Channel List]{Edge} {Beam Palette} [n] {Make Abs} [Enter] - recalls only the edge data
from the specified beam palette for the selected channels and makes that absolute data.
Palettes On Faders
Palettes can be mapped to faders. See Presets and Palettes Fader Properties (on page 215) for
more information.
Presets and palettes can be used to create a temporary list of content that can be played back
on a fader. See Temporary Fader Mapping (on page 219) for more information.
Palettes 201
Rerecord
Rerecording follows the conventions illustrated in the [Record] and [Record Only] sections
detailed earlier in this chapter. The only exception is that a confirmation is required to record
over an existing palette.
There are two different methods for rerecording:
• [Record] [Palette] [5] [Enter] [Enter] - overwrites the content completely.
• [Channel List] [Record] [Palette] [5] [Enter] [Enter]- merges the data.
Update
Live changes can be updated to both active and inactive palettes. When updating a parameter
in an active palette, that parameter will no longer be absolute data, but will now be in the
updated palette on stage.
The following illustrates how to update color palette 2 when no cues are active and you have
recalled channels within that palette.
• <channel list> [Update] [Color Palette] [2] [Enter] - any manual changes for channels
originally in the palette are updated in color palette 2.
• [1] [Update] [Color Palette] [2] [Enter] - adds channel 1’s manual data to color palette 2.
• [-] [3] [Update] {Color Palette 2} - withholds manual changes for channel 3 from the
update to Color Palette 2 using the direct selects.
If a channel or parameter does not have data in the palette being updated, it will not be added
to that palette unless the user specifically requests it, by specifying the channel.
Palettes can be viewed and edited in blind in the table and spreadsheet views. In Blind, the
following softkeys are available when editing palettes:
• By Type
• Absolute
• Lock
• Cleanup
• Discrete
• Offset
• Make Null
• Make Absolute
Editing in Blind
The following are representative methods used for editing palettes in Blind:
• [2] {Iris} [At] [Enter] - removes the current parameter value from channel 2.
• [1] {Iris} [5] [0] [Enter] - selects channel 1 and sets iris value to 50.
• [2] [Copy To] [5] [Enter] - copies the information from channel 2 to channel 5.
• [6] [Recall From] [Focus Palette] [1] [Enter] - recalls the values for channel 6 from Focus
Palette 1 but not the reference.
You may use the encoders to set Blind levels as well.
When editing in Blind, it is possible to remove an instruction from any palette by selecting the
channel and parameter and pressing [At] [Enter] or {Make Null} [Enter].
[Recall From], [Copy To], Move To (accessed by pressing [Copy To] [Copy To]), and {Replace
With} may be used to create and edit palette data. See About Advanced Manual Control (on
page 266) .
Note: While editing palettes in blind, hitting [Recall From] [Recall From] will put
[Recall From] [Palette] on the command line.
Palettes 203
• [Color Palette] [1] [Thru] [9] [Enter] - selects color palettes 1 through 9.
• [1] {Scroller} {Make Null} [Enter] - sets channel 1 scroller value null in the selected color
palette(s).
• [1] {Scroller} [4] [Enter] - sets channel 1 scroller value to frame 4 in the selected color
palette(s).
Here are some examples of the additional palette editing features available in spreadsheet
view:
• [palette type] [1] [Thru] [5] {Move To} <palette type> [9] [Enter] - this will move palettes
1 through 5 to palettes 9 through 14 respectively. You do not have to supply the end value
for Ion Classic to perform the move.
• [Beam Palette] [1] [Thru] [5] [Enter] {Iris} [5] [0] {Replace With} [2] [5] [Enter] - for
palettes 1 through 5, this command will replace any iris parameter values of 50 with
values of 25.
Note: In the by type channels column, any channel number with an asterisk indicates
that the channel does not have any by type data stored to it.
From the list view, you can select a palette for editing, which changes focus to blind channel
view, with the specified palette ready for editing. In addition, you can add palettes to your list
and edit the labels for each palette in the list.
Example:
In the list view, you can select palettes and relabel or move them.
• [1] [5] [Label] <name> [Enter]
While in the specific palette category list view, the {Edit} softkey is available for use. The {Edit}
softkey opens a blind channel view of the selected palette and changes focus from the palette
list. You can change the blind display to spreadsheet or table view by pressing the [Format] key.
To copy a specific palette to a new palette:
You can copy palettes within the list to another location in the list using [Copy To].
• <Color Palette> [2] [Copy To] [9] [Enter] [Enter] - copies the contents of color palette 2
to color palette 9. Color palette 2 will remain in the list. The second [Enter] is not required
if you have disabled confirmations in setup.
You can also use [Copy To] from presets to palettes.
Palettes 205
{Make Null} can be used with by type palette when you wish to withhold a channel from
responding to a by type palette recall. The data will still display but will be in gray with a “N”.
See Using {Make Null} (on page 269) .
Example:
Open the palette in blind:
• [Blind] [Color Palette] [Enter]
You may also remove a channel or parameter from a range of presets by pressing:
• [Beam Palette] [1] [Thru] [5] [Enter] [6] [At] [Enter]
Deleting Palettes
To delete color palette 1, press [Delete] [Color Palette] [1] [Enter] [Enter]. When palettes are
deleted, any references in cues will be converted to absolute data.
Presets 207
About Presets
Presets are very similar to palettes in that they are collections of data for specific channels to
facilitate cue creation. Presets, however, can collect all data for a given channel (intensity,
focus, color, beam) rather than just one parameter category.
Ion Classic supports up to 1,000 presets, which can be recorded as decimal (up to three places,
0.001) or whole number (up to 9,999.999). They can contain absolute data and/ or a mix of IFCB
palettes. Presets can not refer to other presets.
Presets can be mapped to faders. see Presets and Palettes Fader Properties (on page 215) for
more information.
Preset Options
When recording presets, there are three softkey options:
• {By Type} (below)
• {Absolute} (below)
• {Locked} (below)
{By Type}
By Type presets are created with 'default' channels which contain values that can be assigned to
any other channel within the same fixture type. By Type presets can also contain discrete
channel values.
By Type presets will display a ‘T’ in the lower corner of the direct selects and in the presets list. A
‘+’ will display after the ‘T’ if there are channels stored with discrete data.
{Absolute}
Absolute presets are presets that when recalled the data is displayed and treated like absolute
data applied to a channel. The data is never referenced. An absolute preset will display with an
‘A’ in the lower corner of the direct selects and in the presets list.
{Locked}
Locked presets are presets that are protected from being accidentally changed in Live.
A locked preset will display a “L” in the lower corner of the direct selects and in the presets list.
Locked presets can be updated by specifically calling the channels and the record target,
[channel list] [Update] [record target] [Enter]. Using [Update] [Preset] [1] [Enter] would not
work in Live for a locked preset. However locked presets are not protected in Blind.
Note: When using selective record, the user must specify the channel list to be
included (or excluded as the case may be) as part of the [Record] command.
Otherwise, all parameters of channels with non-home values will be stored in the
preset.
Note: You may also use the filters and {Make Null} as additional tools to decide what
data will be stored. For more information on these features see Using {Make Null} (on
page 269) and About Filters (on page 256) .
When you re-record an existing Preset, a confirmation will be required, unless confirmations
have been disabled in Setup.
Presets 209
Recalling Presets
Channels must be selected when recalling a preset. If a selected channel or parameter has no
value in the preset, it will stay in its current position. If you want to recall all channels in a
preset, you can press [Recall From] [Preset] [x]. Presets on direct selects will be highlighted if
they are applicable for the current channel selection.
Note: If enabled in Setup, you can double click on a preset direct select button to
quickly recall from the selected preset and put its content on stage. See Displays (on
page 140) for additional information.
If you only want to recall certain parameters of the preset, select channels and enter the
required parameters (or those not required, using the [-] key) in the command line (see
command examples below).
When a preset is recalled, parameter changes will follow the manual timing defaults, if
enabled. A manual time master fader can also affect the timing. See Manual Time Master (on
page 63) for more information.
Presets may also be recalled using a time specified using [Sneak] [Time]. For examples on using
[Sneak] [Time], see Sneak (on page 169)
You may recall presets using any of the following methods:
• {Preset direct select} - recalls the associated preset data for selected channels.
• [Preset] [2] [Enter] - recalls preset 2 for selected channels.
• [Channel List] [Preset] [2] [Enter] - recalls the preset data for the channels in the selection
list.
• [Channel List] [Preset] [Enter] - recalls the last selected preset's data for the channels in
the selection list.
• [Channel List] {Color} [Preset] [5] [Enter] - recalls only the color data from the specified
preset for the specified channels.
• {Color} {Preset direct select} - recalls just the color data from the specified preset for
selected channels.
• [Recall From] [Preset] [3] [At] [5] <0> [Enter] - recalls all channels in preset 3, and sets
all intensity values at 50%. The original intensity data is still linked to the preset. If the
intensity change is desired, you must update the preset to maintain the change and the
link. Storing the data to another record target would break the link and make the data
absolute.
• [Channel List] [Preset] [7] [Enter] [At] [/] [5] [Enter] - recalls preset 7 for selected
channels. Intensity values will be recalled at 50% of their recorded state. The intensity
link is maintained. If the intensity change is desired the user either needs to update the
preset to maintain the change and the link. Storing the data to another record target
would break the link and make the data absolute.
• [Recall From] [Preset] [9] [Enter] - selects all channels with data stored in preset 9, and
sets those channels to the values in preset 9.
• [1] [Recall From] [Preset] [1] [At] [5] [0] [Enter] - recalls the intensity of channel 1 from
preset 1 at 50% of the stored value. If channel 1 was set to 50 in preset 1, it’s recalled
value would be 25.
Effects In Presets
Effects can be stored in a preset, and those presets can be used to create submasters and cues.
However, the effect's data is only copied to the submaster or cue, it is no longer referenced
through the preset.
Rerecord
Rerecording follows the conventions of [Record] and [Record Only]. The only exception is that a
confirmation is required to actually rerecord the preset.
Two different mode for rerecording:
• [Record] [Preset] [5] [Enter] [Enter] - overwrites the content completely.
• [Channel List] [Record] [Preset] [5] [Enter] [Enter] - merges the data.
Updating Presets
[Update] is used to record parameter modifications back to a preset. When updating, you must
specify the preset to be updated. You may do this using the keypad or the direct selects.
For the purposes of the following descriptions, assume that there are no active cues on stage.
Updating referenced values while cues are active is covered in Modifying Cues Live (on
page 237) .
Example:
To update a preset, first recall the preset for any channels you wish to edit.
• [1] [Thru] [5] [Preset] [1] [Enter]
-or-
• [Recall From] [Preset] [1] [Enter]
Make required changes to the desired parameters using the keypad or encoders. Once
you have achieve the desired look, update the preset.
• [Update] [Preset] [1] [Enter]
-or-
• [Update] {Preset 1}
When updating a preset, only channels that are already in the preset will be updated. You need
to select channels or parameters to force new data into a preset when using [Update].
Presets 211
Pressing the {Edit} softkey takes you to the blind view of the selected preset, in the last format
you used in blind. This will allow you to edit the preset. You can change the blind display to
spreadsheet or table view by pressing the [Format] key.
You can navigate the preset list using [Next] and [Last].
Indicators for absolute (A), locked (L), and by type (T+) display to the right of the preset number.
Note: In the by type channels column, any channel number with an asterisk indicates
that the channel does not have any by type data stored to it.
Copy To
You can copy presets within the list to another location in the list using [Copy To].
• <Preset> [2] [Copy To] [9] [Enter] [Enter] - copies the contents of preset 2 to preset 9.
Preset 2 will remain in the list. The second [Enter] is not required if you have disabled
confirmations in setup.
You can also use [Copy To] from palettes to presets.
Move To
You can move presets within the preset list using Move To, which is accessed by pressing the
[Copy To] button twice.
• <Preset> [3] {Copy To} {Copy To} [8] [Enter] [Enter] - moves preset 3 to preset 8. Preset
3 will be removed from the list. The second [Enter] is not required if you have disabled
confirmations in setup.
• <Preset> [1] [Thru] [5] {Copy To} {Copy To} [6] [Enter] [Enter] - moves presets 1 through
5 to presets 6 through 10.
You can also move data from a palette to a preset and vice versa. It is important to remember
that when using the Move To command that data is removed from its current location and
moved to its new location.
You can change the blind display to spreadsheet or table view by pressing the [Format] key. In
blind, the following softkeys are available when editing presets:
• {By Type} (on page 208)
• {Absolute} (on page 208)
• {Locked} (on page 208)
• Cleanup ( Using By Type Presets (on page 214) )
• Discrete ( Using By Type Presets (on page 214) )
• Offset (on page 145)
• Make Null ( Editing in Table View (on the facing page) )
Note: While editing presets in blind, hitting [Recall From] [Recall From] will put
[Recall From] [Preset] on the command line.
Presets 213
Using By Type Presets
Storing a By Type Preset
If {By Type} is used when recording, the lowest number channel of each fixture type will be the
default channel. Generally, when storing by type presets, you will want only one channel of
each fixture type in use. Any additional channels in that fixture type will be recorded with
discrete data.
• [1] [Thru] [6] [Record] [Preset] [1] {By Type} [Enter] - Channels 1 through 6 are saved to
Preset 1. Channels 1 through 6 are of the same fixture type. Channel 1 will be the default
channel, and channels 2 through 6 will be saved with discrete data.
• [1] [Thru] [6] [Record] [Preset] [1] [Enter] - If a by type preset is rerecorded without using
the {By Type} softkey and the default channel is included in the record, the default
channel's level will change and all other changes will be discrete.
• [1] [Thru] [5] [Record] {Preset 1} {Discrete} [Enter] - If a default channel is included in a
record where {Discrete} is used and another channel is tracking it, the default channel will
be changed to having discrete data and the lowest numbered tracking channel will
become the new default channel. All other channels in the record will also have discrete
data.
Softkeys available for editing presets in blind are {By Type}, {Discrete}, and {Cleanup}.
• [3] {By Type} [Enter] - makes channel 3 the new default channel for that device type. If
another channel for that type was the default channel, its data will now be discrete.
• [1] [0] [Thru] [2] [0] {Discrete} [Enter] - changes the levels for channels 10 through 20 to
discrete. If any of those channels are default, the lowest numbered tracking channel will
become the new default channel.
• [5] [Thru] [8] [At] [Enter] - removes the discrete data for channels 5 through 8. They will
now use the default channel’s values.
• [Preset] [2] {Discrete} [Enter] - changes all tracking and default channels to discrete.
• [Preset] [5] {By Type} [Enter] - makes the first channel of each device type a default
channel.
• [Preset] [3] {Cleanup} [Enter] - converts presets created in earlier versions of Eos Family
software to by type presets. This command will use the first channel of each type as the
default, and allow other channels of the same type to use that value upon recall.
{Make Null} can be used with by type preset when you wish to withhold a channel from
responding to a by type preset recall. The data will still display but will be in gray with a “N”.
Example:
Open the preset in blind:
• [Blind] [Preset] [Enter]
Or you can remove a specific channel parameter from the preset by pressing:
• [5] [+] [7] {Color} [At] [Enter]
You may also remove a channel/ parameter from a range of presets by pressing:
• [Preset] [1] [Thru] [5] [Enter] [1] {Color} [At] [Enter]
Deleting Presets
You may delete presets in the following ways:
• [Delete] [Preset] [1] [Enter]
• [Delete] [Preset] [1] [Thru] [5] [Enter]
Presets can be deleted from any screen, at any time. A confirmation is required to delete, unless
confirmations have been disabled in Setup. See Record Defaults (on page 136)
Presets 215
Mode
You may define your fader as additive (contributes to the live output), inhibitive (limits live
output) or an effect fader (presets only).
Master
A fader can be assigned as a Master. When it is a master, its behavior as a Proportional Master
or Intensity Master (I-Master) is drawn from this setting.
HTP
Intensity playback behavior can be set to HTP (highest takes precedence) or LTP (latest takes
precedence).
Restore
Faders can be placed into restore modes of minimum or background, which is the default. When
a fader is in the restore to background mode, the restore column of the fader list display will be
blank. When in minimum mode, 'Min' will display in the restore column.
The restore mode of background means that when the fader is returned to zero, control will be
restored to the background value, such as another fader or a cue.
The restore mode of minimum means that when the fader is faded down, control does not go to
the previous background state but to the parameters’ minimum value.
Priority
The Independent setting for faders has been changed to priority. There are 10 levels of priority
for faders. 1 is the lowest and 10 is the highest. faders can still be shielded, which means that
their content is automatically made exclusive and can't be controlled by anything other than
that fader and park, including by manual control. Shielded has a higher priority than 10.
Background
Faders can have their background states disabled. Background states are enabled by default.
When enabled, the content of the fader will act as a background or previous state for other cues
and faders.
Background Priority
Background can have a priority assigned to it.
Up Time
This is the time for the fader to fade from its home position to its target position (0 to Full if
additive, Full to 0 if inhibitive). The default time is 0.
Dwell Time
This is the time the fader look will hold before starting the downfade. This can be set to a
specified time, or to “Hold” or “Manual”. “Hold” time maintains the fader values until the
bump is pressed a second time. “Manual” time applies the fader values only as long as the
bump is held. The default is “Manual”.
Down Time
This is the time for the content on a fader to fade from its target position to its home position.
The default time is 0.
Stomp Mode
Stomp happens when all the content owned by a fader is now being controlled by other targets.
The fader is being removed from the background , and once that happens, it would not be
eligible to fade back. You can assign behavior that will happen when a fader is stomped.
• Off When Stomped - puts the content into an off state, the same behavior encountered
when pressing [Off] + [Load].
• Unload When Stomped - unloads the fader.
• Nothing When Stomped - no action happens to the fader.
• Release When Stomped -This function behaves the same as Off When Stomped.
Unmark at 0%
When this option is on, marked content controlled by the fader will automatically be released
when the fader reaches 0%. When the bump button is next pressed, the fader will fire. If this
option is off, you would need to first press the bump button to reset the fader before pressing the
bump again to fire it.
Note: This option is for faders that are set to Intensity Master.
Exclusions
Those exclusions include:
• Exclude From Record - output is not recorded into any other record target.
• Exclude From Grandmaster - content cannot be mastered by a grandmaster.
• Exclude From Inhibitive Sub - content cannot be mastered by an inhibitive submaster
• Exclude From Solo - content will ignore solo. See Fader and Button Configuration (on
page 252) for more information on solo.
Presets 217
Channel and Parameter Filters
Channel and Parameter Filters can be used to allow only specified data to be played back.
These are playback filters, and do not impact how data is recorded.
Tap or click on {Chan Filter} to assign channels or groups. Tap or click on {Param Filter} to open
a list of available parameters that you can filter.
When a filter has been applied, an indicator will display in the fader ribbon. C will display for
channel filter, and F is for parameter filter.
Press the red [X] to clear the channel or parameter filters listed.
Button Options
The following options are available for fader buttons:
• Bump - plays back the content at 100% of the recorded level. It will continue to do so until
released, unless the fader has a time assigned or the {Hold} property set.
• Group/ Assert - selects all the channels associated with the fader, if the fader is inactive.
If active, the contents of the fader will be asserted.
• Assert - regains control of all of the channels associated with the fader.
• Group Select - selects the channels stored in the fader. This is the same as [Group] [Sub]
[n].
• Freeze - halts all effect activity on the fader.
• Off - removes the content and if the fader is set to Master, the fader will remain where it
currently is.
• Release - removes the content and if the fader is set to Master, the fader will reset to 0.
• Start Stop Effect -starts the effect while ignoring dwell times. Will stop effects if any are
running.
• Button Disabled - no action is assigned to the button.
• Solo - suppresses any intensity values not provided by the associated content while the
solo button is held down. When the button is released, intensity values are restored.
Priority and HTP are ignored. Shielded, park and pixel mapping outputs are not affected
by the solo button.
• Back - fades to the previous cue when fader is assigned to a cue list.
• Macro - allows you to assign a macro as a button action.
Fader Options
The following options are available for a fader:
• Master - fader will be a proportional master, a manual master, or an intensity master.
• Effect Rate - fader centers to home. It controls the rate of any running effects (same
behavior as using rate via the Effect Status Display). The adjusted setting from this control
cannot be stored.
• Effect Size - similar to Effect Rate but for effect size.
• Rate Master - homes to center. It adjusts the cue rate, just like rate and load.
• Fader Disabled - no action is assigned to the fade.
• Master Only - fader is used to set a level for content to fade to. The slider can be used to
live adjust levels when the fader has been activated via the bump button. See Master Only
(on page 63) for more information.
• Effect Master - masters the entry/exit mode of the effects (size, rate or both).
• Levels Only - masters the levels without mastering the effect.
Note: This list is not recorded. If the fader is unloaded, the list cannot be recalled.
To create a list, press the [Load] button of an unmapped fader. You can then select presets or
palettes to add to your list either by the command line or from the direct selects.
• [Load] {DS 1} {DS 2} {DS 2} [Enter]
• {Fader} [1][0] [Preset] [1] [Preset] [2] [Preset [3] [Enter]
Once mapped, the fader will default to Master Only mode. See Master Only (on page 63) for
more information.
The list will use the timing assigned to the fader.
A fader with temporary mapping will have the cue list options for Back From First and Go From
Last. These are Cue List Properties, see Cue List Properties (on page 248)
The list of targets will display in the Fader Configuration List (Tab 36), in the Fader List (Tab 35),
and in the Fader Ribbon.
Presets 219
220 Eos Family v3.0.0 Operations Manual
Chapter 12
Single Cue Lists
Basic Cueing
In Setup, you determine if Ion Classic will operate in a Cue Only or Tracking mode. See Tracking
vs. Cue Only (on page 6) By default, the system is set to tracking, therefore this section primarily
addresses working in tracking mode. The current mode is displayed in the upper left corner of
the live/blind display. It is important to know which mode you are working in, as it impacts how
cues are edited.
• If your console is set in Track mode (default), changes move forward through the cue list
until a block or a move instruction is encountered.
• If your console is set in Cue Only mode, changes to cues have no impact on subsequent
cue data.
Cue Numbering
Cues can be numbered from 0.001 - 9999.999. You can have up to 10,000 cues.
Ion Classic provides you with multiple ways to number your cues. The most common methods
are listed below:
• After pressing record, enter a cue number which can be a whole number (1) or a decimal
number (1.1).
• After pressing record, rather than entering a cue number you may press [Next], which will
automatically number the cue with the next sequential number in the same cue list. For
example, the current cue is numbered cue 1.1, pressing [Record] [Next] will automatically
number the new cue 1.2.
• When recording decimal cues, it is not necessary to specify the leading cue number if a
cue has already been recorded. For example, if the current cue is numbered 5, when you
enter the next record command, you can just enter [.] [5] to record cue 5.5.
• Whole numbered cue - [Next] increments the next whole numbered cue.
• Tenths numbered cue (.1) - [Next] increments in tenths.
• Hundredths (.01) numbered cue - [Next] increments in hundredths.
• Thousandths (.001) numbered cue - [Next] increments in thousandths.
Note: When using the console in tracking mode or when using track editing, it is
important to understand the concept of Blocking. A cue containing a Block flag will stop
edited levels from tracking through that cue. Blocks are often placed on the cue at the
top of an act or scene, or anywhere you want to protect cues from levels that may track
in from upstream cues. Block flags should also be set on cues that you want to have
behave as blackouts (see Block (on page 234)).
Note: If no cue number is entered before the [+], the current active cue will be used.
Example:
To record only cues 5, 10, and 15:
• [Record] <Cue> [5] [+] [1][0] [+] [1][5] <CueOnly/Track> [Enter]
Note: For a more detailed summary of Cue Only and Tracking modes, see Tracking
vs. Cue Only (on page 6).
In Track Mode
When you create a new cue, any channel parameter data from the previous cue is tracked into
the new specified cue. Any changes in this new cue will also track forward into subsequent cues
until a move instruction is encountered. The [Q Only/Track] key is an exception to this behavior.
When you record a cue in the middle of an existing cue list, using the [Q Only] button will
prohibit new information from tracking into the subsequent cue. When you rerecord or update a
cue, the modifications will not track forward.
Note: In the following examples, the command [Q Only] indicates the same key hit
of [Q Only/Track] which is a single button on the keypad. The system setting
determines the actual context of the button depending on the mode in which the
system is operating. For clarity, only the contextual function of the button is used in the
examples.
Note: In the following examples, the command [Track] indicate the same key hit of
[Q Only/Track] which is a single button on the keypad. The system setting determines
the actual context of the button depending on the mode the system is operating. For
clarity, only the contextual function of the button is used in the examples.
Timing
Cue timing can be applied in a variety of ways. At a cue level, timing categories are provided for
intensity up, intensity down, focus, color and beam transitions. Each of these times can have an
associated delay. Timing can also be applied directly to a channel or a specific parameter. This
is called discrete timing.
Time can be entered in minutes and seconds (example 10:15) with valid fade times from zero to
99:59 ( 99 minutes and 59 seconds), or seconds and tenths of seconds (example 1.3), or 100ths
of seconds (example 1.35) with valid fade times from zero to 99.99. When no time is applied at
a cue level, the defaults established in Setup are used. See Cue Settings (on page 127)
Example:
You want the time for cue 1 to be 10 minutes and 15 seconds.
• [Cue] [1] [Time] [1][0][1][5] [Enter]
The command line will show the time as Cue 1 Time 10:15.
If you want the time for cue 1 to be in seconds and tenths of a second, like 1.3 seconds,
you will type using a decimal.
• [Cue] [1] [Time] [1][.][3] [Enter]
The command line will show the time as Cue 1 Time 0:01.3.
Note: Unless FCB timing is specifically set, it always defaults to the up fade time
value.
Note: It is not necessary to rerecord a cue to alter stored timing data. You can simply
redefine the time by specifying the cue and re-entering the time value(s).
• [Cue] [5] [Time] [8] [Enter] -redefines the all category times to 8 seconds. This
only works if FCB timing was previously untouched. If FCB timing had been
• [Cue] [2] {Color} [Time] [5] [Enter] - redefines color time to 5 seconds.
• [Cue] [3] {Focus} [Time] [-] [2] [Enter] - removes 2 seconds from the current
• [Cue] [7] {Beam} [Time] [+] [3] [Enter] - adds 3 seconds to the current time.
Note: Any conditions placed on channel /parameter in live (such as discrete timing,
asserts, blocks, etc) must be stored or updated to the cue.
Note: Preheat and Allfade are flags. see Preheat (on page 235) and AllFade (on
page 235) for more information.
Follow/ Hang
A follow automatically activates the next cue in the sequence when the follow time of the
associated cue has elapsed. The follow time begins counting from the moment the cue is
executed.
The hang time is also an auto-follow, but rather than counting from the moment the cue is
executed, it is calculated from the completion of the cue. You can assign a negative value to a
hang time, allowing a subsequent cue to overlap an active cue.
You can assign either a follow time or a hang time, but not both. Both features are accessed
using the [Shift] & [Delay] keys on the console or the softkey {Fw/Hg}. [Shift] & [Delay] or
{Fw/Hg} will put Follow on the command line, and [Shift] & [Delay] [Delay] or double pressing
{Fw/Hg} will put Hang.
In the Playback Status Display, any cue that will be triggered by a follow or hang will have an
arrow before the cue number. See Indicators in the Playback Status Display (on page 48) for
more information. This indicator can be disabled in the PSD configuration menu. See Playback
Status Display Configuration (on page 49) for more information.
Following are some examples of use:
• [Record] <Cue> [5] [Shift] & [Delay] [8] [Enter] - records cue 5 and provides a follow
time of 8 seconds which impacts the start of the next cue in the list. The following cue will
automatically initiate on the same fader when the follow time has elapsed. The follow
time will begin counting down when the associated cue (Cue 5) is executed.
• [Record] <Cue> [5] [Shift] & [Delay] [Delay] [8] [Enter] - records cue 5 and provides a
hang time of 8 seconds which impacts the start of the next cue in the cue list. The
following cue will automatically initiate on the same fader when the hang time has
elapsed. The hang time will begin counting down when the associated cue (Cue 5) is
complete.
• [Record] <Cue> [5] [Shift] & [Delay] [Delay] [-] [5] [Enter] - records cue 5 and provides a
hang time of negative 5 seconds.
Link/ Loop
Link allows cues to be run out-of-sequence, by causing a different cue number to be loaded into
the pending file of the playback fader when the cue that carries the link instruction is activated.
If a follow or hang time is included with the cue attributes, the activation of the linked cue will
occur when the follow or hang time has elapsed.
The link can be within the cue list or to a cue in another cue list.
Cues that link to other cues will display this information in a row under the cue in the Cue List
Index and the Playback Status Display. This can be suppressed in the PSD configuration. See
Playback Status Display Configuration (on page 49) for more information.
Note: If a linked cue has a label, the label will be displayed in the link cue indicator.
Delay Time
Delay can be useful when you do not want a parameter to change (for example - intensity down)
until other changes have begun or completed their transition.
Delay times can be added to any cue or to any specific parameter category within the cue,
which will postpone the parameter transition until the delay time has elapsed.
Following are some examples of recording with a delay:
• [Record] <Cue> [2] [Delay] [5] [Enter] - stores cue 2 with a 5 second delay on intensity.
• [Record] <Cue> [2] [Time] [9] [Delay] [3] [Enter] - records cue 2 with a 9 second fade for
all parameter categories, delayed from Go by 3 seconds.
Rate
The {Rate} softkey can be used to apply a rate adjustment to all timing in the cue. The default
rate is 100%, which is real time. To slow a cue down, set the rate below 100%. To speed the
cue up, set the rate above 100%. The range rate for a cue is 0 - 2000%. A timing value of 5,
with a rate of 50% will replay in 10 seconds. A timing value of 5, with a rate of 200% will replay
in 2.5 seconds.
Following is an example of using rate:
• [Record] <Cue> [4] {Attributes} {Rate} [1] [2] [5] [Enter] - records the specified cue, and
places a rate override instruction on all timing values. The cue would now be played back
at 125% of recorded time values.
Note: You can use the playback rate override function to determine the rate at which
you want to play the cue back, and then apply that rate to the cue. This eliminates the
need to adjust all of the timing in the cue if you only need to speed it up or slow it
down. See Using Rate Override (on page 286).
Curve
{Curve} is used to affect the percent completion of a cue or part by applying the curve’s output
level as the percent completion for all fade calculations.
When a curve is applied to cue, it impacts only the intensity transitions in that cue. When
applied to a cue part, it impacts any parameters moving in that part. For more information on
creating and using curves, see About Curves (on page 350)
Following is an example of how to assign a curve to a cue:
• [Cue] [6] {Attributes} {Curve} [5] [Enter] - applies curve 5 to cue 6.
Cue Label
[Label] is used to attach an alphanumeric label to a cue or cue part.
Following is an example of how to apply a label to a cue:
• [Record] <Cue> [7] [Label] <name> [Enter] - records cue 7 and applies the label as
entered on the alphanumeric keyboard.
• [Record] <Cue> [8] [Label] [Block] [Enter] - records cue 7 and applies the name of the
hardkey as the label
Pressing [Label], when a label has already been applied to a cue, will display the label on the
command line for editing. Pressing [Label] a second time will clear the label, or you can press
[Clear] to remove the label one character at a time.
Scenes
Scenes are a cue organization tool that provide a visual identifier for breaks in your show.
Scenes allow for quick cue list navigation without needing to remember a cue's number.
Scenes display in the cue list index and the playback status display as a green bar above the cue
they are associated with in the list. An end of scene can also be created, and those display as a
green bar under their associated cue.
Note: Tracking / cue only rules still apply. If your console is in tracking mode, and you
want the update to stop at the scene end, you will need to use the [Q Only] command.
Scenes can also be recalled by using the direct selects. See Scenes on Direct Selects (on
page 55) for more information.
Flags
Flags can be applied to cues to change specific behaviors. Flags can be set for Block, Assert,
AllFade, Mark, and Preheat.
At a cue level
A cue level block causes all tracked values in the cue to be treated as move instructions from an
editing standpoint, which prohibits any data changes from tracking into the cue. Parameters
that are not included in the cue are not impacted by the block instruction.
Blocks do not protect a cue, channel or parameter from being modified by a range edit, nor are
they protected from a trace instruction (see Using Trace (on page 241) ). It is assumed that if you
use the trace instruction, then you really want the initial value to change. A block will stop the
trace from moving any further backwards through the cue list.
• [Cue] [5] [Block] [Enter] - “B” is displayed in the flags field, indicating a cue level block.
When this cue is recalled, all data that would otherwise appear as a tracked value, will be
displayed in white. Any changes upstream in the cue list will not impact this blocked cue
data.
• [Cue] [6] {Intensity} [Block] [Enter] - “I” is displayed in the flags field, indicating a cue
level intensity block. You could also use [Shift] & [Block] to put Intensity Block on the
command line.
Auto-block
Ion Classic also supports an auto-block function. Auto-block can protect your cue data from
unwanted changes. For example, in cue 5 you set channel 1 to 50%. It is stored as a move
instruction. Then, you later go back to an earlier cue and set channel 1 to 50% and it tracks
forward to cue 5. Channel 1 will be auto-blocked in cue 5. Even though it is now at the same
value as the previous cue, the original concept of a move instruction is maintained.
Auto-blocks are displayed in white, with a white underscore.
Assert
Assert is a way to make a tracked or blocked value act as a move instruction on playback. It is
often used in a multiple cue list environments, or to assure that a transition happens in the
desired time. See Using Assert (on page 261) for more information on asserts in multiple cue
lists and Using Assert (Playback Button) (on page 285) for more information on using assert for
playback.
Example:
Cue 10 is a blackout with a zero count. It is common practice to block blackout cues.
Let’s say though that some of the lights were fading to zero in cue 9. You hit [Go] for
cue 10 before cue 9 is finished. The lights that were fading to zero in cue 9 will
continue their downfade in the timing for cue 9 since cue 10 doesn’t provide them with
a new move instruction. If you assert cue 10, the lights will bump to black as expected.
AllFade
Any cue can have an allfade flag applied. An allfade sends the intensity for all channels not
included in the cue to zero. Submasters, any captured channels and the contribution from any
faders that are set to priority are unaffected, unless the cue executing the allfade is also set to
priority. An allfade flag “*” is identified in the cue list index and the playback status display for
the specified cue.
• <Cue> [5] {Attributes} {AF/MF} [Enter] - sends intensity for all channels not included in
the allfade cue to zero.
The allfade instruction is useful as a quick cleanup, to get back to a known state on stage,
without having to worry about what channels need to be set to zero.
Mark
The Mark flag is used to relay information about either automarks or reference marks. When
using automarks, an “M” will display in the flags field for the specific cue that will execute an
automark. A “D” is displayed when automark has been disabled for a cue or a cue part.
When using reference marks, an “M” will display in the flags field for any cue that will execute
a referenced mark. An “R” displays when a cue is the source of a mark. See About Mark (on
page 188) .
Preheat
Preheat can be used to warm filaments in the cue immediately preceding an intensity upfade
from 0. Preheat values can be assigned to channels individually in patch (see {Attribute} Display
and Settings (on page 101) ).
Preheat is assigned on a cue (or cue part) basis. If assigned, any channel in that cue with a
preheat value assigned in patch will fade to that intensity in the cue immediately preceding the
cue with the preheat flag. Cues with a preheat flag will display an “P” in the preheat flag
column (indicated by a “P” at the top of the column) in the PSD and Cue List Index.
When a channel is in a preheat state, a “Ph” is displayed in the intensity field of that channel.
When a preheat is executed, the preheat value is established using the upfade time of the
associated cue. It is possible to hold the [Data] key to see the actual preheat values.
To trigger a macro:
• [Cue] [1] {Execute} [Macro] [5] [Enter] - triggers macro 5 when cue 1 is executed.
To trigger a snapshot:
• [Cue] [3] {Execute} [Snapshot] [3] [Enter] - loads snapshot 3 when cue 3 is played back.
To trigger a relay either on or off:
• [Cue][5] {Execute} {Relay}[1] [/] [1] {On} [Enter] - triggers relay 1/1 on (ACN Group ID /
Relay Number)
To trigger a specific cue on another fader:
• [Cue] [4] {Execute} [Cue] [6] [/] [5] [Enter]
To trigger cue lists press:
• [Cue] [1] {Execute} {Cue} [4] [/] [Enter]
• [Cue] [1] {Execute} {Cue} [2] [/][Enter]
When cue list triggers are set, the system will automatically execute same numbered cues on
the associated cue list. For example, assume that the last instruction above was applied to cue
list 1, cue 1. When cue 1/1 is executed, any cues numbered “1” in cue list 2 will be executed
accordingly. If there is not a cue 1 in that list, no action is taken. If there are cue numbers on
secondary cue lists that are not in cue list 1, those cues are skipped and the subsequent cue
taken as an “out-of-sequence” cue when triggered.
When cues are taken on the primary list out of sequence, only like-numbered cues on the
secondary lists will be replayed. For example, if you go to cue 12 on the primary list, and there is
a cue 12 on the secondary list, cue 12 on all lists is executed. However, if cue 12 does not exist
in the secondary list, that list will be unaffected by the go to cue command. Out of sequence
sync can be enabled to make sure secondary lists assume the same position in the show as they
would on linear playback.
OOS Sync
{OOS Sync} can be used to change that behavior per cue list.
When OOS Sync is enabled, any out of sequence cue fired from a cue list that is synced with
another cue list will trigger the earliest cue that exists if the correct cue does not.
{OOS Sync} is disabled by default. When enabled, OOS Sync will display in the cue list index's
external links column. {OOS Sync} should be enabled in the secondary lists, not on the list that
contains the execute command.
Example:
Cue list 1 is synced with cue list 2. Cue 1/3 is fired. Since cue 2/3 does not exist, cue 2/2
will fire instead. If OOS Sync was disabled, a cue in cue list 2 would only fire if it has
the same cue number as cue list 1.
Example:
Cue 5 is active in Live.
• [Group] [1] [Focus] [At] [Enter]
This command lifts the current move instructions for Group 1 focus, and recalls the
focus data for those lights from the immediately preceding cue. It is now manual, and
can be stored or updated as required.
You may use [At] [Enter] to affect only certain channels or parameters by selecting them
specifically:
• [2] [At] [Enter] - this will remove the changes for channel 2 only.
• [2] {Color} [At] [Enter] - this will remove only the color data changes for channel 2.
• [2] [Thru] [5] [+] [9] [+] [1] [1] [Thru] [1] [5] [-] [1] [2] [-] {Zoom} [At] [Enter] - removes
the changes for only the selected channels for all parameters except zoom.
Note: Using [Record] will store all parameters of all non-default channels onstage.
This means that all other cue data and submaster data will be included in the record
action. This is a common method when working with a single cue list. When working
with multiple cue lists and/ or submasters, [Record Only] is a useful tool.
[Update]
Update is a powerful feature, and also very versatile. Using a combination of [Q Only], [Track],
[Trace], and {Make Absolute}, the number of ways you can update specific information and
manual data is virtually endless. Data can be updated to various record targets either at once, or
individually.
Note: Default Update Modes are set in Setup>User>Record Defaults. See Record
Defaults (on page 136) for more information.
Note: {By Type} is available as a softkey. See Updating By Type Presets (on page 215)
for more information.
Update Styles
• {All} - this button will update the target cue and all references stored to that cue (nested
and otherwise).
• {Make Absolute} - this button will update the target cue and convert all levels to absolute
values, thereby removing any references.
• {Ref Only} - this button will only update the palettes or presets used in the cue, but will not
update the cue itself. If a manual reference was used before using {Ref Only}, the last
manual reference will be updated.
The dialogue box also provides you with a listing (by record target) of what channels/parameters
will be impacted by the update instruction. If the channel contains a reference in the cue, it is
indicated. Channels that have been manually added to the stage output, but are not overrides of
an active cue will update to the selected cue list.
Once you have made a selection from the available options, press [Enter] and the target will be
updated.
Targets may be deselected from the dialogue box, excluding them from the update without
specifying the target number, for example, [Update] [Color Palette] [Enter]. Selecting a line by
clicking or pressing it can also be used to deselect a target.
For Eos Family devices that do not have a [Snapshot] hardkey, there is a {Snapshot} softkey that
is available in the Update display.
Updating to References
When a cue is active, it is possible that various record targets (palettes or presets) will be played
back within that cue. As changes are made to the data in that cue, as well as to the individual
palettes or presets, updating both the cue and references within that cue is simple. When you
have overridden a reference in a cue, the data is displayed in red with a red “R” in superscript
next to the channel’s intensity.
By default, Ion Classic updates any referenced data that was included in the cue.
This will automatically take the manual changes and update them to color palette 1
and preset 2. Therefore cue 5 now references these new values, and the modifications
to CP1 and PR2 have propagated through all of the show data.
If you had made changes to other channels that were not included in the
palettes/presets used in cue 5, those values would also be updated to the cue as
absolute data.
Example:
Cue 5 is active and onstage. Channels 5 through 20 are currently referencing preset 1.
You make changes to channels 5 through 9. The data for these changes is now manual.
Press:
• [Record Only] [Enter] [Enter]
Only the manual data will be recorded as an update to cue 5. The reference to preset 1
for channels 5 through 9 is broken and now the cue will display the absolute data rather
than the reference indicator.
Using Trace
{Trace} works just as Track does, except it allows changes to be tracked backwards through the
cue list, until it sees a move instruction. A trace will track into, but not beyond, a blocked
instruction.
For a more detailed summary of Trace, see Using Trace (on page 7)
Following are some examples:
• [Update] <Cue> [5] {Trace} [Enter] - updates cue 5, and tracks changes backward until a
move instruction is encountered. If the system is in tracking mode, the change will track
forward in the cue list until the next move instruction or block. If in cue only mode, this has
no impact on subsequent cues.
• [Update] {Trace] [Cue Only/Track} [Enter] - updates the selected cue and tracks changes
backward until a move instruction is encountered. If the system is in tracking mode, the
change is prohibited from tracking forward in the list. If in cue only mode, the change is
allowed to track forward.
When a channel that is inactive (at zero or null) in the cue list receives an active level, if
update trace is used, that channel will not trace the current setting into previous cues.
To force that channel's new value to go backward in the cue list, {Trace} {Trace} can be
entered.
Update [Thru]
Using [Update] [Thru] allows you to update from a current cue to a destination cue without first
entering the current cue's number.
Example:
If you are currently in cue 5 and you want to update through cue 10, you would use the
following syntax:
• [Update] [Thru] <Cue> [10] <CueOnly/Track> [Enter]
Update [+]
[+] can be used to specify a range of cues for updating. [+] can also be used with [Record] and
[Record Only].
Note: If no cue number is entered before the [+], the current active cue will be used.
Example:
To update only cues 5, 10, and 15:
• [Update] <Cue> [5] [+] <Cue> [1][0] [+] <Cue> [1][5] <CueOnly/Track>
[Enter]
To update the current cue and cue 7:
• [Update] [+] <Cue>[7] <CueOnly/Track> [Enter]
If changes are made in the blind display to an active cue, these changes will not impact the
current stage state. To make blind changes active you can press [Assert] & {Load} button for the
fader associated with the cue, or you can use [Go To Cue] [Enter].
Move instructions can be removed from a cue by selecting the channel and pressing [At]
[Enter]. This allows all values from the previous cue to track into the current cue. You can also
use this command for specific parameters as well.
Example:
Suppose you are in blind cue 5 and you make changes to channels 1 through 5:
• [1] [Thru] [5] [At] [5] <0> {Iris} [3] [5] [Enter]
Intensity goes to 50% and Iris to 35%. You decide to remove the Iris instruction:
• {Iris} [At] [Enter]
The Iris value from the previous cue tracks in. Then you remove the intensity change as
well:
• {Intensity} [At] [Enter]
The impact of blind edits on subsequent cues is determined by the default setting of Track/ Cue
Only mode. In track mode any changes will track forward until the next move instruction, unless
[Q Only] is pressed. In cue only mode any changes will apply only to the selected cue. If you
want values to track forward, the [Track] button will allow it. The track/cue only instruction
must be applied when a value is entered. [Trace] can also be used to have changes trace back
to the initial move instruction. Such as:
• [1] [Thru] [5] [At] [5] <0> [Q Only/Track] [Enter]
• {Intensity} [At] [Q Only/Track] [Enter]
• [1] [Thru] [5] [At] [5] <0> [Q Only/Track] [Trace] [Enter]
Replace With
{Replace With} is used to select channels that have certain specified values and then provide
new instructions for those values.
Example:
Select a range of cues:
• [Cue] [1] [Thru] [9] [Enter]
Select a range of channels that are used throughout these cues and enter a change
instruction:
• [1] [Thru] [7] <At> [Color Palette] [5] {Replace With} <Color Palette> [3]
[Enter]
This instruction finds all instances of channels 1 through 7 in cues 1 through 9 that are
in color palette 5 and replace Color Palette 5 with Color Palette 3. Be aware of the
track/ cue only settings when using this command.
Note: [Cue] [Home] [Thru] [Enter] will select all stored cues within the selected cue
list. [Thru] [Enter] can be used with all record targets.
The range of possibilities of potential {Replace With} commands is virtually endless and can be
applied to single cues or channels, ranges of cues or channels, parameters of any type, or timing
data.
Note: To put Move To on the command line, press [Copy To] twice.
When cues are moved, values that were tracks or move instructions and now match the
previous cue will be auto-blocked by the system. The impact on subsequent cues is based on
track/cue only settings as described above. Below is an example of Move To:
• [Cue] [2] Move To <Cue> [9] [Enter] - the contents of cue 2 moves to cue 9. Cue 2 is
deleted. If cue 9 already existed, a confirmation will be required (unless confirmations
have been disabled in setup). Any contents of cue 9 will be replaced entirely.
In the above example, if running in cue only mode, any tracked values in cue 2 become blocks
(see Block (on page 234) ) or moves in cue 9, as well as any move instructions which now match
the previous cue. Cues after cue 9 are affected based on the default setting of track/ cue only.
Any values in the cue after cue 2 that tracked from moves in cue 2 are changed to move
instructions.
Ranges of cues can be moved as well. You can also move cues to other cue lists. In either of
these situations if any cue is to be overwritten, a confirmation is required.
See Using Move To (on page 267) for more information.
Deleting Cues
Cues, lists of cues, or ranges of cues can be deleted. When deleting cues, the track/ cue only
setting of the console will determine how subsequent cues are affected. The [Q Only /Track]
button can be used to modify the default behavior as needed.
Some examples of cue deletion are:
• [Delete] <Cue> [5] [Enter] [Enter] - deletes cue 5. Subsequent cues in the list are
affected depending on the console default setting.
• [Delete] <Cue> [6] [Q Only/Track] [Enter] [Enter] - deletes cue 6, making exception to
the default setting.
• [Delete] <Cue> [7] [Part] [1] [Enter] [Enter] - deletes part 1 of cue 7. Deleting a part
does not delete any move instructions. Those will be moved to the main cue. See Deleting
a Part from a Multipart Cue (on page 293)
• [Group] [1] [Delete] <Cue> [2] [Enter] - deletes any channels in group 1 from cue 2. Cue
2 remains in the cue list and any channels not in group 1 are unaffected.
• [Delete] <Cue> [2] [Thru] [8] [Q Only/Track] [Enter] [Enter] - deletes cues 2 through 8,
making exception to the default setting.
Solo Mode
The {Solo Mode} softkey is useful in multiple programmer situations. {Solo Mode} is used to pull
a cue list out for editing purposes after it has been synced with other cuelists.
Example:
Cue List 1 is being used by one programmer and Cue List 2 was programmed by a
second programmer. For the run of the show, the lists are synced so they run together.
But if changes need to be made to Cue List 2 and not be affected by the playback of
Cue List 1, {Solo Mode} can be used.
• [Cue] [2] [/] {Solo Mode} [Enter] - places Cue List 2 into solo mode.
{Solo Mode} is a toggle state. So if Cue List 2 is already in solo mode, and [Cue] [2] [/] {Solo
Mode] [Enter] is used again, that list will no longer be in solo mode.
Auto-block Cleanup
{Autoblock Clean} is used to remove all auto-blocks from a single cue, cue range or entire cue
list. {Autoblock Clean} is a softkey that will be posted when a cue list and/or cue number are on
the command line in the Cue List Index, Live, and Blind. A range of cues or a cue list can be
specified with this command. For more information about auto-blocks, see Auto-block (on
page 234)
• [Cue] [1] [/] {Autoblock Clean} [Enter] - clears all auto-blocks from cue list 1. Only blocks
displayed with the white underscore are removed. If the [Block] key was previously used,
this command will not unblock it.
• [Cue][1] [/] [1][0] [Thru] [1][0][0] {Autoblock Clean} [Enter] - clears the auto-blocks just
from cues 10 through 100 of cuelist 1.
Edit
The {Edit} softkey opens a blind channel view of the selected cue and changes focus from the
cue list index. You can change the blind display to spreadsheet or table view by pressing the
[Format] key. You can edit any of the cue attributes for the cue selected in the index, but the
cue contents must be edited in the blind display. See Recording and Editing Cues from Blind (on
page 242) .
Reorder Columns
Reorder columns allows you choose what data displays in the top and bottom halves of the Cue
List Index and what order it displays in. To make changes to the top half, select {Cues}. To make
changes to the bottom half, select {Cue List}.
By default, all columns except notes will be displayed. The arrow keys on the right can be used
to move columns around. Columns with multiple options are moved in groups. To select a
column header to move, click or tap the name. The check boxes suppress or enable. When an
item is enabled to display, a check mark will be in the corresponding box.
Default
The Cue List Index takes its default settings from the Playback Status Display. The default is
identified with parentheses. See Playback Status Display Configuration (on page 49) for more
information.
• Reset to Default - returns the settings to the default state that you created.
• Reset to Eos Default - returns all settings to the Eos defaults.
Master
A fader can be assigned as a Master. When it is a master, its behavior as a Proportional Master,
Manual Master or Intensity Master (I-Master) is drawn from this setting.
• Proportional faders, when the slider is set to zero prior to the execution of a cue, will
withhold playback of intensity data until the fader is raised. Intensity data will then be
played back proportionally according to the level of the fader. Once the fader reaches full,
the cue is considered complete and the cue is released from the manual fader. If the fader
is at any value other than zero when the cue is executed, intensity values will play back
normally. If the slider is returned toward zero, intensity in the cue will fade to the previous
level.
• Intensity Masters will master the intensity level for cues during playback. Therefore,
intensity masters set below 100% will proportionally limit playback of intensity data
relative to the level that the fader is set. All non-intensity parameters are unaffected by
the fader. Once the fader has reached full, control of intensity is retained. If the fader is
moved toward zero, intensity will proportionally fade toward zero (not the previous state
as per proportional faders).
• In Manual Master mode, cues are triggered manually by faders without using the [Go]
button. With a cue list on a fader set to manual master, a cue will fire in manual time
when the fader is moved from 0% or from Full. Timing is scaled. So, if color has a 5 count
HTP
Intensity playback behavior can be set to HTP (highest takes precedence) or LTP (latest takes
precedence). For cues, it defaults to LTP.
Assert
Assert can be turned on or off at the fader level. This property sets the entire cue list to be
asserted on playback (even track instructions are replayed).
Priority
Priority is used to protect values from being affected by submasters or playback faders that have
a lower priority level. They will, however, still be impacted by manual control, grandmaster,
blackout, park instructions, or other playback faders and submasters at the same or higher
priority.
There are 10 levels of Priority that cue lists can have. 1 is the lowest level and 10 is the highest.
The default priority level is 4.
Background
Background can be enabled or disabled at the fader level. When enabled, the content of the
cue list will act as a background or previous state for other cues and submasters. When a cue list
has its background state disabled, a “D” will display in the Cue List Index background column.
Background Priority
Phantom
When a cue list is set to Phantom, pressing [Go] will not change the selected cue on the
command line, or an unlocked playback status display.
Go From Last
Go From Last controls the behavior that happens when you press the [Go] button while in the
last cue.
The following are Go From Last options:
• Do Nothing (Default Setting) - keeps the last cue in the list active.
• Cue Out - only fades out channels in that cue list. Other channels will remain. Intensity
levels will go out. Non-intensity parameters will remain. This setting uses the Go to Cue
timing for fading.
• Wrap - puts the first cue into pending, and fires it.
• Restore Background - any background cue, submaster, and effect levels are restore
following background priority. Manual levels will not be restored. This setting uses the
Release time. The pending cue will be set to the first cue in the list. If there is no
background state, the non-intensity parameters will not fade.
Stomp Mode
Stomp refers to when all the content owned by a cue is now being controlled by other targets.
The cue is being removed from the background, and once that happens, it would not be eligible
to fade back. You can assign behavior that will happen when a cue is stomped.
The following are Stomp Mode options:
• Off When Stomped - puts the content into an off state, the same behavior encountered
when pressing [Off] + [Load].
• Unload When Stomped - unloads the fader.
• Nothing When Stomped (Default Setting) - nothing happens.
• Release When Stomped - resets a cue list to the top of the list.
Exclusions
Those exclusions include:
• Exclude From Record - output is not recorded into any other record target.
• Exclude From Grandmaster - content cannot be mastered by a grandmaster.
• Exclude From Inhibitive Sub - content cannot be mastered by an inhibitive submaster
• Exclude From Solo - content will ignore solo button mode. See Fader and Button
Configuration (on the next page) for more information on solo.
Note: Filters will travel with their assigned cue lists wherever they are mapped.
Button Options
The following options are available for playback buttons:
• Go - executes the cue currently in the pending file of the associated fader.
• Stop Back - instantly stops all fader activity. Pressing twice will fade to the previous cue on
that fader.
• Assert - can be used to re-run the active cue on that fader, to regain control of all cue
contents, to apply a newly set higher priority state to the associated fader, or make any
changes in blind to an active cue on stage.
• Group Select - selects the channels stored in the cue.
• Freeze - halts all effect activity on the fader. Press Freeze again to resume effect activity.
• Off - removes the content and if the fader is set to Master, the fader will remain where it
currently is.
• Release - removes the content and if the fader is set to Master, the fader will reset to 0.
• Start Stop Effect - starts the effects while ignoring dwell times. Will stop effects if any are
running.
• Button Disabled - no action is assigned to the button.
• Solo - plays back the content and suppresses any intensity values not provided by the
associated content while the solo button is held down. When the button is released,
intensity values are restored. Priority and HTP are ignored. Shielded, park and pixel
mapping outputs are not affected by the solo button. This is unrelated to Solo Mode .
• Back - fades to the previous cue.
Fader Options
The following options are available for a playback fader:
• Master - fader will be a proportional master, a manual master, or an intensity master,
depending on the cue list property.
• Effect Rate - fader centers to home. It controls the rate of any running effects (same
behavior as using rate via the Effect Status Display). The adjusted setting from this control
cannot be stored.
• Effect Size - similar to Effect Rate but for effect size.
• Rate Master - homes to center. It adjusts the cue rate, just like rate and load.
Filters 255
About Filters
Filters are used to determine which parameters can be stored to cues, palettes, and presets. The
filter selection tool in the CIA affects record operations as long as the filters are set.
Note: Channel and parameter filters can be applied to faders and submasters. Those
type of filters affect playback and not record functions.
Record Filters
Record filters are used to select specific parameter data to store to record targets. When no
filters are selected, all parameters can be stored, as appropriate to the [Record], [Record Only],
and selective record action used.
Note: When storing show data, applied filters are highlighted and allow the
associated parameters to be stored in record targets.
Note: When filters are deselected (not highlighted), they prohibit storing the
associated parameters.
Note: There is no difference between having all filters selected and having no filters
selected (default). In either state, all parameters are available for recording.
Record filters are applied from the CIA using the following buttons: {Filter}, the parameter
buttons in the CIA, and the parameter category buttons.
The parameter category buttons can be used to select filters, as follows:
• Intensity (enables recording intensity data)
• Focus (enables recording pan and tilt)
• Color (enables recording color data)
• Beam (enables recording all beam data)
To apply record filters by category:
1. Press and hold {Filter}. The parameter buttons change to display filter selection.
2. Press the parameter category softkey {Intensity/Focus/Color/Beam} for the category you
want to include in the record target. All parameters in that category will be highlighted
and “Filter On” will appear above the softkey.
3. Release {Filter}. The buttons return to their normal appearance.
In subsequent record functions, only the filtered categories will be recorded. You may apply
multiple category filters at once. Remember that applying all filters and no filters yields the
same effect.
Partial Filters
If you do not want an entire category to be recorded, you may apply parameter specific filters
(partial filters) instead.
To apply partial filters:
1. Press and hold {Filter}. The parameter buttons change to display filter selection.
2. Press the parameter button (for example {Zoom}) for the parameter you want to include in
the record target. That parameter will be highlighted and “Filter On” will appear above
Clearing Filters
Applying filters is a toggle state. To clear any filter, simply repeat the application process
described above. When pressed again, any applied filter will be removed.
To clear all filters at once:
1. Press and hold {Filter}. The parameter buttons change to display filter selection. {Clear
Filters} appears in the upper left corner of the parameter buttons.
2. Press {Clear Filters}. Any applied filters will be removed and the highlights will turn off.
3. Release {Filter}. The buttons return to their normal appearance. All parameters are now
available to record functions.
Filters 257
258 Eos Family v3.0.0 Operations Manual
Chapter 14
Multiple Cue Lists
Using Record
[Record] will record all parameters of any channels that have non-home values to a specified
cue.
To record to a new cue list press:
• [Record] <Cue> [2] [/] [5] [Enter] - this will create cue list 2 and will record the data to
cue 5 in that cue list.
Any cues recorded after this will automatically record to cue list 2 until another cue list is
specified or the selected cue changes the cue list number.
Make Manual
This softkey can be used to convert live cue or submaster data into manual values, allowing
them to be included in the [Record Only] operation. Therefore data from other cues or lists can
be selectively converted to manual data and then stored to another cue/list using [Record Only].
For more information on {Make Manual}, see Using {Make Manual} (on page 270) .
Using Assert
By default, channel parameters only respond to move instructions during playback . The {Assert}
function allows tracked or blocked data from a cue to be replayed, even when another cue list
has taken control of that channel/ parameter (see Cue List Ownership (on page 8) ).
Assert can be applied to cues, cue parts, channels, channel parameters, or to entire cue lists.
Asserted channels will play back their tracked and blocked values, regardless of cue list
ownership, when the associated cue is replayed.
At a Cue Level
When applied at a cue level, {Assert} ensures that all data in the cue , both moves and tracks,
will be played back at their stored values.
To place an assert on a cue:
• [Cue] [x] [/] [y] {Assert} [Enter] - the cue will assert all of its channels upon playback. An
“A” will be displayed in the “A” column of the cue attributes (cue index, playback status,
and so on) indicating the cue has been asserted.
Assert can also be used from the command line to manually replay portions of a cue without
having to replay the entire cue. Assert in this mode can only be used with cues that are currently
active.
To place an assert on a portion of a cue:
• [Group] [6] {Assert} [Enter] - asserts the instructions for the channels in group 6 in cue 4.
This would then need to be stored using either [Record] or [Update].
At a Channel Level
When applied at a channel or parameter level, assert ensures that the entire channel or the
specified parameter will be played back at its stored value.
To place an assert on a channel or group of channels:
Using Allfade
Allfade is a cue attribute that commands any intensity values on stage that are not provided by
the associated cue to fade to zero intensity when the cue is played. The allfade will adhere to
the downfade time of the associated cue.
This is useful in conjunction with assert, so you can regain control of channels from other cue
lists and fade other channels from that cue list out.
Note: Channels with tracked values in the associated cue will not fade out in
response to an allfade. These tracked values are part of the associated cue and
therefore will be played back.
Note: The split Playback Status Display allows detail for two cue lists. Both or either
of these can be locked. Playback Status Display (on page 45)
Using Go To Cue 0
[Go To Cue] [0] is a command line instruction that resets all intensity values not owned by
another fader to default, including any manual values that are not an override to another active
fader value. [Go To Cue] [0] [Enter] also resets the selected cue list to the top of the list, with
the first cue pending.
To [Go To Cue] [0] on another cue list, press:
• [Go To Cue] [2] [/] [0] [Enter]
Note: Ion Classic has an added intensity parameter for LED fixtures, that by
manufacturer default have only RGB parameters but no intensity parameter. With this
added control, the LED fixture will respond to the [Go To Cue] [0] command.
Captured channels, priority values and values from other faders running a different cue list are
not affected by a [Go To Cue] [0] command.
When [Go To Cue] [0] is executed, any intensity values owned by the associated cue will fade
out, while all non-intensity parameters remain in the current state. A [Go To Cue] [0] instruction
does not impact the input from other programmers using partitioned control, unless the
channels/parameters are shared.
Using the {HTP} softkey with [Copy To] will cause any intensity levels to be ignored if they are
less than or equal to the copied value.
Example:
Channels 1 and 2 are at 50% in cue 10, and in cue 11 channel 1 is at 10% and channel
2 is at full. If you are in cue 11, and use the syntax:
• [1] [Thru] [2] [Copy To] [Cue] [1][0] {HTP} [Enter]
Channel 1 will remain at 50% and channel 2 will go to full.
Using Move To
While technically not a manual control instruction, Move To will be very useful when managing
record target data stored from manual control.
When a Move To command is given, data is removed from its current location and moved to its
new location. If the new location already contains data, a confirmation is required by Ion Classic
(unless disabled in Setup). See Record Defaults (on page 136) . Existing data in the new location
will be completely overwritten if a Move To command is confirmed.
Press [Copy To] [Copy To] to access Move To.
The following are examples of using Move To:
• [Color Palette] [1] Move To <Color Palette> [5] [Enter]
• [Preset] [3] Move To <Preset> [8] [Enter]
• [Cue] [9] Move To <Cue> [2] [Enter]
• [Snapshot] [4] Move To <Snapshot> [7] [Enter]
• [Preset] [1] Move To [Color Palette] [3] [Enter]
• [Int Palette] [5] Move To [Preset] [1] [0] [Enter]
When using Move To to convert a preset into a palette, all information not relevant for that
palette will be removed.
Note: The {Only Levels} and {Only Active} softkeys can be used with [Recall From] if
no channel selection had been previously made.
In live, you can use [Sneak] with [Recall From] to fade in the change.
Below are some examples of recall commands from record targets:
• [2] [Recall From] [Cue] [5] [Enter] - recalls all recorded data from cue 5 for channel 2.
• [2] [-] {Focus} [Recall From] [Cue] [5] [Enter] - recalls all data for channel 2 from cue 5,
except focus (pan/tilt - XYZ) data.
• [Group] [3] {Color} {Focus} [Recall From] [Preset] [6] [Enter] - recalls the color and focus
information from preset 6 for the channels in group 3. Could also be used with a channel
selection set instead of a group.
• [Group] [3] {Color} [Recall From] [Cue] [7] {Make Absolute} [Enter] - recalls color data
for group 3 from cue 7 and breaks any references to record targets.
• [2] [Recall From] [Sub] [4] [Enter] - recalls all recorded parameter data from sub 4 for
channel 2.
• [Recall From] [Intensity Palette] [1]- recalls all of the values stored in intensity palette 1.
• [1][0] [Recall From] [Cue] [2] [Sneak] <Time> 7 [Enter] - would recall the recorded data
that cue 2 has for channel 10 and sneak it in 7 seconds when used in live.
• [Recall From] [Cue] [1][0] {Only Active} [Enter] - recalls data from only the active
channels, which are those channels with intensities above 0, if no channel selection had
been previously made.
• [Recall From] [Cue] [2] [Enter] - would result in a selection of the channels used in that
cue and their values. Any channels that are used in the cue list but do not currently have
an intensity in the recalled from cue will be set to zero. Pressing [At] afterwards would
post a numeric list of those channels to the command line.
In Live or Blind, hitting [Recall From] [Recall From] will put [Recall From] [Cue] on the
command line.
Using the {HTP} softkey with [Recall From] will cause any intensity levels to be ignored if they
are less than or equal to the recalled value.
Example:
Channels 1 and 2 are at 50% in cue 10, and in cue 11 channel 1 is at 10% and channel
2 is at full. If you are in cue 10, and use the syntax:
• [Recall From] [Cue] [1][1] {HTP} [Enter]
Channel 1 will remain at 50% and channel 2 will go to full.
For more information about using Park, see About Park (on page 322)
Release
Release is an extension of the {Make Null} command in Blind. When Release is used, it behaves
like Make Null, but it also releases the channel and parameter data to its background state, if
one is available, or fades out the intensity instead.
Release can be used to mask instructions in a cue after it has already been stored. The data is
not removed from the cue.
Release is applied in Blind by using the {Release} softkey.
• [Cue] [3] [Enter] [2] {Release} [Enter] - releases all data for channel 2 in cue 3.
• [Cue] [2] [Enter] [3] {Color} [Release] - releases the color data for channel 3 in cue 2.
Note: Release tracks forward through a cue list until the Release command is
removed or a move instruction happens.
When release has been applied, the released content will display in gray with a R in Blind.
A Release flag will also appear in the Playback Status Display and the Cue List Index.
Example:
• [Update] {Make Absolute} [Enter]
Updates the active record target. Any manual values that were modifications to a
palette or preset stored in the cue will be updated as absolute data in the cue. The
reference will be discarded.
Using [Capture]
Capture is a manual priority state. Any captured channel parameter data will be unaffected by
playback, but will respond to manual control operations.
When channels are selected, [Capture] [Enter] captures all parameters of those channels. They
will remain unavailable for playback or submaster override until they are released from the
captured state. Capture is a toggle state, so to release parameters from a captured state, press
[Capture] [Enter] again.
Example:
• [1] [Thru] [9] [At] [Full] [Capture] [Enter]
A “C” is displayed next to the captured parameters (intensity) in the channel display.
The selected channels are now captured and are unavailable for playback or submaster
instructions until they are released from capture.
You may also capture specific parameters of a channel using the parameter buttons in the CIA.
Example:
• [7] {Focus} [Capture] [Enter]
Using Query
{Query} is used to select channels that meet criteria specified by you. These selections are
conditional, based on what type of fixture a channel is or what that channel is doing, isn't doing,
can do or cannot do. These criteria are established in the command line using the softkeys, the
keypad, and the direct selects.
Query Softkeys
When {Query} is used, the following softkey conditions are available:
• Is In
• Isn’t In
• Can Be
• Can’t Be
• Or
• Moves Only
• Unpatched
• Mark (cue where the intensity is active)
• Less Than (includes equal to)
• Greater Than (includes equal to)
• Broken Mark
• Marking (future cue)
• Track
• Up Moves
• Down Moves
• Live Moves
• Dark Moves
• Autoblock
• Block
• Assert
• Part
• Park
• Time
• Delay
• Capture
The CIA also repaints to display all of the available softkeys by which you can search. These can
be used in defining your query criteria.
Default
Text
• {Keywords} - displays buttons for all the text used in the text 1 through 10 fields and all of
the default keywords in Patch.
• {Gel} - displays all of the gels used in the current show file.
• {Text 1} - {Text 10} - displays only the text used in that text field.
See also Renaming Text Fields in Patch (on page 104) for more information.
Displays buttons for all of the fixture types used in the current show file.
Using Query
As a query is defined in the command line, channels will be specified in the Live/ Blind display.
When an [Enter] command is used to end the query, the remaining channels of the query will be
selected.
Example:
You wish to find channels which are in color palette 2 and have an intensity of 50%:
• {Query} <Is In> {Color Palette} [2] [At] [5] [0] [Enter]
In the Live/ Blind display, any channels meeting this criteria will be selected.
You may use [Next] and [Last] to cycle through the query selection, one channel at a
time to control only a specific channel.
Using [Undo]
Undo is a method to reverse or “undo” certain operations performed in the software. You can
use [Undo] to reverse any command that results in a change to data that would be saved to the
show file or any command that changes manual levels in Live.
You may use the page arrow keys or a mouse to select multiple commands. When [Enter] is
pressed, an advisory is posted. When [Enter] is pressed again, all highlighted commands will be
undone and subsequently removed from the command history. When removing more than one
command, a confirmation is required.
After an Undo has been performed, a {Redo} button will appear in the command history. You
may press this button followed by [Enter] and the last undo will be “redone” to reinstate the
removed commands
In a multiple user environment, each user is only able to undo the changes that they made. In
the undo command history, the user will only see the commands that they used.
Note: Not all commands can be undone including playback actions, manual
attributes placed on channels or encoder actions, and Augment3d model edits.
Command History
Command histories are kept for each editing session, which begins when:
• a console logs on to the network
• a new show file is loaded
• a show file is opened, merged, or imported
Each user builds an individual command history, specific to the commands they have entered.
You can open the command history at any time by pressing [Displays] <More Sk> {Cmd
History}.
Note: Commands that do not affect manual input or record targets (loading a cue,
running a cue, or moving a submaster) are not included in the command history.
Pressing [Undo] [Undo] will scroll to the most recent undo-able command in the command
history display. To undo the command, press [Enter].
Playback Controls
It is important to familiarize yourself with the playback controls and their locations on your
console.
see the Ion Layout (on page 12) for more information.
Selected Cue
When in Live or Blind, if you press [Live] or [Blind] respectively, the selected cue will be the last
executed cue. This cue will appear on the command line.
When working in Live, the selected cue is always the last cue you recorded, edited, updated or
played back. When entering Blind for cues, the selected cue will be selected and displayed.
Changing the selected cue in Blind will cause the playback status display to change as well,
unless preserve blind cue has been enabled in Setup, which will not synchronize the Blind
display to the currently selected cue but rather shows the last cue selected in Blind. When you
return to Live, the selected cue is synchronized to the currently active cue.
The attributes of the selected cue (such as timing, attributes, label and external links) are shown
at the bottom of the Live / Blind display.
Example:
Assume you have cue list 1 already loaded to the master playback faders. Now you
want to load cue 2/1 to a fader.
• [Cue] [2] [/] [1] [Load]
If you press the [Load] button above the master playback fader, it will load cue 2/1 into
the pending file. You could also press the [Load] button above any other playback fader
to load the cue into that fader’s pending file.
In this example, the last cue executed from cue list 1 is still the active cue, while cue
2/1 is pending. When [Go] is pressed, 2/1 will be executed.
You can also load cue list 2 by pressing [Cue] [2] [/] [Load]. This will load the first cue
of list 2 into pending.
The selected cue is changed by go, record, or update instructions as well as cue modification
and selecting a cue on the command line. When you execute a cue that has a follow or hang
time, the next cue will become the selected cue when activated.
In Blind
While in Blind, changing the selected cue will change the playback status display to show
information surrounding that cue.
While working in blind mode, cues can be executed in live using [Go], [Stop/Back], and [Go to
Cue], but this does not change the cue you are working with in blind.
Note: For multipart cues, the temporary time will be applied to the entire cue, not
just the part on the command line. For cues with discrete timing, its parameters will use
the temporary time instead of the assigned discrete timing.
Out-of-Sequence Cues
An out-of-sequence cue is any cue that is played back in one of the following ways:
• Cue is executed using a [Go To Cue] command. ( Go To Cue (on the next page) )
• Cue is executed by a link instruction. ( Link/ Loop (on page 230) )
• Cue is loaded into a fader’s pending file. ( Selected Cue (on the previous page) )
• Cue is re-executed using {Assert} & [Load] or is asserted from the command line. ( Using
Assert (Playback Button) (on page 285) )
Example:
Cue 1 sets channel 1 to full. That value is tracked forward until cue 10. The
programmer plays back cue 1. She then sets channel 1's intensity to 50% manually. If
she executes cue 2, channel 1 remains at 50%, as it is a channel parameter that is not
receiving a move instruction from the incoming cue.
However, if she presses [Go to Cue] [5] [Enter] (an out-of-sequence execution), even
though the value for channel 1 in Cue 5 is a tracked value, channel 1 will fade from the
manual value of 50%, to full in the Go-to-cue time.
Go To Cue
[Go to Cue] instructions can be executed from any operating mode. By default, a [Go to Cue]
instruction is an out-of-sequence cue and will follow the rules of such (see Out-of-Sequence
Cues (on the previous page) ).
Following are examples of [Go To Cue]:
• [Go To Cue] [5] [Enter] - all parameters with values in cue 5 are faded to those values,
even if they are tracked.
• [Go to Cue] [6] [At] [5] [Enter] - takes you to cue 6 at 50% of its fade completion. Hitting
[Go] would finish the cue.
• [Go To Cue] [Next] [Enter] - takes you to the next cue in the active list.
• [Go To Cue] [Last] [Enter] - takes you to the previous cue in the active list.
When a [Go To Cue] instruction is executed, any null states applied with {Make Null} are
removed. To maintain the make null setting, you should use [Capture] for the required
channels. For more information, see Using {Make Null} (on page 269) andUsing [Capture] (on
page 271) .
Go To Cue Timing
[Go To Cue] uses go-to-cue timing established in Setup Manual Control (on page 137) . You can
use a [Go To Cue] instruction with different timing options as follows:
Note: A cue can be loaded with a temporary timing. See Loading a Cue With
Temporary Time (on the previous page).
• [Go To Cue] [2] [Time] [1] [Enter] - this command would take you to cue 2 in one second.
• [Go To Cue] [3] [Time] [4] [/] [3] [Enter] - this command would take you to cue 3 and all
up fades and NP moves would have a time of four seconds and down fades of 3.
• [Go to Cue] [Next] [Time] [3] [Enter] - this command would take you to the next cue in
the selected list in three seconds.
• [Go to Cue] [Last] [Time] [2] [Enter] - this command would take you to the previous cue
in the selected list in two seconds.
• [Go To Cue] [8] [Time] [Enter] - this command would take you to cue 8 using all timing
values stored in cue 8.
Note: Double pressing [Go To Cue] will post Go To Cue Complete to the command
line. You can then select the appropriate cue number and level of completion.
The following are additional modifiers that can be used with [Go To Cue]:
• Homes a cue list to its first cue
• [Go to Cue] [Home] [Enter] homes the currently selected cue list to its first cue. [Go to
Cue] [x] [/] [Home] [Enter] homes a cue list to its first cue.
• Takes a cue list to its last cue
• [Go to Cue] [Shift] [Home] [Enter] homes the currently selected cue list to its last cue.[Go
to Cue] [x] [/] [Shift] [Home] [Enter] will take you to the last cue in a cue list.
• Go to Cue Out
• [Go to Cue] [x] [/] [Out] [Enter] allows you to use the [Go to Cue] [Out] command on a
list specific basis. [Go to Cue] [Out] continues to affect all active cue lists.
Note: [Go to Cue] [x] [/] [Out] is similar to [Go to Cue] [x] [/] [0] except that any NPs
on the fader will fade to their home level.
Note: If you want to specify a time or use the cue time, the [Time] command must
always be entered after any other commands, such as {Minus Links} or {SingleParam}.
The exception to this rule is {Manual}.
Virtual Faders
You can have access to additional faders by using the virtual faders (see Virtual Fader Module
(on page 64) ).
Assigning Faders
Cue playbacks, submasters, grandmasters, palettes, and presets are targets that can be
assigned to faders.
Faders can be assigned in a number of different ways.
• The fader configuration display
• The fader list
• The cue list index
• The submaster display
• Manually using the [Load] button
Note: You cannot define grandmasters in this manner, they must be defined in fader
configuration display or the fader list. See Grandmaster Configuration (on page 62) for
more information.
If a fader is unmapped, a target can be loaded to that location by selecting the target from the
command line and pressing the associated [Load] key. The fader will then be automatically
assigned that target.
Once a cue list is loaded to a fader, storing to that cue list automatically plays the cue back on
the appropriate fader, when auto playback on record is enabled in Setup>User>Record
Defaults.
Using [Go]
The [Go] button is used to execute the cue currently in the pending file of the associated fader.
When [Go] is pressed, all parameters assume their required positions in the recorded times,
Note: [Shift] & [Go] and [Shift] & [Back] can be used to cut to the next cue in the
same way as [Timing Disable] & [Go] and [Timing Disable] & [Back].
Cues will snap from move instruction to the next move instruction in a time of zero, which is the
default time. To set a different time for Timing Disable, go to Setup>User>Manual
Control>Timing Disable. See Manual Control (on page 137) for more information.
Using Freeze
{Freeze} can be used to halt all effect activity on any active faders. To activate a freeze for only
a specific fader, press [Fader Controls] {Freeze} & [Load].
There are two ways to remove the freeze command:
• press [Fader Controls] {Freeze} &[Load] again for the specific faders to unfreeze the
activity.
• press {Assert} & [Load] or [Go] or [Stop/Back] for the specific faders to resume the
activity.
You may freeze and unfreeze effects from the command line.
• [Effect] [2] [Fader Controls] {Freeze} [Enter] - to freeze effect 2. Freezing a specific
effect is different from stopping an effect. Freeze will stop the effect exactly where it is.
Note: The Fader Ribbon and the Fader Display Format of the Playback Status Display
are useful displays when using manual control.
Example:
Assume the active cue contains an instruction to set red at 40 for channel 1.
The pending cue contains an instruction to set color for channel 1 to blue and the color
parameter has a manual time. Press [Go] to activate the cue.
Channel 1 color does nothing.
As you move the fader up manually, channel 1 color moves proportionally from red to
blue. Any parameters with timing will start their moves at the press of [Go] and be
unaffected by the manual control.
Note: Associated pending and current cues will remain when using {Off} & [Load].
Note: Pressing [Go] will run the cues in their current sequence.
• {Release} & [Load] - behaves like {Off} & [Load] except that it sets the pending cue to the
first cue in the list and removes the active cue. Press [Fader Control] to see {Release}.
• [Shift] & [Load] - behaves like Release & [Load] except that it additionally removes the
content entirely from the fader. Pressing [Shift] & [Load] on an empty playback fader will
unmap the fader.
• [Escape] & [Load] - unmaps all instances of the target (cue list, submaster, palette, or
preset) on a selected fader.
The [Go To Cue] [Out] [Enter]command can be used to fade out all intensities, reset all cue lists
to the top, and to clear out all background LTP fader values.
Note: There are a variety of different ways and different orders to go about creating a
multipart cue. The examples in these topics represent some, but not all, of those ways.
Build Part-By-Part
Make desired changes to the stage state. If all of the changes that you have made are to go into
a part, press:
• [Record Only] [Cue] [2] [Part] [1] [Enter]
Continue making changes and storing parts as you go.
Example:
• [Record] [Cue] [2] [Part] [1] [Delay] [8] [Enter]
• [Cue] [4] [Part] [3] {Color} [Time] [6] [Enter]
• [Cue] [8] [Part] [9] {AutoMark Off} [Enter]
• [Record Only] [Cue] [5] [Part] [2] [Assert] [Enter]
Example:
You have written cue 1, which is a multipart cue and is active. Part 2 includes channels
1 through 5 referencing intensity palette 2 which is set at 25%. Select channels 1
through 5 and change the intensity value to 21%. The data in Live will indicate the new
levels in red, and an “R” is displayed to indicate the reference has been broken.
To update cue 1 part 2, including the new intensity levels, breaking the reference to the
intensity palette, press:
• [1] [Thru] [5] {Make Absolute} [Enter]
• [Update] <Cue> <1> [Part] [2] [Enter]
To update cue 1 part 2 and the referenced palette with the new levels:
• [1] [Thru] [5] {Intensity} [Update] <Cue> <1> [Part] [2] [Enter]
CAUTION: Edits in Blind take effect immediately, they do not require a [Record] or
[Update] command.
Note: When breaking a cue into a multipart cue in blind, the [Part] button is a
required instruction. Channel selection will not automatically assign a channel into a
part. Use of the [Part] key allows you to add only specific channel parameters to the
part. For example: [5] [Thru] [9] {Color} [Part] [Enter].
Example:
Cue 4 is a 3 part cue that include channels 1 through 20. To change cue 4 back to a
standard single cue:
• [Delete] [Part] [1] [Thru] [3] [Enter]
Effects 295
About Effects
Effects are a method within Ion Classic to provide dynamic, repetitive action to channels.This
chapter explains the different types of effects, and how to use them.
Effects are manual control functions that can be applied to a channel parameter and then
included in presets, cues, or submasters. Cues can contain both standard transitions for some
channels/parameters and effects for the same or other channels/parameters.
Intensities can have different effects running at the same time but they must be from different
sources. You can have an intensity effect running on a cue and those same channels can be
impacted by an intensity effect on a submaster. See Multiple Intensity HTP Effects (on page 311)
Effects have user defined properties and attributes which are applied to the effects whenever
they are used in cues. Effects also have cue level overrides, which allow you to use an effect in
multiple locations, and modify its size, shape and/or rate in individual cues. See Effect Channel
Display (on page 303) for more information.
Effects are broken up into three fundamental behavior types:
• Step Effects - are chases for one or more parameters. Intensity is the default. Step effects
are On/ Off behavior. The ON value determines what the associated channel should do
when the step is active, while the OFF value determines what the channel should do when
the step is not active. See Step Effects (on page 304)
• Absolute Effects - are progressive behavior, rather than on/ off states of step effects.
However, unlike relative effects, which are also progressive, you are determining exactly
the behavior that you want to have for each transition in the effect. See Absolute Effects
(on page 306)
• Relative Effects - are math based effects that provide a continuous offset from the current
parameter value. There are three different types of relative effects: Focus, Linear and
Color. See Relative Effects (on page 311)
There are four different displays for viewing and editing effects:
• Effect List - displays all of the recorded effects. See The Effect List (below)
• Effect Editor - displays in the CIA when the Effect List is open. The editor will display the
attributes and properties of a selected effect for editing. See Effects Editor (on the facing
page)
• Effect Status - displays information in the CIA about the currently running effects. See
Effect Status Display (on page 301)
• Effect Channels - displays all of the channels in the currently running effects so you can
override certain effect properties. The effect status display will also open while in the
effect channel display. See Effect Channel Display (on page 303)
Effects Editor
When viewing the effect list, the selected effect is displayed in the CIA. The effect
properties/attributes are shown in categorized buttons in the CIA. To change any
property/attribute, press the corresponding button and enter data as required.
Note: Some effect properties, such as rate and size, can only be modified in the
Effect Status Display and in the Effect Channel Display.
The properties display of the effects editor is shown below and definitions of properties follow:
Effects 297
Type
Defines the effect type: step-based, absolute, or relative (linear, focus, or color). To change the
type, press {Type} and then press the desired effect type in the buttons to the left.
• <Effect> [1] {Type} {Step based} [Enter]
Scale
Applies only to relative effects. This modifies the amount the pattern is offset from the current
parameter values. The scale is expressed as a percentage increase or decrease (25 = 25% of the
programmed value).
• {Scale} [3] [0] [Enter] or you may adjust this using the “Scale” encoder.
Cycle Time
Provides a cumulative time to complete one full iteration of an effect. In relative effects, the
cycle time determines the length of time required for one channel to complete the cycle.
In absolute and step-based effects, the cycle time determines the time required to complete one
full iteration of the effect. In these effect types, modifying the cycle time changes the timing
values proportionally within the effect itself.
To change the cycle time, press {Cycle Time} and then enter the desired time (in minutes and
seconds) from the keypad, followed by [Enter]. This can also be adjusted from the encoder.
Duration/Cycle
This determines the length of time an effect will run. To specify, press {Duration/Cycle} and
then choose the desired method from the buttons that appear to the left. The options are:
• {Infinite} - for step and absolute effects, the effect will run until the channel is provided a
new instruction or the effect is stopped,. Relative effects with an infinite duration will run
until a stop flag is applied.
• {Duration} - the effect will run for a set amount of time given in minutes and seconds.
Enter the time from the keypad.
• {Num cycles} - the effect will run for a set number of iterations. Enter the number using
the keypad.
• {Duration/Cycles} {Num Cycles} [1] [0] [Enter]
When an effect with duration is running in a cue, the effect will display in light blue while it is
running and dark blue when it has finished. This is only displayed in the Live Summary View.
Attributes
These determine the basic behavior of the effect. Attributes include behaviors such as forward,
reverse, bounce, positive, negative, and random grouping/ random rate. The attributes are
slightly different between step, absolute, and relative effects.
• Bounce - effect will run first in forward, then in reverse. Subsequent passes alternate
between forward and reverse.
• Forward - the effect will run in the programmed direction (the arrow on the pattern editor
indicates “forward” for pattern effects, and step/ absolute effects will follow numerical
order).
• Reverse - effect will run in the opposite direction of forward or reverse numerical
direction. Forward and Reverse are mutually exclusive settings.
• Random Group- channel distribution or step order (depending on the type of effect) is
applied in a continuously random fashion.
• Random Rate - This overrides the cycle time of the effect. Random Rate is applied in a
range (for example 5 through 150).
• Continuous Run - the effect will keep running until there is a stop effect command. By
default, {Continuous Run} is disabled for all step and absolute effects. It is enabled by
default for relative effects. See Assigning a Stop Effect Command (on page 314) for more
information.
• Repeat on Go - the effect will not restart unless {Repeat on Go} is used.
• Build - keeps values at their on-state, even when the step is no longer active.
• Positive - effect will run the steps (on state and off state) as programmed. Step effects
only.
• Negative - inverts the on state and off state for the effect. Step effects only.
• Break Mode - mimics a scroll across a static background. All but the last action scroll one
channel at a time across the selection. The final action appears on all channels not
affected by the other actions. Absolute effects only.
• Bounce Channels - runs the effect on the channels first in forward, then in reverse.
Play with these behaviors to see how they alter your effect.
Entry
Establishes at what time and how channels will enter the effect. To change the entry method
press {Entry} and then choose a method from the buttons to the left. Entry modes vary by effect
type. The options are:
• {Cascade} - channels enter the effect according to the trail and cycle time values (if
applicable).
• {Immediate} - all channels enter the effect instantaneously.
• {Fade by Size} - The effect will achieve its full value as allowed by the pattern or
step/absolute values using the In Time.
• {Fade by Rate} - increases the rate of the effect as it enters. If an effect submaster has an
entry mode of {Fade by Rate}, the submaster will control the rate between 0 to 100.
Effects 299
• {Fade by Size and Rate} - the effect will achieve its full value as allowed by the pattern or
step/absolute values and ramp up to full speed using the In Time.
Exit
Establishes at what time and how channels will exit the effect. To change the exit method press
{Exit} and then choose a method from the buttons to the left. Exit modes vary by effect type and
how the effect is stopped. The options are:
• {Fade by Size} - when the effect is exited, values will return to their background state
while still running using the exit time.
• {Fade by Rate} - decreases the rate of the effect as it exits.
• {Fade by Size and Rate} - when the effected is exited, channels will stop running the
effect and return to their background state using the exit time.
• {Stop and Fade} - when the effected is exited, channels will stop running the effect and
return to their background state using the exit time.
• {Stop and Hold} - when the effect is exited, channels will halt exactly where the effect left
them.
Grouping
Grouping is used only in relative and absolute effects. This determines how channels currently
running the effect will be grouped throughout the pattern. To change this press {Grouping} and
then enter the number of lights you want grouped together.
Grouping defaults to {Spread}. This means that every light the effect is applied to will act as an
individual element, moving through the effect sequentially based on the channel selection
order, cycle time, and trail times. You can enter any number from 1 through 2000. A grouping of
2 means that every other light in the selection list when the effect is applied will move together
through the effect. Grouping of three means every third light, and so on.
Your options are 1 through 84 or {Spread} which will distribute each channel in the effect evenly
and treat it as a separate group.
• {Grouping} [2] - every other channel (in a range of channels) will be grouped when
running the effect.
When an effect is applied to a group in live, that group is distributed by order, using this
grouping function. If a group list is created and an effect applied, each group is considered an
individual element within the effect.
Trail
Trail is applicable to relative and absolute effects. Trail determines how channels are to follow
each other through the effect; it is a percentage of the cycle time. Trail can be any value from 0-
200%, even, or solo. The default is even. For example:
• {Even} - The groups will be distributed evenly throughout the pattern. This is calculated by
dividing the cycle time of the effect by the number of groups of channels.
• {10%}-{200%} - When the first group is 10% through the effect, the second group will
start the effect, and so on through the remaining groups. Therefore, the groups will trail
n% behind each other, as a percentage of the cycle time.
Example:
To edit an effect, select the effect using the command line or select it directly from the
CIA.
• [Effect] [9] [0] [2] [Enter]
The encoder screen and softkeys will repaint so that they now control the five attributes
in the columns of the effect status display:
• Rate - modifies cycle time. Default is 100% and can be modified from 0%-2000%.
• Size - modifies scale. Default is 100% and can be modified from 0%-2000%.
• Shape (Vertical or Horizontal as defined by the {Mode} button) - Default is 100% and can be
modified from 0%-2000%.
• Axis - Default is 0° and can be modified by +/- 180°.
Use the encoders or softkeys to adjust the effects while watching the effect on stage.
Example:
Effect 1 is a step effect with the On State set to 50 and the Off State set to 10. If Size is
set to 50, the On State will be set to 50% of 50 and the Off State will be 50% of 10. So
On would be 25 and Off would be 5.
Effects 301
The effect itself can be accessed for editing from this display by pressing {Edit} - any changes
made directly in the effect status display are made to the effect itself and must be stored. Cue
level overrides also must be stored or updated to the required cue, but do not impact the basic
effect itself.
Effect attributes modified in the effect status display can be reset to their previous values using
the softkeys:
• {Rate} [Enter] - resets the rate to the previous value.
The properties of an effect that can be modified at a cue or sub level will display at the bottom
of the Effect Status display and in the Effect Channel Display (on the facing page) (which is
access by pressing [Shift] & [Effect]). Click on a column to make changes from a list of available
options.
Several color indicators are used in the Effect Status Display. Those colors and their meanings
are:
• Grey - property is drawn directly from the effect.
• Red - property has been manually modified but not stored.
• Blue - property is an override to the saved effect.
• Magenta - property is tracking from a previous cue.
Clicking on the Attributes column will open the Effect Attribute Override display. From that
display, you can access most of the same properties as those found in the Effect Editor. This
display allows you to make modifications to properties, and store those modifications in a cue or
submaster.
Note: {Repeat on Go} is similar to {Restart Effect} but it is applied to the effect. For
more information on {Repeat on Go}, see Effects Editor (on page 297).
Note: To add a channel level override, first you will need to be in the Effect Channel
display with the effect running.
[2][6]<Effect><1>{Rate}[6][Enter] - to change the rate for just channel 26. With the effect
running, the console will default to the running effect number. You may need to select the
effect first ([Effect] [n] [Enter]). This will open the effect status display, and you will have access
to the effect softkeys.
In the effect status display, an “+” will display by any effect property that has a channel level
override.
You can then store these channel overrides in a cue by using [Record] or [Update].
Effects 303
Step Effects
In step effects, each step contains an on-state and an off-state. The on-state is the action the
channels in the step should take when the step is active. The off -state is the action the channels
in the step should take when the step is not active. Step effects are a quick and easy way to
build simple chases.
When building step effects, channels must be defined for each step. This is different from
absolute and relative effects.
Once complete, you may play back the effect on all channels embedded in it by pressing [Recall
From] [Effect] [x] [Enter]. Or you may specify only certain channels to play back from the
embedded channel list.
A step effect is displayed in a chart with the following columns:
• Step - indicates the step numbers.
• Channels - displays the channel(s) in the step.
• Param - displays the parameter (if other than intensity) controlled by the step.
• Step Time - time from triggering the associated step to triggering the next step.
• In Time - the length of time for the channels to fade to the “on-state”.
• Dwell Time - the length of time the step remains in an “on-state”.
• Decay Time - the length of time it takes for the channels to fade to the “off-state”.
• On State - the parameter level (in%), or referenced data to be used for the on-state.
• Off State - the parameter level (in%) or referenced data to be used for the steps off-state.
If you want the “off-state” to be the background state from playback, select the column
and press [At] [Enter].
All times are entered from the keypad in minutes and seconds, tenths and hundredths.
If an effect step is on the command line or indicated in the blue text to the left of the command
line, entering a number on the command line will default to selecting a step for the current
selected effect.
If no step is displayed, the command line will default to an effect number.
Note: The cycle time is an aggregate of all of the timing in the effect and indicates
how long it will take to make one full pass through the effect. If the cycle time is
modified by the keypad or the encoder, it proportionally adjusts all of the timing within
the effect.
Effects 305
Range for On State and Off State
You can apply a range of levels to the on state and off state for the steps. You can either apply a
range using the percentage or by using a palette.
Example:
Using the above example, select steps 1 through 6.
• {Steps} [1] [Thru] [6] [Enter]
Page arrow to the On State column and enter the on state range:
• [1][0] [Thru] [1][0][0] - assigns the range starting at 10 and ending at 100 to
steps 1 through 6. The range between 10 and 100 will be evenly divided between
the available steps.
-or-
• [Intensity Palette] [1] [Thru] [5] - assigns intensity palettes 1 through 5 to the
steps 1 through 6. Steps 1 through 5 will be assigned to palettes 1 through 5. Step
6 will be assigned to intensity palette 1. The range will wrap to fill any available
steps.
Inserting a Step
To insert a step anywhere in the effect, specify the step you wish the new step to be inserted
before.
• [Effect] [1] {Step} [4] {Insert} [Enter] - Inserts a new step before step 4. If step four does
not exist, it also creates the steps necessary to have “step 4” and then places a step
ahead of it as well.
Inserted steps result in all succeeding steps to be bumped one place lower in the effect. In the
above example, by inserting before step 4, step 4 would become step 5, step 5 would become 6
and so on. The inserted step would become the new step 4.
Deleting a Step
To delete a step from a step-based effect, specify the effect in the command line and press
delete:
• [Effect] [1] {Step} [4] [Delete] [Enter] [Enter]
• [Effect] [1] {Step} [4] [Thru] [8] [Delete] [Enter] [Enter]
Absolute Effects
Absolute effects are a listing of sequential actions that channels are to take. They differ from
step effects in that there is no on/ off state, rather they define progressive behavior from one
action, to the next, to the next, and so on. The best example of this is that palettes and presets
can be used as actions in absolute effects.
Absolute effects differ from relative effects (which are also progressive) in that you are
specifying exactly what actions you want the lights to take, rather than mathematical offsets
from the current state (relative effects).
Absolute effects also do not contain an embedded channel list. Therefore, the effect must be
applied to channels in order to be played back.
Absolute effects are displayed in a chart with the following columns:
In the above image, actions 1 through 7 indicate referenced values in the “Level” column
(palettes or presets), though these values can be absolute data as well.
If an effect action is on the command line or indicated in the blue text to the left of the
command line, entering a number on the command line will default to selecting a action for the
previous selected effect.
If no action is displayed, the command line will default to an effect number.
Default step times will display in gray and in parentheses, and assigned step times will display in
white without parentheses.
Note: The default step time is the time value plus the dwell value.
If no step time has been assigned, the action will begin once the fade and dwell times for the
previous action have completed. If a step time has been assigned, the next action will begin
after that set amount of time has elapsed.
You can also define specific parameters for Absolute effect actions. To apply a parameter to a
specific action, click in the Param column and select the desired parameter.
Effects 307
Example:
To open the effects list press:
• [Effect] [Effect]
Establish the number of the effect by pressing:
• [Effect] [8] [Enter]
The CIA will repaint with unpopulated fields for the new effect. Assign the effect as
absolute by pressing:
• <Type> {Absolute}
The effect will appear in the list and the CIA will repaint with the default entries for the
effect and an action chart for the effect. Define the first action by pressing:
• {Action} [1] [Enter]
The action will populate the chart and will remain selected. You can also create a
range of actions at once, using the [Thru] button, if desired. Use the page keys to
navigate to the different columns
After arrowing to the “Time” column (or using the softkeys), specify the fade in time for
the actions.
• [5] [Enter]
Page arrow to the Dwell column and enter a dwell time:
• [5] [Enter]
Page arrow to the Level column and enter the desired referenced target:
• [Color Palette] [5]
Page arrow down and a new action will be created. All fields default to the values in
the previous action. Page to the next action in the Level column and enter the
referenced target:
• {Color Palette 8}
Page arrow down to the next action in the Level column and enter the referenced
target:
• [Color Palette] [2]
Page arrow down to the next action in the Level column and enter the referenced
target:
• {Color Palette 4}
Adjust any of the effect details on the right side of the CIA by pressing the appropriate
detail button and making changes (see Effects Editor (on page 297) ).
Note: When using [-], you will need to preface the command with [+] if you want to
remove from the current value.
Note: [/] is used to scale the value by a percentage. See the example below.
Example:
• Effect 1 is a step effect with the on state set to 100 and the off state set to - 50%
for all steps. To set the step off state to -50%, you would use the following syntax
[Effect][1] [Step] [1], click on the Off State column in the Effects editor, then
type [+] [-] [/] [5] <0> [Enter]. If the channels in the effect have a background
value of 50, the off state for each step would be 25.
• Effect 2 is an absolute effect. To set a level at + 20 of the background, you would
use the following syntax, [Effect][2] {Action} [1], click the Level column in the
Effects editor, then type [+] [2]<0> [Enter]. If the channels in the effect have a
background value of 50, the level 1 in the effect would be at 70.
Effects 309
The BPM will display on the right side of the effect editor beside the effect number/ label.
Editing the cycle time, the step time for a step-based effect, or the time/ dwell for an absolute
effect will remove the BPM.
Learning BPM
If you don't know the desired BPM, you can learn the BPM.
From Live, with the effect running:
• [Effect] [1] [Learn] [Time] - posts Effect 1 Learn Time Sample BPM to the command line,
and opens the effect editor display.
While in this mode, press [Enter] to establish the BPM. The console will use an average of the
last three times you press [Enter] in this mode to calculate the BPM. Pressing [Learn] again will
stop this mode.
In this mode, every time the BPM changes, a live running effect will be modified accordingly
without stopping.
Note: The effect editor cannot be open when applying a cue level override. The
effect status display does need to be open though. You can open the effect status
display from the home screen or by pressing [Effect] while in live.
With an effect recorded into a cue and playing back in live, [Effect] [1] {BPM} [3][0] [Enter] will
change the BPM of the effect running. This change will happen immediately but the step or
action times will not change. You can see the BPM value, which will be in red, in the Effect
Status display.
When the cue is updated or recorded with the new BPM, an “*” will appear next to the effect
number in the Ext Links column of the PSD and the cue list. The BPM value in the effect status
display will now be displayed in blue.
[1] [Effect] [1] {BPM} [3][0] [Enter] will only change the BPM for channel 1. A “+” will display
in the BPM column of the effect status display, and the BPM will display in red in the effect
channel display.
Once the cue is updated or recorded, the BPM will display in blue in the effect channel display.
The “+” will still be displayed in the effect status display, and an “*” will appear next to the
effect number in the Ext Links column of the PSD and the cue list.
Relative Effects
A relative effect is an offset from the current state of a channel parameter. There are three
different types of relative effects: Focus Effects (below) , Color Effects (on the next page) , and
Linear Effects (on the next page) . Each of the these effect types have a graphic editor designed
specifically for the parameters involved.
Relative effects have many of the same properties and attributes as step-based and absolute
effects.
Ion Classic is preprogrammed with 16 relative effects which represent some of the most
commonly used patterns and parameters. These are automatically visible in the effects list and
can be manipulated using the encoders to conform to your needs. You may also custom build
relative effects.
Note: As you learn to use the effects editor with relative effects, it is recommended
that you experiment with the preprogrammed effects until you understand the
fundamentals and how effects can be altered.
Focus Effects
Focus effects are designed to impact a channel’s pan and tilt parameters. These are represented
in the horizontal and vertical axes of the graph in the effects editor. They can be created from
live or blind and the properties can be set in the effects editor as any other effect (see Effects
Editor (on page 297) ).
New focus effects default to a circle. You can clear this and draw your own shape by pressing
{Edit}>{Clear} and drawing on the graph with your finger or the mouse. Press {Apply} when you
are done. Other pre-made focus effects can be modified in the same manner. The green arrow
indicates default direction of motion, which can be modified in attributes.
When adjusting the form of a focus effect, you can hold down [Shift] while using the horizontal
encoder to change the vertical form.
Effects 311
Color Effects
Color effects impact only color parameters. Hue and saturation offsets can be used which are
represented in the horizontal and vertical axes of the graph in the effects editor. The
{Parameters} key within a color effect displays the various color mechanisms used in any
patched channels.
New color effects default to a circle. You can clear this and draw your own shape by pressing
{Edit}>{Clear} and drawing on the graph with your finger or the mouse. Press {Apply} when you
are done. Other pre-made color effects can be modified in the same manner. The green arrow
indicates default direction of color shift, which can be modified in attributes.
Linear Effects
A linear effect does not have to be parameter specific. Rather it can simply be a reference to a
linear diagram which can be applied to any parameter. You can redraw the linear diagram for
an existing linear effect by pressing {Edit}>{Clear} and then tracing the diagram on the graph
with the mouse or your finger. Press {Apply} when you are done.
Note: If you delete a preprogrammed effect (for example, after making changes to it)
the effect will return to its default value. You can also copy effects to another effect
• [Effect] [904] [Copy To] [8] [Enter]
Example:
To open the effects list press:
• [Effect] [Effect]
Establish the number of the effect by pressing:
• [Effect] [4] {Type} {Linear/Focus/Color} [Enter]
The effect will appear in the effect list and the CIA will repaint with the effect details
visible. Manipulate the effect using the encoders, effect graph, and/or property fields
so that the effect meets your needs (see Effects Editor (on page 297) for details on
effect properties and encoders).
Effects 313
Preprogrammed Rainbow Effects
Two preprogrammed rainbow linear effects are available in the effect list. Effect 917 is a
Rainbow RGB effect, and effect 918 is a Rainbow CMY effect. These effects are for a rainbow
on native color parameters that will fade hue from 0 to 360 with saturation at full, when the
parameters are at their default levels. 0 is the default for CMY, and Full is the default for RGB.
Note: Since step based effects have an embedded channel list, those effects can be
recalled by [Group] [Effect] [n] [Enter] or [Recall From] [Effect] [n] [Enter] without
selecting channels.
Stop an Effect
Pressing [Fader Control] {Stop Effect} [Enter] will stop all running effects.
To stop a specific effect, press: [Effect] [x] [At] [Enter].
You may also stop effects on specific channels by [selecting channels] [Effect] [Enter].
You may also remove an effect instruction by [selecting channels] [Effect] [At] [Enter]. This
command will work in live or blind. You can also stop the whole effect by pressing [Effect] [x]
[At] [Enter].
Example:
• [3][1] [+] [2][6] [+] [3][0] [+] [2][7] [+] [2][9] [+] [2][8] [Effect] [1] [Enter]
Using {Query} [Effect] [1] will select the channels currently running effect 1. Using
[Next], the channels will be selected in numeric order starting with channel 26.
Using [Group] [Effect] [1] will select the channels currently running effect 1. However,
pressing [Next], the channels will be selected in the order they were originally selected.
In this example, channel 31 would be first, then channel 26.
Using Offset
You can use the {Offset} softkey to aid in channel selection of an effect. For an explanation of
the offset options, see Offset (on page 177) .
• [Select Channels] {Offset} {Random} [Effect] [1] [Enter]
Replace With
{Replace With} allows you to replace an effect with another one. All overrides will be preserved.
• [Effect] [1] {Replace With} <Effect> [2] - all channels that were running effect 1 will now
be running effect 2.
Deleting an Effect
To delete an effect, press [Delete] [Effect] [n] [Enter] [Enter]. If you delete one of the default
effects (901 through 918), that effect will return to its default values.
Effects 315
Recording an Effect in a Cue
To apply an existing effect, press:
• [Select Channels] [Effect] [x] [Enter]
Recording to a cue, press:
• [Record] [Cue] [x] [Enter]
Recording to a cue part, press:
• [Record] [Cue] [x] [Part] [x] [Enter]
Effects on Faders
Channels running effects can be loaded onto a submaster. By default pressing the bump button
of the submaster starts or stops the effect.
For the submaster to control the rate and/ or size of the effect, it can be configured as an effects
submaster. To configure an effects submaster, see Submaster Properties (on page 327) .
There are several submaster button and fader configuration options that affect how effects run.
See Submaster Fader and Button Configuration (on page 331) for more information about those
options.
Note: The {Properties} softkey will open the submaster properties display in the CIA.
For more information, see Submaster Properties (on page 327).
Note: If no filters have been applied, the fader will master all effects.
Fader Options
The following fader options are available for a global effects fader:
• Effect Rate - fader centers to home. It controls the rate of any running effects (same
behavior as using rate via the Effect Status Display). Min is 0, and Max is 200.
• Effect Size - similar to Effect Rate but for effect size. Min is 0, and Max is 200.
• Fader Disabled - no action is assigned to the fader.
• Effect Master - masters the entry/ exit mode of the effects (size, rate or both).
Effects 317
Button Options
The following options are available for global effect buttons:
• Bump - plays back the effect at 100% of the recorded level. It will continue to do so until
released.
• Freeze - halts all effect activity on the fader.
• Start Stop Effect -starts the effect while ignoring dwell times. Will stop effects if any are
running.
• Button Disabled - no action is assigned to the button.
• Macro - allows you to assign a macro as a button action.
Delaying Effects
A delay can be placed on an effect in a cue or submaster by using the syntax [Effect] [n] [Delay]
[n] [Enter]. [Effect] [n] [Delay] [Enter] removes the delay.
Note: If an effect delay is set in live, the cue or submaster must be recorded to
include the delay.
The Effect Status display has a delay column to show when a delay has been applied to an
effect. When an effect is in delay mode, the column will display the countdown for the delay.
When an effect is delayed, a “*” will display by the effect number in the playback status display
FX column.
Effects Variables
Eos v3.0.0 introduced variables for StepBased and Absolute effects, which give additional
options for altering effects on the fly.
Variables can be substituted for any number in an effect, including for relative timing, and to
define the number of a target, such as a Color Palette. Variables can also be used more than
once in the same effect.
Variables need to be defined before the effect can be run. This can be done in the Effects editor
by selecting the Attributes field.
Effects 319
320 Eos Family v3.0.0 Operations Manual
Chapter 19
Park
Park 321
About Park
The park instruction allows you to set a channel or parameter to a specific value and have it
remain at that level on stage (live mode), prohibiting manual control override, cue or submaster
playback modification. Park may also be used to place a scaling instruction on the intensity
output of a channel.
Parked values are withheld from all record targets, but you can manually set levels for parked
channels and parameters and store those values into record targets. Keep in mind that the
values set and stored in live do not actually output to the system if the parameter is parked.
When channels or parameters are parked, the LED on the [Park] button illuminates and the live
display will indicate “Parked Channels” or “Parked Dimmers” in the top right corner. In
addition, any parked channel or parameter will be indicated with a white channel number and a
“P” will be visible in the channel. When the parked channel or parameter is unparked, it reverts
to the level the console is currently providing, or its default value if there is no current
instruction.
Park instructions are not subject to partition control. Any programmer/ operator may park and
unpark channels/ parameters as needed. Parked parameters set by radio focus remotes (RFR)
will automatically unpark when the associated device goes offline.
Channels, parameters and outputs can be parked and unparked from live and from the park
display.
Note: Output from parked channels or parameters is not displayed in Augment3d (on
page 393).
Park Display
You can access the park display by pressing or [Tab] [2][0]. The park display shows all parked
channels and parameter values on the top half of the screen and all parked addresses (dimmers)
on the bottom half of the screen. Parked channels displayed on the top of the screen can be
displayed in the summary and table views seen in live /blind by using the [Format] key.
When a channel intensity is parked, the parked value will be indicated in white text. When a
channel has a non-intensity parameter that is parked, that parameter will also be indicated with
white text. The display also provides detail of which user parked the channel and /or parameter
(when multiple users are on the system).
When an address is parked, it will appear in the bottom half of the park display. The address,
parked value, affected channels and parameters are indicated.
Note: If a channel list is constructed in which some channels are parked and some
are unparked, [Park] [Enter] will unpark them all. A confirmation will be required.
• [2] [At] [Park] [Enter] - if channel 2 is unparked, this command parks intensity at the
current value. If the intensity for channel 2 is parked, this command unparks intensity.
• [2] [Color Palette] [8] [Park] [Enter] - parks the color for channel 2 in color palette 8.
• [Group] [Cue] [6] [Park] [Enter] - parks all the channels stored in cue 6 at their current
levels.
• [Park] [Enter] - clears all parked channels and scaled park instructions (see Scaled Parked
Values in Live ). A confirm is required. When a channel is unparked, it reverts to the level
the console is currently providing, or its default value if there is no current instruction. A
confirmation will be required.
You can use [Recall From] [Park] to set a channel or parameter to the same level as the current
park value. See Recall From Park (on page 268) for more information.
Park 323
Park Values from the Park Display
You can park and unpark channel parameters or addresses from the park display. Open the
display by pressing [Park] [Park] or [Tab] [2] [0]. While in this display, it is assumed that you
want to park channels or parameters, therefore the use of the [Park] key is not necessary when
parking, but is used for unparking. You can also use [At] [Enter] to unpark.
Following are examples for parking channel parameters from the park display:
• [3] [At] [4] [5] [Enter] - parks channel 3 at 45%.
• [3] [Color Palette] [4] [Enter] - parks color for channel 3 at color palette 4.
You can use the {Offset} softkey to aid in channel selection. For a list of the {Offset} options,
see Offset (on page 177) .
Following are examples for clearing parked values while in the park display:
• [Select Active] [Park] [Enter] - clears all parked channel parameter values.
• [channel list] [Park] [Enter] - unparks channels in the list.
• [channel list] [At] [Enter] - unparks channels in the list.
Below are examples for parking addresses in the park display:
• [Address/Patch] [5] [At] [5] [0] [Enter] - parks address 5 at 50% intensity.
• [Address/Patch] [5] [At] [Enter] - unparks address 5.
Note: When parking a range of addresses in Park, using [Thru] will only park the
intensities. If you want to park all of the addresses and parameters within the selected
range, you will need to use [Thru] [Thru].
Submasters 325
About Submasters
Submasters can store any parameter data for channels. When storing from Live, Record Only
and Record can both be used to determine what contents are stored. You can copy cues,
presets, or palettes to a submaster as well. Channels running effects can be loaded onto a
submaster. See Effects on Faders (on page 316)
Submasters can be controlled by faders or by the keypad. Faders can be configured as
submasters (see Submaster Properties (on the facing page) ) or they can be defined while
programming.
Recording a Submaster
You can record current stage contents directly to a submaster. To do this, set levels in live as
needed then record them to the submaster. See the following examples:
• [Record] [Sub] [5] [Enter] - records all current values to submaster 5.
• [Record Only] [Sub] [5] [Enter] - records the manual values of the current stage state to
submaster 5.
• [Record Only] [Sub] [5] [Label] [xxxx] [Enter] - as above, with a label.
• [Record] [Sub] [5] {Properties} - opens the submaster properties window so you can select
properties while recording your submaster.
• [Record] [Both Bump Buttons] - records all current values to the fader associated with the
bump buttons. Submaster will be stored with the number associated with the chosen
fader.
You can also record selected channel data to submasters as well.
• [Channel List] [Record] [Sub] [5] [Enter] - records all data for the channel list to submaster
5.
• [Channel List] [Record Only] [Sub] [5] [Enter] - records manual data for the channel list to
submaster 5.
Submasters can also be recorded using selective storing, which allows you to specify only the
channels that you want stored.
• [6] [Thru] [1][0] [Record] [Sub] [3] [Enter] - records only channels 6 through 10 to
submaster 3.
Submaster List
You can access the submaster list by pressing [Sub] [Sub], [Tab] [1][5] or through the browser
(Record Target Lists>Submaster List>[Select]). Either of these commands will open a new tab
for the submaster list or if it is already open on a tab, will bring focus to the list.
The list view includes a list of all submasters including their labels and all properties. You can
navigate within the list by using the [Next] and [Last] buttons or by selecting the desired
submaster from the command line.
Editing Submasters
While in the Submaster list, if you want to edit the contents of the submaster, you can select the
submaster and press {Edit}. This changes focus to the Live/ Blind tab and places you into the
Blind edit mode for the specified submaster. You may also press [Blind] and select the required
submaster from the command line.
Any changes made in this screen are automatically stored. A [Record] or [Update] command is
not required.
Submaster Properties
Faders can be mapped to a submaster in the fader configuration display, or by recording or
loading a submaster. See Fader Configuration (on page 59) , Recording a Submaster (on the
previous page) , or Loading Submasters (on page 333) for more information.
If a fader has been configured for default mapping in the fader configuration display, the fader
will receive its configuration from the Submaster List. Changes made to a submaster in the
submaster list will be shared with any default mapping faders loaded with that submaster. If
changes are made to a fader set to default mapping in the fader configuration display, those
changes will also happen in the Submaster List. If set to Local, any changes made in the fader
configuration display will impact only that instance of the content.
Submasters 327
The following options are available when a fader is configured as a submaster:
Mode
You may define your submaster as additive (contributes to the live output), inhibitive (limits live
output) or an effect submaster. Ion Classic defaults to submasters being additive.
Additive submasters are indicated by a green LED and a yellow fader icon in the fader ribbon.
Inhibitive submasters display these indicators in red. Channels mastered by an inhibitive
submaster are indicated with an “I” next to the intensity value in the channel display in live.
Inhibitive submasters do not provide levels to the stage picture, they limit them (similar to a
grandmaster). It is possible to put non-intensity parameters onto an inhibitive submaster, but it
must be done from blind.
For more information about effect submasters, see Effects on Faders (on page 316) .
Master
A fader can be assigned as a Master. When it is a master, its behavior as a Proportional Master
or Intensity Master (I-Master) is drawn from this setting.
Proportional Master
When a submaster is proportional, the slider will control all contents of the submaster (intensity
and non-intensity parameters) when moved from zero. When a proportional sub is returned
toward zero, channel will be returned to their previous level.
The bump button can be used to bump all values to their recorded levels in the submaster, or, by
assigning timing values, fade the contents of the submaster up or out. Ion Classic defaults to
submasters as proportional.
Intensity master
When set to intensity master, the slider will control intensity only. The bump button can be used
to preset (mark) non-intensity parameters stored to the submaster. If the bump is not pressed
before the slider is moved, the slider will also fade the non-intensity-parameters to their
recorded values. Once the non-intensity-parameters are at their end state, the slider only
controls intensity. When dropped toward zero, controlled intensities will be faded toward zero.
When non-intensity parameters on a intensity master submaster have been marked using the
bump button, the LED on its bump button will blink to tell you that the non-intensity parameters
have been marked.
Pressing the bump button for an intensity master submaster that is currently bumped will release
the non-intensity parameters using the bump button timing. Its bump button LED will also be
turned off.
HTP
Intensity playback behavior can be set to HTP (highest takes precedence) or LTP (latest takes
precedence). Non-intensity parameters are always LTP. Ion Classic defaults all submasters to
HTP. For more information on HTP and LTP see HTP vs. LTP (on page 9) .
Restore
Submasters can be placed into restore modes of minimum or background, which is the default.
When a submaster is in the restore to background mode, the restore column of the submaster
list display will be blank. When in minimum mode, 'Min' will display in the restore column.
The restore mode of background means that when the submaster is returned to zero, control will
be restored to the background value, such as another submaster or a cue.
The restore mode of minimum means that when the submaster is faded down, control does not
go to the previous background state but to the parameters’ minimum value.
Priority
There are 10 levels of priority for submasters. 1 is the lowest and 10 is the highest. The default
priority level is 4.
Shielded
Submasters can be shielded, which means that their content is automatically made exclusive
and can't be controlled by anything other than that submaster and park, including by manual
control. Shielded has a higher priority than 10.
Channels stored to shielded submasters will display in yellow with a superscript ‘s’ beside it.
If channel parameters stored to shielded submasters were previously stored to cues or other
submasters, those instructions will be ignored on playback.
If the same channels are assigned to more than one shielded submaster, control of those
channels will be shared on either a LTP or HTP basis depending on the settings for the
submasters.
Background
Submasters can have their background states disabled. Background states are enabled by
default. When enabled, the content of the submaster will act as a background or previous state
for other cues and submasters.
When a submaster has its background state disabled, a “D” will be displayed in the Submaster
List background column.
Submasters 329
Example:
Cue 1 has channel 10 at 25%. Submaster 1 is raised and has channel 10 at 50%.
Submaster 2 is then brought up and has channel 10 at Full. When submaster 2 is
lowered to zero, control will be returned to submaster 1. If submaster 1 is lowered to
zero, control will return to cue 1.
Using the above example, if submaster 1 has its background state disabled, which
makes its content unavailable as a background state, then when submaster 2 is
lowered to zero, control would return to cue 1 and not to submaster 1.
Background Priority
Background can have a priority assigned to it. Background priority releases to the highest priority
content that previously had ownership, provided that content has not be turned off or released.
There are 10 levels of background priority for submasters. 1 is the lowest and 10 is the highest.
Up Time
This is the time for the submaster to fade from its home position to its target position (0 to Full if
additive, Full to 0 if inhibitive). The default time is 0.
Dwell Time
This is the time the submaster look will hold before starting the downfade. This can be set to a
specified time, or to “Hold” or “Manual”. “Hold” time maintains the submaster values until the
bump is pressed a second time. “Manual” time applies the submaster values only as long as the
bump is held. The default is “Manual”.
Down Time
This is the time for the submaster to fade from its target position to its home position. The
default time is 0.
Stomp Mode
Stomp happens when all the content owned by a submaster is now being controlled by other
targets. The submaster is being removed from the background , and once that happens, it would
not be eligible to fade back. You can assign behavior that will happen when a submaster is
stomped.
The following are Stomp Mode options:
• Off When Stomped - puts the content into an off state, the same behavior encountered
when pressing {Off} & [Load].
• Unload When Stomped - unloads the fader.
• Nothing When Stomped - no action happens to the submaster.
• Release When Stomped -This function behaves the same as Off When Stomped.
Unmark at 0%
When this option is on, marked content controlled by the submaster will automatically be
released when the fader reaches 0%. When the bump button is next pressed, the submaster will
fire. If this option is off, you would need to first press the bump button to reset the submaster
before pressing the bump again to fire it.
Note: This option is for submasters that are set to Intensity Master.
Note: Filters will travel with their assigned submasters wherever they are mapped.
When a filter has been applied, an indicator will display in the fader ribbon. C will display for
channel filter, and F is for parameter filter.
Press the red [X] to clear the channel or parameter filters listed.
FX Off 0
Starts the effect when master fader is moved from 0, stops the effect when it is moved to 0. This
is enabled by default.
Button Options
The following options are available for submaster buttons:
• Bump - plays back the submaster at 100% of the recorded level. It will continue to do so
until released, unless the submaster has a time assigned or the {Hold} property set.
Submasters 331
• Group/ Assert - selects all the channels associated with the submaster, if the submaster is
inactive. If the submaster is active, the contents of the submaster will be asserted.
• Assert - regains control of all of the channels associated with the submaster.
• Group Select - selects the channels stored in the submaster. This is the same as [Group]
[Sub] [n].
• Freeze - halts all effect activity on the fader.
• Off - removes the content and if the fader is set to Master, the fader will remain where it
currently is.
• Release - removes the content and if the fader is set to Master, the fader will reset to 0.
• Start Stop Effect -starts the effect while ignoring dwell times. Will stop effects if any are
running.
• Button Disabled - no action is assigned to the button.
• Mark NPs - If no non-intensity parameters are owned by the submaster, it will fade the
parameters on any dark channels in bump up time. If any non-intensity parameters are
owned by the submaster, it releases the non-intensity parameters in bump down time.
Dwell time and mode are ignored.
• Solo - suppresses any intensity values not provided by the associated content while the
solo button is held down. When the button is released, intensity values are restored.
Priority and HTP are ignored. Shielded, park and pixel mapping outputs are not affected
by the solo button.
• Back - fades to the previous cue when fader is assigned to a cue list.
• Macro - allows you to assign a macro as a button action.
Fader Options
The following options are available for a submaster fader:
• Master - fader will be a proportional master, a manual master, or an intensity master.
• Effect Rate - fader centers to home. It controls the rate of any running effects (same
behavior as using rate via the Effect Status Display). The adjusted setting from this control
cannot be stored.
• Effect Size - similar to Effect Rate but for effect size.
• Rate Master - homes to center. It adjusts the cue rate, just like rate and load.
• Fader Disabled - no action is assigned to the fader.
• Master Only - fader is used to set a level for content to fade to. The slider can be used to
live adjust levels when the fader has been activated via the bump button. See Master Only
(on page 63) for more information.
• Effect Master - masters the entry/exit mode of the effects (size, rate or both).
• Levels Only - masters the levels without mastering the effect.
Submaster Information
In the display window of any programmed submaster, you will see the following:
• Submaster number
• Submaster label (if any)
• Priority flag (if any)
• I-Master flag (if any)
• Current submaster value
Labeling a Submaster
Submasters can be labeled using the [Label] key.
Note: If you would like your label to word wrap, use || to create a line break between
words.
Loading Submasters
Submasters can also be loaded with cues, presets, or palettes. You can convert an empty fader
to a submaster without configuring it in fader configuration display. Any fader can be configured
and loaded with a submaster if:
• the fader is not configured
-or-
• the fader is configured as a playback but has no cue list loaded to it
-or-
• the fader is configured as a submaster, but that submaster is empty.
Regardless of the fader configuration, if the above conditions are met, the fader can be loaded
with the submaster or target specified on the command line.
If data already occupies the fader, that fader must be unloaded before another target can be
loaded. See Releasing Content From a Submaster (on page 335)
• [Sub] [5] [Load] - loads submaster 5 to the fader associated with the load button.
• [Int Palette] [1] [Load] - loads intensity palette 1 to the submaster associated with the
chosen load button.
• [Cue] [5] [Sub] [4] [Enter] - loads the contents of cue 5 to submaster 4 (a {CopyTo}
command will appear within the syntax on the command line).
• [Cue] [5] [Load] - loads cue 5 to the submaster associated with the chosen load button.
• [-] [5] [Cue] [5] [Sub] [6] [Enter] - loads the contents of cue 5, minus channel 5, to
submaster 6.
• [Cue] [1] [Thru] [5] [Sub] [1] [Thru] [4] [+] [7] - sequentially loads cues 1 through 5 to
subs 1, 2, 3, 4 and 7.
• [Cue] [1] [Thru] [5] [Sub] [1] [Thru] [Enter] - sequentially loads cues 1 through 5 to subs 1
through 5 (a {CopyTo} command will appear within the syntax on the command line).
Note: At any time, the fader can be used to manually override fade progression or a
submaster triggered with time.
Submasters 333
• [Sub] [2] [Time] [Time] {Manual} [Time] [3] [Enter] - adds a manual dwell time and a 3
second down fade time to submaster 2. When the bump is pressed and held, it will flash
on and stay on until the button is released. It will then begin the down fade.
• [Sub] [4] [Time] [3] [Time] {Hold} [Enter] - adds a 3 second up fade time, and a hold
dwell time. When the bump is pressed, the up fade starts. Once at the target value it will
remain there until the button is pressed again. The down fade will bump to zero.
• [Sub] [3] [Time] [Enter] - resets all time for submaster 3 to default (Up = 0, Dwell =
Manual, Down = 0).
Execute List
The execute list for submasters can be used to trigger actions such as macros, snapshots, MIDI
Raw, Serial Strings, and cues. This works similar to the External Links for cues.
There is an {Execute} softkey that is available after you press the [Sub] button in either Live,
Blind, or the sub list display.
When you press {Execute}, the softkeys will change to {String}, {Macro}, {Relay}, {On}, {Off},
{Snapshot}, and {MIDI Raw}.
Note: Macros can also be assigned as a button action. See Submaster Fader and
Button Configuration (on page 331)
Triggering an Action
Pressing the bump button of a submaster will trigger any actions assigned to its execute list.
Adding a Trigger
• [Sub] [1] {Execute} {Macro} [2] [Enter] - triggers macro 2 when submaster 1's bump
button is pressed.
Removing a Trigger
• [Sub] [1] {Execute} {Macro} [Enter] - removes the trigger from submaster 1's execute list.
Example:
• [Sub] [2] Move To [Sub 9] [Enter][Enter] - moves the contents, label, and timing
data from submaster 2 and places it in submaster 9. Submaster 2 is removed.
You can copy the contents of a submaster by using the [Copy To] button.
• [Sub] [2] [Copy To] [Sub 9] [Enter][Enter] - copies the contents, label, and timing data
from submaster 2 and places it in submaster 9.
• [Sub] [2] [Copy To] [Sub 9] {Attrs Only} [Enter][Enter] - copies all of the submaster
properties from submaster 2 and places it in submaster 9. Levels, effects, and labels are
not copied when using the {Attrs Only} softkey.
• [Sub] [2] [Copy To] [Sub 9] {Labels Only} [Enter][Enter] - copies only the label from
submaster 2 and places it in submaster 9.
Updating a Submaster
It is possible to make changes to a submaster in Live mode. [Update] is used to store changes to
a submaster.
• [Update] [Sub] [5] [Enter] - updates submaster 5 to include changes in live output only for
channels already in submaster 5. You can also press the bump button for submaster 5 to
select it.
• [Channel list] [Update] [Sub] [5] [Enter] - adds only the specified channels to submaster
5.
Submasters 335
Deleting a Submaster
You can delete a submaster using the [Delete] key. When a submaster is deleted, the fader
remains configured as a submaster, but it will be empty, unless the {Unmap Faders} softkey is
used.
• [Delete] [Sub] [5] [Enter] [Enter] - deletes the contents of submaster 5.
• [Delete] [Sub] [5] {Unmap Faders} [Enter] [Enter] - deletes the contents of submaster 5
and unmaps any faders that are currently mapped to submaster 5.
Press {.a[A]} to zoom. There are three zoom sizes: small, medium, & large. Medium is the
default size.
When in about mode, selecting a channel will reveal information about that channel. Below are
examples of the Current Values view (see below) of information that is presented when
selecting conventional or automated fixtures. For more information about the About Channel
display, see [About] Channel (on page 341)
Note: If you have created ranges for the Allowed Output Addresses, those will display
in [About] as well.
{What's New}
In the [About] display, tap on the {What's New} button to open the user documentation on the
console. The documentation will open in Tab 100.
Note: Devices may appear more than once in this list if they have multiple roles on
the network.
Note: If any errors or warnings are present at the rack, the CEM+ / CEM3 will display
in red.
Clicking on a CEM+ / CEM3 in the {About System} list will open the About Rack display, which
shows the following information about the rack:
• Rack Name (displays as the title)
• Type
• Ambient Temperature
• Phase A,B,C Voltages
• Frequency
• System Number
• IP Address
• Software Version
• Rack Errors
Note: Clearing CEM+ / CEM3 errors from Ion Classic will be temporary unless the
errors have been fixed at the CEM+ / CEM3. Errors displayed on Ion Classic will clear
on their own once they have been cleared from the CEM+ / CEM3. Some CEM+ /
CEM3 errors can only be cleared at the CEM+ / CEM3.
Clicking on a FDX rack in the {About System} list will open the About Rack display, which shows
the following information about the rack:
• Rack number
• Rack Type
[About] Channel
Press [About] to put the CIA into About mode. When a channel is selected, the information
below is displayed. You can select the information you wish to view from the buttons located on
the right side of the CIA. The buttons are:
{Current Value} displays information that indicates:
• Channel number
• Device Type
• Most recent intensity move (cue number)
• Next intensity move
• What the channel is inhibited by (if anything)
• Keywords
• Notes
• A list of all parameters on the channel showing the current value and its source, the DMX
value, the absolute value, delay and timing information, marking information, and any
parked values.
{Background} displays similar information:
• Channel number
• Device Type
• Keywords
• Notes
• A list of all parameters on the channel showing the background value and its source,
which shows what the parameters will go to if the current control source is removed. The
background data will be represented by the standard color coding scheme.
{Moves} displays information that shows:
• Parameters
• Previous move in the cue list that currently has ownership
• Value of the previous move (preset, palette, or absolute data)
• Next move
• Value of the next move (preset, palette, or absolute data)
{Usage} displays information on how the channel is used, such as:
• Maximum Intensity
• Cue lists it is used in
• Total number of cues it appears in (based on intensity)
• Total number of intensity moves
• List of submasters that include the channel
• List of cues that have move instructions for the channel
• List of cues with dark moves for the channel
• List of cues that the channel is active in
• List of groups that include the channel
{Fixture Notes} displays information found in the fixture library such as:
• Revision Number
• Release Date
• Alternate Names
• Usage Notes
{Lamp Controls} displays controls for the lamp, available RDM commands, or other parameters
of the device (if it is an automated fixture).
[About] Address
Press [About] to put the CIA into About mode. When an address is selected, the information
below is displayed. You can select the information you wish to view from the buttons located on
the right side of the CIA. Additional buttons may display based on RDM and Sensor Feedback if
enabled. The buttons are:
{Address} displays the following information:
• Address number (displayed as straight address and port/ offset)
• Dimmer label (if any)
• Associated channel number, which is a hyperlink to the [About] channel display.
• Part number (if any)
• Notes
• Output value (sACN, Net2, ArtNet, Avab UDP, or DMX)
• Current output value and source of output
Note: For Sensor feedback, the CEM+ must be running software version 3.0 or later.
Note: Clearing CEM+ or CEM3 errors from Ion Classic will be temporary unless the
errors have been fixed at the CEM+ or CEM3. Errors displayed on Ion Classic will clear
on their own once they have been cleared from the CEM+ or CEM3. Some CEM+ or
CEM3 errors can only be cleared at the CEM+ or CEM3.
{Device Details} - appears when the current address is patched to a RDM device. RDM devices
must be enabled through the ECU and discovered through the patch. See RDM (on page 487) ,
{Patch} Display and Settings (on page 99) , and Errors and Warnings (on page 108) .
{Device Details} displays the information that it receives from the device and allows some
changes to be made to:
Note: Changes may take a few seconds to make. They will propagate to the RDM
device and then back to the console’s patch and about displays.
Note: Changing the address can not cause any part of the fixture to move to a
different universe or communication with the device may be lost. The universe is set
into the gateways port configuration.
• DMX Label (same as the device label, but the label can be changed here by clicking on
the property or value)
• Type
• Manufacturer
• Device ID
• Footprint
• Version
• Lamp State
• Lamp Hours
• Head DC Voltage
• Lamp On/Off
• Gel Distance Traveled
• Gel2 Distance Traveled
• Fan RPM
• Ambient Temperature
• Gel Temperature
• Device Errors (will only display if there are current errors)
• Clear Errors
Device Errors are displayed in four different colors depending on severity.
[About] Cuelist
The following information will be displayed when a cue list is selected:
• Cue List Attributes
• Active Cue
• The number of cues in the list (Multipart cues are only counted once)
• First cue in the list
• Last cue in the list
• Partition
• Playback number and physical fader location of the cue list
• Channels currently controlled in live by the cue list
• Channels with any intensities above 0 in the cue list
• Channels with Parameters stored in the cue list but no intensities
[About] Cue
[About] Curves
When a curve is selected, the following information will be displayed:
• curve number
• the curve label (if any)
[About] Effects
When an effect is selected, the following information will be displayed:
• effect number
• effect label (if any)
• list of submasters that use the effect
• list of cues that use the effect
Note: Any cues or submasters that have overrides, such as rate, for the effect will
display an *.
[About] Groups
When a group is selected, the following information will be displayed:
• group number
• the group label (if any)
• the channels in the group
The {Ordered} and {Numerical} softkeys can be used to change the display view in About
Groups.
[About] Submaster
The following information will be displayed when a submaster is selected:
• The submaster number
• Label (if any)
• Current value
• Mode (additive, inhibitive, or effectsub)
• Fader (proportional or intensity master)
• HTP or LTP
• Exclusive
• Priority
• Timing
• Fader Pages
• Channels in Submaster
• Effects assigned
[About] Macro
[About] Macro display shows a list of cues that will execute a selected macro. To view this
display, you must be in the Macro Editor Display. While in that display, press [About] and then
select the macro by using a mouse or touchscreen.
[About] Presets
When a preset is selected, the following information will be displayed:
• the number of channels
• the first cue the preset is used in
• the last cue the preset is used in
• the number of cue lists that use the preset
{Usage} displays the following information about presets:
• Number of cues that move
• List of channels that use the preset in a cue
• List of channels stored in the preset that are not used in a cue
• List of cues in which the preset have a move instruction
• List of effects that use the preset
[About] Live
Pressing [Live] while holding [About] will display currently active DMX values, instead of a
percentage value.
Double-tapping [Live] while holding [About] will latch this view. Press [About] to disable it
again.
Curves 349
About Curves
A curve is a relationship between the timing of a fade and the output level of a cue, cue part or
dimmer at each point of time during that fade. By using a non-linear curve, you can create of
variety of effects, accommodate variations and deficiencies in your lighting equipment, alter the
transition ramp and protect equipment from stress.
You may apply curves to dimmers in patch. Curves may also be applied to cues, to cue parts,
and to scroller fans. When applied to a cue, the curve impacts only the intensity moves in that
cue. When applied to a cue part, the curve impacts all parameter moves stored in that cue part.
When applied in patch, the intensity transition will follow the ramp defined by the curve during
its fade. This value is determined by referencing the output value of the curve at that
percentage and outputting the curved level rather than the percent level. Up to 100 points of
delineation can be established in a curve, each with its own intensity value if desired.
When applied to a cue, the “percent completion” of the cue is determined by applying the
curve’s output level as the percent completion for all fade calculations. For single-part cues, the
calculation applies only to intensity. For multipart cues, however, the curve applies to all
parameters in the part.
When applied to a scroller fan, the output of the fan will be controlled by the intensity of the
channel.
Curves can also be applied to fixtures with non-intensity parameters (NPs). When a channel with
NPs is selected in Patch > Attributes > Curve, individual buttons for each available parameter
will be displayed in the CIA. Click one or more buttons to apply a curve to the desired parameter
(s).
Ion Classic provides ten pre-programmed, commonly used curves. They can be edited or copied
to a new curve location. When a pre-established curve is deleted, it will return to its original
state.
The curve editor can be accessed by pressing [Tab] [2] [1] or [Displays] {Curve} or from the
browser, Browser>Record Target Lists>Curves. When selected, the curves list will open as a
separate tab and the CIA will show the graphical output of the first curve in the list.
You can scroll through the list using the [Next] and [Last] keys, or you can specify a curve in the
command line.
• {Curve} [9] [0] [4] [Enter] - selects curve 904 from the list and displays its shape in the
CIA.
Editing Curves
Using the Keypad
Once selected and displayed in the CIA, you can edit a curve from the keypad. Points are
established in increments of five. You can add more points from the keypad.
• [3] [At] [1] [Enter] - adds control input point “3” and sets its curve level at 10%.
• [7] [7] [At] [Full] [Enter] - adds control input point “77” and sets its curve level at full.
You can specify points and adjust their levels in the command line or you may use the keys
below to alter the curve:
• [Page u ] - selects the next fade completion point.
• [Page t ] - selects the previous fade completion point.
• [Level Wheel] - adjusts the output level of the selected point.
• [Page p] - raises the selected point’s output by 1%.
• [Page q] - lowers the selected point’s output by 1%.
• [Full] - sets the selected point’s output to full.
• [Out] - sets the selected point’s output to zero.
• [At] [+] [+] - raises the selected point by the amount for +%established in setup.
• [At] [-] [-] - lowers the selected point by the amount for -%established in setup.
Using a Touchscreen
Once a curve is displayed in the CIA, you can press {Edit} to edit the curve in the editor display.
In the curve editor you can trace the desired shape of the curve using your finger or a mouse on
the touchscreen. As you progress through drawing the curve, intensity values will be added for
existing points on the curve. If you add points to the curve (from the keypad) those points will be
adjusted as well.
You can also toggle between an “interpolated” or “stepped” curve shape. Ion Classic defaults
to “interpolated”. To switch to “stepped”, press the {Stepped} softkey. Once pressed, this
softkey changes to {Interpolated}, which allows you to switch back.
Below are two examples of the same curve. The first is stepped and the second is interpolated.
Curves 351
Clearing the Curve
At any time, you can clear a curve from the curve editor display by pressing the {Clear Points}
softkey. This will return the curve to its original linear shape or to its default shape if it is a pre-
established curve.
Note: On Ion, you can also access the patch display by pressing [Displays] {Address}
{Address}.
• [Patch] {Attributes} [1] {Curve} [9] [0] [1] [Enter] - applies curve 901 to channel 1
intensity.
• [Patch] {Attributes} [2] [Thru] [8] {Curve} [2] [Enter] - applies curve 2 to intensity for
channels 2 thru 8.
• [Patch] {Attributes} [1] {Curve} [At] [Enter] - removes the curve from channel 1.
When a curve is applied to a Focus, Color, or Beam parameter, an F, C, or B indicator will
appear.
Delete a Curve
While in the curve display, you can delete a curve in the following ways:
• [Delete] {Curve} [3] [Enter] [Enter] - deletes curve 3 from the list.
• [Delete] {Curve} [9] [0] [1] [Enter] [Enter] - since curve 901 is a pre-established curve,
this command will return curve 901 to its default state, thereby removing any edits to it.
• [Delete] [Enter] - deletes the currently selected curve.
Curves 353
354 Eos Family v3.0.0 Operations Manual
Chapter 23
Snapshots
Snapshots 355
About Snapshots
Snapshots are record targets that store the current state of the Ion Classic external monitor
configuration. These can then be recalled to instantly reset the displays to the state stored in the
snapshot. You can choose which parts of the displays you wish to store as a part of the snapshot.
When you record a snapshot, aspects of the Ion Classic user-interface, based on user-
preference, are stored so that you can recall them in the future. This allows you to bring the
console back to a desired state quickly.
Snapshots can be used on RPUs or RVIs to change what is currently displayed on the external
monitors and how that information is displayed.
Snapshots contents are global. They can be stored and recalled on any control interface, other
than Net3 RFRs. When recorded, they store the relevant settings of the device initiating the
record. When recalled, they recall only the controls that are appropriate on the device the
snapshot is recalled.
Note: Snapshots that store the faders do not include the active cue in a fader. They
only include pending cues and fader attributes.
Snapshots of just a single monitor can also be recorded. See Single Monitor Snapshots (on
page 32) for more information.
Recording Snapshots
To store the current state of the console, record a snapshot.
• [Record] {Snapshot} [1]
When recording a snapshot, you will see a preview of all of the displays as they will be recorded
in the snapshot. You can choose to select/ deselect various components, monitors, frames, etc
from your snapshot.
You can choose to include or exclude monitors, frames, and tabs in the area below the snapshot
menu by checking or unchecking in the list.
When a frame or tab has been excluded, an - icon will display to indicate that not everything on
that monitor will be saved. A checkmark icon will display when everything on the monitor will
be saved.
Monitors and frames can also be selected or deselected in the preview area. Use the
{Frames/Monitors} button to select whether you will see monitor or frame numbers in the
preview area.
When a monitor or frame has been deselected, it will be greyed out. Deselected frames will also
have a small red circle with a slash on them.
See Workspace Layout Menu (on page 29) for information about arranging your monitors for
better control when creating snapshots.
Recalling Snapshots
When snapshots are recorded, you can view them in the snapshot list. To view the list:
• Press {Snapshots} {Snapshots}
• Press [Tab] [1] [9]
Snapshots 357
• Navigate to Browser > Record Target Lists > Snapshots.
• Select the Pop-up Snapshot Browser from the top-right menu icons
Snapshots can be recalled in the following ways:
• From the keypad /command line - {Snapshots} [5] [Enter]
• From cues using the execute list
• From a recorded macro instruction
• From the direct selects - {Snapshot 4}
Since snapshots can be recalled from any device (except RFRs) on the Eos Family network,
snapshots may be affected by the type of device they are recalled on. If the recalling device
does not have the same physical layout or has other limitations that differ from the recording
device, Ion Classic will map the snapshot to the best of its ability.
Note: In a system with multiple users, it is recommended that you allot discrete
snapshot numbers for each user. Since snapshots are global and can be recorded/
recalled from most devices, assigning numbers for each user will ensure their snapshots
are stored and edited properly for their device.
Editing Snapshots
To edit or preview the contents of a snapshot, open the snapshot list.
• press {Snapshots} {Snapshots}
-or-
• press [Tab] [1] [9]
-or-
• navigate to Browser>Record Target Lists>Snapshots.
You can use [Next] and [Last] to navigate the list or you may specify a snapshot in the command
line.
Once a snapshot is specified, the list displays five columns, one for each element. You may
change the enabled elements by pressing the CIA buttons or the softkeys found beneath the
CIA. If an element is added to the command line using the softkeys, it will be enabled when
[Enter] is pressed. All other elements will be disabled.
Snapshots can be labeled in the snapshot list by selecting the snapshot and pressing [Label] or
by selecting the Label column.
Example:
• <Snapshots> [3] {Monitors} [Enter]
This command will enable the monitors for snapshot 3 and disable any other elements.
Deleting Snapshots
You may delete snapshots using the following syntax:
• [Delete] {Snapshots} [2] [Enter]
• [Delete] {Snapshot 5} - selects a snapshot from the direct selects to delete it.
Macros 359
About Macros
Ion Classic provides you with the ability to record macros, which allow you to compose a series
of programming actions and be able to execute them later by recalling the macro.
Macros are comprised of any series of button presses (both hard and softkeys), screen
commands and events. Ion Classic provides you with the macro feature to simplify complex or
repetitive console programming and operating tasks that you perform often.
When you record the series of button presses to a new macro, you can later play it back by
simply pressing the macro direct select button, running it from a linked cue, accessing it from a
connected show control system, remotely triggering the macro, or running it from another
recorded macro.
You may create up to 99,999 macros either from live, using the macro [Learn] mode to record a
sequence of keystrokes as you perform the operation, or you can create a macro from within the
macro editor display, entering and editing keystrokes into the macro content editor without
actually executing the instructions.
The macro editor display contains a listing of all recorded macros including labels and the
contents of the macros stored. All macro editing is accomplished from the macro editor display.
Note: It is helpful if you plan your macro content in advance of the macro record
process. While in learn mode, each button press is recorded as content, even the
[Clear] button if you have mistaken a keystroke. There is no way to fix a content error
in live mode, but you can rerecord the macro as needed, or you can edit the recorded
macro in the macro editor, removing any unneeded commands. See Edit an Existing
Macro (on page 363)
Begin writing the sequence of button presses and events for the macro record. When you have
finished with the series of events and button presses, press the [Learn] key again to exit macro
learn mode.
Examples of a macro record function include:
• [Learn] [1] [Enter] [Go To Cue] [Out] [Time] [0] [Enter] [Learn] - records macro 1 with
the go to cue out command.
• [Learn] [5] [Enter] [1] [Full] {Chan Check} [Enter] [Learn] - records macro 5 with channel
1 at full in channel check mode. To check the next channel in the list, press [Next].
• [Learn] [4] [Enter] [-] [Sub] [Record] [Learn] - records macro 4 with instructions to record
a target excluding all submaster data.
• [Learn] [2] [Enter] [-] [Group] [6] {Color} [Record] [Learn] - records macro 2 with
instructions to record a target excluding the color data from group 6.
Example:
Write submasters 1 through 5 and 15 through 17, each with its own channel selections
at 100%. Then press:
[Learn] [1] [Enter] [Bump1] [Bump2] [Bump3] [Bump4] [Bump5]
[Fader Page]
[Bump15] [Bump16] [Bump17] [Learn]
Once you have created the macro from Live in [Learn] mode, you can easily edit the sequence
from the macro editor display. See Macro Editor Display (below) .
While in the macro editor display, any numeric entry on the command line is assumed to be a
macro number. If the macro number entered already exists and [Enter] is pressed, the macro list
will page to the selected macro and the macro content detail section will display all of the
contents of the selected macro. If the macro number entered does not exist in the list and
[Enter] is pressed, an empty macro will be created with the specified macro number.
While in the macro editor display, the following functions may be performed using the control
keypad and softkeys:
• [Label] - when a macro is selected and [Label] is pressed, the alphanumeric keypad will
display on the CIA. Label the macro and press [Enter].
• [1] [Label] <name> [Enter] - labels macro 1
• {Color} - assign colors ({Red}, {Green}, or {White}) or {Dark} to a macro. {Dark} assigns no
color to the macro. The colors will display beside the macro name in a direct select, and/
or if that macro has been assigned to one of the customizable hardkeys on Eos Ti, Gio,
Gio @5, and RPU.
• There is also a {Toggle Blink} softkey. By default a customizable hardkey will blink when
the macro assigned to it is running. This softkey will turn off the blinking if it is enabled
and a BD will display in the color column when blinking is disabled.
Macros 361
• [Delete] - when a macro is selected and [Delete] [Enter] is pressed, you will be prompted
to confirm the deletion of the selected macro. To confirm press [Enter], to abort press
[Clear].
• [1] [Delete] [Enter] [Enter] - deletes macro 1 from the list.
• [Copy To] - when a macro is selected and [Copy To] is pressed, you will be prompted to
enter the macro number that you want to copy the contents of the selected macro to. You
will be prompted to confirm the copy process, press [Enter] to confirm or [Clear] to abort
the copy to process.
• [1] [Copy To] [6] [Enter] [Enter] - copies the entire contents of macro 1 to macro 6.
• {Edit} - when a macro is selected and {Edit} is pressed, you will have entered edit mode
for the selected macro. See Edit an Existing Macro (on the facing page) for more
information. Three notable changes to your macro editor display include:
• a blinking cursor in the macro content detail portion (top) of the display.
• ”Press [Select] to save or [Escape] to cancel changes”displays above the command line.
• {Move To} - allows you to move and reorganize your macros anywhere in the macro list
numerically. You can access {Move To} by pressing [Copy To] twice.
• For instance, if you have macros 1 through 5 in the list, and you want to move/ change
macro 1 to macro 6 so that your most commonly used macros are first in the list, you
would press [1] {Move To} [6] [Enter]. This leaves only macros 2 through 6 in the list.
• {Mode} - allows you to assign different modes for the macro to run in. There are three
modes: background, foreground, and default.
• {Default}
• When a macro in default mode is run manually, it runs in the foreground(i.e., the
command line) on the device that fired it. When a macro in default mode is executed by a
cue or via show control, it runs in the background on the master device.
• Running a macro on a master device only matters when the macro changes the displays of
the device it runs on such as snapshot and flexichannel macros.
• {Background}
• When a macro in background mode is run manually, it runs on the device that fired it but
will not affect its command line.
• A macro in background mode that is run from a cue or via show control will run on the
master device but will not affect the master's command line.
• When a background macro is running and includes a link to another macro, or is currently
waiting, pressing the [Macro] button will stop it.
• {Foreground}
• When a macro in foreground mode is run manually, it runs on the device that fired it and
affects its command line.
• If a foreground mode macro is fired via show control, it runs on the master device and will
affect its command line.
• If a cue fires the macro, it will run on the device whose user last pressed [Go] on that
playback. If a foreground macro is fired from a cue that is executed from another cue list,
the macro will run on the device that last pressed [Go] on the cue’s playback but not the
playback that triggered the executed cue.
• {Target Device} - A macro can have a Target Device assigned to it. This allows a cue to
execute a macro only on a certain console.
• The Target Device can be a device name or User ID. These are assigned to a macro in the
Macro Display by using the {Target} softkey and either selecting {Device} and {User}.
Pressing {Target} will also display a list of connected devices and additional target
options.
For Example:
Create macro 3. Write the instruction to set all active channels to 50%, then sneak
them to their original levels over 10 seconds and last, link to macro 5.
• <Macro> [3] [Enter]
• {Edit}
• [Select Active] [At] [5] [Enter]
• [Sneak] [Time] [1] [0] [Enter]
• [Macro] [5] [Enter]
• [Select]
While in macro edit mode, all keys are entered as content except the macro editor softkeys,
arrow keys, [Escape], [Select] and [Learn] keys.
Next to the softkeys display are paging buttons to page through the available softkeys. When
used, these paging buttons will not be stored as content in your macro.
In addition, a new set of macro editor softkeys are displayed while in edit mode including:
Macros 363
• {Loop Begin} - inserts a loop start command
• {Loop End} - inserts an end command for a loop with a limited number of iterations. An
infinite loop is assigned when you use “0” for the iterations.
• {Wait} - inserts a pause for a period of time. This needs to be followed with a whole
number of seconds.
• {Delete} - removes commands from the macro
• {Wait for Entr} - inserts a pause in the macro that waits for the [Enter] key. Pressing
[Enter]will resume the macro.
• {Wait for Input} - inserts a pause in the macro to allow you to enter data. The pause lasts
until you press the [Macro] key again. Then the remainder of the macro will be
completed.
• {Done} - exits macro edit mode. You may also use the [Learn] key to enter and exit edit
mode.
In edit mode, the cursor in the macro content detail section of the display provides use of the
arrow keys to navigate through the existing content list. Use of the arrow keys will not be stored
to the macro content.
To add content, place the cursor in the section that you want to insert, then add the command.
To delete a command, place the cursor ahead of the content to be deleted, then press the
{Delete} softkey.
Press [Select] when you have completed all editing. Press [Escape] to abort.
Note: Macros for options with a toggle action between enable and disable, such as
AutoMark in setup, can use the {Enable} and {Disable} softkeys for creating absolute
actions instead of toggles.
Play a Macro
You can play a macro from the command line, from the direct selects, run it from a linked cue,
or from another macro.
To play macro 5 from the command line press [Macro] [5] [Enter]. “Running Macro 5” displays
above the command line in live while the macro is running.
To run macro 5 from the macro direct selects simply press {Macro 5}. “Running Macro 5”
displays above the command line in live while the macro is running.
To run macro 5 from cue 1 press:
• [Cue] [1] {Execute} [Macro] [5] [Enter]
If you would like to run multiple macros from cue 1, press:
• [Cue] [1] {Execute} [Macro] [6] [Enter]
• [Cue] [1] {Execute} [Macro] [7] [Enter]
Each macro has to be entered individually. The previous example would result in macros 5
through 7 being executed from cue 1.
To run a macro from another macro, see the example under Create a New Macro from the
Display (on the previous page) .
Stop a Macro
If you need to stop a Macro while running (for example, during an infinite loop) you may press
[Escape] and the macro will stop.
Example:
Delete macro 5 from the macro list.
• [5] [Enter]
• [Delete] [Enter] [Enter]
Or from any display:
• [Delete] [Macro] [5] [Enter]
Macros 365
366 Eos Family v3.0.0 Operations Manual
Chapter 25
Magic Sheets
If no magic sheets exist in the show file, the magic sheet browser will be blank except for the
New Magic Sheet icon. Click on the icon to open the magic sheet editor.
Direct Selects
Magic Sheets can also be accessed from the direct selects. Clicking on a magic sheet direct
select will open the Magic Sheet tab and display the selected magic sheet. Pressing a different
magic sheet direct select will change the displayed sheet. See Using Direct Selects (on page 51)
Display Tools
The display tools for Magic Sheets are available by either right clicking or double tapping on the
Magic Sheet's tab. The tab will also indicate if the Magic Sheet is in Live or Blind.
Note: You can click and hold or tap and hold on the Magic Sheet's tab to do a zoom
to all of the Magic Sheet display.
Selecting from right to left will open the green crossing selection box. This selects any object
that either crosses the boundary line of the box or is completely inside of it. This can be done
with a single touch or using a mouse.
Keyboard Shortcuts
With an external alphanumeric keyboard attached, the following keyboard shortcuts can be
used:
• ARROW KEYS - move selected item or navigate when nothing is selected.
• SHIFT - move/rotate item without snapping to grid.
• SHIFT + mouse wheel - provides a fine zoom of the magic sheet.
• CTRL+S - double tap to open the magic sheet list.
• CTRL+A - select all
• CTRL+C - copy
• CTRL+V - paste
• CTRL+X - cut
• CTRL+G - group
• CTRL+SHIFT+G - ungroup
• DELETE - delete
• ESC - finish line/polygon creator or close tab.
Note: To see a description of a tool or object, hover your cursor over it. Its title will
display after a second or two.
You can drag and drop objects onto the magic sheet, or you can use the layout tools to create
arrays of objects.
Note: Holding down [Shift] while placing an object will bypass the snap to grid
behavior.
Quick Save
Clicking on the {Quick Save} button allows you to save an undo restore point for
the magic sheet you are working on. Once saved, a green check mark will
temporarily appear next to the {Quick Save} button.
It is recommended that you click {Quick Save} before making any major changes
to the magic sheet that you think you might want to undo. [Undo] [Enter] will take the magic
sheet back to the last undo restore point. An undo restore point is also set whenever you exit the
editor.
Quick saving a magic sheet will also send any changes made to the magic sheet to all the
devices in a multi-console system.
Layout Tools
The layout tools are divided into four areas:
• Edit Mode (on the next page)
• Zoom (on the next page)
• Alignment (on page 375)
• Ordering (on page 378)
• Grid Enabled - toggles between a grid being displayed and no grid. With the grid enabled,
the magic sheet will also have a snap to grid behavior when placing objects.
•
Normal - allows for dragging and dropping of objects from the object list.
•
Quick Layout - allows you to place more instances of a selected object.When finished,
click the {Done} button or change the layout mode to normal.
•
Quick Target - used to quickly change the target and / or number of an object. While
in quick target mode, clicking on an object will assign the selected target and increment
the numbers as specified in the target section of edit mode.
Target
Target is used to specify the object, starting target number, and incrementation for use in quick
target mode.
• Object - assigns the object from the list.
• Start - assigns the starting target number.
• Increment - assigns what incrementation the target numbers will use after the start
number.
Example:
When incrementing multicell fixtures on a magic sheet, the following methods can be
used:
Start: 1.1 Increment: 1
•
• Gives you these channel numbers: 1.1, 2.1, 3.1...
• Start: 1.1 Increment: 0.1
• Gives you these channel numbers: 1.1, 1.2, 1.3...
• Start: 1.1 Increment: 1.1
• Gives you these channel numbers: 1.1, 2.2, 3.3...
Zoom
Clicking on the magnifying glass will open the zoom mode options, which include:
Alignment
Clicking on the alignment icon will open the alignment options menu.
Create Array
Allows you to create arrays of objects. After placing one object of your choice, click on {Create
Array} to open an additional window for choosing what array type you want to use.
Lays out a rectangle array of objects. You can define the rows, columns, and spacing.
Circle
Lays out a circle array of the objects. You can define the numbers of objects and the size of the
circle.
Align Settings
Allows you to align objects either to the left, right, center, or top, middle, bottom.
Allows you to select multiple objects and align their rotation to the first object selected.
Distribute Horizontally
Allows you to distribute objects horizontally at an equal distance apart between two objects.
Set the distance you would like by placing the first and last objects. Then with all objects
selected that you wish to distribute (including the first and last ones you positioned), click the
{Distribute Horizontally} button.
Distribute Vertically
Allows you to distribute objects vertically at an equal distance apart between two objects.
Set the distance you would like by placing the first and last objects. Then with all objects
selected that you wish to distribute (including the first and last ones you positioned), click the
{Distribute Vertically} button.
Set the level of rotation you would like by placing the first and last objects at a rotation. Then
with all objects selected that you wish to rotate (including the first and last ones you positioned),
click the {Distribute Rotation} button.
Flip
Allows you to flip objects horizontally or vertically. You have the option of also flipping the text
position and / or the target field positions.
Ordering
The objects can either be placed on their own or stacked on top or beneath of each other.
Clicking on the order icon will open the ordering options, which include:
• Group - allows you to group objects together so they can be moved and rotated like a
single object.
• Ungroup - removes grouping.
• Send Backward - will send an object back.
• Bring Forward - will send an object up.
• Send to Bottom - will send an object beneath all other objects.
• Bring to Top - will stack an object on top of all other objects
sACN
displays the sACN input values.
Input
Fixture Symbols
Additional fixture symbols can be imported. The symbol must be saved as a .svg image file, and
needs to be tagged properly. These tags can be linked to the channel’s color, intensity or both.
Images
Images from the third tab can be imported into magic sheets for two different purposes. They
can be used as background images or as icons.
You can use a graphics image file as a background or icon. The following is a list of accepted
image formats: .bmp, .gif, .ico, .jpg, .pbm, .pgm, .png, .ppm, .svg, .svgz, .tga, .tiff, .xbm, and
.xpm. The maximum image size allowed is 1920 x 1920. Larger images will be scaled to this
size.
You will need to have the images on a USB drive to import them into the desk.
Once an image has been imported, it is saved with the show file.
To import an image:
1. Click on the import image icon. A separate window will open displaying any found USB
drives.
2. Select the appropriate drive.
3. Navigate to the file you use to upload.
4. Click on the file and then press {Ok}. It will now appear in the images tab.
Click on an image to select it. To use as an icon, drag and drop the image onto the magic sheet.
You will be able to resize it. See Editing Objects on the Magic Sheet (on page 388) .
Background images need to be set in the background settings tab. You can also adjust the
background settings there. See Background Settings (below) .
Deleting Unused Images
Unused images that have been previously imported can be deleted from the console by clicking
on the {Delete Unused} button.
A message will appear letting you know that "This action will close and save all Magic Sheets
open for edit, then delete all unused Magic Sheet images."Select {Ok} to delete images or
{Cancel} to exit out of this option.
Background Settings
In the fourth tab, you can adjust the settings for the background. Three options are available for
background types; you can either use a solid color, a gradient of two colors, or a image.
Toggles interactivity on or off for the entire magic sheet. If toggled on, all objects will respect
their per-object settings for interactivity. If toggled off, no objects will be interactive, regardless
of their per-object settings.
Display Behavior
You can select live and blind backgrounds for magic sheets. These backgrounds can either use a
solid color, gradient of two colors, or an image. One of these backgrounds will be used when
editing a magic sheet. Select the {Use While Editing} button to use either the live or blind
background.
Solid
When solid is selected, you will have the chance to select a color for the magic sheet
background. You can either click on the color square in the tab, which opens a color selection
window, or you can manually enter the RGB values.
Gradient
When gradient is selected, you will have the chance to select a two color gradient for the magic
sheet background. You can either click on the color squares in the tab, which open a color
selection window, or you can manually enter the RGB values.
Image
With image selected, you can adjust the size, opacity, and invert the colors of the selected
background image.
You can select or import an image directly from this tab by pressing the choose a background
image icon, if no previous image had been chosen, or by pressing the thumbnail icon of the
selected image to change it.
You can customize MS objects and fixture symbols in numerous ways found in the MS Object
Properties area. With an object selected, you can modify its options.
Color
The object’s outline width, outline and fill colors can be adjusted here. The object can be linked
to the target’s color and / or intensity.
Note: If any object's outline color is set to Link to Channel Intensity, the brightness of
the outline color will be tied to the DMX level of the address. The higher that the DMX
value is the brighter the outline color will be.
Font
The font used for a text object can be changed and adjusted as needed here. You can select font
type, size, color, bold, italic, underline, and justification.
• Selection
• When clicked, all other objects within that object’s group will be selected.
Note: Only applicable targets for the specified object type will display in the Target
selection dropdown menu.
Text
Changes the text for a text object.
Command
Assigns a command to be executed. The target type needs to allow command options.
Fields
Up to six different fields of custom information can be displayed per objects.
The orientation of fields around the object can be adjusted by pressing the field orientation icon.
You can also choose to keep text upright by pressing the icon to the right of the orientation icon.
There are three options for orientation:
• Exterior Bounds - fields will be exterior to the object and will remain at a position
regardless of the rotation of the object.
• Interior - fields will be in the interior of the object. This orientation is useful for desk
buttons.
• Exterior Shape - fields will be exterior to the object and will move in relation to the
object's rotation.
Other Field Properties
The justification of each field around the object can be adjusted. If multiple fields have the same
justification, they will be stacked in field order. The text and color used for each field can also
be adjusted. A scroller indicator bar can be added. Fields can display the following data:
• Target ID
• Fixture Type
• Target Name
• Label
• Text 1 through 10
• Text Gel
• Intensity
• Intensity Bar
• Color Swatch
• Summary
• Focus
• Color
• Beam
• Status
• Prev Move
Interactive
This checkbox toggles whether or not the object is interactive. Interactive objects can be
selected in the same way as a direct select or virtual fader. Objects set to not-interactive cannot
be selected, and will only display information.This checkbox is unavailable for any inherently
non-interactive objects (such as a command line).
Position
Shows the position of the object on the magic sheet. Position can be manually entered here.
Size
Shows the size of the object. Size can be manually entered here.
Rotation
Shows the rotation of the object. Rotation can be manually entered here.
Items
Refers to the number of objects selected for editing. Multiple objects can be edited at the same
time.
• The blue handles are used to resize objects without keeping the object's aspect ratio.
• The green handles are used to resize an object while preserving the aspect ratio.
• The white handles are used to rotate the object.
Limited Expand
The monitor will display a three dot heartbeat indicator in the top right hand corner. The
indicator will move between three dots to show that your console is operating as expected.
The following indicator colors will be used for multi-console activity:
• Yellow - system is operating as expected.
• Red - master or backup has gone offline.
• Green - master or backup has reconnected.
Augment3d 393
About Augment3d
Augment3d is an Eos tool that allows you to configure and focus virtual representations of your
fixtures in a 3D environment, as well as program and visualize looks.
PC / Mac
For the most up-to-date specifications for Augment3d on PC or Mac, please visit
etcconnect.com/etcnomad/performance/.
iOS / Android
Augment3d includes a feature inside of the iRFR and aRFR mobile apps. iRFR requires iOS 11 or
later. aRFR requires Android OS 7.0 (Nougat, sdk 24) or later.
Note: Focus wand also requires ARKit/ARCore functionality. Check your device's
specifications to ensure compatibility, or reference the Augment3d Reality Support field
in the app's About menu.
Augment3d 395
Running Augment3d
Console / PC / Mac
Eos Family consoles and computers that meet the hardware and software requirements can run
Augment3d natively (see Hardware and Software Requirements (on the previous page) ).
Either open a new tab and select {Augment3d} from the Displays list, or hold down [Tab] and
type [38].
1. Ensure the computer is running the version of ETCnomad that matches the software
version installed on the connected console.
2. On the console, enable Augment3d for your user number. In the CIA, navigate to Setup
> System Settings > Users.
To exit tether mode, click the {X} in the corner. To exit when in Edit mode, choose File > Exit.
A command line can be displayed on the tethered device, which will mirror the command line
on the connected console.
With the keyboard button toggled on, both Eos and Augment3d commands will be sent from the
tether to the console. When toggled off, only Augment3d commands will be sent.
Click the {X} to disable the tether command line entirely, or toggle it from Window > Command
Line.
Standalone ETCnomad
Augment3d can be run on a PC or Mac in a local tab as part of ETCnomad v3.0.0+ and used
without a connected Eos Family console. Once ETCnomad v3.0.0+ is installed, no additional
installation is necessary.
Augment3d 397
Navigation in Augment3d
Keyboard
In Augment3d Control Mode (on page 399) , use the standard arrow keys to move the camera
around the Augment3d space. In Augment3d Edit Mode (on page 400) , both the standard arrow
keys and WASD keys may be used.
• W / UP - moves the camera up.
• SHIFT + W / UP - moves the camera forwards in the direction it is current facing.
• A / LEFT - moves the camera to the left.
• S / DOWN - moves the camera down.
• SHIFT + S / DOWN - moves the camera backwards in the direction it is currently facing.
• D / RIGHT - moves the camera to the right.
Tap any key to increment or decrement the camera position, or hold the key down to move
smoothly.
Mouse
• RIGHT MOUSE - drag to rotate the camera to look around the model.
• CENTER MOUSE - drag to pan the camera in the current perspective.
• ALT + RIGHT MOUSE - drag for orbital control.
• CTRL + RIGHT MOUSE - drag to pan the camera in the current perspective.
Note: Use keyboard and mouse controls simultaneously for optimal navigation
control.
Eos Snapshots
Camera view and other Augment3d settings can be saved directly in Eos Snapshots for quick
playback.
Collectively, the Augment3d virtual environment is referred to as the model. All fixtures and
objects must be part of the model in order to be configured.
In Control Mode, a command line can be toggled on or off on a connected Augment3d tether.
For more information, see Tether Command Line (on page 397) .
Toolbar
Limited toolbar options are available in Control Mode:
• Camera Tool (on page 411)
• Focus Tool (on page 412)
• Labels Tool (on page 412)
• Sticks Tool (on page 413)
• Light Tool (on page 413)
• Options Tool (on page 414)
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Augment3d Edit Mode
Edit Mode is the secondary Augment3d view, allowing for editing and configuration of your
space, fixtures, and objects.
Surrounding the central workspace are primary windows to assist in fixture and object
manipulation: the Library, Preferences, Hierarchy, and Inspector. These windows can be freely
dragged, rearranged, re-sized, and closed.
Note: Only one console in a multi-console system can be in Edit Mode at a time.
To exit Edit Mode, select {Done}. Choose whether to apply the changes you have made to the
Augment3d model, or revert them and exit without saving changes.
In a multi-console system, only one console can edit the Augment3d model at once. If a
connected console is already in Edit Mode, the option to force revert changes appears. This
option will revert all changes made by the console currently in Edit Mode and exit all consoles
from Edit Mode. It is not possible to undo or recover reverted changes.
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XYZ & Origin
In Edit Mode, Augment3d models are arranged around three axes; horizontal X (red) and Y
(green), and vertical Z (blue).
The point at the intersection of these axes (0,0,0) is the origin. This virtual point in Augment3d
must correspond to a real point in your space, ideally on the floor. This could be in the center of
your stage, in a corner, or any convenient point.
All other measurements in Augment3d reference the origin. To improve the accuracy of your
model, choose a physical point that is easily accessible for measurements.
Units
By default, Augment3d measures distance in metric (meters). This can be changed in Setup
> System Settings > Augment3d.
Drag objects to add them from the Library into your model at the origin. Use the Search function
to quickly locate specific items. Create folders from the dropdown to organize Library items.
Library Items
Objects
Any objects contained in the Stock folder can be added to an Augment3d model (see
Augment3d Objects (on page 433) ).
Any custom objects imported into Eos will also appear here (see Importing Augment3d Objects
(on page 435) ).
Nodes
Nodes can be associated with one or more Augment3d objects in the Hierarchy (on page 408) .
This allows those objects to be controlled together; for example, as patched scenic elements (for
more information, see Scenic Elements (on page 437) ).
Scenic elements can be given intensity values, moved, rotated, etc. This allows you to change
the visibility and position of Augment3d objects using cues, submasters, and so on.
Groups
A group is an Augment3d object designed to be the parent of other objects which have their
own unique coordinates. Fixtures that have a group parent will display their relative coordinates
in Patch.
A group cannot be scaled, but can be moved and / or rotated. Moving or rotating the group
node will move or rotate all of its child objects.
Labels
Labels are floating text that can be positioned anywhere in your Augment3d model.
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Augment3d Preferences
Preferences contains all the settings for your Augment3d model.
Note: Many of these options can also be changed from the toolbar. For more
information, see Augment3d Toolbar (on page 411).
Editor
Grid
Toggles object placement snapping to the grid on or off. Also available in Toolbar > Snap.
Snap Distance
Sets the distance increment for the spacing of the grid, along with object placement snapping
(in the chosen global unit).
Angle
Sets the angle increment for object placement snapping (in degrees).
Focus Height
Sets the Focus Height offset. Also available in Toolbar > Focus.
Origin
Quality
The maximum refresh rate attempted by Augment3d. By default, this is set to 30 frames per
second. This can be adjusted higher or lower, but will be ultimately limited by the graphics
processor on the device running Augment3d.
Lighting
Light
Sets the overall intensity of the simulated light. Also available in Toolbar > Light.
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Note: This only affects the intensity of the simulated light beams in Augment3d, not
the intensity values of the fixtures themselves.
Haze
Sets the overall haze level. Also available in Toolbar > Light.
Smoke
Sets the color and level of ambient light. Also available in Toolbar > Light.
Saturation
View
Toggles Camera Follow Mode between Off and Fixture POV, which switches the camera view to
that of the first selected fixture. Also available in Toolbar > Camera.
Camera View
Toggles between Perspective and Orthographic view. Also available in Toolbar > Camera.
Animate Camera Presets
Toggles labels over the fixture body for all, automated, selected, and / or active fixtures. Also
available in Toolbar > Labels.
Beam Center Labels
Toggles labels in the center of the simulated beam for all, automated, selected, and / or active
fixtures. Also available in Toolbar > Labels.
Focus Handles
Toggles beam-end handles for all, automated, selected, and / or active fixtures, and text labels
for each handle. Also available in Toolbar > Labels.
Stick Beams
Toggles Stick Beams for all, automated, selected, active, and / or inactive fixtures. Also
available in Toolbar > Labels.
Light Beams
Toggles beams for all, automated, or selected fixtures. Also available in Toolbar > Light.
Cue Preview Mode
Toggles Cue Preview between Default (off) and Pending Cue. Pending Cue mode allows
Augment3d to display a virtual preview of the look used in the next upcoming cue. Also
available in Toolbar > Options.
Reset
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Hierarchy
The Hierarchy lists the objects and fixtures currently in your Augment3d model. This includes all
objects that have been manually added and all fixtures automatically added via Patch.
The dropdown menu allows you to add query folders, as well as the option to create new objects
and groups without using the Library.
The search bar allows you to search for objects by name or tag. This is useful for editing large,
complicated models, which can have hundreds of objects and fixtures.
Query Folders
Query folders are smart folders that update their contents automatically. Once a Query Folder is
created from the Hierarchy, the Inspector (on page 410) will display options for the folder.
You can further refine the Names and Tags options using wildcards. An asterisk (*) will replace
multiple characters, and question mark (?) will replace single characters. For example, three
Person 1 objects have been added to the model, named "Alex," "Chris," and "Kim." A search
for "*i*" will return Chris and Kim, (which both contain an "i"), while a search for "?i?" will
only return Kim, (which is the only three-character option containing an "i").
Triangle Count
This option provides an overview of the objects using the most triangles, which may negatively
impact performance.
Nesting Objects
Nesting objects within the Hierarchy associates multiple "child" objects with a "parent,"
allowing you to create sets of objects that can be moved, shown, and hidden in unison. Nest
objects to a Scenic Element or Scenic Element Movable Channel so that they can be moved,
shown, and hidden during cue playback.
To nest objects, select the desired child objects in the Hierarchy by clicking while holding SHIFT
(for consecutive objects) or CTRL (for individual objects). Once selected, simply drag them over
the parent object in the Hierarchy and release when the parent is highlighted to nest them
underneath. Select and drag child objects out from under their parent to separate them again.
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Inspector
The Inspector window contains a variety of controls for modification of any selected objects.
You can rename objects and assign them a color swatch that will appear in the Hierarchy.
Note: Color swatches are for identification only, and do not alter the color of the
associated object.
Position
Position refers to the physical location where the item is placed in the space in relation to the
origin, if the item is not nested to any other object. If the item is nested to another object, the
position data represents the physical location where the item is placed in relation to its parent's
origin.
The world position is always the physical location where the item is placed in the space in
relation to the origin of the model.
Note: Certain tools are only available in Edit Mode. See Edit Mode-Only Tools (on
page 415).
Camera Tool
Camera provides several options to change your view and position in Augment3d. Reset all
options to default by clicking Restore Camera Mode Defaults.
Home
Returns you to the default camera position. This can be updated to the current position by
holding down the Home bookmark, or reset by clicking Restore View Defaults.
Bookmarks
You can record up to five custom camera positions as bookmarks. Like Home, these can be
updated by holding, or reset by clicking Restore View Defaults. Updated bookmarks can be
stored and recalled using Eos Snapshots that include the Augment3d tab or tether (see About
Snapshots (on page 356) ).
Look
The Look buttons provide shortcuts to different camera positions, oriented around the current
camera position.
Zoom
Zooms the camera view to whatever fixtures or objects are currently selected in Augment3d.
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Fixture POV
Positions the camera from the point of view (POV) of the gate of the first selected fixture. Exiting
POV mode returns the camera to its previous position. When enabled, a Fixture POV symbol will
overlay the Camera icon. Also available in Preferences.
Mode
Toggles between Perspective and Orthographic camera modes. In Perspective mode, objects
that are further away are smaller than nearby objects. In Orthographic mode, all objects are the
same scale. Also available in Preferences.
Move
Toggles between Fly and Orbit camera modes. In Fly mode (indicated by a Fly symbol overlaying
the Camera icon), the mouse alters the angle of the camera. In Orbit mode (indicated by an
Orbit symbol overlaying the Camera icon), the mouse moves the camera around a center point.
Movement is still possible via keyboard controls in either mode. Hold ALT to temporarily reverse
the behavior.
Focus Tool
Provides options to edit the Focus Offset height and toggle automated fixture animation on or
off. LEFT MOUSE + CENTER WHEEL will also adjust the height. Also available in Preferences.
Labels Tool
Labels provides options to toggle various informational overlays on or off. Reset all options to
default by clicking Restore Label Defaults. All label options are also available in Preferences.
Focus Handles
Toggles focus handles for all, automated, selected, and / or active fixtures. Spherical handles
may be moved to proportionally refocus automated fixtures. Cubic handles indicate a
conventional fixture, but cannot be used to refocus. Labels overlaying focus handles can also be
toggled.
Sticks Tool
Stick beams can be toggled to see where a fixture is pointed (even if it is not currently
outputting), or for differentiating between multiple fixtures focused on the same location.
Toggle stick beams for all, moving, selected, active, or inactive fixtures. Reset all options to
default by clicking Restore Stick Defaults. Also available in Preferences.
Light Tool
Provides options to configure the simulated light in an Augment3d model. Reset all options to
default by clicking Restore Beam Defaults. All light options are also available in Preferences.
Beams
Toggles simulated light beams for all, moving, or selected fixtures.
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Light
Adjusts the overall intensity of the simulated light.
Note: This only affects the intensity of the simulated light beams in Augment3d, not
the intensity values of the fixtures themselves.
Beam Intensity
Toggles between low, medium, and high intensity simulated beams. Toggle Haze on to increase
the realism of the beams.
Ambient Light
Toggles between no, low, medium, and high overall ambient light levels in the Augment3d
model.
Options Tool
Pending Cue Mode
This mode allows Augment3d to display a virtual preview of the look used in the next upcoming
cue.
Reset Cue Preview by clicking Cue Preview Mode Defaults. An eye will appear on the Options
icon when in Cue Preview mode. Also available in Preferences.
Allows you to adjust the quality of the Augment3d render, the FPS, and the Lighting mode. Also
available in Preferences.
Note: When using Augment3d on a Mac running ETCnomad, an additional option for
Resolution Scale will appear in the Quality menu.
Snap Tool
Toggles object snapping to the grid on or off. Also available in Preferences.
Move Tool
Allows you to move objects along the X/Y/Z axes. Handles have conical ends.
Scale Tool
Allows you to resize objects along the X/Y/Z axes. Handles have cubic ends. Use the
center handle to resize all dimensions proportionally.
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Rotate Tool
Allows you to rotate objects around the X/Y/Z axes.
Local Tool
Toggles Move and Rotate object tools between global XYZ orientation and object
XYZ orientation. Scale is always performed relative to the object's Local
XYZ orientation.
• On the left barrel, Local is toggled off, so the Move tool orients itself based on the
Augment3d model.
• On the right, Local is toggled on, so the Move tool orients itself relative to the position of
the barrel itself.
Performance Indicator
This color-coded section of the toolbar indicates Augment3d's current quality and performance
level.
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Manually Adding Fixtures
If you already know the position and orientation of your fixtures, you can manually add them to
Augment3d through the Eos Patch screen on a channel-by-channel basis.
In Patch, certain fixtures will appear with the Augment3d "3d" logo next to them. This symbol
indicates profiles with an Augment3d model.
Note: Fixtures requiring a profile update will display with an asterisk (*). For more
information, see Update Profile (on page 109).
Position data is either local or world. For more information, see Inspector (on page 410) .
In the above example, the fixture patched to Channel 184 is -2 meters offset on the X axis, -13
meters offset on the Y axis, and 7.5 meters offset on the Z axis.
Orientation
Orientation data reflects how the fixture is rotated. The values for X, Y, and Z represent a
rotation in degrees around that axis in relation to the global XYZ axes.
Under the Augment3d section in Patch, fixtures have fields for XYZ Position & Orientation. You
can also enter information for Beam Angle, Shutters, and Gobo Rotation.
Entering Fixture Position & Orientation Data
Select the channel of a fixture for which you have position and orientation data, and navigate to
the Position & Orientation section of the Augment3d tab in Patch. Selecting one of the position
or orientation fields opens a keypad to input specific values.
Alternatively, keyboard syntax can be used. Use [/] to separate X, Y, and Z when typing in
multiple values, and [Thru] to enter information for multiple fixtures at once.
• [Chan] [1] [Select] [5] [/] [5] [/] [5] [Enter] sets the position of Channel 1 to 5,5,5.
• [Chan] [1] [Select] [/] [2] [/] [Enter] sets the Y coordinate of Channel 1 to 2. No changes
are made to the X and Z coordinates.
• [Chan] [1] [Select] [+] [3] [/] [/] [Enter] adds 3 to the current X coordinate of Channel 1.
No changes are made to the Y and Z coordinates.
• [Chan] [1] [Select] [+] [/] [1] [/] [-] [5] [Enter] adds 1 to the current Y coordinate of
Channel 1, and subtracts 5 from the Z coordinate. No change is made to the X coordinate.
• [Chan] [1] [Thru] [5] [Select] [0] [/] [0] [/] [5] [Thru] [10] [/] [10] [/] [5] [Enter] sets the
position of Channel 1 to 0,0,5 and the position of Channel 5 to 10,10,5. The positions of
Channels 2, 3, and 4 are evenly distributed between the two.
• [Group] [10] [Select] [5] [/] [/] [Thru] [10] [/] [/] [Enter] distributes the X coordinate of all
channels in Group 10 between 5 and 10. No changes are made to the Y and Z
coordinates.
All trailing slashes are optional. [Chan] [1] [Thru] [10] Position [5] [Thru] auto-completes to
[Chan] [1] [Thru] [10] Position [5] [/] [*] [/] [*] [Thru].
The corresponding fixture is automatically added to the Augment3d model. Repeat the process
for any additional channels or fixtures, or edit fixture position and rotation using tools available
in the toolbar or the Inspector.
Position [@] [Enter] will remove the position of the selection. Orientation [@] [Enter] will reset
the orientation of the selection to (0,0,0).
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Any changes made to fixture position in Augment3d will automatically update the values in
Patch. Similarly, any change made via Patch will automatically update the fixtures in
Augment3d.
Note: You do not need to enter Augment3d Edit Mode to select fixtures.
3. Aim the fixtures at their intended target using a long selection, or SHIFT + left mouse.
Setting Up FPE
FPE associates four or more points in your space with corresponding Focus Palettes in order to
estimate the location and rotation of your automated fixtures.
If you are setting up your fixtures for the first time, it is generally easier to choose FPE points first
and then record Focus Palettes for each one. However, if you have existing Focus Palettes it may
be possible to use those focus locations for your FPE points instead.
FPE Points
Each point is a known physical location in a space, measured in relation to the XYZ & Origin (on
page 402) . It is recommended to choose at least four points on the floor encompassing the origin
and as much of your space as possible.
For best results, the four points should be on the same plane (have the same Z coordinate). If
differing Z coordinates must be used, list the points in a clockwise direction from the point of
view of the fixtures. While four points is the minimum requirement, additional points may
increase FPE accuracy.
1. Determine the X and Y coordinates of these points by measuring outwards from the origin
point.
Once you have your points chosen and measured, enter the coordinates for each point.
2. Navigate to the Eos Patch screen. Click the Augment3d tab and select the FPE section.
3. Enter the measured coordinates of each point. Augment3d will automatically place an FPE
Point at each location.
Updating XYZ coordinates in Patch will alter the FPE Point's location in the Augment3d model.
An error will appear if the points chosen are suboptimal. For help, see Troubleshooting FPE (on
page 424) .
Focus Palettes
Once you have chosen, measured, and entered the coordinates of your points, associate each
point with a Focus Palette.
1. Focus your fixtures at one of your FPE points and record a Focus Palette.
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Note: Fixture beams must be centered on the FPE point. Focusing fixtures one at a
time, sharpening the beam edge, and narrowing the iris to create a smaller-sized beam
may help you center the beam. Using a gobo with an easily-identifiable center point
(such as a crosshair) may also help.
2. In Patch, enter the Focus Palette number into the "FP#" column that corresponds with the
point on which you focused.
3. Repeat this process until all your FPE points have associated Focus Palettes.
This association between FPE Points and Focus Palettes is crucial to the accurate rendering of
fixtures in Augment3d.
FPE Sets
If multiple sets of FPE calibration data are needed, FPE Points can be arranged in up to ten sets.
Each set has its own FPE Points, allowing you to maintain FPE data for multiple spaces within the
same Eos showfile. Each FPE set can then be assigned to a channel or range of channels. The
fixtures patched to those channels will then use the FPE Points in that set for their calibration
and focusing.
Multiple FPE sets can be useful for consoles that control more than one space, or for touring
shows working in multiple venues. This can also be useful if all the fixtures in your space cannot
focus on the same set of FPE points.
Calculating FPE
Once you have at least four FPE Points matched to Focus Palettes, you are ready to calculate
FPE.
Note: Any errors must be resolved before proceeding. It is not possible to undo an
FPE calculation.
With nothing selected in the command line, FPE will recalculate positions for all patched fixtures
in a show file. If specific fixtures or ranges of fixtures are selected, the FPE calculation will only
affect the selection.
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Troubleshooting FPE
Accuracy
There are several ways to calculate the positions and rotations of the fixtures in your show.
There are several factors that can also impact the accuracy of this estimation, including:
• Fixture profile inaccuracy
• Poor FPE point selection
• FPE point measurement error
• Slack in automated fixture belts
• Asymmetry about the tilt axis
• Fixture-to-fixture pan / tilt variations
FPE accuracy is dependent on profile information and user-supplied data. If the data is
inaccurate, the computation will either fail or give poor results. Adequate care should be taken
to ensure that profiles do not have errors and that the positions of FPE points are accurately
measured.
Best Practices
There are many ways to select FPE Point positions. The preferred method is to use at least 4
points close to the bounds of your space, as in the example above. Larger angles between points
reduces the possibility of redundant information being used in the calculation. It may help to
think of the points as outlining the base of a 3D shape that should cover as much of your space
as possible.
A better (but still problematic) configuration is pictured above. Since one of the points is in a line
between two others, the data from that point is redundant and cannot be used to calculate the
fixtures' positions.
Troubleshooting
If fixture response is inaccurate or if fixtures are not generated correctly in Augment3d, check
the following:
• Ensure your fixture profiles are up to date, and update if not (see Update Profile (on
page 109) ).
• This is likely to fix the problem if fixtures of one type respond accurately and fixtures of
another type do not.
• Ensure the measured ground points in your space match how they were entered in Eos,
and that the X and Y coordinates were not accidentally swapped.
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• Verify you are using the correct units of measurement.
• Replay your Focus Palettes.
• Did they record correctly?
• Were they assigned to the correct Reference Point?
• Do any of the fixtures pan more than 180 degrees? If so, press {Flip} and re-record (or
update) the Focus Palette
• Add an additional FPE Reference Point and Focus Palette. Recalculate FPE. Is fixture
response more accurate?
Other Common Issues
The following are some of the issues that most often affect the FPE calculation.
Beam Centering
The calculations expect the optical center of the beam to be at the measured ground points. If
this is hard to see with the naked eye, using a crosshair gobo (or any gobo with an easily
identifiable center point) can aid in lining up the beam more accurately over the ground point.
Fixture Profiles
Some automated fixtures may have pan and/or tilt settings that are incorrectly calibrated in their
profile. These profiles must be corrected in order to accurately work with FPE. For more
information, see Fixture Profile Correction (below)
Some fixtures have user-definable pan / tilt ranges that may cause inaccuracies. Check the
settings of your fixture and ensure any parameter ranges set on the fixture match the ranges set
in the fixture profile.
Fixtures
Some automated fixtures may be subject to mechanical defects that cause them to behave
inaccurately when compared to their profile or other fixtures of the same model. Unless a
custom profile is created that matches the specifications of that fixture, it will not work correctly
with FPE.
If a fixture in Augment3d pans and / or tilts in the opposite direction as it does in the real world,
either parameter may be inverted.
1. Set the fixture’s pan to 0° and tilt to +90°. Increment the pan in either direction. Does the
virtual fixture rotate in the same direction as the physical fixture?
2. Set the fixture's pan and tilt to 0°. Increment the tilt in either direction. Does the virtual
fixture point in the same direction as the physical fixture?
If you find that the pan or tilt value did not move in the correct direction, use the range editing
tools in the Fixture Editor (on page 110) . to invert the DMX range, or swap the DMX and User
Min/Max at the same time.
Pan Range
If the pan direction is correct, but the virtual fixture pans further in either direction than the real
fixture, the fixture's physical pan range or values may not match its profile.
1. Aim your fixture at a point on your stage. Press the “Flip” button. Does the fixture return
to the same point? If so, pan is mapped correctly. If not, set the fixture's tilt to +90°,or
until the fixture is pointing forwards.
2. Test with pan values of -90°, 0°, and +90°. The fixture should point to the left, straight
forwards, and to the right, respectively. If so, pan is mapped correctly. If not, follow the
steps below to correct the pan range in the Fixture Profile Editor.
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c. Using About (on page 337) , find the raw DMX values for pan (including course and
fine), and note them.
d. Set this new raw DMX level as your pan 0 value in the Fixture Editor (on page 110) .
2. Then, using the new zero value, calculate the maximum.
a. Set your pan value to minimum and select a tilt value that targets a point in your
venue.
a. Increase your pan value 360° until the fixture is pointing at the same point again.
b. Calculate the raw DMX values of the correct minimum and maximum pan.
• min pan value = (360 ÷ (found pan - minimum pan)) * (minimum pan - pan 0
value)
• max pan value = (360 ÷ (found pan - minimum pan)) * (maximum pan - pan 0
value)
3. Set the raw DMX values as your new minimum and maximum.
4. Recalculate FPE (see Calculating FPE (on page 422) ) and test for accuracy.
Tilt Range
If the tilt direction is correct, but the virtual fixture tilts further in either direction than the real
fixture, the fixture's physical tilt range or values may not match its profile.
1. Aim your fixture at a point on your stage. Press the “Flip” button. Does the fixture return
to the same point? If so, tilt is mapped correctly. If not, set the fixture's pan and tilt to 0°.
2. Pan the fixture in a circle. Does the fixture beam remain stationary, pointed straight
down? If so, tilt is mapped correctly. If not, follow the steps below to correct the tilt range
in the Fixture Profile Editor.
If none of the troubleshooting or profile correction steps help, there may be an issue with the
fixture itself.
Certain mechanical defects may cause an automated fixture to behave inaccurately when
compared to their profile or other fixtures of the same model. Unless a custom profile is created
that matches the specifications of the fixture, it will not work correctly with FPE.
For more information, see Creating a New Fixture (on page 110) .
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Working with Fixtures
Once fixtures are added to your model, you can begin using Augment3d to focus and control
them. There are a variety of tools available to help with this.
To select fixtures in Augment3d, either select them via the Eos command line or use a mouse.
Click on a fixture to select it. You can also drag, or hold shift to select multiple fixtures.
There are three colors used for selection:
• Gold - fixtures selected in Eos
• Blue - fixtures selected in Augment3d Edit Mode
• Pink - fixtures selected in both Eos and Augment3d
Focusing with Click-To-Focus
Selecting and holding on an object or plane in your Augment3d model will focus the selected
fixture on that spot. Pressing SHIFT + LEFT MOUSE will also activate Click-To-Focus. You can
also drag around the model to move the fixtures. Fixtures without pan / tilt parameters must be
selected while in Patch for Click-to-Focus to work.
Fixture Labels display the channel number of the fixture. This can be useful in identifying which
fixture is creating a particular beam of light.
Stick Beams draws a line from the fixture to wherever the beam lands. Stick Beams do not
require intensity and can be used to focus a fixture that is not currently outputting.
For more information, see Sticks Tool (on page 413) .
Focus Tool
Use the Focus Height feature to set a vertical offset from the location that is being focused on, in
order to adjust focus to an actor's chest or face, instead of on the floor where they are standing.
For more information, see Focus Tool (on page 412) .
431
Specify the pixel map number and any X/Y/Z constraints. Select {Confirm} to place fixtures in
your show at the same locations they exist in the pixel map.
Note: This option is governed by fixture selection. If no fixtures are selected, all
fixtures in the Augment3d model will be added to the pixel map.
Note: This option is governed by fixture selection. If no fixtures are selected, all
fixtures in the Augment3d model will be added to the magic sheet.
Adding Objects
There are two ways to add an object to the Augment3d model.
Note: Objects are created with a (0,0,0) position on the XYZ axes when added to the
model.
These parameters can also be modified using the quick buttons in the Inspector (on page 410) .
Position
Select the Move tool. Drag on any of the X/Y/Z axes to move the object in that direction.
Objects that have been moved away from their 0,0,0 default position will display a trail and
distance measurement back to the Origin.
433
Scale
Select the Scale tool. Drag on any of the X/Y/Z axes to enlarge the object in that direction. Drag
on the white center box to scale all dimensions proportionally.
Rotation
Select the Rotate tool. Drag on any of the X/Y/Z axes to rotate the object in that direction.
Note: Custom objects can only be deleted from the Library if they are not used in the
current model.
If a tether and a console are connected, objects must be imported from the tether device.
On the tether, navigate to File > Import to Library > 3D Model to proceed with object import.
Import Options
After choosing an object, you will be presented with a file browser to choose your desired file.
After a file is selected, the Import Options panel will display.
Use the available options to configure the import to correctly represent your file in Augment3d.
Scale
Select the desired units to use for the size of the object being imported.
435
Origin Position
Determines the position of the object relative to the origin when added to the model from the
Library.
• As Model - the object will be placed using the origin point defined in the object model.
• Center - the object will be centered on the origin.
• Ground - the object's base will be aligned with the origin.
• Top - the object's top will be aligned with the origin.
Model Orientation
Unlike some 3D modeling software, Augment3d uses the Z plane for up / down positioning.
Automatic uses the coordinate assignments from the source software. Z-Up assigns Z to up /
down.
Optimization
Provides options for optimizing the object for better Augment3d performance. Neither option
can be undone after import is complete.
• Combine Meshes - combines all meshes in the object.
• Remove Small Meshes - removes meshes from the object below a specified size.
After Importing
Once imported, the file will appear in the Library. Drag it into your workspace to add it to your
model.
CAUTION: Custom objects imported into the Library but not added to the
Augment3d model will be removed upon shutdown of Augment3d.
Scenic Elements
You may wish to change the visibility and position of Augment3d objects using cues,
submasters, and so on. Two new profiles are available in Patch in order to accomplish this,
under {Type} > {Manufctr} > {ETC Fixtures} > {Scenic Element}.
Scenic Element
Objects nested to a channel and patched as Scenic Element can be given intensity values to
show or hide them on a cue-by-cue basis.
An example would be an object that is onstage in Act I but is removed for Act II. Instead of
removing the object from Augment3d, simply hide it by giving it a 0 intensity value in the Act II
cues.
Note: Objects patched as Scenic Elements are exempt from Grandmaster and [Select
Active] control.
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Supported 3D File Formats
Optimal 3D Formats
These file formats have been found to work optimally for import into Augment3d:
• .dae
• .zae
• .fbx
DAE files, also known as Collada files, are the optimal export format for Augment3d from
AutoCAD and Vectorworks.
Note: SKP imports from SketchUp will include colors and models only, and exclude
materials.
439
Configuring Vectorworks to use the Augment3d Plug-in
1. Launch Vectorworks.
2. Configure your Vectorworks workspace.
a. Open the Workspace Editor. Navigate to Tools > Workspaces > Edit Current
Workspace.
b. Expand the ETC node in the Commands panel:
Importing to Eos
1. Open Eos and select File > Import > Augment3d (from Vectorworks). Select your .a3d
file.
2. Click {Map Devices}. For more information on mapping devices for import, see
Lightwright Import (on page 77) .
3. Select a device from the Source File column and choose its matching Eos fixture profile.
441
4. Click {Link Devices}.
5. Repeat steps 4 and 5 until all devices have been associated with fixture profiles.
6. When complete, click {Done}, then {OK}.Your devices and their associated position
information will now appear in Patch and Augment3d.
Media Content
Images, movies, text, and html files can be applied to a pixel map. A stock library of media is
provided when the Eos Family Pixel Mapping Installer is installed. see the Eos Family Pixel
Mapping Installer v1.0.1 Release Note for installation instructions.
Additional media content can be installed. Supported media file formats are:
• Images - .png, .jpg, .gif, .tiff, and .svg
• Movies - .3gp .3gpp .3gpp2 .3gp2 .3g2 .3p2 .flc .h264 .hdmov .m4a .m4b .m4p .moo
.moov .mov .movie .mp4 .mpg4 .mpg4 .mqv .mv4 .pic .pict .qif .qt .qti .qtif .tvod .vid
• Text - .txt
• HTML - .htm, .html
Note: Make sure your files follow the naming convention of file number_filename. If
the files do not, they will not be recognized as media files. You can always import using
Import All Pixel Map Media instead.
Select the device with the media on it in one window and in the other window select the
MediaArchive folder. Inside the MediaArchive folder, you will see numbered folders. Those
folders correspond to libraries. You can copy or move files.
Note: Hovering your cursor above the pixel map will display the column and row
location for the pixel.
In the pixel map display, any numeric entry is assumed to be a pixel map. Each pixel map must
have a unique number.
To create a pixel map, type in the number you want to assign to it and hit [Enter].
Assigning Layers
The virtual media server and layer(s) need to be assigned to the pixel map.
Using the softkeys, select {Server Chan}, {Media Layer Chan}, and {Effect Layer Chan}, and
associate them with the channels you want to patch. If those channels are unassigned, Eos will
automatically patch them accordingly. An error will appear if any channels are assigned to a
different device type.
Note: No addresses need to be assigned in Patch for the pixel map layers.
In this display you can also label the pixel map, assign the interfaces it will use, and adjust the
width and height. Column and row guides can be created numerically in either the pixel map or
in the Edit displays. The guides can aid in viewing a pixel map.
Note: Any pixel can have its size adjusted for better representation of the actual
fixtures. This is done by selecting the pixel and then dragging the vertical and/or
horizontal borders.
Note: A pixel map can be moved within the edit display by holding down the right
mouse button. The map can be zoomed either by using a mouse wheel or by holding
down [Format] and moving the level wheel.
• {Rotate 90}
• {Flip V}
• {Flip H}
• {Invert}
The {Flash} button can be used to check the address output while still in the edit display. {Flash}
works the same as it does in Live.
When editing is finished, press the {Done} softkey to exit the edit display.
Note: For any output, the Server Channel must be set to a level along with any layers
you are using.
Note: You can use Park and Address Check for Virtual Media Server outputs.
Does a multiply or
screen effect based
{Overlay} on the lightness or
darkness of the
bottom layer
Does a multiply or
screen effect on the
{Hard Light} lightness or
darkness of the top
layer
Darkens or lightens
{Soft Light} colors depending on
the top layer
Effect Layers
The Virtual Media Server allows you to use procedurally generated content. This is content that
is created algorithmically in real time, instead of rendering file based media.
In order to use procedurally generated content, you must patch the pixel map layer as a virtual
effect layer instead of a virtual media layer. Setting up the pixel map is the same as for using
virtual media layers. There are two versions of the effect layer, {Effect Layer Ver 1.0} and
{Effect Layer Ver 1.1}.
Types of Effects
Note: The button {Layer Effect 2} is for use with perlin noise effects.
12. Enter in the {Network Path}. The path name is listed next to the primary’s {Share Media
Archive} checkbox.
13. Select the appropriate console type for the {Network Path Type}.
14. Click {Ok}. You will now be able to access the primary’s media archive from the backup or
client. This new drive will appear in the browser like a USB drive.
15. Click {Done} and launch the Eos application.
Partition List
To view the partition list display, press the {Partitions} button in Setup>System. This display lists
all existing partitions. There are four pre-programmed partitions in Ion Classic, they are:
• Partition 0 - No channels and no fader control. This is the default for all users when
partitioned control is enabled for the first time on a show. To gain control, you must select
a different partition.
• Partition 901 - All channels. Allows the user access to all channels.
• Partition 902 - Single Parameter Channels. Allows the user access to only channels with a
single parameter.
• Partition 903 - Multiple Parameter Channels. Allows the user access to only channels with
multiple parameters.
To select a partition in the list, enter it in the command line.
• {Partition} [9][0][2] [Enter]
If partitioned control is enabled, this will now be your assigned partition.
Deleting Partitions
To delete any partition, simply type the syntax in the command line:
• [Delete] {Partition} [5] [Enter] [Enter] - deletes partition 5 from the list.
Preprogrammed partitions cannot be deleted.
Using Partitions
Partitions are set on a user level. See Assigning User ID (on page 467) for more information.
When partitions are enabled and a partition is selected, you may only control and record data
for the channels included in the partition, with the exception of parking and unparking channel
parameters or playing back cues. If you try to control a channel that is not in your partition, Ion
Classic will post an advisory that this channel is outside of the partition, and you must confirm
that you want to control that channel. You will not, however, be able to store information for
that channel.
When you record a target (cue, preset, palette), only those channels that are partitioned to you
are recorded. Other programmers’ record actions to the same target can add to it (they do not
replace it) unless channels are shared. When shared, the last value provided at the point of the
record action will be stored.
Partitions in Playback
In Ion Classic, how faders are configured and what is loaded to those faders is shared across all
control devices, with the exception of the master playback. As such, if the leftmost fader on
page 1 is configured as submaster 1, all devices will display and control submaster 1 on that
fader.
When content is played back from any device, it will be recalled in its entirety. If you wish to
limit playback on cues, partitions can be assigned to cue lists. See Partitions on Cue Lists
(below) for more information. Additionally, filters can be placed directly on the playbacks to
restrict what is recalled on that fader. Filters are system wide.
Ion Classic allows each user to assign different cue lists to their master fader pair. Using this
feature, programmers can work within their partitions, using the master fader pair for their
specific cue list, without affecting the cue list that is loaded to the master fader of another user.
Multi-Console 463
About Multi-Console
This chapter outlines the procedures required to use multiple Eos Family control devices
simultaneously on a network. It outlines the setup, configuration, and behavior that is entailed
in an Eos Family multi-console scenario.
Multi-console functionality is also used to provide synchronized backup of your show while
running multiple devices on the network.
Definition of terms
Familiarize yourself with these terms prior to setting up a multi-console system.
Note: Eos Ti, Eos, Gio, Gio @ 5, Ion Xe, Element 2, Ion, and Element consoles, RVIs,
RPUs, ETCnomad Puck, or ETCnomad may all be considered active units on an Eos
Family network. For the sake of brevity, the term Eos is used to represent any /all of
these options in the following descriptions.
• Primary - When an Eos is configured as a primary, other Eos devices can connect and
synchronize with it. If using a backup processor, the primary is the Eos that will be backed
up. By default, all Eos Family consoles will start up as a primary.
• Backup - The Eos capable of taking control of the system if the primary fails. You may
input data and run your show from a backup. There can only be one backup in an Eos
network and you must specify which primary it is backing up.
• Client - Any online Eos that is not the primary or backup is a client. Client data is sent and
received over the network, and clients will synchronize with a designated primary.
• Offline - Any Eos controller that is disconnected from the Eos network. Changes to show
data performed on an offline Eos will not affect the rest of the Eos network or the lighting
system.
• Master - The Eos that is currently sending control data to the lighting system is the master.
In most circumstances this is also the primary. Should a primary fail and a backup takes
control, then the backup will be acting as the master.
• Tracking - Any device that is synchronized with a master is tracking. Once a backup takes
control it becomes a master and is no longer tracking.
• User - A user is an Eos defined by a user ID. If it has a unique user ID, the Eos will operate
separate from other Eos devices on the network, but still track show data. If it shares a
user ID, Eos will synchronize with like IDs. See About User ID (on page 466)
• System - One primary Eos, one backup Eos, and (if available) multiple clients
synchronized together.
• Mirror Mode - A mode for mirroring the displays of another device. See Mirror Mode (on
page 469)
Multi-console Setup
When using multiple Eos devices on the network, you should adjust some of the settings to
ensure optimal functionality.
Additional requirements for multi-console setup include:
Note: It is recommended that you perform the following setting changes before
connecting your device(s) to the network. After the changes are complete, connect to
the network and reboot the device.
Designate Primary
By default, all Eos devices will boot as a primary. When using multiple Eos devices on the
network, only one should be designated as a primary. Other Eos devices should be configured as
the backup (only one per system) or clients. There can be a maximum of 12 Eos devices
connected to a master.
To change this setting, you must exit the Eos software (Browser>Exit) and then designate the
Eos device as primary, backup, or client in the ECU Welcome Screen (see Welcome Screen (on
page 474) ).
DHCP Server
DHCP server supplies IP addresses to network devices. Only one Eos device (typically the
Primary) on the network is necessary to do this properly. Therefore you should disable the DHCP
server on all Eos devices except for the intended primary.
To disable the DHCP server on your Eos device, go to ECU>Settings>Network>DHCP Service.
See Local Area Connection (on page 482) for more information.
Network Type
This setting adjusts the timeout period before a backup device will take control from the master.
This is done in ECU>Settings>Network>Interface Protocols. See Network Type (on page 486)
for more information.
• Standard - After five seconds of no response from the master, the backup will assume the
master has disconnected and will then take control.
• Engineered - After 1.6 seconds of no response from the master, the backup will assume
the master has disconnected and will then take control.
Multi-Console 465
Change IP Address
Each Eos device on the network should be given a unique IP address. If running multiple devices
of the same type (for example - two consoles, or two RPUs), you must alter the default static IP
addresses to ensure proper functionality. For a list of the default IP addresses for Eos devices,
see IP Address (on page 483)
Changing the static IP address is done through the ECU (see Network Settings (on page 482) ).
Manually change the IP address of any non-master Eos device by clicking in the IP Address field
and entering the new number from the keyboard. When done, press [Enter].
Note: It is recommended that you alter the very last digit of the static IP address by an
increment of one for each additional Eos device on the network. Therefore, if the
master ends in “101”, change the backup to end is “102”, a client to end in “103” and
so on.
Multiple Users
Ion Classic can be set to act as a separate user from other consoles in the system, or it can be set
to act as the same user as another console. This is done by changing the user ID.
About User ID
When multiple users are on the Eos Family network, they can all act as one combined user, as
all separate users, or any of the varying degrees between.
Any Eos, Eos Ti, Gio, Gio @ 5, Ion Xe, and Ion console, RPU,RVI, ETCnomad, and ETCnomad
Puck can be a separate user on the Eos Family network. Certain devices work well as
independent users while others are intended to share a user ID with another device. For
example, consoles and RPUs are likely candidates for working with a unique user ID while RVIs
and client PCs can be useful sharing an ID with another device to track programming
information from a second location.
Set in the Setup (see Users (on page 135) ), User ID is an Eos-specific identifier that can be set
uniquely for each Eos device or can be shared between multiple devices allowing for certain
data to be shared between consoles. The user ID can be set anywhere from 1 to 99.
The decision to share a user ID is based on the desire to share a common work environment and
command line. It is often common for a designer to be the same user as a programmer so his
displays and operating modes follow a programmer, and his command line mimics the
programmer's. Alternatively, mirror mode of a user can be called. It is also possible to set the
designer up as a completely separate user, adding a command line object to a magic sheet to
allow a view into programming activities.
Devices sharing User IDs will share certain data, while those with different IDs will not. Below
are the differences in multi-console data depending on User ID.
Data shared between Eos Family devices with the same User ID
• command line
• null channels in live
• selected channels
• filters
Assigning User ID
User ID can be defined in Setup>System>Users, see Users (on page 135) for more information.
To quickly change the User ID, you can click on the User ID displayed above the CIA. A pop-up
window will open with the available User ID options.
When multiple programmers are working on the system, partitioned control can be used to
restrict a specific user’s access to certain channels. This can help avoid overlapping control of
channels by multiple programmers at once.
For more information on partitioned control, see Using Partitions (on page 461)
Synchronized Backup
Once you have changed settings to facilitate a multi-console system on the network, you may
activate synchronized backup to ensure show data security.
Eos synchronized backup is designed so that during normal operation the primary device controls
the lighting system, and any device configured as backup or client synchronize with the primary.
The following activities will synchronize between consoles when operating in a backup system:
• Playback
• Record operations
• Manually set data
• Show file and data
Multi-Console 467
Setting up Synchronized Backup
Before backup is possible, you must have at least two Eos devices (Consoles or RPUs only)
connected to the network. One must be assigned as primary and one as a backup.
To assign a backup to a primary:
1. Exit the Eos environment (Browser> Exit Eos) on the console you wish to act as the
backup. This will send you to the ECU welcome screen.
2. Touch or click on the {Backup} button in the welcome screen. The console will then
startup the Eos software, this time in backup mode. Eos will try to connect to a master
console. The CIA will say “Waiting for Master. One moment please...”.
3. If the backup doesn’t connect after a few moments, press the {Troubleshoot} touchbutton
in the CIA. This will open the network configure screen in the CIA.
Note: If this is the first time that a backup is connecting to this master,
you will need to press {Troubleshoot} and select the master.
4. Select a master console from the list on the right. If no masters are available in the list, a
master console is not connected to the network.
5. Press {Change Master}. The backup Eos will synchronize with the master.
Above the CIA Icons of each device, you will see the console's current status.
If the primary goes offline for any reason, the backup will automatically takeover as the master
if backup auto switch has been enabled, see Backup Automatically Takes Control (on
page 486) . Whenever master control changes between the primary and the backup, there will
be a dialog window that will be displayed that must be dismissed by the user.
When master control moves between the primary and backup devices, any clients in the system
will automatically connect to the current master. Clients will also display a message, but the
message will be dismissed after a short period of time. The device status above the CIA icons
will also change.
Note: A backup may take up to 5 seconds to determine that connection with the
master has been lost. This timing can be adjusted based on network type selected in
the ECU. See Network Type (on page 465) for more information.
If you enter the Network>Configure screen, it will have changed to show that your backup is
now acting as the master and is controlling the lighting system.
Note: If the primary comes back online, it will not retake control of the lighting
system. The primary will wait until it is re-designated as the master and the backup is
reassigned to it. You can force the backup to release control back to the primary by
going to Browser>Network>Configuration and pressing the {Release Control} button.
You can also force the primary to take control away from a backup by going to
Browser>Network>Configuration and pressing the {Take Control} button.
Backup Scenarios
Console and console
Two consoles can be used to provide backup. Either can be configured as the primary or the
backup. If the master console fails, the second console will take control with full show data
intact.
This is a useful scenario for touring multi-user applications.
Note: All devices must be upgraded to version 1.9 before remote software
installation is available.
In the ECU, go to Setting> General> Automatically Update Software to enable. Once enabled,
the devices can be remotely updated with the next version of software. Devices will receive the
software update from the Primary. When you install software on the Primary, the software will
first be copied to its hard drive.
With the devices synchronized with the Primary, install the new version of software onto the
Primary. All devices will lose their connection with the Primary at that time. When the Primary
comes back online after installing the software, all the connected devices will be forced to
update their software before they can reconnect with the Primary.
The Remote Power commands are sent from the browser. The command for Power On is sent
from Browser> Network> Power On MultiConsole System, and the command for Power Off is
from Browser> Network> Power Off MultiConsole System.
Note: Only devices that synchronize with the Primary will be available for Remote
Power On and Off.
Mirror Mode
Mirror Mode is used to mirror the displays of another device. When a device is in mirror mode,
the only action allowed from that device is paging via the page keys and shut down/start up.
When a device in mirror mode pages, it also pages the host.
Multi-Console 469
Mirror mode is intended primarily to allow a designer or assistant to see the exact same displays
as a programmer on the system. It can be used on any device on the network, including the
primary processor. Any device being mirrored is referred to as the Host.
The is no limit to the number of mirrored devices a host can have. But a console currently in
mirror mode cannot be mirrored.
A device that is currently in mirror mode can select which user number it is mirroring by using
the alphanumeric keyboard shortcut ALT +F1 + # (# being the user number). ALT + F2 can be
used to leave mirror mode.
Note: While in Mirror mode, the display will also have options for exiting and
powering off the device.
The CIA will open on monitor 1. The CIA on the device in mirror mode can be locked open or
closed. When left unlocked, the CIA will expand and close as normal. Not all CIA displays
shown on the device in mirror mode. The following CIA displays are synchronized:
• About
• Effects
• Effects Status
• Color Picker
• Curves
• Undo
Macros
Macros can be created to configure a device for mirror mode and to exit the mode.
The face panel button configuration in the ECU allows the face panel buttons on RPU and RVI to
be populated with these macros.
Multi-Console 471
472 Eos Family v3.0.0 Operations Manual
Chapter 34
Eos Configuration Utility
Welcome Screen
This is the starting screen of the utility. From here you can choose to boot the desk in one of
several different modes, change various settings, or shutdown the desk.
Primary
Starts the console in Primary mode.
Backup
Assigns the console as a backup to a console in Primary mode. Consoles in this mode will not
have control of the lighting system unless the Primary goes offline.
Client
Assigns the console as a client to a console in Primary mode.
Offline
Puts the console in Offline mode. Consoles in this mode cannot connect with other devices on
the same network.
Shutdown
Powers the console down following a confirmation.
Primary
This is the mode for using a single desk in non-networked or networked applications. On a
system with multiple desks, the primary is the desk that client and backup desks synchronize
with, making it the source of all information a client or backup desk sees on the network.
Primary mode can be run on Eos Ti, Eos, Gio, Gio @ 5, Ion, Ion Xe, Element 2, Element,
ETCnomad Puck, ETCnomad with dongle, and RPUs (Remote Processor Unit).
Backup
Backup mode requires a primary device be online to synchronize. Once this is done, a backup
desk intakes all show data for use in the event that it needs to assume control of the lighting
system.
The main difference between backup and client modes is what happens in the event of primary
processor failure. If the primary fails, a backup will ask if you want it to take control as the
master of the system or if you want to troubleshoot the problem. You can set the backup to
automatically take control. ( Backup Automatically Takes Control (on page 486) ) When the
primary remains in control, the backup will behave as a client would.
Backup mode can be run on Eos Ti, Eos, Gio, Gio @ 5, Ion, Ion Xe, Element 2, Element,
ETCnomad Puck, and RPUs. For more information on backup systems, see Multi-Console (on
page 463)
Client
A device set to client mode can act as a remote controller or remote video station for a system.
A client device cannot output to the lighting system. Only a primary or backup processor can do
this.
User ID determines some interaction between the client and other devices. If the client and the
primary desk have the same User ID, they will act as one. If they have different User IDs, they
will have separate command lines. See About User ID (on page 466)
Client mode can be run on Eos Ti, Eos, Gio, Gio @ 5, Ion, Ion Xe, Element 2, Element,
ETCnomad Puck, and ETCnomad with a dongle. Without a dongle, a client can connect in
mirror mode. See Mirror Mode (on page 469)
Consoles in client or backup mode by default will not output on their local DMX ports. This
option is found at ECU>Settings>Local I/O. Click on {Output in Client Mode} to enable the
ability to output.
CAUTION: ETC does not recommend the use of wireless for show critical functions.
General Settings
The following options are available in this display :
• Device Name (below)
• 24 Hour Format Clock (below)
• Time (below)
• Date (on the facing page)
• Time Zone (on the facing page)
• Language (on the facing page)
• Keyboard (on the facing page)
• Use Shift As Eos Shift (on the facing page)
• Open in Shell E.C.U (on the facing page)
• Automatically Update Software (on the facing page)
• Fullscreen Offline Editor (on page 478) (ETCnomad only)
• High DPI Display Scaling (on page 478)
• Show Archive Path (on page 478)
• Media Archive Path (on page 478)
• Share Show Archive (on page 478)
• Share Media Archive (on page 479)
• Latitude (on page 479)
• Longitude (on page 479)
• Calibrate Elo Touchscreens (on page 479)
• Calibrate ETC Touchscreens (on page 479)
• Monitor Arrangement (on page 479)
• Software Update (on page 480)
Device Name
This specifies the name the desk will use to identify itself on the network to other devices.
Examples might be Booth Desk and Tech Table.
Time
The time the desk is using. This can be changed manually (direct data-entry) or via SNTP
(Simple Network Time Protocol) time service. see Network Settings (on page 482) for more
information.
Date
The date the desk is using. This can be changed manually (direct data-entry) or via SNTP
(Simple Network Time Protocol) time service. see Time Service (SNTP) (on page 489) for more
information.
The date is displayed as DD / MM / YYYY.
Time Zone
The time zone the desk is using. This is an offset from Greenwich Mean Time (GMT). Each
setting in the pull-down list displays the offset, the name of the time zone and a couple of cities
in that time zone.
Language
Allows you to select the display language of Ion Classic. Choices include English, Catalan,
Bulgarian, German, Spanish, French, Italian, Slovak, Turkish, Japanese, Korean, Russian,
Chinese - simplified, and Chinese - traditional.
Keyboard
Allows you to select the language for the alphanumeric keyboard within Ion Classic. A wide
variety of keyboards are supported.
The keyboard can also be changed in the application when the virtual keyboard is open. Click
on the flag icon to see a language drop-down menu.
Press {Sym} to switch the keyboard from alphanumeric to symbols. When in symbol mode, press
{Abc} to return to the alphanumeric keyboard.
When the"Fullscreen Offline Editor box is checked, ETCnomad will automatically launch
fullscreen, on all connected monitors of your computer. Select "1" in the Offline
Editor Windows dropdown to show a single fullscreen ETCnomad display on each monitor.
Select "2" to further subdivide each fullscreen display into 2 halves.
When Fullscreen Offline Editor mode is disabled, ETCnomad will launch in a standard windowed
display. The Offline Editor Windows dropdown allows you to choose to open up to 6 separate
windows.
Latitude
Allows you to select the latitude the desk is using.
Longitude
Allows you to select the longitude the desk is using.
Note: Before you calibrate your external touchscreens, you may need to first use the
External Monitor Arrangement display. See Monitor Arrangement (below)
Allows you to calibrate an Elo touchscreen. With the touchscreen connected, press the
{Calibrate Elo External Touchscreen}.
The first display will have you touch some targets, and the second will have you touch various
parts of the display to make sure the cursor follows your finger. If that works fine, press the
green checkbox. If you need to return to the previous display, press the blue arrow button.
Note: Before you calibrate your external touchscreens, you may need to first use the
External Monitor Arrangement display. See Monitor Arrangement (below)
Allows you to calibrate an ETC touchscreen. With the touchscreen connected, press the
{Calibrate ETC External Touchscreen}.
The first display will have you touch various parts of the display to make sure the cursor follows
your finger and the second will have you touch some targets.
Monitor Arrangement
Note: The selected monitor will display in yellow. External monitors can be dragged
to any of the surrounding black boxes to mimic actual monitor layout. Internal monitors
are locked in relationship to each other and cannot be changed.
The Monitor Arrangement Tool will dictate how and where the pointer moves from one
screen/monitor to another. Generally speaking, you will want the logical placement on this
screen to match your physical placement.
Buttons available in the External Monitor Arrangement display are:
• {Calibrate} - see Calibrate Touchscreens (on page 1).
• {Reset Calibration} - restores default calibration data for selected display.
• {Identify} - displays the video port numbers that your monitors are connected to on the
physical monitors to confirm where you have placed them.
• {Enabled} - When checked, the monitor is available for use. The desk will display the
{Enabled} box checked for any monitors it recognizes.
• {Primary} - selects which monitor will display the Eos Configuration Utility and Central
Information Area (CIA).
Note: Only supported options will display. Monitor options may vary. While it is
possible to assign a resolution lower than the minimum (1280x1024), it is
recommended to be at 1280x1024 or higher.
Software Update
Software Update allows the installation of Eos Family Software and other ETC-approved
software (GCE and NCE). Updating Eos Family Software does not affect or update the software
in any other networked device such as a Net3 Gateway.
When you click on {Software Update}, the desk looks at the root directory of any connected
USB drive for an Eos Family desk software update file. You will be shown the names of any
updater files found on the drive. Select the file you would like to install and click the {Install}
button, or click {Cancel}. The software will first save to the hard drive before opening the
installer.
You will also receive a message if no software update file can be found.
Installer Archive
Ion Classic has an installer archive, which saves selected installers directly onto the console's
local hard drive. You can save multiple software versions onto your console's hard drive in case
you wish to downgrade.
Note: On new consoles, some versions are preselected to be archived when it initially
ships from ETC. This includes the version of software that is currently installed from the
factory as well as any patches to that version (if available). For future release, you will
need to download the Eos Family software from the ETC website, etcconnect.com.
Use the "Switch to" button to alternate between versions. A restart will be required before any
changes can take effect.
Network Settings
The following options are available in this display :
• Local Area Connection
• Enable Remote Startup/ Shutdown
• Network Interface Delay
• Ping
• Output Protocols
• Interface Protocols
• DHCP Service
• Update Service (TFTP)
• Time Service (SNTP)
Note: Eos Ti, Gio, Gio @ 5, Ion Xe, Element 2, RPU3, and RVI3 have dual NICs. Ion
and Element Classic have a single NIC.
Status
This reports if the port is “Online” (configured, connected to a network and operational). It
reports as “Offline” if any one of the above conditions is not true.
Obtain an IP Automatically
Note: ETC recommends the use of a static IP address for compatibility with other ETC
devices, though the needs of your particular installation may vary.
Clicking in the enable box will set the desk to get its IP address dynamically from a DHCP server.
While the desk is starting, it will ask for an IP address from a DHCP server. If one responds, it
will use the assigned IP address.
Note: You cannot set the desk to receive an IP address via DHCP and act as a DHCP
server at the same time. It can either send dynamic addresses or receive them, but not
both at the same time.
IP Address
If DHCP is disabled, you set the IP address here. This is a static IP address and will remain set
until changed by a user.
The following is a list of the default IP addresses:
Subnet Mask
If DHCP is disabled, you set the subnet mask here. This is a static setting and will remain set
until changed by a user. The default subnet mask is 255.255.0.0.
If DHCP is enabled, this field will display the subnet mask that is being used by the desk
(whether it is served via DHCP or a self-generated link-local IP address).
Gateway
If DHCP is disabled, you set the gateway IP address here. This is a static gateway IP address and
will remain set until changed by a user.
Eos consoles controlling a Net2 system should use the IP address as the default gateway. All
other consoles should default to 10.101.1.1.
If DHCP is enabled, this field will display the gateway IP address that is being used by the desk
(whether it is served via DHCP or a self-generated link-local IP address).
Note: Only devices that synchronize with the Primary will be available for Remote
Power On and Off.
When enabled, a launching window will display on start-up. If a network connection is not
made, you will have the option to {Start Anyway}, {Start Offline}, or to {Cancel}.
• {Start Anyway} - launches without a network interface. Only User 1 is displayed above the
CIA.
• {Start Offline} - starts in offline mode.
• {Cancel} - remains in start-up without launching into the Eos application.
Ping
Ping is used to test the network connection between two devices.
Output Protocols
This is for selecting which protocols the desk will output and which ones are included in the
default.
Note: sACN can be output on both ports. All other output protocols can only be
output on a single NIC.
sACN
This sets the control priority and the starting address for sACN data from your console. The valid
range for this setting is 1 (lowest) to 200 (highest). This is the reverse of EDMX.
Ion Classic allows you to use any sACN universes from 1-63,999.The address range equals 1 to
32,767,488, which is 63,999 times 512.
Ion Classic and the Net3 Gateways support two versions of sACN, the draft version and the final
ratified version. The ratified version is outputted by default unless this is selected.
Avab UDP
This sets the subnet for Avab UDP data from this desk. The priority levels range from 0-200. The
default is 0, which is no priority level. 1 is the lowest priority level and 200 is the highest. When
set to no priority level (0), the data will merge according to HTP.
A backup desk will receive its Avab UDP priority level from the primary. The backup will then
output at one priority higher than the primary, unless the primary was set to the highest priority
of 200.
ArtNet
This sets the subnet for ArtNet data from this desk. The valid ArtNet Start range for this setting is
0-255.
Broadcast Type
• Directed Broadcast - Broadcast packets are directed to a subnet based on the IP address
and subnet mask of the sender.
• Limited Broadcast - The limited broadcast address is 255.255.255.255. It is limited
because routers will never forward datagrams with that destination address. This means
that datagrams with the limited broadcast address are confined to the particular network
segment on which they originate.
Interface Protocols
MultiConsole
Clicking in the enable box will allow for multi-console communication on the selected port. See
Multi-Console (on page 463) .
Network Type
This setting adjusts the timeout period before a backup device will take control from the master.
• Standard- After five seconds of no response from the master, the backup will assume the
master has disconnected and will then take control.
• Engineered - After 1.6 seconds of no response from the master, the backup will assume
the master has disconnected and will then take control.
This settings adjusts the show file transfer speed between devices. The default setting is Fast File
Transfer.
Note: If you are experiencing connection issues between devices, you can change the
setting to Normal File Transfer for a slower transfer speed.
RDM
RDM can be enabled to allow Ion Classic to perform RDM functionality including device
discovery for each ethernet port on a console. By default, RDM is enabled.
See {Patch} Display and Settings (on page 99) and [About] Address (on page 342) for more
information.
Note: RDM requires use of a Net3 or Response Gateway. Net3 Gateways must be
using version 5.1 or higher.
FDX2000 Feedback
Clicking in the enable box will allow your console to receive FDX2000 dimmer feedback over
the network.
Broadcast Type
• Directed Broadcast - Broadcast packets are directed to a subnet based on the IP address
and subnet mask of the sender.
• Limited Broadcast - The limited broadcast address is 255.255.255.255. It is limited
because routers will never forward datagrams with that destination address. This means
that datagrams with the limited broadcast address are confined to the particular network
segment on which they originate.
WiFi Remote
Select to allow WiFi RFRs, like the iRFR or aRFR, to connect to Ion Classic.
OSC
Select the OSC TCP mode. By default, OSC 1.0 is selected.
Note: Check the documentation for the OSC device you wish to use over a TCP
connection to see which mode it supports.
Note: All settings in this section require a reboot of the desk before they will take
effect.
If this section is grayed out, or you are unable to change any settings, you don’t have Net3
Services installed on your desk. Net3 Services are installed by the installer for ETC's Gateway
Configuration Editor (GCE) software. GCE is available for download from the ETC website.
Ion Classic can provide a DHCP (Dynamic Host Configuration Protocol) address server. DHCP is
a TCP/IP protocol that dynamically assigns an IP address to a network device when it requests
one.
This is a small and simple DHCP server that is intended to be used on non-routed networks. It
will not serve IP addresses across a router.
Clicking in the enable box will start the DHCP server in the Ion Classic desk. It will use the
settings below to determine which IP addresses it gives out.
• First IP Address- This sets the starting IP address of the range of IP addresses the DHCP
server will give out.
• Number of Addresses - This sets how many IP addresses the DHCP server will give out. A
setting of 500 means it will give out IP addresses to the first 500 devices that ask for an IP
address.
• Subnet Mask - This sets the logical network size vs. the device address. ETC’s default is
255.255.000.000 (class B). This is the subnet mask that the DHCP server will give to
network devices.
• Routed - If checked, you can use the default gateway box, below, to specify the gateway
you would like DHCP devices to use. If unchecked, the DHCP server will serve the same
value for both the devices IP address and gateway, which is a suitable configuration for
non-routed networks.
• Default Gateway- This specifies the IP address of a router if one is present on your
network. This is the gateway IP address that the DHCP server will send to network devices
to use.If you are on a flat or non-routed network, the Gateway IP address should match
the IP address of the device. In order to configure this DHCP server to send out matching
gateway IP addresses, configure this gateway IP address to match the IP Address Pool
field. Then the DHCP server will give out a gateway IP address that matches the IP
address.
Maintenance
The following options are available in this display:
• Deep Clear
• Save Logs
• Backup Show Archive
• Restore Show Archive
• Backup and Restore System Settings
• Face Panel Test
• File Manager
• GCE
• Concert
• UpdaterAtor
• Touch Screen Test
• Upgrade Console
• Upgrade I/O Firmware
• Network Drives
• Shared Folders
• Log Off
• Firmware Update
Deep Clear
{Deep Clear} functions in much the same way that “New” does from the File menu or “Reset
System” does from the Clear menu (both are found within the Browser). A deep clear is
automatically performed when new software is installed. Sometimes it is useful to perform a
deep clear between updates.
The advantage of deep clear is that you can clear all desk data before reloading the desk’s
current state during boot. This is helpful if you are moving a new desk onto the network and
don’t want it to suddenly take control of a system or if you somehow end up with a corrupt show
file that is causing issues upon boot.
Save Logs
Clicking on the {Save Logs} button displays a dialog box prompting you to save the desk log files
for troubleshooting purposes. You have the option to select/ deselect any of the various
individual log files to be saved.
By clicking on the {Advanced} button, you can select or deselect any of the various individual
log files to be saved.
Clicking {Next} you will be able to provide additional information, the date, and time of the
issue.
Clicking {Next} again you will see a drop down menu to select the target export location from
any available write-enabled removable media such as a USB drive.
If you experience software problems with your system that we are unable to reproduce, sending
these log files to ETC Technical Services (see Help from ETC Technical Services (on page 3) ) can
help us isolate the issue.
GCE
If installed on your console, the {Gateway Configuration Editor (GCE)} button will display.
Concert
If installed on your console, the {Net3 Concert} button will display.
UpdaterAtor
If installed on your console, the {UpdaterAtor} button will display.
Upgrade Console
{Upgrade Console...} is used for upgrading the desk's outputs.
{Upgrade I/O Firmware} is used to upgrade the firmware in the desk’s I/O card.
When you first open the I/O Downloader, it will look for the connected console. This may take a
second or two.
Once the console is found, the downloader will search for the needed files. If it finds the file, it
will list it and you can click {Download}. If it doesn't find the file, you can use {Browse} to look
for the needed file and selected it. Once finished, click {Exit}.
Network Drives
{Network Drives...} allows you to select an alternative show file storage location on another
desk or computer. After setting this location, it will appear as an option within the save and
open dialogs in Ion Classic.
In the {Network Drives...} dialog box, there is a {Add} button for mapping a network drive. In
the In the Add Network Drive dialog box, select the drive letter that is appropriate, the network
path, and the path type. The network path can use either the IP Address or the Device Name.
(Example: \\10.101.90.101\ShowArchive or \\YourDeviceName\ShowArchive) The network path
type can be Eos, Eos Ti, Gio, Gio @ 5, Ion, Ion Xe, Ion Xe 20, Ion Xe RPU, Element, Element 2,
or ETCnomad Puck. If Other is selected, you will have additional fields to fill out for Username
and Password.
Shared Folders
{Shared Folders...} allows you to see if any folders are currently being shared by the desk. You
can select the folder and click {Don’t Share} if you no longer want to share the folder. By
selecting {Don’t Share} here, you will also uncheck the box for Share Show Archive (on
page 478) in the General tab.
Firmware Update
The firmware update window will display any detected devices that use firmware and may
require an update. Devices that need to be updated will display in red.
When a device is selected, the {Update} button will display in yellow if the device can be
updated using this window. This includes devices that do not currently need to be updated. If the
button is grayed out, the device can not be updated using this window.
Buttons
RPU Face Panel Buttons
This area is for configuring the buttons on the front of a RPU or RVI. Clicking on a button will
open a dialog window for selecting what type of button, macro, hardkey, or none, you wish to
assign.
If hardkey is selected, a list of the various hardkeys on your desk will be available to select from.
If macro is selected, a list of available macros will display. Selecting none will assign no action
to the selected button.
{Import} allows you to import a RPU/RVI button configuration file. {Export} allows you to export a
RPU/RVI button configuration file. {Restore Defaults} will restore the factory defaults for the
RPU/RVI buttons.
For more information, see the Setup Guide for your RPU. Setup Guides can be downloaded from
the ETC website, etcconnect.com.
RFR
This screen is used for setting up the Radio Focus Remote (RFR) to work with Ion Classic.
Note: These settings need to match between the desk and the RFR.
Network ID
The Network ID is a separate digital channel on a single high frequency (HF) setting. There are
1-99 IDs available.
Show Control
This section allows you to adjust settings for MIDI show control, time code (MIDI or SMPTE),
analog, and serial functions. For more information on using show control with your system, see
About Eos Family Show Control (on the previous page)
The following options are available in Show Control setup:
• Device Settings - Local MIDI/SMPTE
• SMPTE
• MIDI
• Contacts
• OSC
• String UDP
Note: The built-in I/O ports on these devices will not broadcast information over the
network and are only used in a local console system.
Note: While Gio@5 has contact closure ports, it does not have local MIDI ports. A
Show Control gateway is required for MIDI input.
Note: The contact closures require DC voltage, which is supplied by the console on
pins 14+15. See the diagram in Relay Out (remote trigger connector) (below).
Settings
In addition to the show control display, your console provides additional user-definable settings
for show control which can be accessed by pressing [Displays]>{Setup}>{System}>{Show
Control}. For more information, see the Show Control Settings .
Events
The upper portion of the show control display shows the specific events that are contained in
each event list. An event consists of an input condition, such as a timestamp, real time, an
address, or input value, and an action. An event plays back (or “fires”) when the input condition
is met (for example, the timecode passes the given timestamp, or a contact closure at the given
address changes). Multiple events can be fired at the same time; however a single action can
only be placed in each event.
Eos Family consoles support three event actions:
• Cues can be run.
• Submasters can be bumped, faded (via analog only), and turned on and off.
• Macros execute without interaction with the command line, unless the macro is set to
foreground mode.
Note: If another macro is fired before the first macro completes, the first macro will
finish its action before the second is started.
Note: If a macro is selected as the intended action, it will fire using the macro mode
specified. see Macro Editor Display (on page 361) for information on macro modes.
Note: The event number is not fixed, it is just provided as a way to select an event.
For example, in time code lists, the events are always chronological. The event number
will change to match the chronology.
• Time/Address - used to specify the conditions when the event should trigger the action.
This could be time code, time of day, sACN levels, MIDI input, string input, OSC input, or
an address used for analog inputs.
• Date- used to specify when the event should trigger the action, used only for RTC. See
Real Time Clock (RTC) .
• Action - is what the event is going to trigger; can be a cue, submaster, macro, or level by
address,which sets the parameter at the assigned address to the incoming level manually .
• {Event} [1] [/] [1] {Action} {Level By Address} [2] [/] [1] [Enter]
Event List
The lower portion of the show control display contains the event lists used in the console. Events
are contained within a specific event list (like cues within a cue list). Each event list has a
specific show control protocol type that it uses: MIDI, SMPTE, Analog, or RTC. Getting started
with an event list is the same regardless of which show control protocol you are using.
Note: External timing sources may run faster or slower than the console’s internal
clock.
Real Time Clock uses internal time only, but the clock can sync with an external time server
using SNTP. Whether using internal time from the console or using external time from a time
server, it is important that all the correct information for time zone, latitude, and longitude are
properly setup. Refer to the Configuration Utility appendix in your console’s manual for setup
information.
Analog inputs and network inputs use the external setting only as a way to enable and disable
the entire list.
Timing Data
Timing data is given in the form of (hours) : (minutes) : (seconds) : (frames). Therefore a timing
value of 06:25:15:24 would be 6 hours, 25 minutes, 15 seconds, 24 frames.
The number of frames per second is determined by the timing source and the event list must be
set to this same number of frames when programming. Number of frames can be 24, 25, or 30.
Color coding
The color of the time in the Status column of the event list display indicates the source of the
timing data. The colors and indications are:
• Green - Valid external timing is being received.
• Red - The internal clock is the data source and is running.
• Gray - No timecode is being received from internal or external sources.
You will also see an indicator in the upper portion of the main display if valid internal or external
time is seen. By default, list 1 is shown. If a list other than 1 is displayed, it will be shown with
the event list number in front of the current time for the list.
Loop Times
First and last times define the overall loop. Times can be set anywhere from 00:00:00:00 to
23:59:59:29. When external time is being received, your console ignores these times. However,
you should still set them to match whatever loop times the external clock is using. When using
internal timing, it is important to set the first and last times. These set the start and stop or loop
points of the sequence.
Internal Clock
You can set the internal clock at any time by selecting the event list (<Event List> [1] [/]),
pressing [Time], and entering a time.
To reset the internal clock, select the event list and press [Time] [Enter].
Note: This is the same process for MIDI and SMPTE Time code.
Note: As there is no action softkey, pressing [Cue], [Sub], or [Macro] assumes you
are posting to the action field.
Note: You will notice as events are added to the event list, the time code will display
on the Playback Status Display.
Silent Mode
When a time code list is in silent mode, its clock can run without firing its events. This can be
useful when learning event without firing exisiting events.
Note: In the ECU >Network >Time Service (SNTP), you can configure the
SNTP server or client so that the console can synchronize time across the network with
other devices, such as Paradigm®.
For all RTC events, the option for internal must be set to on within the show control display. As
long as the internal option is set to on, the RTC events will execute. However if internal is set to
off, then the events will not trigger. The status in the show control list will indicate whether it is
on or off. There is no way to disable a single event from triggering within the event list, you can
only remove the event number.
• <Event> [1] [Time] [1] [5] [0] [0] [Enter] - sets the time for 3:00pm.
• <Event> [1] {Days} {Mon} {Wed} {Fri} [Enter] - adds on Mondays, Wednesdays, and
Fridays.
Note: The events will renumber themselves to be in the correct order of execution
throughout the day. Event 3 is now listed as Event 1. The command line will change to
Event 1 automatically.
• <Event> [1] {Date} [2] [1] {Month} [1] [0] {Year} [2] [0] [1] [5] [Enter] - sets the date to
October 21, 2015.
Creating the action for each event is the same as time code. Select the event and specify either
cue, submaster, or macro.
• <Event> [1] [Cue] [1][2] [Enter]
Note: As there is no action softkey, pressing [Cue], [Sub], or [Macro] assumes you
are posting to the action field.
Actions
Cues, macros, and submasters can all be triggered from analog inputs (contact closure or analog
voltage above 6.67V) or sACN Input.
Cues
Execute the cue with its programmed cue timing.
Create an event where an input on address 2 will fire cue 11.
Analog input:
• <Event> [4] [/] [1] {Address} [2] [Cue] [1] [1] [Enter]
sACN input:
• <Event> [4] [/] [1] {sACN} [2] [Cue] [1] [1] [Enter]
Macros
Triggers the macro and begin execution immediately.
Create an event where an input on address 3 will fire macro 1.
Analog input:
• <Event> [4] [/] [1] {Address} [3] [Macro] [1] [Enter]
sACN input:
• <Event> [4] [/] [1] {sACN} [3] [Macro] [1] [Enter]
Submasters
There are four modes: On, Off, Bump, and Fader.
On
The submaster will act as if the bump button was pressed and held down. This will toggle, or
release the same state, when activated again.
Create an event where an input on address 4 will set Sub 1 to On.
Analog input:
• <Event> [4] [/] [1] {Address} [4] [Sub] [1] {On} [Enter]
sACN input:
• <Event> [4] [/] [1] {sACN} [4] [Sub] [1] {On} [Enter]
Off
Used to release the submaster’s bump button when triggered from a Sub On action elsewhere in
a show control action
Create an event where an input on address 5 will set Sub 1 back Off.
Analog input:
• <Event> [4] [/] [1] {Address} [5] [Sub] [1] {Off} [Enter]
Acts as if the input is directly controlling the bump button. If the submaster is set to have a dwell
time of Man (manual), then it will instantly flash and turn back off. It is generally recommended
to set the submaster to have a dwell time of Hold or a specified time. The first trigger will turn
the submaster On. If the submaster is set to a dwell time of Hold, the second trigger will turn the
submaster Off.
Create an event where an input on address 6 will bump Sub 1.
Analog input:
• <Event> [4] [/] [1] {Address} [6] [Sub] [2] {Bump} [Enter]
sACN input:
• <Event> [4] [/] [1] {sACN} [6] [Sub] [2] {Bump} [Enter]
Fader
Acts as if the input is directly controlling the fader on the submaster. A contact closure will move
the fader from 0 to 100% instantly. A 0-10VDC input will fade the value proportionally, where
0VDC is the fader at 0%, and 10VDC is the fader at 100%.
Create an event where an input on address 7 will control the fader for Sub 3.
Analog input:
• <Event> [4] [/] [1] {Address} [7] [Sub] [3] {Fader} [Enter]
sACN input:
• <Event> [4] [/] [1] {sACN} [7] [Sub] [3] {Fader} [Enter]
Note: You enter relay information in the live or blind displays. This is not a Show
Control display function.
Example:
• [Live] [Cue] [1] {Execute} {Relay} [1] [/] [2] {On} [Enter] - 1 is the ACN Group ID
of the I/O Gateway or built-in relay output and the 2 is the relay output address.
Go
When accompanying a MIDI “Go” command, data for the following fields will result in the
following actions:
Stop
When accompanying a MIDI “Stop” command, data for the following fields will result in the
following actions:
Resume
When accompanying a MIDI “Resume” command, data for the following fields will result in the
following actions. If there are no stopped cues, this action is ignored.
Set
The “Set” command allows MSC to control specific faders using both a numeric control value
(which specifies the fader number) and a data field (which controls the level: 0-100). Control
values are as follows:
Note: See Hexadecimal and MIDI Show Control Formatting for information on
formatting MIDI messages.
Fire
This command fires a macro. MSC supports macros 1 through 127 only. Therefore a numeric
value of 1 through 127 followed by 00 (in hex) would accompany this command.
Structure
A MIDI Show Control string can be written as a short hexadecimal message.
An example string would be:
• F0 7F 01 02 01 01 31 00 31 F7
There is a structure to these strings – this is what the same string looks like with the parts that
can be modified identified in brackets:
F0 7F [device_ID] 02 [command format] [command] [command_data] F7
Note: For Eos Family products, the command format field is always 01, for Lighting –
General.
The following commands discussed earlier in this document have the following command codes:
• Go - runs a cue = Command 01
• Stop - pauses a cue = Command 02
• Resume - resumes a paused cue = Command 03
• Set - controls a submaster, playback, or Grandmaster = Command 06
• Fire - runs a macro = Command 07
The other parts of the string are standardized. F0 7F and the ending F7 are parts of the standard
MIDI System Exclusive message format. The 02 specifies the protocol is MIDI Show Control.
Enabling Serial
You can configure sending and receiving the various serial protocols supported by the desk in
Setup, see Show Control Settings . Most string protocols are disabled by default.
The Eos Configuration Utility, or ECU, also contains settings that control which network
interface is allowed to send and receive UDP, ACN Strings, and OSC messages. See
ECU>Settings>Network>Interface Protocols for more information.
Command Line
If the text begins with a “$”, the text that follows until the carriage return (hex 0D), a “\r”, or a
“#” will be sent to the command line for user 0 and processed as if that user had typed it.
Commands can be directed to a specific user command line by adding <UX> at the beginning of
the string, where X is replaced by the intended user number. The carriage return (hex 0D), a
“\r”, or a “#” will also act as the [Enter] key for the command line.
Example:
• $ Chan 1 Color Palette 1# - puts channel 1 into color palette 1 on the
background user (User 0).
• <U2> $ Chan 1 Thru 10 At Full /r - sets channels 1 through 10 to full manually on
User 2’s command line.
Note: It is best practice to place spaces after both the <UX> and the $ symbol to
ensure the command is interpreted properly.
Note: Command line text needs to use the same language as your console. Language
settings are found in ECU>General.
Note: Faders are accessed by adding 1000 to the fader number. This would affect any
palettes or presets assigned to the fader. Subs must be used with their sub number only.
Example:
• SubMove 1 25 - moves Sub 1 to 25%
• SubMove 1001 50 - moves Fader 1 to 50%
• SubMove 1011 75 - moves Fader 11 (fader 1 on page 2) to 75%
• SubDown 1101 - presses Fader 101’s bump button down (fader 1 on page 10)
Note: Text requires either a carriage return (hex 0d), “\r”, or “#” to terminate the
command line.
Note: If you have multiple devices sending or receiving strings, separate each entry in
the {String TX IP Address} field with a comma.
Example:
• SC Hello# - sends the string “Hello” to the show control display via RS232, UDP,
or ACN
OSC Strings
For OSC commands that are intended to be processed by the Show Control display, the sending
device needs to start the string with /eos/sc/ in order for the console to correctly process it.
Example:
• /eos/sc/Hello – sends the string “Hello” to the show control display via OSC
Event Commands
When a command is received that starts with the prefixes listed above, the console will look for
a matching serial event defined in a Show Control List. Custom string input from any serial
source (RS232, UDP, ACN, OSC) can be used to trigger the following actions:
• Cue - fire a cue
• Submaster - bumps a submaster, turns a submaster on or off, sets a submaster to a fader
percentage. (Note that OSC cannot be used to set fader levels via custom serial
commands).
• Macro - fire a macro
OSC
Type in the command you want the console to listen for.
• The sending device needs to start the command with /eos/sc/ in order for the
console to listen to it. For example, type Hello in the Input String field. On your
OSC sending device, have it send /eos/sc/Hello.
UDP
Type in the string you want the console to listen for.
• The sending device needs to add “SC” (case-sensitive) to the beginning of the
string in order for it to be correctly processed.
• The string needs to be terminated with a carriage return (hex 0D), \r, or #. For
example, type Hello in the Input String field. On your UDP sending device, have it
send SC Hello#
• To set the submaster fader percentage using UDP, you need to include a number
(0-100) after the string. For example, blue 50#.
Then add the action to execute. Actions can be a cue, submaster, or a macro.
• {Action} {Cue} [1] [Enter]
Note: The console can be configured to send either ACN strings or UDP strings, as
they share the String Tx IP Address field. A combination of device names for ACN and
IP addresses for UDP is not supported. Combinations of I/O Gateways and either UDP or
ACN Strings are allowed.
Sending Strings
There are three ways that your console can send strings: from cues, macros, or user events.
String TX must be set to Enabled in Setup for any strings to be sent.
Termination Characters
All strings are appended with CR LF unless the string contains an escape character (in which
case no default termination is appended).
Escape Characters
Non-printable ASCII characters can be placed in the string using the escape characters “\x”
followed by the hexadecimal character code. To place a carriage return (CR) in the string, type
“\x0D”.
If an escape character is embedded in the string (in any position), then the default termination is
not applied.
• [Cue] [1] {Execute} {Strings} “macro on” – sends “macro on” with the default CR LF
termination
• [Cue] [1] {Execute} {Strings} “macro on\x0A” – sends “macro on” with a line feed (LF)
termination
• [Cue] [1] {Execute} {Strings} “macro\x0Don” – sends “macro <CR> on” with a carriage
return in the middle and no termination
• [Cue] [1] {Execute} {Strings} “\x02\x03” – sends ASCII characters 0x02 and 0x03 with no
termination
Sending from Cues
Cues can be assigned specific user-defined strings to send. When the cue is executed, the string
will be sent to all enabled string interfaces. To assign the string, select the cue and press the
{Execute} softkey. A {String} softkey will be displayed. When {String} is pressed, the
alphanumeric keyboard will display. Enter the desired string, press [Enter] and text entered will
be displayed in the external links field of the playback status display.
If there is already a string linked to the selected cue, the string will be displayed for editing.
When [Cue] [n] {Execute} {String} is on the command line, pressing [Next] / [Last] will step
through all the strings used in that show file. You can then modify the displayed string to simplify
the process of entering similar strings.
Sending a String to Paradigm
Note: String MIDI Tx is restricted by {MIDI Cue List} in Setup. See Show Control
Settings .
Note: The console can be configured to send either ACN strings or UDP strings, as
they share the String Tx IP Address field. A combination of device names for ACN and
IP addresses for UDP is not supported.
Note: The console can be configured to send either ACN strings or UDP strings, as
they share the String Tx IP Address field. A combination of device names for ACN and
IP addresses for UDP is not supported.
Receiving MIDI
Eos Family consoles can be configured to respond to specific MIDI messages or messages
matching a specific pattern. These are configured in an Event List in the Show Control Display.
Strings are configured in the MIDI String configuration display, shown below:
Note On and Note Off commands simulate activating (on) and releasing (off) a musical note.
The MIDI data that is expected to be received is shown above the Note selection area, with ‘N’
shown where any valid number will be considered a match. This display will change as
configuration options are selected. When finished configuring a Note On or Note Off event,
press {OK} to store the event. Otherwise, press {Cancel} to undo the changes.
Options
The following options are available:
{Note}
You can choose any musical note name (C-B, chromatic), or use Raw MIDI to manually enter a
value.
{Octave}
You can choose the specific octave for the note (octaves 0-10), or chose Any, and the console
will respond when any octave of the selected note is received.
{Channel}
This should match the MIDI Channel for the note command (1-16 or 0-F). If set to Any, the
console will respond when any MIDI channel is sent a note command.
{Velocity} and {Velocity Threshold}
In MIDI, the velocity represents the relative loudness or intensity of the note, where 1 (01) is very
soft, or ppp, and 127 (7F) is very loud, or fff. (A MIDI Note On with a velocity of 0 is a special
case and is treated as a Note Off command).
The Velocity setting specifies the exact velocity in the MIDI Note message that must be received
for the action to be executed. Whenever the exact velocity is received, regardless of threshold,
the event will fire.
The Threshold is an optional way to specify the minimum velocity that must be received for the
action to be executed. In other words, the MIDI note velocity must be greater than or equal to
the threshold value. If the threshold is 0, this parameter is ignored, unless the "Threshold at 0 =
Disabled?" box is unchecked.
Program Change commands typically represent a change in the MIDI voice or instrument type
that should be used for a particular MIDI channel. Similar to MIDI Note commands, the MIDI
data that is expected to be received is shown in the CIA and changes as you select event
parameters. When finished configuring the program change event, press {OK} to store the
event. Otherwise, press {Cancel} to undo the changes.
Message Structure
Program change messages have the structure CN XX, where N represents the MIDI channel
number and XX represents the program number.
Options
The following options are available:
{Channel}
This should match the MIDI Channel for the note command (1-16, 0-F). If set to Any, the console
will respond when any MIDI channel is sent a note command.
The program number is any value between 0-127 (0-7F). Many devices will display this as 1-128
– if this is the case for your other device, subtract one from the desired program number.
Control Change commands were designed to represent specific actions on MIDI devices, like
pedals actuations and effects. For example, the Damper Pedal on a keyboard is often
represented by controller number 64 (hex 40). Similar to MIDI Note commands, the MIDI data
that is expected to be received is shown in the CIA and changes as you select event parameters.
When finished configuring the control change event, press {OK} to store the event. Otherwise,
press {Cancel} to undo the changes.
Message Structure
Program change messages have the structure BN XX YYY, where N represents the MIDI channel
number, XX represents the controller number, and YY represents the data byte.
Options
The following options are available:
{Channel}
This should match the MIDI Channel for the note command (1-16, 0-F). If set to Any, the console
will respond when any MIDI channel is sent a note command.
{Controller Number}
The controller number is any value between 0-127 (00-7F). Many devices will display this as 1-
128 – if this is the case for your other device, subtract one from the desired controller number.
{Data}
The data parameter is any value between 0-127 (00-7F). Many devices will display this as 1-128
– if this is the case for your other device, subtract one from the desired data byte.
Message Structure
see Hexadecimal and MIDI Show Control Formatting for more information on the show control
message structures.
Options
The following options are available:
{Commands}
• Go, Stop, Resume - represents triggering a cue, stopping a cue, and resuming a cue,
respectively. The following fields are available:
• Device ID - the MIDI Show Control device ID that should respond to the message
• List ID - the cue list
• ID - the cue number
• Set - represents controlling a fader. The following fader targets are available:
• Subs
• Grandmaster
• Master Fader Up - the level of the Up fader on the master playback pair
• Master Fader Down - the level of the Down fader on the master playback pair
Sending MIDI
MIDI messages can be sent from cues and subs (using {Execute}) or from a Macro.
Decimal Format
Select a cue or sub.
• [Sub] [1]
Press the {Execute} softkey.
• [Sub] [1] {Execute}
New softkeys will appear, press the {MIDI Raw} softkey.
• [Sub] [1] {Execute} {MIDI Raw}
Define the MIDI string, in this case we will use decimal to send the same command as before - a
Note On command for note C3 to channel 1 with a velocity of 127.
• [Sub] [1] {Execute} {MIDI Raw} D 145 60 127 [Enter]
Macros
A {MIDI Raw} softkey is available in the macro editor display. Any text entered after the string
command in the macro will be sent to all string interfaces when that macro is fired. The same
syntax applies in macros as they would in cues – either hexadecimal or decimal values can be
entered.
Using OSC
An OSC command contains a method and an optional list of arguments, or additional data for a
particular command.
For example:
A device that receives an OSC string will process the command as if the current user on that
device typed the command.
All OSC commands directed to an Eos console must begin with /eos/. To direct an OSC to a
particular user for a single command, the command must begin with /eos/user/<number>/
It is possible to set the OSC User ID via an OSC command, in which case that user ID remains as
specified until changed again.
Configuring OSC
UDP and TCP
Eos supports sending and receiving OSC through a TCP or UDP connection. The specific type
used will depend on the other OSC device or software that you intend to use with Eos. You will
need to check that documentation to confirm the connection types supported.
The console can be set to receive and/or transmit OSC messages. This is configured in
Setup>System>Show Control>OSC with the {OSC RX} and {OSC TX} touchbuttons.
In addition, you must enable the {UDP Strings & OSC} option for the network interface you wish
to use in the ECU>Settings>Network>Interface Protocols.
TCP
The preferred method for transmitting and receiving OSC packets is over a TCP connection. Eos
will listen for incoming TCP connections on Port 3032. TCP communication still requires that
{OSC RX} and {OSC TX} is enabled in the Show Control section of Setup.
In the ECU>Settings>Network>Interface Protocols, there is an option for changing the OSC
TCP mode. By default, OSC 1.0 is selected. There are two TCP modes available – OSC 1.0
(packet-length headers) and OSC 1.1 (SLIP). Check the documentation for the OSC device you
wish to use over a TCP connection to see which mode it supports.
Local
OSC commands entered in the console (via the Magic Sheet command object) that begin with
local: will be looped back into the console.
Example:
• local:/eos/chan/1/at/50
When executed, the console will send itself the OSC command to set Channel 1 to 50%.
Ping
Once you believe that the OSC connection has been established, you can test the connection by
sending a ping message to Eos and it will respond on its configured port. See Implicit OSC
Output (on page 554) for more information.
OSC Method Arguments Examples/Comments
Send a ping command
/eos/ping
Ping response - see Implicit OSC Output (on page 554) for more information
/eos/out/ping
/eos/out/ping Same number of arguments that were sent /eos/out/ping=”abcde”
/eos/out/ping/=”abcde”,4
Chan
Channel commands allow you to select Eos channels. You can directly change the channel level
information in the same command, or use this as a selection tool for other controls like Absolute
controls (see below).
<parameter 1>/<parameter
2>/... multiple numbers for each
/eos/chan/1/param/pan/
parameter level
tilt=45,90
(set channel 1 pan to 45 & tilt
to 90)
number for parameter DMX /eos/chan/1/param/pan/
/eos/chan/<number>/param/
level dmx=255
Absolute Levels
Absolute level commands are used when there is an existing target already selected on the
command line of the OSC user.
Color
OSC Method Arguments Examples/Comments
Argument 1: Hue (0.0-
/eos/color/hs=330.0, 75.0 (pink color with 75% sat-
/eos/color/hs 360.0) Argument 2:
uration)
Saturation (0.0-100.0)
For simulating the Hue/Saturation wheel in a 2D XY
Argument 1: X (0.0-
graph where bottom-left corner is (0.0, 0.0) and top-
/eos/color/hsxy 1.0) Argument 2: Y
right corner it (1.0, 1.0) /eos/color.hsxy=0.82, 0.31
(0.0-1.0)
(pink color with 75% saturation)
Argument 1: Red (0.0-
1.0) Argument 2: /eos/color/rgb=1.0, 0.25, 0.63 (pink color with 75%
/eos/color/rgb
Green (0.0-1.0) Argu- saturation)
ment 3: Blue (0.0-1.0)
Argument 1: x (0.0- For setting (x, y) chromaticity point in the CIE 1931
/eos/color/xy 1.0) Argument 2: y xyY color space /eos/color/xy=0.464, 0.254 (pink
(0.0-1.0) color with 75% saturation)
Argument 1: X Argu- For setting (X, Y, Z) color point in XYZ color space
/eos/color/xyz ment 2: Y Argument 3: /eos/color/xyz=0.851, 0.466, 0.516 (pink color with
Z 75% saturation)
/eos/wheel/level=-1.0 (decrease
value)
number for wheel ticks
for the specified wheel
/eos/wheel/level
mode (positive or
/eos/wheel/level=4.0 (increase
negative)
value rapidly)
/eos/wheel/2/level=-1.0 (decrease
value)
number for wheel ticks
for the specified wheel
/eos/wheel/<index>/level
mode (positive or
/eos/wheel/2/level=4.0 (increase
negative)
value rapidly)
Switch
Active Parameters
Note: The parameter <index> is a 1-based index referencing the list of current
parameters for the selected channel(s).Eos will send the parameter name and current
value for each active parameter, so that the wheels on your OSC-enabled device may
be labeled appropriately.
/eos/active/switch/1=-1.0 (decrease
value)
number of wheel
ticks for the specific /eos/active/switch/1=4.0 (increase
/eos/active/switch/<index> switch mode value rapidly)
(positive or nega-
tive)
/eos/active/switch/1=0.25 (increase
value slowly)
Direct Selects
OSC direct selects are virtual buttons and are mapped separately than direct selects visible on
the console. To use direct selects, you must first send one of the direct select creation
commands. Direct selects are mapped as a single target type.
Note: Eos will send the description and button labels for all OSC direct selects. See
Implicit OSC Output for more information.
/eos/ds/<index>/<target buttons)
type>/
<button count> /eos/ds/2/group/25 (create
OSC direct select
bank #2 with 25 group but-
tons)
/eos/ds/1/chan/flexi/10 (create
/eos/ds/<index>/<target OSC direct select bank #1 with
type>/ flexi/<button count> 10 channel buttons, in flexi
mode)
/eos/ds/1/chan/3/10 (create
/eos/ds/<index>/<target
OSC direct select bank #1 with
type>/
10 channel buttons on page 3)
<page number>/<button
Can also be used to quick jump
count>
to a specific page
/eos/ds/1/chan/flexi/3/10
/eos/ds/<index>/<target (create OSC direct select bank
type>/ flexi/<page #1 with 10 channel buttons on
number>/<button count> page 3, in flexi mode)
Can also be used to quick jump
Note: <index> is a 1-based index of any number of OSC direct select banks you wish
to create. <target type> may be one of the following:
• Chan
• Group
• Macro
• Sub
• Preset
• IP (intensity palette)
• FP (focus palette)
• CP (color palette)
• BP (beam palette)
• MS (Magic Sheet)
• Curve
• Snap (snapshot)
• FX (Effects)
• Pixmap
• Scene
Note: <index> is a 1-based index of any number of discrete sets of OSC fader banks
you wish to create. Eos will send the description and fader labels for all OSC fader
banks. See Implicit OSC Output (on page 554) for more information.
Argument
OSC Method Examples/Comments
s
Fader Page Creation
/eos/fader/<index>/config/<fader /eos/fader/1/config/10 (create OSC fader
none
count> bank #1 with 10 faders)
/eos/fader/1/config/2/10 (create OSC fader
/eos/fader/<index>/config/<page
none bank #1 with 10 faders on page 2) Can also
number>/<fader count>
be used to quick jump to a specific page
Fader Controls
/eos/fader/1/config/2/10 Jump to a specific
/eos/fader/<index>/config/<page
none fader page (OSC Fader Map 1, Page 2 of 10
number>/<fader count>
faders)
/eos/fader/1/page/1 (page down by 1)
/eos/fader/<index>/page/<delta> none
/eos/fader/1/page/-1 (page up by 1)
/eos/fader/1/page/10 (page down by 10)
floating
point /eos/fader/1/2=0.75 (set the second fader in
/eos/fader/<index>/<fader index> number to OSC
set sub fader bank #1 to 75%)
percent to
/eos/fader/<index>/<fader index>/
none /eos/fader/1/2/load
load
/eos/fader/<index>/<fader index>/
none /eos/fader/1/2/unload
unload
/eos/fader/<index>/<fader index>/
none /eos/fader/1/2/stop
stop
Key
Note: For a list of supported key names, see Eos OSC Keys.
/eos/key/go 0
(press & release [Go] button)
Address
OSC Method Arguments Examples/Comments
Selection
number for address to
/eos/addr /eos/addr=513
select
Set Levels (Parks address while on the OSC command line)
number for level to set /eos/addr/513=100 (useful for
/eos/addr/<address>
address to (0-100) mapping to an OSC slider)
number for DMX level to set /eos/addr/513/dmx=255 (useful for
/eos/addr/<address>/dmx
address to (0-255) mapping to an OSC slider)
Magic Sheet
OSC Method Arguments Examples/Comments
/eos/ms number of the magic sheet to open /eos/ms=1
/eos/ms/<ms number of the magic sheet view to
/eos/ms/1=2
number> open (optional)
Group
Selects and controls channels in groups.
Macro
Selects and fires (executes) macros
Submaster
OSC Method Arguments Examples/Comments
Select Submaster
/eos/sub number for sub to select /eos/sub=1
Control Submaster
/eos/sub/1=0.75 (useful for
floating point number to set sub mapping to an
/eos/sub/<number>
percent to
OSC slider)
number for button edge: 1.0=down,
/eos/sub/<number>/out /eos/sub/1/out
0.0=up (optional)
Preset
OSC Method Arguments Examples/Comments
Select Preset
/eos/preset number of preset to select /eos/preset=1
Recall Preset
/eos/preset/fire number of preset to recall /eos/preset/fire=1
number for button edge: 1.0=down, 0.0=up
/eos/preset/<number>/fire /eos/preset/1/fire
(optional)
Intensity Palette
OSC Method Arguments Examples/Comments
Select Intensity Palette
/eos/ip number of intensity palette to select /eos/ip=1
Recall Intensity Palette
/eos/ip/fire number of intensity palette to recall /eos/ip/fire=1
number for button edge: 1.0=down, 0.0=up
/eos/ip/<number>/fire /eos/ip/1/fire
(optional)
Focus Palette
OSC Method Arguments Examples/Comments
Select Focus Palette
/eos/fp number of focus palette to select /eos/fp=1
Recall Focus Palette
/eos/fp/fire number of focus palette to recall /eos/fp/fire=1
number for button edge: 1.0=down, 0.0=up
/eos/fp/<number>/fire /eos/fp/1/fire
(optional)
Color Palette
OSC Method Arguments Examples/Comments
Select Color Palette
Beam Palette
OSC Method Arguments Examples/Comments
Select Beam Palette
/eos/bp number of beam palette to select /eos/bp=1
Recall Beam Palette
/eos/bp/fire number of beam palette to recall /eos/bp/fire=1
number for button edge: 1.0=down, 0.0=up
/eos/bp/<number>/fire /eos/bp/1/fire
(optional)
Cue
OSC Method Arguments Examples/Comments
Select Cue or Cue Parts
Number of cue to
/eos/cue /eos/cue=1.5
select
Number of cue to
/eos/cue/<list number> select (in the /eos/cue/1=1.5
specified cue list)
Number of cue part
/eos/cue/<list number>/<cue to select (in the
/eos/cue/1/1.5=2
number> specified cue list
and cue number)
Run Cues
Number of cue to
/eos/cue/fire /eos/cue/fire=1
run
Number for button
/eos/cue/<cue number>/fire edge: 1.0=down, /eos/cue/1.5/fire
0.0=up (optional)
Number for button
/eos/cue/<list number>/<cue
edge: 1.0=down, /eos/cue/1/1.5/fire
number>/fire
0.0=up (optional)
Number for button
/eos/cue/<list number>/<cue
edge: 1.0=down, /eos/cue/1/1.5/2/fire
number>/<part number>/fire
0.0=up (optional)
Cue Information Sent by Eos – see Implicit OSC Output (on page 554) for more information
Float argument
with percent /eos/out/active/cue/5/1=0.75Upda
/eos/out/active/cue/<list>/<cue>
complete0.0=starte ted once per second
d, 1.0 complete
Float argument
with percent /eos/out/active/cue=0.75Updated
/eos/out/active/cue
complete0.0=starte once per second
d, 1.0 complete
String argument /eos/out/active/cue/text= “1/1
/eos/out/active/cue/text
with descriptive Label 5.00 100%”
Note: <index> is a 1-based index of any number of OSC cue list banks you wish to
create. Eos will send the cue list label and cue information for all OSC cue list banks.
See Explicit OSC Output for more information.
Softkey
Note: <index> is 1-based index into the softkey list. There are 6 softkeys and 2
pages, so valid <index> numbers are 1-12.
/eos/user=-1
/eos/user number for OSC user ID (set OSC user to match con- sole)
/eos/user=0
(set OSC user as background
user)
Current User ID Output – see Implicit OSC Output (on page 554) for more information
number for current OSC user /eos/out/user=1
/eos/out/user
ID
Command Line
Command line instructions can be sent directly. String substitution with arguments is also
allowed. To add a substitution, add %1 (or %2, %3, etc…) where the number given is the
argument number where the actual value should be found.
Example:
• “Chan %1 At FL”, 101 - Eos will substitute 101 in place of %1, meaning the
command is interpreted as Chan 101 At FL
• “Chan %1 At %2”, 75, 50 - Eos will substitute 75 in place of %1 (as it is the first
argument), and 50 in place of %2. The command is interpreted as Chan 75 At
50.
/eos/cmd=”Chan 1 At
75#” (terminated
/eos/cmd string with command line text command)
/eos/cmd=”Chan 1 At 75
Enter”
(terminated command)
Other
OSC
Arguments Examples/Comments
Method
clears any active switches resets all persistent OSC set- tings (like OSC
/eos/reset user ID & wheel modes)
send ALL implicit OSC out- put commands
Command Lines
• “/eos/out/user/<number>/cmd”, <string argument with current command line text for the
current console user>
• “/eos/out/cmd”, <string argument with current command line text>
OSC Settings
• “/eos/out/user”, <integer argument with current OSC user ID>
• “/eos/out/wheel”, <float argument with current OSC wheel mode: 0.0=Coarse,
1.0=Fine>
• “/eos/out/switch”, <float argument with current OSC switch mode: 0.0=Coarse,
1.0=Fine>
Note: This allows you to create a ML Controls style interface via OSC. For example,
on the OSC-enabled device, setup 10 wheels (/eos/active/wheel/<1-10>) with
matching labels. If using in conjunction with “/eos/active/switch/<number>”, you
should still use “/ eos/out/active/wheel/<number>” to display feedback for that switch.
Active Cue
Note: Eos will delay sending fader levels for faders that have been moved via OSC
commands for 3 seconds. If you move a fader on an OSC remote control, Eos will send
the actual fader level 3 seconds later.
Note: When Eos receives the command “/eos/ping” it will reply with “/eos/out/ping”.
You may optionally add any number of arguments and Eos will reply with the same
arguments. This may be useful for testing latency.
Note: Net3 Show Control Gateway has been abbreviated to SC GW for this table.
UDP
Analog Contact Closure Relay Out RS-232
Strings
Via I/O 4 closures, 1 local SPDT, Via I/O Rx &
Eos Titanium (Ti)
GW others via I/O others via I/O GW Tx
Via I/O Via I/O Rx &
Eos Console Via I/O GW Via I/O GW
GW GW Tx
Via I/O Via I/O Rx &
Eos RPU Via I/O GW Via I/O GW
GW GW Tx
Via I/O 4 closures, 1 local SPDT, Via I/O Rx &
Gio
GW others via I/O others via I/O GW Tx
Via I/O 4 closures, oth- 1 local SPDT, oth- Via I/O Rx &
Gio @ 5
GW ers via I/O ers via I/O GW Tx
Via I/O 4 closures, 1 local SPDT, Via I/O Rx &
Ion
GW others via I/O others via I/O GW* Tx
Via I/O 4 closures, 1 local SPDT, Via I/O Rx &
Ion RPU & Eos Family RPU3
GW others via I/O others via I/O GW* Tx
ETCnomad (PC/Mac) and Via I/O Via I/O Rx &
Via I/O GW Via I/O GW
ETCnomad Puck GW GW Tx
Via I/O 4 closures, 1 local SPDT, Via I/O
Eos Programming Wing n/a
GW others via I/O others via I/O GW
Via I/O 4 closures, 1 local SPDT, Via I/O Rx &
Element
GW others via I/O others via I/O GW Tx
Net3 Show Control GW n/a n/a n/a n/a n/a
Yes
Yes 16 SPDT Yes
Net3 I/O GW 24 shared circuits- analog or relays n/a
digital
*Ion consoles that have a DVI splitter and any Ion RPU have a local RS-232 port that is not
enabled. For questions, please contact ETC Technical Services. See Help from ETC Technical
Services (on page 3) to find the office closest to you.
Example:
• OSC List that fits in a single packet
/eos/out/get/curve/901/list/0/3 = <uint32: 0> <string: 0DF9082C-4A39-40FC-9532-
6C3AC01BC6B5> <string: IES Square>
• OSC List that spans 2 packets
/eos/out/get/curve/901/list/0/3 = <uint32: 0> <string: 0DF9082C-4A39-40FC-9532-
6C3AC01BC6B5> /eos/out/get/curve/901/list/2/3 = <string: IES Square>
OSC UID
UIDs uniquely identify each show data target, and are preserved in the show file. This allows
you to synchronize with a show file once and then again at a later time, even if changes were
made in between.
UIDs will be specified as strings in the following format:
XXXXXXXX-XXXX-XXXX-XXXX-XXXXXXXXXXXX
Example:
• B0BAE0A0-3BBE-4004-888B-F61CA125D0B0
Example:
• 10
• “1.23"
When a range numbers contains 2 or more consecutive whole numbers, they will be represented
as strings in the following format:
X-Y
Example:
• “1-100”
Example:
“AP1150” (Apollo 1150)
“G101” (Gam 101)
“L2” (Lee 2)
“R80” (Rosco 80)
“SG1” (Rosco Super Gel 1)
“E194” (Rosco E Color 194)
“T12” (TokyoBS Poly Color 12)
Example:
• <string: 2.3.0.1.0.111>
Note: This is useful if future versions of Eos software change the way OSC integration
commands are handled.
Note: < index> is only valid when detailed information is requested via /index (for
performance reasons)
PATCH (1 OF 2):
Example:
/eos/out/get/patch/1/1/list/0/20 = 0, “00000000-0000-0000-0000-000000000000”,
“My Fixture Label”, “ETC_Fixtures”, “S4_LED_S2_Lustr_Direct”, 1, 1, 0, “R80”, “My_
Text_One”, “My_Text_Two”, “My_Text_Three”, “My_Text_Four“, “My_Text_Five”,
“My_Text_Six”, “My_Text_Seven”, “My_Text_Eight”, “My_Text_Nine”, “My_Text_
Ten”, 1
PATCH (2 OF 2):
Example:
/eos/out/get/patch/1/1/notes = 0, “00000000-0000-0000-0000-000000000000”, “My
Notes”
Example:
/eos/out/get/cuelist/1/list/0/13 = 0, “00000000-0000-0000-0000-000000000000”,
“My Cue List One Label”, “Master”, “Proportional”, True, False, True, False, False,
False, 1, False
CUELIST (2 OF 2):
Example:
/eos/out/get/cuelist/1/links/list/0/3 = 0, “00000000-0000-0000-0000-000000000000”,
2
CUE (1 OF 4):
Example:
/eos/out/get/cue/1/1/0/list/0/27 = 0, “00000000-0000-0000-0000-000000000000”,
“My Cue One Label”, 0, 0, 0, 0, 0, 0, 6000, 0, 0, 0, True, 901, 90, “”, “B”, “A”, 3, 0,
0, True, 1, False, “00:00:00:02”, 0
CUE (2 OF 4):
CUE (3 OF 4):
Example:
/eos/out/get/cue/1/1/0/links/list/0/3 = 0, “00000000-0000-0000-0000-
000000000000”, 2
CUE (4 OF 4):
Example:
/eos/out/get/cue/1/1/0/actions/list/0/3 = 0, “00000000-0000-0000-0000-
000000000000”, “Chan 90 At Full”
GROUP (1 OF 2):
Example:
/eos/out/get/group/1.2/list/0/3 = 0, “00000000-0000-0000-0000-000000000000”,
“My Group One Point Two Label”
GROUP (2 OF 2):
MACRO (1 OF 2):
Example:
/eos/out/get/macro/1/list/0/4 = 0, “00000000-0000-0000-0000-000000000000”, “My
Macro One Label”, “”
MACRO (2 OF 2):
Example:
/eos/out/get/macro/1/text/list/0/3 = 0, “00000000-0000-0000-0000-000000000000”,
“Go_To_Cue Out Time 0”
SUB (1 OF 2):
Example:
/eos/out/get/sub/3/list/0/13 = 0, “00000000-0000-0000-0000-000000000000”, “My
Sub Three Label”, “Additive”, “Proportional”, True, False, True, False, “”, “0”,
“Man”, “0”
SUB (2 OF 2):
Example:
/eos/out/get/sub/3/fx/list/0/3 = 0, “00000000-0000-0000-0000-000000000000”, 10
PRESET (1 OF 4):
Example:
/eos/out/get/preset/10/list/0/5 = 0, “00000000-0000-0000-0000-000000000000”, “My
Preset Ten Label”, True, True
PRESET (2 OF 4):
Example:
/eos/out/get/preset/10/channels/list/0/3 = 0, “00000000-0000-0000-0000-
000000000000”, “1-5”
Example:
/eos/out/get/preset/10/byType/list/0/2 = 0, “00000000-0000-0000-0000-
000000000000”
PRESET (4 OF 4):
Example:
/eos/out/get/preset/10/fx/list/0/0 = 0, “00000000-0000-0000-0000-000000000000”
PALETTE (1 OF 3):
Example:
/eos/out/get/ip/1/list/0/5 = 0, “00000000-0000-0000-0000-000000000000”, “My IP
One Label”, False, False
PALETTE (2 OF 3):
PALETTE (3 OF 3):
Example:
/eos/out/get/ip/1/byType/list/0/2 = 0, “00000000-0000-0000-0000-000000000000”
CURVE (1 OF 1):
Example:
/eos/out/get/curve/901/list/0/2 = 0, “00000000-0000-0000-0000-000000000000”,
“IES Square”
EFFECT (1 OF 1):
Example:
/eos/out/get/fx/901/list/0/8 = 0, “00000000-0000-0000-0000-000000000000”,
“Circle”, “Focus”, “Immediate”, “Immediate”, “Infinite”, 25
Example:
/eos/out/get/snap/1/list/0/2 = 0, “00000000-0000-0000-0000-000000000000”, “My
Snap One Label”
Example:
/eos/out/get/pixmap/1/list/0/9 = 0, “00000000-0000-0000-0000-000000000000”, “My
Pixmap One Label”, 100, “sACN”, 32, 32, 1024, 1024
Example:
/eos/out/get/pixmap/1/channels/list/0/3 = 0, “00000000-0000-0000-0000-
000000000000”, “101-105”
Example:
/eos/out/get/ms/1/list/0/2 = 0, “00000000-0000-0000-0000-000000000000”, “My MS
One Label”
OSC Troubleshooting
In Eos, open the Diagnostics tab (Hold [Tab] and press [9][9]). Click {Incoming OSC} to enable
logging of incoming OSC commands and {Outgoing OSC} to log outgoing OSC commands.
To verify that basic OSC communication is working, you may send the command /eos/ping and
Eos will reply with /eos/out/ping. You may also add any number of arguments to the command,
for example, if you want to measure latency.
Overview
The following is a list of button pushes: single, maintained, or combined. It is highly
recommended that you read and familiarize yourself with this list.
For keyboard shortcuts, see Hotkeys .
Displays
• [Data] (maintained press) - toggles the display to show data living under referenced data.
Keep [Data] depressed to page. [Data] & [Data] locks this display.
• [About] & [Data] - locks the display to the absolute data display.
• [Time] (maintained press) - toggles the display to show discrete timing. Keep [Time]
depressed to page.
• [About] & [Time] - locks the display to discrete time display. Press [About] & [Time]
[Time] to unlock, or temporarily display discrete time.
• [Data] & [Focus] / [Color] / [Beam] - to expand/ suppress categories on displays. (Ion)
• [Data] & {Parameter Tiles} - to suppress/ display individual parameters from the display
when not in summary view. (Ion)
• [Params] & [Focus] / [Color] / [Beam] - to expand/ suppress categories on displays. (Ti/
Eos/ Gio)
• [Params] & {Parameter Tiles} - to suppress/ display individual parameters from the display
when not in summary view. (Ti/ Eos/ Gio)
• [Displays] & [Level Wheel] - dim the Littlelites or backlighting/ LCDs (as selected by the
user).
• [Displays] [Displays] - resets the CIA to the browser.
• [Shift] & [Left], [Shift] & [Right] - move columns.
• [Shift] & [Up], [Shift] & [Down], [Shift] & [Level Wheel] - resize columns.
• [About] & [Path]/{ Color Path} - toggles the display to show the color paths.
• [Shift] & [Select] - reset display columns.
• [Shift] & [Tab] - clear all tabs on the current monitor (but keep locked frames) (Does not
clear tab 1 and 2).
• [Shift] & [Tab] [Tab] - clear all tabs on all monitors (but keep locked frames) (Does not
clear tab 1 and 2).
• [Shift] & [Tab] [Tab] [Tab] - clear all tabs on all monitors (including locked frames) (does
not clear tab 1 and 2).
• [Shift] & [Label] - opens the cue note for the selected cue. Adds a note to a currently
selected cue if one doesn't already exist.
• [About] & [Label] [About] & [Label] - double press to lock reference labels on. Press
[About & [Label] again to unlock.
• [Shift] & [Live/ Blind] - advances the displays to the next instance of Live or Blind.
• [Live] (when already in Live) - resyncs the selected cue to the most recently activated cue.
• [Blind] (when already in Blind) - resyncs the selected cue to the live selected cue (when
blind cue has been changed or when preserve blind cue has been enabled).
• [Flexi] & [Time] - to invoke flexi time view on displays.
• [Format] & [Level Wheel] - zooms the display in focus.
• Left Mouse Button & Scroll - zooms the display in focus on a PC.
• Scroll with two fingers - zooms the display in focus on a Mac.
• [Tab] & [Up/Down Arrow] - cycle workspaces.
• [Tab] & [Left/Right Arrow] - move displays.
Facepanel
• [Shift] & [Escape] - to lock and unlock face panel.
• Encoder Paging Keys & [Number] - pages to the desired encoder control page.
• [Escape] & Encoder Paging Keys - locks the encoders. Press any encoder page button to
unlock.
• [Flexi] & Encoder Paging Key - to invoke flexi encoder states.
• [Fader Controls] & [Bump Button] - select a fader page on wings.
• [Fader Page] & Rate Wheel - rolls the selected fader page. (Ti/Eos/Gio)
• [Fader Page] & [number] - select a fader page on integral faders. (Ti/Eos/Gio)
• [Fader Page] - increments the fader page by 1.(Ti/Eos/Gio)
• [Shift] & [Fader Page] - decrements the fader page by 1. (Ti/Eos/Gio)
• [Learn] & [Load] - opens the selected fader's configuration tools.
• [Off] & [Load] - releases control of content, restoring to background and leave cue list
with pending cue in tact.
• [Release] & [Load] - releases control of content, restoring to background, and resets cue
list to top.
• [Shift] & [Go] or [Shift] & [Back] - cuts the pending cue or the previous cue.
• [Shift] & [Load] - to remove content from a fader.
• [Shift] & [Stage] - toggles Scroll Lock on and off.
Operations
• [At] [Enter] - removes move information from selected channel/parameters.
• [At] [At] - set to Level (as defined in Setup).
• [Color] (Encoder Paging Key) & Encoder Movement - hold Color Point while adjusting
parameters.
• [Copy To] [Copy to] - posts Move To on the command line.
• [Full] [Full] - sets selected channels intensity to “full” and self terminates.
• [Label] [Label] - appended to a record target command, clears the current label, this
includes show file labels.
• [Recall From] [Recall From] - posts Recall From Cue to the command line.
• [Record] [Record] - posts Record Only to the command line.
• [Select Active] [Select Active] - Select Active minus submaster contributions.
• [Shift] & [Select Active] - posts Select Non-Sub Active.
• [Shift] & [Enter] - repeats last command line, unterminated; does a loop of last five
commands.
• [Shift] & [At] - recalls last channel(s) and parameters without terminating; does a loop of
last five commands.
• [Shift] & [Enter] - reselects the last command and leaves it unterminated; does a loop of
last five commands.
• [Shift] & [Block] - posts Intensity Block to the command line.
• [Shift] & [Clear] - clears the command line.
• [Shift] & [Delay] - posts follow.
Note: Some international keyboards require “Use Shift Key as Eos Shift” to be
disabled in the General section of the ECU Settings. Use Z as shift to access shortcut
functions in these cases.
Hotkeys 603
About Y
Address / Dimmer Alt A
All NPs Control N
Assert Control W
Assert (Playback) Control Alt A
At A
@
*
Back (ECU) Escape
Beam Filter Control B
Beam Palette Alt B
Blind F2
Control 2
Block B
Capture Control Alt P
Clear Backspace
Clear Command Line Shift Backspace
Control Alt Backspace
Clear Label Control Backspace
Color Filter Control C
Color Palette Alt C
Color Path Control Alt W
Copy To C
Cue Q
Cue Only / Track X
Data Control D
Data Mode Control Shift D
Delay D
Delete Delete
Delete (macOS) Fn Delete
Displays F9
Control 9
Effect Alt E
Effects Softkeys Alt Shift E
Encoder Display (Gio) Control Alt \
Encoder Page Color ^ Control Alt [
Encode Pager Focus ^ Control Alt ,
Encoder Page Form ^ Control Alt ;
Encoder Page Image ^ Control Alt ]
Encoder Page Intensity ^ Alt .
Encoder Page Shutter ^ Alt ,
Enter Enter
Escape Escape
Expand F5
Control 5
Hotkeys 605
Macro 809* Control Alt 9
Macro 810* Control Alt 0
Magic Sheet Alt M
Manual Override Control Alt M
Control Alt N
Mark K
Mirror Start Alt F1
Mirror Stop Alt F2
ML Controls F7
Control 7
More Softkeys (More SK) Alt 7
Next Page Down
Control .
Next (macOS) Fn Down Arrow
Off Control Alt O
Offset Control O
Out O
Page Left Left Arrow
Page Right Right Arrow
Page Up Up Arrow
Page Down Down Arrow
Parameters (Display) Control D
Park Alt K
Part P
Patch ;
Pixel Map Alt X
Preset Alt P
Query Control Q
Rate Control Alt R
Recall From E
Record R
RecordOnly Control R
Release Control Alt S
Rem Dim H
Scroll Lock Control 6
Select Control Enter
Select (ECU) Return
Select Active Control A
Select Last Control L
Select Manual Control M
Setup Alt S
Shift Z
Snapshot Control S
Sneak N
*Some Shortcut Key combinations are not available on all physical keyboard layouts.
^Alternatively use Encoder Display + category to change the encoder pages.
Hotkeys 607
608 Eos Family v3.0.0 Operations Manual
Index
actions 509
A
cues 509
about
events 508
about 338
macros 509
channel 341-342
submasters 509
color path 347
aRFR 487
cue 345
ASCII
cuelist 345
exporting 79
curves 345
assert 9
display 339
and load 285
effects 346
at channel level 261
groups 346
at cue level 261
macro 346
cue list 285
palettes 347
flags 234
presets 347
using with cue lists 261
Sensor feedback 343
At / / 149
submaster 346
At Enter 237
system 340
AutoMark 188
what's new 339
allowing live moves 188
absolute data
timing 189
with palettes 197
Index 609
primary 464 by type presets 208
closing macro
copy ownership 8
Index 611
using {About} 345 from table view 243
curves dimming 15
D indicators
delete controlling 28
Index 613
macro editor 361 groups in live 179
Image 45 effects
E OSC 551
about 56 F
blind 58 facepanel
color control 154 locking 22
custom control 154 fader pages 283
flexi 58 faders
image control 153 assigning 282
locking 58 auto playback enabled 282
navigating 57 manually 282
setting non-intensity parameters 150 changing pages 283
shutter control 153 channel filters 64
softkeys 151 configuration 59
touchscreen control buttons 14
description 150 list 61
form control 152 palettes 201 , 215
Image of 150 parameter filters 64
using in blind 245 playback controls 283 , 286
enter (key) presets 215
using in syntax 6 rate override 286
ETCnomad release 288
fullscreen editor 478 ribbon 61
ethernet ports 15 temporary mapping 219
events 499 virtual module 64
analog inputs 508 fan 184
event list 500-501 from the command line 184
MIDI 529-530 parameter data 184
MIDI note off 526 , 531 references 185
MIDI note on 526 , 530 timing 185
MIDI program change 528 , 532 Fast Focus Pro
Real Time Clock 506 exporting 79
expanded timeline format 46 file manager 80
export filters
.csv 79 about 256
ASCII 79 channel and parameter on faders 64
Fast Focus Pro 79 partial filters 256
logs 79
Index 615
record filters 256 frames 24
hang 229 L
help system label 20
description 4 cue 231
high See highlight 168 editing 20
highlight 168 submasters 332
rem dim 169 lamp controls 119 , 164
temporary level 169 last (key) 145
home (hardkey) 161 learn (key) 360
encoder softkey 151 LEDs
HTP 9 patching 89
I level wheel 14
import importing 77
+% 165 Littlites 15
Index 617
editing palettes in 201 storing in live 360
Index 619
virtual control 58 N
mode 115 navigating
monitors encoders 57
external 13 navigation keys
move fade 8 {data} 34
move instruction 8 {time} 34
move to next (key) 145
about 267 non-intensity parameters (NPs)
in patch 87 controlling 148
move to (softkey) setting
with cues in blind 245 - 149
moving displays 33 -% 165
Moving Light Control 58 + 149
moving lights +% 165
display conventions 40 setting with encoders 150
patching 89 NPs. See non-intensity parameters 148
multicell numbering
display conventions 40 cues 222
editing 92 numeric view
in groups 179 groups 180
manual control 162
O
new 121
offline console
patching 91
definition 464
multiconsole 463 , 467
offset 145
features of 466
channels in groups 177
multipart cues 289
in patch 88
about 290
online forums
attributes
register for 2
setting 291
OOS Sync 236
changing into standard cues 292
open
changing standard cues into 292
fixture editor 110
recording in live 290
Open Sound Control 534
storing in blind 292
opening
updating in live 291
displays 28
multiple intensity channels 162
from the browser 28
multiple intensity HTP effects 311
from the hardkeys 28
multiple users 443 , 466
from the home screen 28
Index 621
list indicators 204 part. See multipart cues 290
parameters 6 Image 99
categories 6 , 15 editing
display 19 scrollers 93
display picker 94
settings 99 preset
power print
Index 623
Q new cue list 260
submasters 326
R
via load 260
Radio Focus Remote (RFR)
record defaults
in ECU 494
setting 136
USB settings 494
record filters
WiFi
storing data with 257
iRFR 487
record target 6
range editing new fixtures 113
reference labels 35
rate
referenced marks 189
cue attribute 231
setting flags 189
rate override 286
timing 192
RDM
register your console 2
device details 344
relative effects 311
Real Time Clock 496 , 506
relay outputs 496 , 511
enabling 506
release 288
events 506
Release 169
programming 506
Release. See Sneak 169
recall from 267
rem dim. See remainder dim 166
park 268
remainder dim 166
record
highlight 169
cue list 260
proportional value 167
using {Record Only} 260
remote power off 469
using {Record} 260
remote power on 469
cues
Remote Processor Unit (RPU)
in live 222
button configuration 493
using Record 223
remote software installation 469
using Record Only 223
Remote Video Interface (RVI)
cues in blind 242
button configuration 493
filters, with 256
remove
groups live 176
channels
multipart cues 290
from presets 206 , 215
attributes 291
S enabling 519
scroller patch 99
selecting managing 68
displays 32 merging 71
Index 625
show setup string interface
time tracking 6
submasters 335
Index 627
update dialogue box 238
USB ports 13
user
ID
about 466
assigning 467
User Forums 2
V
view
spreadsheet, in blind 38
table 36
virtual keypad 65
W
what's new
wheel
OSC 539
wheel picker 93
workspaces 23