Zero88 FROG 2 Instruction manual

THE FROG SERIES
OPERATING MANUAL
THE FROG SERIES
OPERATING MANUAL
If a portable or temporary three phase
mains supply is used to power this
desk, we recommend that the desk
mains plug is removed before
connecting or disconnecting the
supply. Serious damage will occur if
the desk is connected across two
phases.
This equipment is designed for use as
a lighting control desk only, and is
unsuitable for any other purpose. It
should only be used by, or under the
supervision of, an appropriately
qualified or trained person.
Zero 88 Lighting Ltd. reserves the right
to make changes to the equipment
described in this manual without prior
notice. E & OE.
Frog Series 73-750-00 Issue 6
Federal Communications Commission
Issue 6 - March 2004
This equipment has been tested and
found to comply with the limits for a
Class A digital device, pursuant to part
15 of the FCC rules. These limits are
designed to provide reasonable
protection against harmful interference
when the equipment is operated in a
commercial environment. This
equipment generates, uses, and can
radiate radio frequency energy and, if
not installed and used in accordance
with the instruction manual, may cause
harmful interference to radio
communications. Operation of this
equipment in a residential area is likely
to cause harmful interference in which
case the user will be required to
correct the interference at his own
expense.
Manual Stock No. 73 - 750 - 00
Software Version 9.0
© Zero 88 Lighting Ltd. 2004
Zero 88 Lighting Ltd.
Usk House
Llantarnam Park
Cwmbran
Gwent NP44 3HD
United Kingdom
Tel:
Fax:
e-mail:
Web:
+44 (0)1633 838088 *
+44 (0)1633 867880
sales@zero88.com
www.zero88.com
* 24 hour answerphone
i
Contents
1. Introduction
6. Super User
This Manual
1-1
Introduction
6-1
The Frog Series
1-2
Entering Super User
6-1
Front Panel Controls
1-3
Desk Setup
6-2
Main LCD User Interface
1-8
Floppy Disk Functions
6-11
Clear/Reset Functions
6-13
Illumination
6-14
2. Quickstart Tutorial
Introduction
2-1
Set Recovery Mode
6-14
Turning on the Desk
2-2
Set Date & Time
6-14
Setting Generic Channels
2-2
Set Lock Code
6-15
Setting Fixture Channels
2-2
Desk Information
6-15
Programming a Scene into a Memory
2-3
Reset DMX
6-15
Programming a Scene onto a Submaster
2-3
Exiting Super User
6-15
Transferring a Memory onto a Submaster
2-3
Playing Back the Memories
2-4
Playback Using Submasters
2-4
3. Preset Operation
7. Other Features
Introduction
7-1
Viewing Outputs
7-2
Lock Function
7-3
Introduction
3-1
FROG Function
7-4
Two Preset Operation
3-2
Palettes
7-6
Wide Operation
3-4
Fixture Groups
7-8
Monitor Displays
7-9
4. Memories
External Keyboard
7-14
Recovery Mode
7-14
Upgrading Software
7-14
Introduction
4-1
LCD Display – Memories
4-3
Selecting a Memory
4-3
Programming Memories
4-4
8. Technical Specification
Modifying Scenes
4-9
Introduction
8-1
Modifying Chases
4-10
Desk Power Supply
8-2
Jumps in the Memory Stack
4-12
Audio Input
8-2
Inserting Memories
4-12
Desk Light
8-2
Copying Memories
4-13
Remote Switches
8-2
Previewing Memories
4-14
External Data Storage
8-2
Clearing Memories
4-14
DMX Output
8-2
Playback of Memories
4-15
Keyboard
8-2
Video Output
8-2
5. Submasters
Introduction
5-1
LCD Display - Submasters
5-2
Selecting a Submaster
5-2
Channel Data on Submasters
5-3
Transferring Memories
5-4
Copying Submaster Data
5-6
Previewing Submasters
5-6
Clearing Submasters
5-7
Outputting Data from Submasters
5-8
Submaster Flash Functions
ii
9. User Notes
5-10
Frog Series 73-750-00 Issue 6
Figure 1 - 1: The Frog Lighting Desk
Introduction
This Manual
Conventions
This manual describes the operation of
the Frog series of lighting control desks
(Frog, Fat Frog, Leap Frog, Bull Frog).
Throughout this manual the following
conventions are used.
This chapter contains a general
overview of the various desks in the
Frog series followed by a brief
description of the front panel controls
and displays, and details of the main
LCD user interface.
The quickstart tutorial chapter is
provided to help you get the desk up
and running quickly and lead you
through the basic desk functions.
For detailed descriptions of the main
desk functions (presets, memories,
submasters etc.) refer to the relevant
chapter(s) in the manual.
The manual concludes with chapters
on the Super User functions, other
features (eg FROG function, palettes)
and technical specification of the
desks.
References to controls, buttons and
lights on the front panel appear in
capital letters, for example:
GRAND MASTER, GO, PAUSE.
References to the main LCD (eg the
Memories screen) are shown as
follows:
Current:
1 s
Next:
<2 *>
Fade Up: <00:03.0>
Fade Down:<00:03.0>v
References to fields which appear on
the main LCD screen are shown in
italics, for example:
Current, Next, Fade Up, Fade Down.
For news, views and
the latest software
visit our dedicated
Frog web site at
www.frogsupport.com
Frog Series 73-750-00 Issue 6
1-1
Introduction
The Frog Series
Palettes
Remote Switches
This section provides a summary of the
main functions of the Frog series of
lighting control desks.
The Fat Frog and Leap Frog desks
provide user programmable Colour,
Beamshape and Position palettes
(24 of each attribute).
Up to six remote switches can be
connected to the desk and configured
as Go or Go to memory actions.
LCD Interface
All setup, programming and playback
information is displayed on the main
LCD display.
The MEMORIES, SUBMASTERS and
OUTPUTS keys on the front panel
enable quick and direct access to the
main programming, playback and
information screens.
Channels
The Frog Lighting desk controls 48
generic channels.
The Fat Frog Lighting desk controls 48
generic channels and up to 288
separate moving light channels.
The Leap Frog Lighting desk controls
48 generic channels and up to 512
separate moving light channels.
The Bull Frog desk provides user
programmable Colour, Beamshape
and Position palettes (48 of each
attribute).
Memories
Memories can be recorded as scenes
or chases. All memories have their
own trigger, fade times and dwell time.
Loading and saving shows to floppy
disk, setting up a lock code and
resetting the DMX output functions are
also provided within Super User.
Lock Function
Frog - All memories are recorded as
full memories.
A lock function is provided to prevent
unauthorised editing of desk setup and
show data.
Fat Frog, Leap Frog and Bull Frog Both full and partial memories can be
recorded.
Desk Output
Submasters
The Frog, Fat Frog and Leap Frog
desks provide a total of 108
submasters (9 pages of 12).
Fixtures
The Bull Frog desk provides a total of
216 submasters (9 pages of 24).
The Fat Frog lighting desk can control
up to 12 moving light fixtures.
Submasters can be loaded with
channel data or transferred memories.
The Leap Frog and Bull Frog lighting
desks can control up to 24 moving light
fixtures.
One page is always active, which is
indicated by the seven segment
display on the front panel.
DMX Patch
Page Overlay is provided to allow
submasters from different pages to be
used at the same time.
Bull Frog - The generic channels and
fixtures can be patched to DMX
channels (1 - 512) on two different
DMX universes (A and B).
Super User functions are provided for
setting up the desk defaults, clearing
memories, submasters and show data,
and resetting the desk.
Chase memories have their own
modifiers which affect their output.
(Direction, Attack, Drive, and Speed).
The Bull Frog Lighting desk controls
96 generic channels and up to 1024
separate moving light channels.
The generic channels and fixture
channels can be soft patched to the
DMX output channels (1 - 512).
Super User
Playback X
The Memory Stack is made up of all
the programmed memories (scenes
and chases).
Playback X provides a simple method
of playing back the memory stack
using the GO button.
The generic channels and fixture
channels are output via DMX 512.
Monitor Displays
The desks have a video output for the
display of memory, submaster, outputs
and other data on a monitor screen.
External Keyboard
An external keyboard may be
connected to the desks via the mini
DIN connector on the rear panel.
This allows text and numeric data to be
entered in the appropriate fields on the
main LCD screen.
Floppy Disk Drive
The desks have a floppy disk drive to
enable show data to be saved and
loaded via floppy disk.
Loading fixture types, changing the
common fixture types and performing
software upgrades are also carried out
via floppy disk.
There are also MASTER, PAUSE and
OVERRIDE controls.
1-2
Frog Series 73-750-00 Issue 6
Introduction
Figure 1 - 2: Generic (Preset) Controls
Front Panel Controls
•
This section describes the controls and
displays on the front panel of the Frog
series of lighting control desks.
These faders control the output levels
of generic channels 1-24
(channels 1-48 on the Bull Frog).
Note that some of the controls are only
applicable on certain desks.
•
The controls have been divided into
the following sections:
•
•
•
•
•
•
Generic (Preset) Controls
Submaster Controls
Playback X Controls
Memory Controls
Fixture Controls
Other Controls
Generic (Preset) Controls
These controls provide a complete
manual system for controlling the
generic channels on the desk.
The desk can be set up as a two
preset (normal) or single preset (wide)
configuration.
PRESET A FADERS
PRESET B FADERS
These faders control the output levels
of generic channels 1-24 (1-48 on the
Bull Frog) in two preset operation, or
generic channels 25-48 (49-96 on the
Bull Frog) in wide operation.
•
A AND B MASTER FADERS
In Two Preset operation – the A
MASTER fader controls the maximum
output level from the PRESET A
faders. The B MASTER fader controls
the maximum output level from the
PRESET B faders.
In Wide operation – the A MASTER
and B MASTER faders control the
maximum output levels from the
PRESET faders and the stored scene,
according to the PRESET CONTROL.
The B MASTER fader is reversed
(100% at the bottom of its travel) to
facilitate manual crossfades when
moving the A MASTER and B
MASTER faders in tandem.
•
SHIFT BUTTON
This button is used to select which
generic channels are affected by the
CHANNEL FLASH BUTTONS. The
accompanying red lights indicate the
channels selected.
Frog Series 73-750-00 Issue 6
•
CHANNEL FLASH BUTTONS
The CHANNEL FLASH BUTTONS are
located below the PRESET B faders.
These buttons are used to flash or solo
the generic channels; their action is
determined by the setting on the
FLASH FUNCTION Button.
•
CROSSFADE CONTROL
The CROSSFADE control is used to
determine the fade time when
crossfading between scenes set up on
the two presets, or between a scene
on the presets and a stored scene (in
wide operation). The control can be set
to Manual or to a time between 1
second and 5 minutes.
•
FADING LIGHT
The red FADING light indicates that a
timed crossfade is taking place
between two scenes on the presets, or
between a scene on the presets and a
stored scene (in wide operation).
•
PRESET CONTROL
The PRESET control is only applicable
in wide operation. The button is used
to control which of the master faders
(A MASTER or B MASTER) has the
control of the preset faders, and which
master has control of the stored scene.
The red lights next to the PRESET
CONTROL button indicate the current
state (A FADERS, B STORED or B
FADERS, A STORED).
1-3
Introduction
Figure 1 - 3: Submaster and Playback X Controls
Submaster Controls
Playback X Controls
•
•
SUBMASTER FADERS
The SUBMASTER FADERS control
the output levels of the channel data or
memory data loaded onto them.
•
SUBMASTER FLASH BUTTONS
MASTER FADER
The Playback X MASTER fader
controls the maximum output level of
the generic channels and brightness
fixture channels (if applicable) in the
memories on the memory stack.
The SUBMASTER FLASH BUTTONS
are used to flash or solo the channel or
memory data on the submaster.
The colour, beamshape and position
fixture channels are not affected by the
Playback X MASTER fader.
The action of the button is determined
by the FLASH FUNCTION button.
•
The buttons are also used to select
submasters when transferring
memories.
This button initiates a dipless
crossfade between the current memory
being output and the next memory on
the memory stack.
Each button has a yellow light in it
which is used to indicate when the
output is fading and page overlay.
The red light next to the GO button
comes on during the crossfade, and
flashes if the crossfade is paused.
•
•
SUBMASTER PAGE UP/DOWN
The submaster PAGE UP and PAGE
DOWN buttons are used to select the
current submaster page (1-9) .
•
SUBMASTER PAGE DISPLAY
The current submaster page is
indicated on the seven segment PAGE
Display.
•
STEP BUTTON
GO BUTTON
•
OVERRIDE CONTROL
This control is used to slow down or
speed up progression through the
memory stack.
When the control is moved away from
the neutral position the red SLOW or
FAST light flashes accordingly.
•
STEP BUTTON
This button is used to manually step
through, or set the beat for, any chase
memory with manual or beat drive
respectively that is currently being
output on the Playback X.
PAUSE BUTTON
This button is used to halt progression
through the memory stack and will stop
a cross fade between memories if one
is in progress.
When the show is paused, the red light
in the PAUSE button flashes. When
the PAUSE button is pressed again,
the light in the PAUSE button goes off
and the show continues.
This button is used to manually step
through, or set the beat for, any chase
memory with manual or beat drive
respectively that is currently being
output on any of the submasters.
1-4
Frog Series 73-750-00 Issue 6
Introduction
Figure 1 - 4 : Memory Controls
Memory Controls
•
•
This button is used to transfer a
memory with its fade times onto a
submaster.
LCD DISPLAY
The LCD display provides the main
user interface to the desk in setup,
programming and running the show.
The brightness and contrast of the
LCD display can be adjusted as
required in Super User.
•
MEMORIES BUTTON
This button displays the Memories
screen on the LCD. This screen is
used when programming, editing,
transferring, copying and deleting
memories from the memory stack.
•
SUBMASTERS BUTTON
This button displays the Submaster
screen on the LCD. This screen is
used when programming, editing,
copying and deleting submasters.
•
OUTPUTS BUTTON
This button is used to display the
current output values of the generic
and fixture channels, or the DMX
outputs on the LCD.
•
PREVIEW BUTTON
This button is used to preview memory
or submaster data.
•
TRANSFER NO TIME BUTTON
This button is used to transfer a
memory without time onto a
submaster.
Frog Series 73-750-00 Issue 6
•
TRANSFER WITH TIME BUTTON
UP / DOWN CURSOR BUTTONS
These 2 buttons are used to move the
cursor up and down the LCD display.
•
+ / - BUTTONS
These 2 buttons are used to adjust
values on the LCD display.
•
PROGRAM BUTTON
This button is used to confirm the
programming of memories, submasters
and palettes.
•
COPY BUTTON
This button is used to copy memory or
submaster data.
•
INSERT BUTTON
This button is used to insert point
memories, add/insert chase steps and
add/insert duplicates when patching.
•
CLEAR BUTTON
This button is used to clear or delete
memories, submasters etc..
•
EDIT BUTTON
This button is used to Edit a memory
or submaster.
•
ENTER BUTTON
This button is used for selecting ‘soft’
buttons on the main LCD display.
•
MEMORY TYPE BUTTON
This button is used to select the
memory type being programmed or
edited. The adjacent red lights indicate
the memory type (Scene or Chase).
•
DIRECTION BUTTON
This button is used to set the Direction
modifier when programming or editing
a chase memory. The accompanying
lights indicate the selected direction
(Forward, Backward or Bounce).
•
ATTACK BUTTON
This button is used to set the Attack
modifier when programming or editing
chases. The accompanying lights
indicate the selected attack (Snap,
Slow Attack, Slow Decay, Crossfade).
•
DRIVE BUTTON
This button is used to set the Drive
modifier when programming or editing
a chase memory. The accompanying
lights indicate the selected drive
(Auto, Vari, Bass, Manual or Beat).
•
SPEED CONTROL
This control is used to set the Speed
modifier when programming or editing
a chase memory. The red light next to
the control provides additional
feedback when editing chase speed.
1-5
Introduction
Figure 1 - 5: Fixture Controls (Fat Frog)
Fixture Controls
This section of the front panel contains
various controls and displays used in
the control, programming and editing of
moving light fixtures.
•
FIXTURE SELECTION BUTTONS
These buttons are used to select
individual or groups of fixtures when
programming, editing or patching.
Each button contains two lights (one
yellow, one red). When a fixture has
been assigned, the yellow light in the
button is lit. When a fixture is selected,
the red light in the button is lit.
•
ATTRIBUTE BUTTONS
•
WHEEL GROUP BUTTON
This button is used to set the currently
selected fixture channels to output
random FROG values.
The red light in the WHEEL GROUP
button is lit when there is more than
one group of parameters.
This button is used to display the
FROG Function screen on the LCD.
When there is only one group of
parameters for the selected fixture and
attribute, the light in the button is off,
and pressing the button has no effect.
•
HOME BUTTON
This button is used as a quick method
of setting all the parameters for the
selected fixture(s) to their home
position.
This determines the fixture parameters
assigned to the control wheels, and
displayed on the WHEEL LCD.
The home position is defined as
brightness to full, colour to white, no
gobo, no effects, iris open, shutter
open, pan and tilt to mid position etc.
These buttons are also used when
programming and selecting palettes.
FROG BUTTON
When the parameters for the current
attribute of the selected fixture(s) are
contained in more than one group, this
button is used to switch between the
different groups of parameters.
These 4 buttons (BRIGHTNESS,
COLOUR, BEAMSHAPE, POSITION)
are used to select an attribute for the
selected fixture(s).
Only one attribute can be selected at a
time. The red light in the button
indicates the selected attribute.
•
It is also possible to home the
parameters of a single attribute
(brightness, colour, beamshape or
position).
•
•
FROG SCREEN BUTTON
STEP BUTTON
This button is used to manually step
through fixture channels which are
outputting random FROG values.
•
CONTROL WHEELS
The three control wheels are used for
programming fixture parameters.
•
WHEEL LCD
The Wheel LCD is used to indicate
which fixture parameter is being
controlled by which wheel, and also the
current value of the parameter.
The brightness and contrast of the
Wheel LCD can be adjusted as
required in Super User.
•
GROUP BUTTON
This button is used when programming
and selecting fixture groups .
Fat Frog - The FUNCTION button F4
is used as the GROUP button.
1-6
Frog Series 73-750-00 Issue 6
Introduction
Figure 1 - 6: Other Controls
Other Controls
•
GRAND MASTER FADER
This fader controls the final output
values of all the generic channels
resulting from the preset faders,
submasters and Playback X.
The fader also controls the final output
values of the fixture brightness
channels. It does not affect the fixture
colour, beamshape or position
channels of any assigned fixtures.
•
BLACKOUT BUTTON
This button is used to reduce all the
generic channels to zero, producing a
blackout.
This button also reduces the fixture
brightness channels to zero. It does
not affect the colour, beamshape or
position fixture channels.
When blackout is active, the red light in
the button flashes. Pressing the
BLACKOUT button again will return the
desk to normal outputs.
Frog Series 73-750-00 Issue 6
•
WIDE BUTTON
This button is used to determine the
configuration of the PRESET A and
PRESET B faders.
The red light in the WIDE button is lit
when the desk is in Wide operation.
When wide is not selected (two preset
operation) the PRESET A faders and
PRESET B faders both control generic
channels 1-24 (1-48 on the Bull Frog ).
•
LOCK BUTTON
This button is used to lock and unlock
the desk. When the desk is locked, the
red light in the LOCK button is lit and
none of the setup, memory or
submaster data can be modified.
The locking and unlocking processes
require entering a lock code. The lock
code is set in Super User.
•
FUNCTION BUTTONS
When wide is selected (wide operation)
the PRESET A faders control generic
channels 1-24 (1-48 on the Bull Frog );
the PRESET B faders control generic
channels 25-48 (49-96 on Bull Frog).
Four function buttons are available on
the front panel (F1 – F4), and are used
for the following functions:
•
F2 - Naming Functions,
FLASH FUNCTION BUTTON
This button is used to determine the
operation of the CHANNEL FLASH
BUTTONS and SUBMASTER FLASH
BUTTONS.
F1 - Monitor Functions.
F3 - Individual live adjustment of chase
modifiers on playback X or
submasters.
F4 - Group Button (Fat Frog only).
The red lights next to the FLASH
FUNCTION button indicate the current
setting (OFF, FLASH or SOLO).
1-7
Introduction
Figure 1 - 7: Memory Control section containing Main LCD
Main LCD User Interface
Editable Fields
Editing Fade Times
The LCD display, together with various
front panel buttons, provides the main
user interface to the desk and is used
in setup, programming, editing and
running the show.
On the LCD display, editable fields are
indicated by angled brackets (<…>).
Fade times are displayed on the main
LCD in minutes, seconds and tenths
(mm:ss.t).
The main LCD is 4 x 20 characters.
The value of a field can only be edited,
using the + and - keys, when it is
highlighted (ie. the angled brackets are
displayed as flashing).
Most of the LCD screens consist of a
title, editable fields and soft buttons.
In this manual, the highlighted field is
shown in bold text.
Some LCD screens contain error
messages, warnings, instructions or
information.
The up and down arrow keys are used
to move through the editable fields,
options and soft buttons on the LCD.
This section of the manual describes
how to use the cursor keys, the + and keys, and the ENTER key to navigate
through the LCD screens and adjust
the values in the editable fields.
It is possible to move from the last item
on the LCD screen to the first and vice
versa using the up and down arrow
keys.
Numeric data may also be entered via
an external keyboard, if preferred
(see chapter 7 for details)
Example - Memories screen:
Current:
1
s
Next:
< 2
*>
Fade Up: <00:03.0>
Fade Down:<00:03.0>
The Current field is not editable. The
Next, Fade Up and Fade Down fields
are editable.
The Next field is highlighted (flashing),
so the + and - keys will adjust the next
memory number.
Pressing the down arrow key will move
the cursor to the Fade Up field.
1-8
Each field within the fade time is
editable using the + and - keys.
The minutes and seconds fields
rollover automatically when adjusting
the seconds and tenths.
The up and down arrow keys move the
flashing cursor between the fields.
For example, the flashing cursor is on
the minutes field of the Fade Up time:
Current:
1
s
Next:
< 2
s>
Fade Up: <00:03.0>
Fade Down:<00:03.0>
Press the down arrow key to select the
seconds field in the Fade Up time:
Current:
1
s
Next:
< 2
s>
Fade Up: <00 :03.0 >
Fade Down:<00:03.0>
Press the down arrow key to select the
tenths field in the Fade Up time:
Current:
1
s
Next:
< 2
s>
Fade Up: <00 :03.0>
Fade Down:<00:03.0>
Frog Series 73-750-00 Issue 6
Introduction
Figure 1 - 8 : Memory Controls
Soft Buttons
Long Lists
Soft buttons are indicated on the LCD
using square brackets ([…]) and curly
brackets ({…}).
On several of the LCD screens, there
are more editable options and/or soft
buttons than will fit on the four lines of
the LCD display.
Where a display contains more than
one soft button (eg OK and CANCEL),
the default button is indicated by
square brackets. A selected button is
highlighted (ie flashing).
The up and down arrow keys are used
to select the required soft button.
The selected soft button on the LCD is
actioned by pressing the ENTER
button on the front panel.
Example - a warning message with two
soft buttons (Yes and No):
***** WARNING ******
Memory is programmed
Overwrite memory ?
[YES] {NO}
In these situations, up and down arrow
characters are displayed on the right
hand side of the LCD screen to show
there are further options available.
The up and down arrow characters are
shown as ‘^’ and ‘v’ respectively in this
manual.
When the up and down arrow keys are
used to scroll up and down the list of
options and buttons, the screen title
remains displayed on line 1 of the LCD
and Lines 2 – 4 on the LCD will change
accordingly.
For example - The LCD screen below
contains a title, six editable options and
an Exit button.
The YES button is the default button
and also the currently selected button.
Pressing the ENTER key on the front
panel will activate the YES button.
*** SCREEN TITLE ***
Option 1: <100%>
Option 2: <100%>
Option 3: <100%>
v
***** WARNING ******
Memory is programmed
Overwrite memory ?
[YES] {NO}
The ‘v’ indicates that there are one or
more options below Option 3.
Pressing the down arrow key 3 times
will select Option 4 and the LCD will
show the following:
*** SCREEN TITLE ***
Option 2: <100%>
^
Option 3: <100%>
Option 4: <100%>
v
The ‘^’ indicates that there is one or
more options above Option 2. The ‘v’
indicates that there are one or more
options below Option 4.
Pressing the down arrow key 3 times
will select the Exit button and the LCD
will show the following:
*** SCREEN TITLE ***
Option 5: <100%>
^
Option 6: <100%>
[Exit]
The ‘^’ indicates that there is one or
more options above Option 5. The Exit
button is the last option in the list.
In the above display, the NO button is
selected. Pressing the ENTER key will
activate the NO button.
Frog Series 73-750-00 Issue 6
1-9
Introduction
1 - 10
Frog Series 73-750-00 Issue 6
Figure 2 - 1 : The Fat Frog Lighting Desk
Quickstart Tutorial
Introduction
This chapter enables you to get the
desk up and running quickly, and to
program and playback a simple show.
It starts by covering how to turn on the
desk, set up channel and fixture data
on the outputs, save data to memories
or submasters, and transfer memories
onto submasters.
It then continues with playing back the
memories using the Playback X
controls, and outputting data from the
submasters.
Before starting a new lighting session it
may be necessary to clear the existing
show or reset the desk. If this is the
case refer to chapter 6 for details.
This tutorial assumes that a suitable
lighting rig has been set up with
dimmers, luminaires and moving light
fixtures (if applicable), which are
controlled by a standard DMX signal.
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the latest software
visit our dedicated
Frog web site at
www.frogsupport.com
Frog Series 73-750-00 Issue 6
2-1
Quickstart Tutorial
Figure 2 - 2: Fat Frog Front Panel
Turning on the Desk
Setting Generic Channels
Setting Fixture Channels
Connect the DMX cable to the desk.
The generic channel levels are set
using the PRESET A and PRESET B
faders on the front panel.
The fixtures have to be assigned
before the fixture channels can be set
up (see Assign Fixtures - chapter 6).
The levels on the PRESET faders are
mixed with any outputs resulting from
Playback X and the submasters on a
highest takes precedence (HTP) basis
to give the final value of each generic
channel.
Fixtures are programmed by selecting
the fixture(s), selecting the attribute,
then adjusting the parameter levels
using the control wheels, as follows:
Connect the power supply to the desk
and switch on at the mains.
Ensure that Blackout is not active (red
light in the BLACKOUT button is off).
Set the GRAND MASTER fader to full.
Set all PRESET A, PRESET B and
SUBMASTER faders to zero.
Press the MEMORIES button to
display the Memories screen on the
main LCD (if not already on display).
Set the generic channels to the
required value(s) as described in the
following section.
The channel values are output live on
the DMX.
In Two Preset operation - The
PRESET A or PRESET B faders can
be used to program generic channels
1-24 (1-48 on Bull Frog). Channels
25-48 (49-96 on Bull Frog ) are taken
as zero.
In Wide operation - The PRESET A
faders are used to program channels
1-24 (1-48 on Bull Frog), PRESET B
faders to program channels 25-48
(49-96 on Bull Frog ).
Use the FIXTURE SELECTION
buttons to select the fixture(s) required.
The red light in the button is lit when
the fixture is selected.
Select the required attribute using the
appropriate ATTRIBUTE SELECTION
button (BRIGHTNESS, COLOUR,
BEAMSHAPE or POSITION).
The corresponding fixture parameters
are assigned to the control wheels.
The parameter names and values are
displayed in the WHEEL LCD.
Use the control wheels to set the
fixture parameter values.
If there are more parameters for the
selected fixture and attribute, the light
in the WHEEL GROUP button is lit.
Press the WHEEL GROUP button to
step through the parameter groups.
2-2
Frog Series 73-750-00 Issue 6
Quickstart Tutorial
Figure 2 - 3 : Memory Controls
Programming a Scene into a
Memory
Programming a Scene onto a
Submaster
Transferring a Memory onto a
Submaster
Press the MEMORIES button to
display the Memories screen on the
main LCD.
Press the SUBMASTERS button to
display the Submasters screen on the
main LCD.
Press the MEMORIES button to
display the Memories screen on the
main LCD.
Use the + and - keys to select an
unprogrammed memory:
Use the + or - keys to select an
unprogrammed submaster:
Use the + or - keys to select a
programmed memory:
Current:
1
s
Next:
< 2
*>
Fade Up: <00:03.0>
Fade Down:<00:03.0>
Submaster: < 2–3 *>
Contents: Empty
Set the generic channel levels using
the PRESET A and PRESET B faders.
Set the generic channel levels using
the PRESET A and PRESET B faders.
Set the fixture parameter levels to the
required values, as described earlier.
Set the fixture parameter levels to the
required values, as described earlier.
Press the PROGRAM button to store
all the current output levels in the
memory.
Press the PROGRAM button to store
all the current output levels on the
submaster.
The ‘*’ next to the memory number on
the LCD display is replaced by an ‘s’ to
indicate the memory is now a
programmed scene.
The Contents field on the Submaster
screen changes to Ch Data to show
that the submaster is now loaded with
channel data:
The programmed memory becomes
the Current memory. The Next memory
automatically increments (if the option
is set in Desk Setup).
Current:
2
s
Next:
< 3
*>
Fade Up: <00:03.0>
Fade Down:<00:03.0>
Frog Series 73-750-00 Issue 6
Current:
21 s
Next:
< 22 s>
Fade Up: <00:05.0>
Fade Down:<00:05.0>
Press and hold down the TRANSFER
WITH TIME (or TRANSFER NO TIME)
button on the front panel.
Use the PAGE UP or PAGE DOWN
button to select the required page.
Press the appropriate SUBMASTER
FLASH button. The selected memory
will be transferred onto the submaster.
Release the TRANSFER WITH TIME
(or TRANSFER NO TIME) button on
the front panel.
Submaster: < 2–3 d>
Name:
Contents: Ch Data
Fade Up: <00:03.0>v
Use the cursor keys to select the fade
times, LTP actions or LTP trigger level
field and adjust the value as required
using the + and - keys.
2-3
Quickstart Tutorial
Figure 2 - 4: Submaster and Playback X Controls
Playing Back the Memories
Playback Using Submasters
The programmed memories are played
back in ascending numerical order
using the GO button.
The SUBMASTER FADERS are used
to play back loaded channel data or
transferred memories.
Set the Playback X MASTER and the
GRAND MASTER faders to full.
Select the required submaster page
using the PAGE UP or PAGE DOWN
buttons as appropriate.
If not already selected, press the
MEMORIES button to display the
Memories screen on the LCD.
Current:
1 s
Next:
<2 >
Fade Up: <00:03.0>
Fade Down:<00:03.0>
Select memory number 1 or the first
programmed memory using the + and keys on the front panel.
Press the GO button. The outputs will
fade from their current levels to those
programmed into the selected memory,
using the transition times for that
memory.
While the crossfade is taking place, the
red light next to the GO button is on.
The Current and Next memories are
incremented automatically.
To output the next programmed
memory, press the GO button again.
Repeat until the end of the memory
stack is reached. Pressing the GO
button will then return to memory 1
(or the first programmed memory).
2-4
Move the appropriate submaster fader
to the level required.
If the submaster has zero fade up and
fade down times, the outputs from the
generic channels and fixture brightness
parameters are controlled manually.
The output levels are directly related to
the position of the submaster fader.
If the submaster has non-zero fade up
and fade down times, the outputs of
the generic channels and fixture
brightness parameters will fade up and
down according to the fade times for
the submaster.
If the channel data or transferred
memory contains fixture data, the
outputs will be as follows:
The Brightness fixture channels will
fade up and down in the same way as
the generic channels (see above).
If the LTP Trigger is enabled, the
Colour, Beamshape and Position
fixture channels will be triggered, and
snap or fade to their programmed
levels, when the submaster reaches
the LTP Trigger Level.
Frog Series 73-750-00 Issue 6
Figure 3 - 1: Frog Lighting Desk
Preset Operation
Introduction
The Frog, Fat Frog and Leap Frog
lighting desks can be operated using
two 24 channel presets controlling 24
channels of output (Two Preset Mode),
or as one 48 channel preset controlling
48 channels of output (Wide Mode).
The Bull Frog lighting desk can be
operated using two 48 channel presets
controlling 48 channels of output
(Two Preset Mode), or using a single
96 channel preset controlling 96
channels of output (Wide Mode).
The mode is selected using the WIDE
button on the front panel. If the light in
the WIDE button is illuminated then the
desk is in Wide Mode.
Crossfades between scenes can be
manual or timed.
Overall output from the presets is
under the control of the GRAND
MASTER fader.
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the latest software
visit our dedicated
Frog web site at
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Frog Series 73-750-00 Issue 6
3-1
Preset Operation
Figure 3 - 2: Preset Controls
Two Preset Operation
The PRESET A and PRESET B
faders, A MASTER and B MASTER
faders and the GRAND MASTER fader
are used to control the output levels of
the generic channels from the desk.
The PRESET A levels multiplied by the
A MASTER level are mixed with the
PRESET B levels multiplied by the B
MASTER level on a HTP (Highest
Takes Precedence) basis, to give the
output level of each generic channel.
The CROSSFADE control is used to
adjust the crossfade time between the
preset masters.
Setting up for Two Preset
Operation
Manual Fading between
Scenes
1.
Ensure that Blackout is not active
and the GRAND MASTER fader
is set to full.
1.
Ensure that the CROSSFADE
control is set to Manual.
2.
2.
Ensure that Wide is not active and
the CROSSFADE control is set to
Manual.
Set up a scene using the
PRESET A faders. Set up a
different scene on the PRESET B
faders.
3.
Set the A MASTER to full, and the
B MASTER to zero. The scene
set up on the PRESET A faders
will be output.
4.
To crossfade to the scene on
PRESET B, simultaneously move
the A MASTER to zero and the B
MASTER to full. The operator has
direct control over the speed of
the scene change. As the master
faders are moved in tandem the
scene on PRESET B will fade in
and the scene on PRESET A will
fade out. The crossfade is dipless.
5.
A new scene can now be set up
on PRESET A without affecting
the outputs.
6.
To crossfade to the new scene on
PRESET A, simultaneously move
the A MASTER to full and the B
MASTER to zero. As the master
faders are moved in tandem the
scene on PRESET B will fade out
and the scene on PRESET A will
fade in. The crossfade is dipless.
Output a Scene from Preset A
1.
Set the required levels for each
channel on the PRESET A faders.
2.
Set the A MASTER to full and the
B MASTER to zero. The scene
set up on PRESET A is output
live.
Output a Scene from Preset B
3-2
1.
Set the required levels for each
channel on the PRESET B faders.
2.
Set the A MASTER to zero and
the B MASTER to full. The scene
set up on PRESET B is output
live.
Frog Series 73-750-00 Issue 6
Preset Operation
Figure 3 - 3: Preset Controls
Timed Crossfades
Flashing Channels
Soloing Channels
1.
Set the A MASTER and B
MASTER to zero. Set the
CROSSFADE control to the fade
time required.
When a channel is flashed, its level is
raised to that of the GRAND MASTER.
All other channels remain at their
current levels.
2.
Set up a scene using the
PRESET A faders. Set up a
different scene on the PRESET B
faders.
1.
When a channel is soloed, its level is
raised to that of the GRAND MASTER.
All other generic channels and fixture
brightness channels (if applicable) are
reduced to zero.
3.
Quickly move the A MASTER to
full. The scene on the PRESET A
faders will fade in and be output
live (the time taken to fade being
determined by the CROSSFADE
control). The red FADING light
flashes while the fade is taking
place, and goes out when the
fade is complete.
4.
To crossfade to the scene on
PRESET B, quickly move the A
MASTER to zero and the B
MASTER to full. The scene on
PRESET B will fade in and the
scene on PRESET A will fade out
in the selected time. The red
FADING light will flash during the
crossfade.
5.
A new scene can then be set up
on PRESET A without affecting
the outputs.
6.
To crossfade to the scene on
PRESET A, quickly move the
A MASTER fader to full and the
B MASTER to zero. The scene on
PRESET A will fade in and the
scene on PRESET B will fade out
in the selected time. The red
FADING light will flash during the
crossfade.
Frog Series 73-750-00 Issue 6
2.
3.
4.
Ensure that the flash function is
set to Flash using the FLASH
FUNCTION button.
Use the SHIFT button to select
the required channels.
Press and hold down an individual
CHANNEL FLASH button. The
channel is added to the scene at
the level set on the GRAND
MASTER.
Release the CHANNEL FLASH
button. The channel returns to its
previous level.
1.
Ensure that the flash function is
set to Solo using the FLASH
FUNCTION button.
2.
Use the SHIFT button to select
the required channels.
3.
Press and hold down an individual
CHANNEL FLASH button. The
channel is soloed at the level set
on the GRAND MASTER.
4.
Release the CHANNEL FLASH
button. The channels return to
their previous levels.
3-3
Preset Operation
Figure 3 - 4: Preset Controls
Wide Operation
When operating in Wide the user is
able to crossfade between, or combine
two full width scenes.
A scene is set up using the PRESET A
and the PRESET B faders . The scene
is then stored in memory by pressing
the PRESET CONTROL button.
A second scene can then be set up on
the PRESET faders. The A MASTER
and B MASTER faders can then be
used to crossfade between the two
scenes.
Storing and Cross Fading
Scenes in Wide
1.
Set the A MASTER and GRAND
MASTER faders to full, and the
B MASTER to zero. Set the
CROSSFADE control to Manual.
2.
Check that the lights next to the
PRESET CONTROL button
indicate A FADERS, B STORED.
3.
Set up a scene using the
PRESET A and PRESET B
faders. This scene will be output.
4.
To store the scene press the
PRESET CONTROL button. The
output levels are temporarily
stored and the red lights next to
the PRESET CONTROL button
change to show B FADERS, A
STORED. The A MASTER is now
assigned to the stored scene and
the B MASTER assigned to the
PRESET faders (the outputs
remain the same).
5.
Set up the next scene using the
PRESET A and PRESET B faders
(The outputs are not affected
since the B MASTER is currently
at zero).
6.
To crossfade between the stored
scene and the scene on the
PRESET faders, simultaneously
move the A MASTER to zero and
the B MASTER to full. A dipless
crossfade will occur with the
stored scene fading out and the
scene set on the PRESET faders
fading in.
The PRESET CONTROL button is
used to control which master has
control of the PRESET faders and the
stored scene. The accompanying red
lights indicate the current state.
The CROSSFADE control is used to
adjust the crossfade time between the
two scenes. The GRAND MASTER
fader is used to control the final output
levels from the desk.
Setting up for Wide Operation
Press the WIDE button to select Wide
operation (if not already selected).
On first selecting Wide or re-entering
Wide operation, the PRESET faders
are assigned to the A MASTER, and
the stored scene assigned to the B
MASTER. The temporarily stored
scene will be cleared.
3-4
7.
If the PRESET CONTROL button
is pressed again, the output levels
are saved into the temporary
store (overwriting the previous
values) and the red lights next to
the PRESET CONTROL button
change to show A FADERS, B
STORED. The B MASTER is now
assigned to the stored scene and
the A MASTER assigned to the
PRESET faders, so the outputs
remain the same.
8.
The operations described in steps
3-7 can then be repeated as
required to effectively produce a
two preset desk controlling all the
generic channels.
Frog Series 73-750-00 Issue 6
Preset Operation
Figure 3 - 5 : Preset Controls
Manual & Timed Crossfades
Flashing Channels
Soloing Channels
Crossfading between the scene set up
on the PRESETS and the stored scene
is achieved by moving the A MASTER
and B MASTER faders in tandem.
When a channel is flashed, its level is
raised to that of the GRAND MASTER.
All other channels remain at their
current levels.
If the CROSSFADE control is set to
Manual, the crossfade time is
determined by the speed at which the
A MASTER and B MASTER faders are
moved. The operator has direct control
over the speed of the crossfade.
1.
When a channel is soloed, its level is
raised to that of the GRAND MASTER.
All other generic channels and fixture
brightness channels (if applicable) are
reduced to zero.
2.
3.
If the CROSSFADE control is not set to
manual, the crossfade time will be the
time indicated on the CROSSFADE
dial (1 second to 5 minutes).
4.
Frog Series 73-750-00 Issue 6
Set the flash function to Flash
using the FLASH FUNCTION
button.
Use the SHIFT button to select
the required channels.
Press and hold an individual
CHANNEL FLASH button. The
corresponding channel is added
to the scene at the level set on
the GRAND MASTER.
Release the CHANNEL FLASH
button. The channel returns to its
previous level.
1.
Set the flash function to Solo
using the FLASH FUNCTION
button.
2.
Use the SHIFT button to select
the required channels.
3.
Press and hold an individual
CHANNEL FLASH button. The
corresponding channel is raised
to the level set on the GRAND
MASTER.
4.
Release the CHANNEL FLASH
button. The channels return to
their previous levels.
3-5
Preset Operation
3-6
Frog Series 73-750-00 Issue 6
Figure 4 - 1 : Memory Controls
Memories
Introduction
Memory Storage Limits
The Frog series desks provide a
maximum of 400 full width scene
memories.
The desk has a maximum capacity of
400 full width scene memories.
Both scene and chase memory types
are available.
A Scene memory uses one memory
block. A Chase memory uses one
memory block per step (max. 99 ).
Memory Numbers
Memory numbers can be whole
numbers (1, 2, 3..) or numbers with a
decimal point (eg 1.1, 1.2).
This allows up to 9 memories to be
inserted individually between two
whole number memories.
The range of available memory
numbers is 0.1 to 999.9.
Memory Zero
Memory Zero is a special programmed
scene memory. It is displayed on the
Memories screen as memory “—”.
All generic channels are set to zero.
All fixture brightness channels are set
to zero; all fixture colour, beamshape
and position channels are set to their
home (default) values.
Memory Zero can be selected like any
other memory, or copied, but it cannot
be edited, previewed or deleted.
Frog Series 73-750-00 Issue 6
Therefore, if chase memories are
programmed the number of available
memories is reduced accordingly.
For example the desk capacity is 400
scenes or 40 ten-step chases, or a
combination of scenes and chases
such that the total number of memory
blocks required does not exceed 400.
Low Memory Warning
A “LOW” warning is displayed on the
top line of the Memories screen when
the number of memory blocks available
is getting low (10%).
An “OUT” warning is displayed flashing
on the top line of the Memories screen
when there is no memory space left.
It is not possible to program a new
scene or chase step when the “OUT”
warning is displayed on the LCD
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the latest software
visit our dedicated
Frog web site at
www.frogsupport.com
4-1
Memories
Memory Types
Scene Memories
Chase Modifiers
The Frog series of lighting desks
provide two types of memories scenes and chases.
Frog - A scene memory contains a set
of channel data for all the generic
channels.
A chase memory also contains the
following modifiers:
Common Memory Data
All memories have a memory number,
memory type, fade up time, fade down
time and dwell time which is stored as
part of the memory data.
All memories have an LTP fade time,
and Colour, Beamshape and Position
actions (snap or fade) which determine
how the different fixture parameters
behave when the memory is played
back. These are all stored as part of
the memory data.
All memories have a Trigger which
allows them to be triggered with the
GO button, to run automatically, when
the previous memory has completed,
to be triggered at a specified time, or to
be triggered by a SMPTE or MIDI
timecode signal (Frog Box only).
All fade and dwell times are in the
range 00:00.0 to 99:59.9 with a
resolution to 1/10 second.
The fade times and actions define the
transition from the Current memory to
the incoming (Next) memory.
Fat Frog, Leap Frog & Bull Frog
A scene memory contains a set of
channel data for all the generic
channels and all the assigned fixtures
(full mode) or all the tagged fixtures
(partial mode). The fixture channel
data includes brightness, colour,
beamshape and position data.
Chase Memories
Frog - A chase memory consists of a
number of steps (maximum 99). Each
step contains a set of channel data for
all the generic channels.
Fat Frog, Leap Frog & Bull Frog
A chase memory consists of a number
of steps (maximum 99). Each step
contains a set of channel data for all
the generic channels and all assigned
fixtures (full mode) or tagged fixtures
(partial mode). The fixture channel
data includes brightness, colour,
beamshape and position data.
N-Shot Chases
The Fade Up and Fade Down times
affect the generic channels and the
fixture brightness channels.
Chase memories have an additional
parameter called Shots which
determines how many times the chase
runs when it is triggered from the
Playback X or a submaster.
The LTP Fade time affects the fixture
colour, beamshape and position
channels (if applicable).
The Shots parameter has a range of
0 - 255, where 0 = run continuously,
1 = run once, 2 = run twice etc.
Direction – the order in which the
chase steps are output - Forwards (>),
Backwards (<), or Bounce (<>).
Attack – the transition between steps Snap, Slow Attack, Slow Decay or
Crossfade. This only applies to generic
and fixture brightness channels.
Colour Action - the transition between
steps of the colour fixture channels Snap or Fade.
Beamshape Action - the transition
between steps of the beamshape
fixture channels - Snap or Fade.
Position Action - the transition
between steps of the fixture position
channels - Snap or Fade.
Drive – the method by which the steps
are triggered when the chase is output
(Auto, Bass, Vari, Manual or Beat).
Speed – defines the basic speed of the
chase (approx. 1 - 600 beats/minute).
Movement Effects
The desks with fixtures provide the
following four movement effects:
•
•
•
•
Ellipse
Quadrilateral
Triangle
Figure of Eight
The Dwell Time determines how long
the current memory is output for, after
completing its fade.
The user can select one of the
movement effects, and adjust its size,
offset, rotation and speed to give a
wide range of automatic effects.
The Trigger determines if the memory
requires a GO button press, runs
automatically, or runs at a specified
time. Memories with timecode triggers
are triggered by an incoming SMPTE
or MIDI timecode signal (Frog Box).
The Movement Effect parameters are
displayed on the WHEEL LCD in two
separate Position parameter groups,
which can be adjusted to the required
values using the control wheels.
The default fade times, LTP actions,
dwell time and trigger are adjustable in
the Desk Setup section of Super User
(see page 6-2 for details).
4-2
Frog Series 73-750-00 Issue 6
Memories
LCD Display – Memories
Memories Screen Data
Selecting a Memory
Programming, editing, copying,
transferring, deleting and playing back
memories are performed via the
Memories screen on the main LCD.
Current - The current memory on the
Playback X, together with a status
character (s = scene, c = chase).
Note - This field is not editable.
1.
Press the MEMORIES button to
display the Memories screen on
the main LCD.
2.
To display the Memories screen on the
LCD, press the MEMORIES button on
the front panel. For example:
Next - The next memory on the
Playback X, together with a status
character ( * = unprogrammed,
s = scene, c = chase).
Use the up and down arrow keys
to select the Next memory field
(if not already selected).
3.
Use the + and - keys to select the
required memory.
Fade Up - the fade up time for the
Next memory.
When selecting the Next memory on
the Memories screen:
Fade Down - the fade down time for
the Next memory.
If the memory is unprogrammed the
chase modifier lights are all off.
LTP Fade - The LTP fade time for the
Next memory.
If the memory is a programmed scene
the chase modifier lights are all off.
The + and - keys are used to modify
the data in the field indicated by the
flashing cursor.
Colour - The action of the colour
fixture channels for the Next memory.
The fields on the Memories screen are
described in the following section.
Beamshape - The action of the
beamshape fixture channels for the
Next memory.
If the memory is a programmed chase
the chase modifier lights indicate the
values programmed into that memory.
The LTP Fade, Colour, Beamshape
and Position fields are not displayed
for the Frog as they are not applicable.
Position - The action of the position
fixture channels for the Next memory.
Current:
1
s
Next:
< 2
s>
Fade Up: <00:03.0>
Fade Down:<00:03.0>v
The up and down arrow keys move the
flashing cursor (< > ) through the
editable fields on the screen.
In Partial programming mode, the
Colour, Beamshape and Position
action fields are only editable if the
attribute is programmed in the
memory.
If the attribute is not programmed in
the memory the value is shown as “---”
and is not editable.
Dwell - The dwell time for the Next
memory.
Trigger - The trigger for the Next
memory (Go, Auto, Real Time or
Timecode).
Time - If the Trigger is set to Real
Time or Timecode, the actual time at
which the memory will be triggered.
The time is displayed as HH:MM:SS
for Real Time and HH:MM:SS:FF for
Timecode.
Jump - The memory number to jump
to on completion of the Next memory.
Frog Series 73-750-00 Issue 6
NOTES
Selecting Memories
Pressing the MEMORIES key moves the
cursor to the Next field on the Memories
screen on the LCD.
When the cursor is on the Next field on the
Memories screen, pressing the + and - keys
together will select the first programmed
memory.
SMPTE/MIDI Timecode Triggers
Memories programmed with SMPTE or MIDI
timecode triggers will only be triggered by an
incoming SMPTE or MIDI timecode signal
when the show is played back on a Frog Box.
4-3
Memories
Programming Memories
Programming Generics
Fixture Selection
Frog - All memories are recorded as
Full memories. A level is stored in the
memory for each generic channel. Any
channels which are not specifically set
by the user are recorded at their
current output values.
The generic channel levels are set
using the PRESET A and PRESET B
faders on the front panel.
The FIXTURE SELECTION buttons
are used to select and deselect fixtures
to control and program.
The levels on the PRESET A and
PRESET B faders are mixed with any
outputs resulting from Playback X and
the submasters on a highest takes
precedence (HTP) basis to give the
final value of each generic channel.
Each FIXTURE SELECTION button
contains two lights. The yellow light is
lit if the fixture is assigned. The red
light is lit when the fixture is selected.
Fat Frog, Leap Frog and Bull Frog
Memories can be programmed as Full
or Partial. The programming mode for
the desk is a user option in Desk Setup
(see chapter 6 for details).
Full Memories
When a scene memory or chase step
is programmed, the current output
levels of all generic channels and all
fixture channels (if applicable) are
recorded into the memory data.
When the memory is played back via
Playback X or using a submaster, the
data for all generic and all fixture
channels is output.
The generic and fixture brightness
channels are mixed in on a HTP
(highest takes precedence) basis.
The fixture colour, beamshape and
position channels are output on an LTP
(last takes precedence) basis.
Partial Memories
When a scene or chase step is
programmed, the current output levels
of all generic and fixture brightness
channels are recorded in the memory.
The selected LTP attribute(s) for the
“tagged” fixture(s) are also recorded
into the memory data.
When the memory is played back via
Playback X or a submaster, the
channel data for all the generic and
fixture brightness channels and the
selected LTP attribute(s) of the
“tagged” fixtures is output.
Two Preset Operation
Any combination of assigned fixtures
may be selected and programmed at
the same time.
The PRESET A or PRESET B faders
can be used to program generic
channels 1-24 (1-48 on Bull Frog ).
Selecting Individual Fixtures
Channels 25-48 (49-96 on Bull Frog )
are taken as zero.
Individual fixtures can be selected by
pressing the FIXTURE SELECTION
buttons. The last fixture selected is
designated as the “Primary Fixture”.
Wide Operation
The PRESET A faders are used to
program generic channels 1-24
(1-48 on Bull Frog).
The PRESET B faders are used to
program generic channels 25-48
(49-96 on Bull Frog ).
Programming Fixtures
Fixtures are programmed by selecting
the fixture(s), selecting the attribute,
and then adjusting the parameter
levels as required using the
corresponding control wheels.
Selecting Multiple Fixtures
To select a group of consecutive
fixtures in a single operation, press and
hold down a FIXTURE SELECTION
button and then press another
FIXTURE SELECTION button.
For example - press and hold down
FIXTURE SELECTION button 1 and
then press FIXTURE SELECTION
button 10. All the fixtures between 1
and 10 (inclusive) will be selected.
The “Primary Fixture”
The WHEEL LCD can show up to three
parameters for one fixture type at a
time. One of the selected fixtures is
designated as the “Primary Fixture”.
The last fixture selected is designated
as the “Primary Fixture”, and the red
light in its FIXTURE SELECTION
button flashes slowly to indicate this.
The fixture parameters displayed on
the WHEEL LCD for the currently
selected attribute and wheel group
refer to the “Primary Fixture”.
The generic and fixture brightness
channels are mixed on a HTP basis.
The fixture colour, beamshape and
position channels are output on an LTP
basis.
4-4
Frog Series 73-750-00 Issue 6
Memories
Tagging Fixtures
Selecting an Attribute
Controlling Brightness
When the desk is in Partial mode, it is
necessary to “tag” the fixtures which
you wish to be recorded into the
memory data.
Once a fixture (or fixtures) has been
selected, the required attribute can be
chosen using the ATTRIBUTE
SELECTION buttons (BRIGHTNESS,
COLOUR, BEAMSHAPE, POSITION).
Each assigned fixture can have a
maximum of one brightness parameter
(usually called dimmer or intensity).
When a fixture is “tagged” the yellow
light in the FIXTURE SELECTION
button will flash.
Tagging only applies to a fixture’s LTP
parameters (colour, beamshape and
position). Brightness parameters for
fixtures are always recorded whether
the fixture is “tagged” or not.
Manual Tagging
To manually tag a fixture, press and
hold down the FIXTURE SELECTION
button for approx. 1 second. The
yellow light in the button changes to
flashing when the fixture is tagged.
To untag a tagged fixture, press and
hold down the FIXTURE SELECTION
button for approx. 1 second. The
yellow light in the button stops flashing
when the fixture is untagged.
Tagging Multiple Fixtures
To tag a group of consecutive fixtures
in a single operation, press and hold
down a FIXTURE SELECTION button
and then press and hold down another
FIXTURE SELECTION button for
approx 1 second.
For example - press and hold down
FIXTURE SELECTION button 1 and
then press and hold down FIXTURE
SELECTION button 6. All the fixtures
between 1 and 6 will be tagged.
Automatic Tagging
If a fixture is selected (the red light in
its FIXTURE SELECTION button is
on), adjusting any of its LTP
parameters using the control wheels,
HOME button, FROG button or by
referencing a palette, will automatically
tag the fixture.
Frog Series 73-750-00 Issue 6
The ATTRIBUTE SELECTION buttons
are mutually exclusive. The red lights
in the buttons indicate which attribute
is currently selected.
Control Wheels and LCD
When a fixture (or fixtures) and
attribute have been selected, the
corresponding fixture parameters are
assigned to the three control wheels.
The fixture parameter names and their
current output values are displayed on
the WHEEL LCD.
If there is more than one group of
parameters for the selected fixture and
attribute, the red light in the WHEEL
GROUP button is lit. Pressing the
WHEEL GROUP button will cycle
through the parameter groups.
The fixture brightness parameters are
set using the control wheels. This sets
a “virtual” fader level for each fixture.
The “virtual” fader level for each fixture
is displayed in the PSI section of the
monitor screen (see section 7).
The fixture brightness levels, defined
by these “virtual” faders, are mixed in
on a HTP basis with any other fixture
brightness levels resulting from the
Playback X or submasters.
Therefore to ensure that only the
programmed fixture brightnesses are
output when playing back data on
Playback X or submasters, all the
“virtual” faders should be set to zero
before running the show.
On the WHEEL LCD, Brightness
parameter values are displayed as a
percentage (0% - 100%); Colour,
Beamshape and Position parameter
values are shown as DMX (0-255).
If a fixture parameter is 16 bit (uses
two DMX channels) then the parameter
value is displayed as two separate
DMX values, with the first representing
the MSB (coarse) and the second the
LSB (fine) components.
A fixture’s brightness parameter
(intensity or dimmer) is always
assigned to the first finger wheel.
Colour and beamshape parameters
are assigned to wheel groups and
wheels according to the fixture data.
In position, the Pan parameter is
always assigned to the “thumb” wheel
and the Tilt parameter to the “first
finger” wheel.
The movement effect parameters are
displayed as additional Position
parameters (see later for details).
4-5
Memories
Programming Multiple
Fixtures at the Same Time
Any combination of assigned fixtures
may be selected at the same time.
If more than one fixture is selected, the
Wheel LCD will show the parameter
data for the “Primary Fixture” only.
If the selected fixtures are all of the
same fixture type moving the control
wheels will adjust the same
parameters for all the selected fixtures.
However, if the selected fixtures are of
different fixture types the following
rules will apply:
The control wheels will control the
fixture parameters displayed on the
WHEEL LCD for the “Primary Fixture”
(and any other selected fixtures of the
same fixture type), and they will control
the corresponding parameters (where
applicable) for the selected fixtures of
different types.
The corresponding parameter is
defined as being the parameter which
would appear on the same wheel in the
same wheel group for the currently
selected attribute.
It should be noted that with colour and
beamshape attributes particularly, the
corresponding parameters for different
fixture types could be totally different
functions on the fixtures themselves.
For example - Beamshape Group 1
wheel 1 may be a Gobo wheel on one
fixture but a shutter/strobe on another
fixture, focus on another etc.
When several fixtures are selected at
the same time, adjusting a fixture
parameter using a control wheel may
result in different parameter values
being set depending on the Fixture
Editing Mode selected.
4-6
Fixture Editing Modes
Default Editing Modes
The desk provides a number of fixture
editing modes which are selectable
from the front panel and apply when
editing the parameters of several
fixtures at the same time.
Each of the four attributes has its own
default fixture editing mode as follows:
Absolute Mode
When a fixture parameter is adjusted
using a control wheel, the parameter
value for all the selected fixtures goes
to the same absolute DMX value.
Relative Mode
Brightness
Colour
Beamshape
Position
Changing Fixture Edit Modes
To temporarily change the fixture
editing mode for an attribute:
1.
When a fixture parameter is adjusted
using a control wheel, the parameter
value for all the selected fixtures will
change by the same amount .
Fan-First Mode
When a fixture parameter is adjusted
using a control wheel, the parameter
value for each of the selected fixtures
will change by a different amount ,
except for the first fixture, whose value
will be locked.
Absolute
Absolute
Absolute
Relative
Press and hold down the required
attribute button (BRIGHTNESS,
COLOUR, BEAMSHAPE or
POSITION).
The Wheel LCD will change to
show the current editing mode for
the attribute (Absolute, Relative,
Fan-First, Fan-Middle, Fan-Last).
2.
Use the first finger control wheel
to set the fixture editing mode as
required. The mode is shown on
the Wheel LCD and in the PSI
section of the monitor screen.
3.
Release the attribute button. The
Wheel LCD returns to its normal
display.
Fan-Middle Mode
When a fixture parameter is adjusted
using a control wheel, the parameter
value for each of the selected fixtures
will change by a different amount ,
except for the middle fixture, whose
value will be locked.
Fan-Last Mode
When a fixture parameter is adjusted
using a control wheel, the parameter
value for each of the selected fixtures
will change by a different amount ,
except for the last fixture, whose value
will be locked.
NOTE
Fixture Editing Modes
When programming a memory, the fixture
edit mode for each attribute is reset to its
default mode when the PROGRAM button is
pressed.
When editing a memory, the fixture edit
mode for each attribute is reset to its default
mode when exiting edit mode.
Frog Series 73-750-00 Issue 6
Memories
Movement Effects
The Home Function
Programming a Scene
Movement effects can be added to any
fixture which has both Pan and Tilt
parameters.
The HOME button is used as a quick
method for resetting all the parameters
of the selected fixture(s) to their home
values (ie. brightness to full, colour to
white, no gobo or effects, shutter open,
pan and tilt to mid position).
1.
Set the PLAYBACK X MASTER
to zero and the GRAND MASTER
fader to full.
2.
Select an unprogrammed
memory.
3.
Set the levels of the generic
channels using the PRESET A
and PRESET B faders.
4.
Set the fixture parameters to the
required values.
5.
Add movement effects to fixtures,
if required.
6.
If programming a Partial memory,
ensure that the required fixtures
are “tagged”.
7.
If programming a Partial memory,
press and hold down the required
attribute button(s).
8.
Press the PROGRAM button to
store the current output levels in
the memory.
The total movement effect is defined
using six parameters (Effect, Size X,
Size Y, Offset, Rotation and Speed).
These parameters can be used to
provide a wide range of effects (circles,
squares, diamonds, lines etc.)
It is also possible to home parameters
for a single attribute as follows:
1.
Select the required fixture(s).
The movement effect parameters
appear as two additional groups of
parameters under POSITION.
2.
Press and hold down an
ATTRIBUTE button
(BRIGHTNESS, COLOUR,
BEAMSHAPE, or POSITION).
To add a movement effect to a fixture:
3.
1.
Select the required fixture(s) and
the Position attribute.
2.
Use the control wheels to set the
Pan and Tilt parameters to the
base position.
3.
4.
5.
6.
Press the WHEEL GROUP button
to select the first three movement
effect parameters.
Select the movement effect with
the thumb wheel, then adjust the
Size X and Size Y parameters
using the other control wheels.
Press the WHEEL GROUP button
to select the next three movement
effect parameters.
Adjust the Offset, Rotation and
Speed parameters as required
using the control wheels.
Press the HOME button.
Copying Fixture Data
Fixture parameter data for a particular
attribute can be copied from one fixture
to another fixture as follows:
1.
Set up the parameter levels for
the “source” fixture as normal.
2.
Select the destination fixture(s).
3.
Press and hold down an
ATTRIBUTE button
(BRIGHTNESS, COLOUR,
BEAMSHAPE, or POSITION).
4.
Press the FIXTURE SELECTION
button of the source fixture.
5.
Release the ATTRIBUTE button.
The ‘*’ next to the memory
number on the LCD is replaced by
an ‘s’ to indicate the memory is
now a programmed scene.
The programmed memory
becomes the Current memory and
is output live on the DMX.
The Next memory automatically
increments, if the option has been
set in Desk Setup.
NOTES
Partial Memories
The output levels of generic and fixture
brightness channels are always recorded
regardless of the fixture tagging and attribute
selection.
To record only the brightness levels of the
fixtures, all fixtures must be untagged prior
to pressing the PROGRAM button.
To record all the LTP attributes for the
tagged fixtures (colour, beamshape and
position) simply press the PROGRAM button.
Frog Series 73-750-00 Issue 6
4-7
Memories
NOTES
Programming a Chase
1.
2.
3.
Set the PLAYBACK X MASTER
to zero and the GRAND MASTER
fader to full.
Select an unprogrammed
memory.
Press and hold the MEMORY
TYPE button for 1 second to
change the memory type to
Chase (as indicated by the red
light next to the button).
The LCD changes to show the
current memory and step number
being programmed as follows:
Memory: 10
Step:
<1*>
(Set Modifiers)
[Finish]
4.
Set the levels of the generic
channels using the PRESET A
and PRESET B faders.
5.
Set the fixture parameters to the
required values (if applicable).
6.
Add movement effects to fixtures,
if required.
7.
If programming a Partial memory,
ensure that the required fixtures
are “tagged”.
8.
If programming a Partial memory,
press and hold down the required
attribute button(s).
9.
Press the PROGRAM button to
store the current output levels in
the first step of the chase.
10. The next step is automatically
inserted into the chase. The LCD
changes to show the next
(unprogrammed) step:
Memory: 10
Step:
<2*>
(Set Modifiers)
[Finish]
14. Press the down arrow key to
move to the Col Action field
(see note). Set the action to Snap
or Fade as required.
15. Press the down arrow key to
move to the B/S Action field.
(see note) Set the action to Snap
or Fade as required.
16. Press the down arrow key to
move to the Pos Action field.
(see note). Set the action to Snap
or Fade as required.
17. Press the down arrow key to
move to the Shots field.
(see note). Set the value to the
required number.
18. Press the down arrow key to
move the flashing cursor onto the
Set Modifiers field.
Ensure that the PLAYBACK X
MASTER fader is set to full.
The chase now runs live on the
outputs according to the current
modifier settings. The Step
number changes with the outputs.
The chase will also run live on the outputs
when the cursor is on the Col Action, B/S
Action, Pos Action or Shots field on the LCD.
When running the chase live and editing the
modifiers, the Playback X MASTER fader
should be at full.
In a Partial chase memory, the “tagged”
fixtures and attribute selection applies to ALL
the steps in the chase.
Beat Drive
The Beat Drive option is indicated on the
front panel by having both the BASS and
MAN lights lit.
When programming a chase memory, set the
Drive modifier to Beat, and then set the
actual beat speed by tapping the STEP
button in the Playback X section of the front
panel.
Memory: 10
Step:
<12>
(Set Modifiers)
[Finish]
19. Adjust the Direction, Attack and
Drive modifiers using the front
panel buttons.
The red lights next to each of the
modifier buttons indicate the
current settings (see note).
20. Adjust the Speed modifier using
the SPEED control.
21. Press the down arrow key to
move the cursor onto the Finish
button. Press the ENTER key to
return to the Memories screen.
11. Set the levels for the generic
channels and fixture parameters
as described for the first step.
The ‘*’ next to the memory
number on the LCD is replaced by
a ‘c’ to indicate the memory is
now a programmed chase.
12. Press the PROGRAM button to
save the output levels into the
current step.
The programmed chase memory
becomes the Current memory and
is output on the Playback X.
13. Repeat the above procedure until
all the steps in the chase have
been programmed.
The Next memory automatically
increments, if the option has been
set in Desk Setup.
4-8
Programming Chases
Frog Series 73-750-00 Issue 6
Memories
Modifying Scenes
Editing Channel Data Live
13. Select the Yes or No button as
required, then press ENTER.
This section deals with modifying
programmed scene memories.
1.
Select a programmed scene
memory.
14. Partial Mode - the following
warning is displayed on the LCD:
The channel data and fixture data for
the whole memory can be overwritten,
or individual channels and fixtures can
be edited live or blind, as required.
2.
Press the EDIT button. The light
in the EDIT button is lit and the
contents of the scene memory are
output live on the DMX.
The up and down fade times, LTP fade
time and LTP actions (if applicable),
dwell time and trigger can all be
adjusted from the Memories screen.
Outputs from the PRESET faders
and the Current memory on the
Playback X are faded out. Any
outputs from submasters are still
mixed in as normal.
Overwriting a Scene Memory
The LCD display changes to the
following, for example:
Edit Memory: 23
Channel Level (%)
1
< 50>
2
<100> v
1.
Select a programmed scene
memory.
2.
Set the levels of the generic
channels using the PRESET A
and PRESET B faders.
3.
Modify the parameter levels of the
assigned fixtures, if required.
Individual generic channels can
now be edited as follows:
4.
Add or modify movement effects,
if required.
Use the SHIFT button to select
the required set of channels.
5.
Press and hold down the
corresponding CHANNEL FLASH
button. The cursor on the LCD
moves to the selected channel.
For example - channel 23:
3.
4.
5.
If programming in Partial mode,
ensure all relevant fixtures are
tagged.
6.
If programming in Partial mode,
press and hold down the required
attribute button(s).
7.
Press the PROGRAM button to
store the current output levels in
the memory. A warning message
is displayed on the LCD:
***** WARNING ******
Memory is programmed
Overwrite memory ?
[YES] {NO}
8.
9.
Press the ENTER key to select
the YES button. The contents of
the memory are overwritten with
the current output values.
Alternatively, select the NO button
and press the ENTER key. The
contents of the memory are left
unaltered.
Edit Memory: 23
Channel Level(%)
23
<100> ^
24
< 75> v
6.
*** DATA MODIFIED **
Attributes recorded:
C{Yes} B{ No} P{ No}
Save ? {Yes} {No}
15. To save edits - use the up and
down arrow keys and + and - keys
or the attribute buttons on the
front panel to change the attribute
selection, if required. Press the
ENTER button.
16. The edited memory becomes the
Current memory. Any outputs
from the PRESET faders are
faded back in.
Editing Channel Data Blind
1.
Select a programmed scene
memory.
2.
Press the PREVIEW button. The
light in the PREVIEW button is lit.
3.
Press the EDIT button. The light
in the EDIT button is lit.
4.
Edit the generic channels and
fixture parameters, as required
(see Edit Live).
5.
Press the EDIT button to exit edit
blind mode.
Pick up the existing level by
bringing the PRESET fader
through the programmed level.
The fader now controls the output
level of the channel.
Editing Fade Times etc.
1.
Select a programmed scene
memory.
7.
Set the channel level using the
PRESET fader. The current
output level is shown in the LCD.
2.
Use the up or down arrow keys to
select the required fade time on
the Memories screen.
8.
Release the CHANNEL FLASH
button to store the new channel
level in the memory.
9.
Repeat the above procedure for
each generic channel which
requires editing.
10. Modify the fixture parameters and
movement effects, as required.
Current:
1
s
Next:
< 2
s>
Fade Up: <00:03.0>
Fade Down:<00:03.0>v
3.
Use the + and - keys to adjust the
fade time, as required.
4.
Use the up and down arrow keys
to select the LTP Fade Time or
one of the LTP actions (Colour,
Beamshape or Position). Use the
+ and - keys to adjust the value as
required.
5.
Use the up and down arrow keys
to select the Dwell or Trigger field.
Use the + and - keys to adjust the
value as required.
11. Press the EDIT button to exit Edit
mode.
12. Full Mode - the following warning
is displayed on the LCD:
***** WARNING ******
Data modified
Save Changes ?
{Yes} {No}
Frog Series 73-750-00 Issue 6
4-9
Memories
Modifying Chases
Inserting a Step
Editing Channel Data
This section deals with modifying
programmed chase memories.
1.
Select a programmed chase and
enter Edit mode (see earlier).
1.
Select a programmed chase and
enter Edit mode (see earlier).
Editing chase memories is performed
on two different levels:
2.
Use the + and - keys to select the
step before where you wish to
insert the new step. For example,
to insert a step after step 4, select
step 4:
2.
Use the + and - keys to select the
step to edit.
3.
Press the EDIT button. The LED
in the EDIT button changes to on
and the LCD shows the following:
The first level of editing is for inserting,
overwriting or deleting steps and
adjusting the chase modifiers.
Edit Memory: 23
Step:
<4>
(Set Modifiers)
[Finish]
The second level is for editing the
channel data of a single chase step.
Entering Edit Mode (Live)
1.
Select a programmed chase
memory.
2.
Press the EDIT button. The light
in the EDIT button flashes.
The first step of the selected
memory is faded up and output
live on the DMX (ensure that the
Playback X MASTER is at full).
Any outputs resulting from the
Current memory on Playback X
are faded out.
Any outputs from the preset
faders or submasters are mixed in
as normal.
Therefore to ensure that only the
selected memory is output live, all
presets and submasters should
be set to zero.
The main LCD shows:
Edit Memory: 23
Step:
<1>
(Set Modifiers)
[Finish]
3.
Use the + and - keys to select the
required step. The selected step
is output live on the DMX.
Entering Edit Mode (Blind)
1.
Select a programmed chase
memory.
2.
Press the PREVIEW button on
the front panel.
3.
Press the EDIT button on the front
panel.
The main LCD shows:
Edit Blind Mem:123
Step: < 1 >
Col Action: <Snap>
B/S Action: <Snap> v
4 - 10
3.
Press the INSERT key. A new
unprogrammed step is inserted
after the current step. The LCD
displays the new step:
Edit Memory: 23
Step:
<5*>
(Set Modifiers)
[Finish]
4.
Set the levels of the generic
channels in the same way as
programming a step in a new
chase memory (see page 4-5).
5.
Set the levels of the fixture
channels as required.
6.
Add movement effects, if
required.
7.
Press the PROGRAM button to
save the output data.
The ‘*’ is removed from the step
number to indicate it is now
programmed. Any original steps in
the chase after the inserted step
are renumbered accordingly.
Edit Step: 1
Channel Level (%)
1
< 50>
2
<100> v
4.
Individual generic channels can
now be edited as follows:
5.
Use the SHIFT button to select
the required set of channels.
6.
Press and hold down the
corresponding CHANNEL FLASH
button. The cursor on the LCD
moves to the selected channel.
7.
Pick up the existing level by
bringing the PRESET fader
through its programmed level.
8.
Set the channel level using the
PRESET fader. The current
output level is shown in the LCD.
9.
Release the CHANNEL FLASH
button to store the new channel
level in the memory.
10. Modify the fixture parameter
levels and movement effects
11. Press the EDIT button to exit Edit
channel mode.
12. Full Mode - the LCD shows:
***** WARNING ******
Data modified
Save Changes ?
{Yes} {No}
NOTES
Partial Memories
When entering Edit Mode, the yellow lights
in the FIXTURE SELECTION buttons indicate
which of the fixtures are programmed
(”tagged”) in the memory.
Inserting Steps
The INSERT button can only be used to
insert a step after the current step.
If an attempt is made to insert a step into a
chase which already has the maximum
number of steps programmed, an error
message is displayed on the LCD.
13. Select the Yes or No button as
required, then press ENTER.
14. Partial Mode - the LCD shows:
*** DATA MODIFIED **
Attributes recorded:
C{Yes} B{ No} P{ No}
Save ? {Yes} {No}
15. To save edits - use the up and
down arrow keys and + and - keys
or the attribute buttons on the
front panel to change the attribute
selection, if required. Press the
ENTER button.
16. The light in the EDIT button
changes to flashing and the LCD
returns to the memory step.
Frog Series 73-750-00 Issue 6
Memories
Overwriting a Step
Editing Modifiers
Editing Fade Times etc.
1.
Select a programmed chase and
enter Edit mode (see earlier).
1.
1.
Select a programmed chase.
2.
2.
Use the + and - keys to select the
step to be overwritten.
2.
Use the up or down arrow keys to
select the required fade time on
the Memories screen.
3.
Set the levels for the generic
channels using the PRESET
faders.
Press the down arrow key to
move to the Col Action field. Use
+ or - keys to set to Snap or Fade.
3.
Press the down arrow key to
move to the B/S Action field. Use
+ or - keys to set to Snap or Fade.
4.
Press the down arrow key to
move to the Pos Action field. Use
+ or - keys to set to Snap or Fade.
4.
5.
6.
7.
Set the levels for the fixtures, as
required.
If programming a Partial memory,
ensure that the required fixtures
are “tagged”.
5.
If programming a Partial memory,
press and hold down the required
attribute button(s).
6.
Press the PROGRAM button to
save the current output levels into
the step. The LCD shows:
***** WARNING ******
Step is programmed
overwrite step ?
[YES] {NO}
8.
Press the ENTER key to select
the YES button. The contents of
the step will be overwritten with
the current output values.
Alternatively, select the NO button
and press the ENTER key. The
contents of the step are left
unaltered.
Deleting a Step
1.
Select a programmed chase and
enter Edit mode (see earlier).
2.
Use the + and - keys to select the
step to be deleted. For example,
to delete step 4, select step 4 as
shown below:
Press and hold the CLEAR button
for 1 second. The selected step
will be deleted from the chase.
Any steps after the deleted step
will be renumbered acccordingly.
The LCD shows the previous step
number, except when step 1 is
deleted, when it flashes the step
number and then displays step 1.
Frog Series 73-750-00 Issue 6
Use the + and - keys to adjust the
fade time, as required.
Press the down arrow key to
move to the Shots field. Use + or keys to set the number of shots.
4.
Use the up and down arrow keys
to select the LTP Fade time or an
LTP action.
Press the down arrow key to
move to the Set Modifiers field.
5.
Use the + and - keys to adjust the
value as required.
The chase runs live on the
outputs (if editing live).The step
number on line two of the LCD
changes with the outputs.
6.
Use the up and down arrow keys
to select Dwell Time or Trigger.
7.
Use the + and - keys to adjust the
value as required.
7.
Adjust the Direction, Attack and
Drive modifiers using the front
panel buttons.
8.
To adjust the Speed modifier, first
move the SPEED control to the
programmed speed (the red light
stops flashing and remains on).
9.
Once the current speed has been
picked up, move the SPEED
control to the required value.
Exiting Edit Mode
1.
Current:
11 s
Next:
< 12 c>
Fade Up: <00:03.0>
Fade Down:<00:03.0>v
3.
Edit Memory: 23
Step: < 1 >
(Set Modifiers)
[Finish]
Edit Memory: 23
Step:
<4>
(Set Modifiers)
[Finish]
3.
Select a programmed chase and
enter Edit mode (see earlier).
To exit edit mode, use the down
arrow key to move the cursor on
the LCD to Finish.
Edit Memory: 23
Step: < 1 >
(Set Modifiers)
[Finish]
2.
Press the ENTER button on the
front panel. The light in the EDIT
button stops flashing.
3.
If editing blind - press the
PREVIEW button.
4.
The LCD returns to the Memories
screen, and the edited memory
becomes the Current memory.
Changing Memory Type
The type of a programmed memory
can be changed from a scene to a
chase or vice versa.
Select a programmed memory and
press and hold the MEMORY TYPE
button for approx. 1 second.
When a scene is changed to a chase:
the generic and fixture channel levels
are copied into step 1 of the chase.
The chase modifers are set to default
values (Forwards, Snap, Auto, 60bpm).
When a chase is changed to a scene:
the generic and fixture channel levels
of the first step in the chase are copied
into the scene. All other chase steps
are lost.
NOTE
Editing Chase Modifiers
When running the chase live and editing the
modifiers, the Playback X MASTER fader
should be set to full.
The red light next to the SPEED control is
used to indicate if the control is above, below
or at the programmed chase speed:
Slow Flash - below programmed speed
Light On - at the programmed speed
Fast Flash - above programmed speed.
4 - 11
Memories
Jumps in the Memory Stack
Inserting Memories
NOTES
The Jump function provides the facility
to jump to a specified memory when
the current memory is complete.
The desk provides the facility to insert
up to a maximum of nine point
memories between two whole number
memories (eg memories 3.1, 3.2 … 3.9
between memories 3 and 4).
Jumps in the Memory Stack
Memories are inserted one at a time,
and can only be inserted after the
currently selected memory.
It is not possible to jump from Memory Zero.
The Jump data is displayed on the
Memories screen on both the main
LCD and monitor (if fitted).
Programming a Jump
Inserting a Memory
1.
Select the memory which is the
start point of the jump.
2.
Use the up or down arrow keys to
select the Jump field.
1.
Select a memory on the
Memories screen.
3.
Use the + or - keys to select the
memory number to jump to.
2.
Press the INSERT button on the
front panel.
The Insert Memory screen is
displayed on the LCD. The default
number is the next highest insert
memory number:
Editing a Jump
1.
Select the memory which is the
start point of the jump.
2.
Use the up or down arrow keys to
select the Jump field.
3.
Use the + or - keys to select a
different memory number.
*** Insert Memory **
Number : < 1.1>
[OK]
1.
Select the memory which is the
start point of the jump.
2.
Use the up or down arrow keys to
select the Jump field.
3.
Use the + and - keys to select a
different insert number, if
required.
4.
Press the ENTER button. The
LCD returns to the Memories
screen, showing the new
unprogrammed insert memory:
Memories cannot be inserted between a
whole number memory and its first insert
(eg 1 and 1.1), between two consecutive
insert memories (eg 1.1 and 1.2), or between
the last insert memory and the next whole
number memory (eg 1.9 and 2).
An error message is displayed on the LCD if
any of the above are attempted.
When using the + or - keys to select the
Next memory on the Memories screen, only
programmed insert memories are shown.
Current:
2
s
Next:
< 1.1 *>
Fade Up: <00:03.0>
Fade Down:<00:03.0>v
Use the + or - keys to set the
Jump field to None.
4 - 12
Inserting Memories
{CANCEL}
3.
Deleting a Jump
Jumps can be used to repeat a section of the
memory stack, or to miss out a section of the
memory stack, as required.
5.
The new insert memory can then
be programmed as normal.
6.
To insert another memory, for
example between 1.1 and 2,
select memory 1.1 and press the
INSERT button. Repeat the
above procedure.
Frog Series 73-750-00 Issue 6
Memories
Figure 4 - 2 : Memory Controls
Copying Memories
Copying to a Memory
Copying from a Memory
The COPY button is used to copy a
complete memory from one location to
another.
1.
1.
Select a programmed memory.
2.
Press the COPY button on the
front panel. The LCD display
changes to the following:
2.
The function performed (Copy To or
Copy From) is dependent on the status
of the selected memory as described in
the sections below.
If there is not sufficient memory to
perform the copy function a warning
message is displayed on the LCD.
Select an unprogrammed
memory.
Press the COPY button on the
front panel. The LCD display
changes to the following:
Copy Memory
From: <1>
To:
<n*>
[OK] {Cancel}
3.
Use the + and - keys to select a
source memory to copy from.
Unprogrammed memory numbers
will be skipped over.
4.
Press the ENTER button to
confirm the copy operation. The
source memory is copied into
destination memory, and the LCD
returns to the Memories screen.
Copy Memory
From: <1>
To:
<n*>
[OK] {Cancel}
3.
Use the + and - keys to select the
destination memory to copy to.
Unprogrammed memories will be
indicated with a ‘*’.
4.
Press the ENTER button to
confirm the copy operation.
If the destination memory is
unprogrammed, the source
memory will be copied into the
destination memory, and the LCD
returns to the Memories screen.
5.
If the destination memory is
programmed, a warning message
is displayed on the LCD:
***** WARNING ******
Memory is programmed
Overwrite memory ?
[YES] {NO}
Press the ENTER button to select
the YES option and overwrite the
memory.
Frog Series 73-750-00 Issue 6
4 - 13
Memories
Previewing Memories
Previewing a Chase Memory
Naming Memories
Previewing a memory allows the user
to examine the generic channel data
and fixture data for a memory without
affecting the outputs.
1.
Select a programmed chase
memory.
2.
Press the PREVIEW button. The
light in the PREVIEW button
comes on and the LCD changes
to the following:
A text description (name) can be given
to a programmed memory, if required.
The memory name only appears on
the Memories screen on the monitor.
Previewing a Scene Memory
1.
Select a programmed scene
memory.
2.
Press the PREVIEW button. The
light in the PREVIEW button
comes on, and the LCD changes
to the following:
Preview Memory 23
CHAN 1
50
CHAN 2
100
CHAN 3
75 v
3.
Use the up and down arrow keys
to scroll up and down the list of
generic channels.
4.
The programmed value of each
fixture parameter is shown after
the list of generic channels. They
are displayed as fixture number,
parameter name and DMX value.
For example:
Preview Memory 23
Fix 1 Cyan
255
Fix 1 Magenta 128
Fix 1 Yellow
0 v
5.
PrevMem 23
CHAN 1
CHAN 2
CHAN 3
Step< 1>
50
100
75v
3.
Use the + and - keys to select the
required step.
4.
Use the up and down arrow keys
to scroll through the list of generic
channels for the selected step.
5.
The programmed value of each
fixture parameter is shown after
the list of generic channels.
These are displayed as fixture
number, parameter name and
DMX value. For example:
Ensure that the main LCD is
showing one of the base screens
(Memories, Submasters,Outputs).
2.
Press the F2 FUNCTION key.
The LCD shows the following:
**** Name Item *****
Select type of item
to name ...
[Cancel]
3.
6.
To exit preview mode, press the
PREVIEW button on the front
panel. The light in the PREVIEW
button goes out and the LCD
returns to the Memories screen.
NOTES
Previewing Chases
The only active ‘gadget’ on the Preview Chase
Memory screen is the step number. Pressing
the up and down arrow keys will scroll up or
down the channel/fixture list, but the step
number will remain active. The + and - keys
will still change the step number, without
affecting the channels displayed on the LCD.
If a fixture is not programmed in a partial
memory, then the parameter values are
displayed as “---” on the Preview screen.
Press the MEMORIES button.
The LCD shows:
**** Name Item *****
Select Memory Number
Number: <xxx>
[OK] {Cancel}
4.
PrevMem 23 Step< 1>
Fix 1 Cyan
255^
Fix 1 Magenta
128
Fix 1 Yellow
0v
To exit preview mode, press the
PREVIEW button on the front
panel. The light in the PREVIEW
button goes out and the LCD
returns to the Memories screen.
4 - 14
1.
Select the required memory by
using the + and - buttons, then
press the ENTER button. The
main LCD shows the memory:
**** Name Item *****
Memory xxx
<_
>
[OK] {Cancel}
5.
Use the up and down keys to
move the cursor, and the + and keys to enter the text (or use
external keyboard, if fitted).
6.
Press the ENTER key to complete
the naming action. The LCD
returns to the previous screen.
Clearing Memories
Select a programmed memory. Press
and hold the CLEAR button for approx.
1 second.
The memory is cleared and returns to
being unprogrammed (indicated by a ‘*’
next to memory number on the LCD).
If the cleared memory had been
transferred to a submaster, then the
submaster is automatically cleared.
If the Current memory is cleared, the
Current memory goes to memory zero.
Frog Series 73-750-00 Issue 6
Memories
Figure 4 - 3: Playback X Controls
Playback of Memories
Starting the Show
Using the Pause Button
This section describes how to play
back the programmed memories on
the memory stack.
Set the Playback X MASTER and
GRAND MASTER faders to full. Set
the OVERRIDE control to its central
position. Ensure Blackout is not active.
The PAUSE button is used to pause a
crossfade between the current and
next memories.
The memories can be output in
ascending numerical order by using
the GO button, or a particular memory
can be selected and then output.
Setting up for Playback
Press the MEMORIES button on the
front panel to display the Memories
screen on the LCD:
Current:
1
s
Next:
< 2
s>
Fade Up: <00:03.0>
Fade Down:<00:03.0>
The LCD indicates the Current and
Next memories, plus the Fade Up and
Fade Down times of the next memory.
Selecting the Next Memory
Use the up and down arrow keys to
move the flashing cursor (<>) onto the
Next memory field:
Current:
1 s
Next:
<2 s>
Fade Up:
<00:03.0>
Fade Down: <00:03.0>
Use the + and - keys to select the next
memory to be output.
Frog Series 73-750-00 Issue 6
Select the first programmed memory
and press the GO button. The memory
will fade up on the outputs according to
its programmed fade times.
Using the Go Button
To output the Next memory, as
indicated on the Memories screen,
press the GO button.
This initiates a crossfade to the Next
memory. When the GO button is
pressed the Current and Next
memories are incremented
automatically.
The outputs fade to the next memory
according to its programmed fade
times and LTP actions (if applicable).
During the fade the light next to the GO
button is on.
The red light in the PAUSE button
flashes when the crossfade has been
paused. Pressing the PAUSE button
again releases the pause.
Using the Master Fader
The Playback X MASTER controls the
maximum output levels of the generic
channels and brightness fixture
channels only in the memories.
Using the Step Button
When the Current memory is a chase
with a manual drive, the STEP button
will manually step through the chase.
When the Current memory is a chase
with a beat drive, tapping the STEP
button twice will set the beat speed.
Using the Override Control
The OVERRIDE control is used to slow
down or speed up the fade between
the current and next memories.
Turn the OVERRIDE control
anti-clockwise to slow down the
crossfade, clockwise to speed it up.
4 - 15
Memories
Live Adjustment of Chase
Modifiers
Individual Adjustment of
Chase Modifiers
NOTES
It is possible to adjust the modifiers of
chases running on the Playback X.
This can be done globally or
individually.
Individual live adjustment of chase
modifiers only affects the selected
chases running on the Playback X and
Submasters.
If an unprogrammed memory is selected and
the GO button pressed, an error message will
be displayed on the LCD.
Any live adjustments that are made to
chases are temporary changes and do
not change the programmed values of
the modifiers in the memories.
Entering Live Adjustment Mode:
To initiate individual live adjustment of
chases - press the F3 button on the
front panel. The light in the F3 button
will be lit.
Global Adjustment of Chase
Modifiers
Global live adjustment of chase
modifiers affects all chases that are
currently running on the Playback X
and Submasters.
The lights next to each modifier button
indicate the selected option.
Direction - Press the DIRECTION
button on the front panel to select the
Direction modifier of all the chases.
Attack - Press the ATTACK button on
the front panel to select the Attack
modifier of all the chases.
Colour Action - Press and hold the
COLOUR button, then press the
ATTACK button on the front panel to
select the colour action modifier of all
the chases.
Chase Selection - Playback X:
Press the MEMORIES button on the
front panel. The LED in the
MEMORIES button will flash.
Adjusting the Chase Modifiers:
Once the chase(s) have been selected,
the DIRECTION, ATTACK and DRIVE
buttons and the SPEED control will be
used to adjust the chase modifiers live.
This uses the same method as
described for global adjustment (see
above) but will only affect the selected
chases.
Exiting Live Adjustment Mode:
To end individual live adjustment of
chases press the F3 button on the front
panel. The LED in the F3 button will go
out.
Selecting an Unprogrammed Memory
Remote Switches
Pressing a configured Remote switch is
equivalent to pressing the GO button on the
front panel, or selecting a specific memory
then pressing the GO button.
Timecode Triggers
A memory with a timecode trigger will be
triggered when the incoming SMPTE or MIDI
timecode signal passes the specified start
time.
A memory with a timecode trigger can also
be triggered manually by selecting the
memory and pressing the GO button, or
remotely from a remote switch.
Chase Memories on the Playback X
When a chase memory is run on the
playback X, it starts when the memory is
triggered, and then runs for the programmed
number of shots, or continuously, if the Shots
parameter = zero.
Beamshape Action - Press and hold
the BEAMSHAPE button, then press
the ATTACK button on the front panel
to select the beamshape action
modifier of all the chases.
Position Action - Press and hold the
POSITION button, then press the
ATTACK button on the front panel to
select the position action modifier of all
the chases.
Drive - Press the DRIVE button on the
front panel to select the Drive modifier
of all the chases.
Speed - Use the SPEED control to
‘pick up’ the current speed of the chase
and then adjust the chase speed by
turning the control anticlockwise to
slow down or clockwise to speed up.
If several chases are running with
different speeds, it is necessary to ‘pick
up’ each chase in turn by moving the
SPEED control to a position that
matches its speed.
4 - 16
Frog Series 73-750-00 Issue 6
Figure 5 - 1 : Submaster Controls
Submasters
Introduction
The Frog, Fat Frog and Leap Frog
lighting desks provide 20 pages of 12
submasters, giving a total of 240
submasters.
The Bull Frog lighting desk provides 20
pages of 24 submasters, giving a total
of 480 submasters.
The submasters are referenced by a
page number followed by the
submaster number (eg 1-1, 1-2).
The PAGE UP and PAGE DOWN
buttons on the front panel are used to
select the required submaster page.
There is always an active page which
is indicated by the seven segment
display on the front panel.
Each submaster may be loaded with
channel data or a transferred memory.
The channel data or memory on the
submaster may be full or partial.
Memories can be transferred with or
without their fade times.
A page overlay feature is provided on
the submasters.
The submasters may be named, if
required.
For news, views and
the latest software
visit our dedicated
Frog web site at
www.frogsupport.com
Frog Series 73-750-00 Issue 6
5-1
Submasters
Figure 5 - 2 : Submaster Controls
LCD Display - Submasters
Programming a submaster with
channel data, editing, copying,
previewing and deleting submasters
are all performed via the Submasters
screen on the main LCD.
To display the Submasters screen on
the LCD, press the SUBMASTERS
button on the front panel. The LCD
displays the following data :
Submaster: < 1–1
Contents: Empty
*>
The Submaster field shows the
currently selected submaster in the
format page - submaster (eg 1-1).
A submaster status character is
displayed after the submaster number
(* = unprogrammed, d = channel data,
c = transferred chase memory,
s = transferred scene memory).
The Name field contains the name of
the submaster. When a memory is
transferred to a submaster, its name is
copied into this field.
The Contents field displays Empty if
the submaster is unprogrammed,
Ch Data if the submaster is loaded with
channel data, or Mem n if memory n
has been transferred onto the
submaster.
5-2
Selecting a Submaster
The Shots field is only displayed and
editable if the submaster contains a
transferred chase memory. This field
contains the number of shots (0-255).
Most operations with submasters begin
by selecting the required submaster.
Press the SUBMASTERS button to
display the Submasters screen:
The Fade Up field contains the HTP
fade up time for the submaster.
Submaster: < 2–3
Contents: Empty
*>
The Fade Down field contains the HTP
fade down time for the submaster.
The LTP Fade field contains the LTP
fade time for the submaster. This time
is used for fixture colour, beamshape
and position data if the corresponding
action is set to fade.
The Colour field contains the action of
the fixture colour parameters after
being triggered (Snap or Fade).
When the cursor is on the Submaster
field, the + and - keys select the next
or previous submaster respectively.
If selecting the previous or next
submaster changes the page, the
seven segment display on the front
panel changes automatically.
The Beamshape field contains the
action of the fixture beamshape
parameters after being triggered (Snap
or Fade).
Alternatively, a submaster can be
selected by using the PAGE UP or
PAGE DOWN keys to select the
required page and then pressing the
SUBMASTER FLASH button.
The Position field contains the action of
the fixture position parameters after
being triggered (Snap or Fade).
The submaster number on the
Submasters screen changes to the
selected submaster.
The LTP Trig Lev field is displayed on
the LCD, if the LTP Trigger is enabled
in Desk Setup. This field indicates the
fader level at which the fixture LTP
parameters are triggered on the
submaster.
Note
Selecting a Submaster
If a submaster contains channel data or a
transferred memory, pressing the
SUBMASTER FLASH button to select the
submaster will flash or solo the data.
Frog Series 73-750-00 Issue 6
Submasters
Channel Data on Submasters
Loading Channel Data
Overwriting Channel Data
Channel data can be loaded directly
onto a submaster as follows:
1.
Select an unprogrammed
submaster.
1.
Select a submaster loaded with
channel data.
Frog – Channel data for all 48 generic
channels. Full channel data only.
2.
Set the levels of the generic
channels using the PRESET A
and PRESET B faders.
2.
Set the levels of the generic
channels using the PRESET A
and PRESET B faders.
Fat Frog and Leap Frog - Channel
data for all 48 generic channels and
optionally all the fixture parameters.
Full or Partial channel data.
3.
Set the fixture parameter levels to
the required values.
3.
Adjust the fixture parameter
values, as required.
4.
If programming in Partial mode,
ensure the required fixtures are
“tagged”.
4.
If programming in Partial mode,
ensure the required fixtures are
“tagged”.
5.
If programming in Partial mode,
press and hold down the required
attribute button(s). For example,
to record just colour parameters,
hold down the COLOUR button.
5.
If programming in Partial mode,
press and hold down the required
attribute button(s). For example,
to record just colour parameters,
hold down the COLOUR button.
6.
Press the PROGRAM button to
store the current output levels.
6.
Press the PROGRAM button to
store the current output levels on
the submaster. A warning is
displayed on the LCD:
Bull Frog – channel data for all 96
generic channels and optionally the
fixture parameters. Full or Partial.
Full Channel Data
In Full Mode - All the generic channels
and fixture channels are recorded onto
the submaster.
If programming in Partial mode,
the tagged fixtures are
automatically untagged.
Any generic or fixture channels which
are not specifically set will be recorded
at their current output values.
Partial Channel Data
In Partial Mode - All the generic
channels and fixture brightness
channels are recorded onto the
submaster.
The selected LTP attribute(s) of the
“tagged” fixtures are also recorded
onto the submaster.
Submaster: < 1–1 d>
Name:
Contents: Ch Data
Fade Up: <00:03.0>v
7.
Move to the Fade Up field and
adjust value as required.
8.
Move to the Fade Down field and
adjust value as required.
9.
Move to the LTP Fade field and
adjust value as required.
Any generic channels which are not
specifically set will be recorded at their
current output values.
10. Move to the Colour field and
adjust action as required.
LTP channels for “untagged” fixtures
are not recorded.
11. Move to the Beamshape field and
adjust action as required.
Output
12. Move to the Position field and
adjust action as required.
When channel data is loaded onto a
submaster, the output is determined by
the Fade Up, Fade Down, LTP Fade
and Colour, Beamshape and Position
actions defined for the submaster.
Frog Series 73-750-00 Issue 6
***** WARNING ******
Submaster programmed
Overwrite submaster?
{YES}
{NO}
The Contents field changes to
Ch Data. For example:
13. Move to the LTP Trig Lev field
and adjust value as required.
7.
Press the ENTER key to select
the YES button. The contents of
the submaster are overwritten
with the current output values.
NOTES
Partial Channel Data
The output levels of generic channels and
fixture brightness parameters are always
recorded regardless of the fixture tagging and
attribute selection.
To record only the brightness levels of the
fixtures, all fixtures must be untagged prior
to pressing the PROGRAM button.
To record all the LTP attributes for the
tagged fixtures (colour, beamshape and
position) simply press the PROGRAM button.
5-3
Submasters
Editing Channel Data Live
1.
Select a submaster loaded with
channel data.
2.
Press the EDIT button. The light
in the EDIT button is lit.
The channel data on the selected
submaster is output live on the
DMX. Ensure that the PLAYBACK
X MASTER fader is at full.
Any outputs resulting from the
PRESET faders and Playback X
are faded out.
Any outputs from submasters are
still mixed in as normal.
To ensure that only the channel
data from the selected submaster
is output live, all submaster faders
should be at zero.
Transferring Memories
8.
Set the channel level using the
PRESET fader. The current
output level is shown on the LCD.
Any programmed memory from the
memory stack can be transferred onto
a submaster.
9.
Release the CHANNEL FLASH
button to store the new channel
level in the submaster data.
A memory can be transferred with or
without its programmed fade times.
10. Repeat the above procedure for
each generic channel which
requires editing.
11. Adjust the fixture parameter
levels, if required.
12. Press the EDIT button to exit Edit
mode. The light in the EDIT
button goes out.
This action determines which of the
two methods of transferring memories
is actioned.
13. Full Mode - the following warning
is displayed on the LCD:
Transfer Method 1
***** WARNING ******
Data modified
Save Changes ?
{Yes} {No}
This method is used to transfer a
memory or sequence of consecutive
memories onto submasters in a quick
and simple operation.
14. Select the Yes or No button as
required, then press ENTER.
No warnings are provided before
overwriting submasters which already
contain channel data or a transferred
memory.
The main LCD shows:
Edit Submaster 2-12
Channel
Level(%)
1
< 50>
2
<100> v
3.
4.
Use the up and down arrow keys
to view the programmed values of
each of the generic channels in
the submaster, if required.
Individual generic channels can
now be edited without affecting
the other programmed generic
channel levels in the submaster.
5.
Use the SHIFT button to select
the required channels.
6.
Press and hold down the
corresponding CHANNEL FLASH
BUTTON. The cursor on the LCD
moves to the selected channel,
for example channel 17:
7.
15. Partial Mode - the following
warning is displayed on the LCD:
*** DATA MODIFIED **
Attributes recorded:
C{Yes} B{ No} P{ No}
Save ? {Yes} {No}
16. To save edits - use the up and
down arrow keys and + and - keys
or the attribute buttons on the
front panel to change the attribute
selection, if required. Press the
ENTER button.
This method is used to transfer a
single memory onto a submaster by
using the main LCD interface.
Warnings are provided on the LCD
before overwriting submasters which
already contain channel data or a
transferred memory.
NOTES
1.
Select a submaster programmed
with channel data.
2.
Press the PREVIEW button. The
light in the PREVIEW button is lit.
Pick up the existing level by
bringing the appropriate PRESET
fader through the level shown on
the display (see notes).
3.
Press the EDIT button. The light
in the EDIT button is lit.
4.
Edit the generic channels and
fixture parameters, as required
(see Editing Channel Data Live).
5-4
Transfer Method 2
Editing Channel Data Blind
Edit Submaster 2-12
Channel
Level(%)
17
<100> ^
18
< 75> v
Once the level has been picked
up, the fader will now control the
output level of the channel.
The desk software distinguishes
between pressing (and releasing)
either of the TRANSFER buttons, and
pressing and holding down one of the
TRANSER buttons.
5.
Press the EDIT button to exit edit
blind mode.
6.
Press the PREVIEW button to
return to the Submasters screen
Editing Generic Channels
When editing individual generic channels
using the Preset faders - use the Preset A
faders for channels 1 - 24 (1-48 on Bull Frog)
and the Preset B faders for channels 25 - 48
(49 - 96 on Bull Frog).
Editing Partial Channel Data
In Partial mode, when a submaster is edited
the yellow lights in the FIXTURE SELECTION
buttons indicate which fixtures are “tagged”
and recorded in the submaster data.
Frog Series 73-750-00 Issue 6
Submasters
Transferring a Memory (1)
Transferring a Memory (2)
Editing Transferred Memories
1.
Press the MEMORIES button to
display the Memories screen on
the LCD.
1.
Press the MEMORIES button to
display the Memories screen on
the main LCD.
Editing a submaster which has a
transferred memory results in editing
the actual memory.
2.
Select a programmed memory.
2.
Select a programmed memory.
1.
3.
Press and hold down the
TRANSFER WITH TIME (or
TRANSFER NO TIME) button on
the front panel.
3.
Press and release the
TRANSFER WITH TIME (or
TRANSFER NO TIME) button on
the front panel. The LCD Display
changes to the following:
Select a submaster with a
transferred memory.
2.
Press the EDIT button on the front
panel. A warning message is
displayed on the LCD:
4.
5.
6.
7.
Use the PAGE UP or PAGE
DOWN button to select the
required submaster page (if a
different page is required).
Press the appropriate
SUBMASTER FLASH button.
The selected memory will be
transferred onto the
corresponding submaster.
The Next memory on the
Memories screen will
automatically increment to the
next programmed memory.
4.
Use the + and - keys or the
PAGE UP, PAGE DOWN and
SUBMASTER FLASH buttons to
select a submaster to transfer the
memory to.
5.
Select the OK button by pressing
the ENTER key.
To transfer this memory onto a
submaster, select the required
submaster page, then press the
appropriate SUBMASTER FLASH
button as before.
8.
Repeat this procedure for each
memory to be transferred.
9.
When all the required memories
have been transferred, release
the TRANSFER WITH TIME (or
TRANSFER NO TIME) button on
the front panel.
****** WARNING *****
About to Edit Memory
Continue ?
[OK]
{CANCEL}
Transfer With Time
Memory No: < 23
s>
Submaster: < 1-1 *>
[OK]
{CANCEL}
If the selected submaster is
unprogrammed, the memory will
be transferred onto the submaster
and the LCD return to the
Memories screen.
6.
If the selected submaster is
loaded with channel data or has a
memory transferred onto it
already, a warning message is
displayed on the LCD:
***** WARNING ******
Submaster programmed
Overwrite submaster?
{Yes}
{No}
7.
8.
To overwrite the submaster,
select the YES button by pressing
the ENTER key. The LCD returns
to the Memories screen.
To cancel the transfer operation,
select the NO button, then press
the ENTER key. The LCD returns
to the Transfer screen.
3.
Press the ENTER button to select
OK and enter edit mode for the
actual memory transferred onto
the submaster.
NOTES
Transferring Memories - Method 1
When the TRANSFER WITH TIME or
TRANSFER NO TIME button is being held
down, the normal function of the
SUBMASTER FLASH buttons is disabled
(ie they do not flash or solo).
When a memory is transferred using this
method, any channel data or memory which
may already be on the submaster is
overwritten – no warning is given.
If the user presses and holds one of the
TRANSFER buttons, then releases it without
transferring a memory, the transfer operation
is cancelled automatically.
Transferring Memories - Method 2
If the user presses and releases one of the
TRANSFER buttons, the LCD will display the
appropriate Transfer screen as described
above. The following special cases apply to
this operation:
If the user selects the Cancel button and
presses the ENTER key, the transfer
operation is cancelled.
If the user presses the same TRANSFER
button, the transfer operation is cancelled.
If the user presses the other TRANSFER
button, the current transfer operation is
cancelled and the new transfer operation
actioned (ie the LCD screen changes from
With Time to No Time or vice versa).
Frog Series 73-750-00 Issue 6
5-5
Submasters
Copying Submaster Data
Copying from a Submaster
Previewing Submasters
The COPY button is used to copy
submaster data (channel data or
transferred memory number and times)
from one location to another.
1.
Press the SUBMASTERS button
to display the Submasters screen
on the main LCD.
2.
Select a programmed submaster.
The function performed (Copy To or
Copy From) is dependent on the status
of the selected submaster as described
in the sections below.
3.
Press the COPY button. The LCD
display changes to the following:
Previewing a submaster allows the
user to examine the generic channel
data and fixture data (if applicable)
loaded onto the submaster or
contained in the transferred memory,
without affecting the outputs.
Copy Submaster
From:
< 1-1 s>
To:
< 3-1 *>
[OK]
{Cancel}
Copying to a Submaster
1.
Press the SUBMASTERS button
to display the Submasters screen
on the main LCD.
2.
Select an unprogrammed
submaster.
3.
Press the COPY button. The LCD
changes to the following:
4.
Use the + and - keys or the
PAGE UP, PAGE DOWN and
SUBMASTER FLASH buttons to
select a submaster to copy to.
(unprogrammed submasters are
indicated with a ‘*’).
5.
Press the Enter button to confirm
the copy operation.
Copy Submaster
From:
< 1-1 s>
To:
< 1-12 *>
[OK]
{Cancel}
4.
5.
Use the + and - keys or the
PAGE UP, PAGE DOWN and
SUBMASTER FLASH buttons to
select a submaster to copy from.
Press the ENTER button to
confirm the copy operation. The
data from the source submaster
will be copied into the destination
submaster. The LCD returns to
the Submaster screen.
If there are no programmed
submasters to copy from, an error
message is displayed on the LCD.
If the destination submaster is
unprogrammed, the submaster
data is copied, and the LCD
returns to the Submasters screen.
6.
If the destination submaster is
programmed with channel data or
a transferred memory, a warning
message is displayed on the LCD:
Previewing a Submaster with
Channel Data
1.
Select a submaster loaded with
channel data.
2.
Press the PREVIEW button on
the front panel. The light in the
PREVIEW button comes on and
the LCD changes to the following,
for example:
Preview Sub 2-3
(Channel Data)
Chan 1
100
Chan 2
100v
3.
Use the up and down arrow keys
to scroll through the list of generic
channels.
4.
If fixture channel data has been
loaded, then the programmed
value for each fixture parameter is
shown after the list of generic
channels.
***** WARNING ******
Submaster programmed
overwrite submaster?
{Yes} {No}
7.
These are displayed as fixture
number, parameter name and
DMX value. For example:
Press the ENTER button to select
the YES option and overwrite the
submaster, or select the NO
option and press ENTER to return
to the Copy Submaster screen.
Preview Sub 2-3
(Channel Data)
Fix 1 Cyan
255^
Fix 1 Magenta
128v
5.
5-6
To exit preview mode, press the
PREVIEW button on the front
panel. The light in the PREVIEW
button goes out and the LCD
returns to the Submasters screen.
Frog Series 73-750-00 Issue 6
Submasters
Previewing a Submaster with
Transferred Scene
Previewing a Submaster with
Transferred Chase
1.
Select a submaster with a
transferred scene memory.
1.
Select a submaster with a
transferred chase memory.
2.
Press the PREVIEW button on
the front panel. The light in the
PREVIEW button comes on and
the LCD changes to the following:
2.
Press the PREVIEW button on
the front panel. The light in the
PREVIEW button comes on and
the LCD changes to the following:
Preview Sub 2-3
(Memory 23)
Chan 1
100
Chan 2
75v
3.
Use the up and down arrow keys
to scroll up and down the list of
generic channels.
4.
If fixtures have been assigned,
then the programmed value for
each fixture parameter is shown
after the list of generic channels.
These are displayed as fixture
number, parameter name and
DMX value. For example:
Preview Sub 2-4
Memory 24
<Step 1>
Chan 1
75
Chan 2
100v
3.
Use the + and - keys to select the
required step.
4.
Use the up and down arrow keys
to scroll up and down the list of
generic channels.
5.
If fixtures have been assigned,
then the programmed value for
each fixture parameter will be
shown after the list of generic
channels. These are displayed as
fixture number, parameter name
and DMX value. For example:
Preview Sub 2-3
(Memory 23)
Fix 1 Cyan
255^
Fix 1 Magenta
128v
5.
To exit preview mode, press the
PREVIEW button. The light in the
PREVIEW button goes out and
the LCD Display returns to the
Submasters screen.
Preview Sub 2-4
Memory 24
<Step 1>
Fix 1 Magenta
128^
Fix 1 Yellow
255v
6.
To exit preview mode, press the
PREVIEW button. The light in the
PREVIEW button goes out and
the LCD display returns to the
Submasters screen.
Naming Submasters
A text description (name) can be given
to a programmed submaster. The
submaster name only appears on the
Submasters screen on the monitor.
1.
Ensure that the main LCD is
showing one of the base screens
(Memories, Submasters,Outputs).
2.
Press the F2 FUNCTION key.
The LCD shows the following:
**** Name Item *****
Select type of item
to name …
[Cancel]
3.
Use the PAGE UP, PAGE DOWN
and SUBMASTER FLASH
buttons to select a submaster.
The LCD shows the following:
**** Name Item *****
Submaster 2-3
<_
>
[OK] {Cancel}
4.
Use the up and down keys to
move the cursor, and the + and keys to enter the text (or use
external keyboard, if fitted).
5.
Press the ENTER key to complete
the naming action. The LCD
returns to the previous base
screen.
Clearing Submasters
The CLEAR button is used to clear the
currently selected submaster.
(i.e. remove any loaded channel data
or transferred memory from the
submaster).
Select a programmed submaster.
Press and hold the CLEAR button for 1
second. The submaster will be cleared
and return to being unprogrammed
(indicated by Empty in the Contents
field on the Submaster screen).
Frog Series 73-750-00 Issue 6
5-7
Submasters
Figure 5 - 3 : Submaster Controls
Outputting Data from
Submasters
Submasters with Channel
Data
Submasters with Scene
Memories
The submaster data (channel data or
transferred memory) is output by
raising the submaster fader to the
required level.
If the submaster contains channel data
the outputs from the generic channels
are controlled manually if the fade
times are zero, or timed if the fade
times are non-zero.
If the submaster fade times are zero,
the outputs from the generic channels
will be controlled manually. The output
level is directly related to the
submaster fader level.
The output level is directly related to
the position of the submaster fader.
If the submaster fade times are
non-zero, the outputs of the generic
channels will fade up and down
according to the fade times.
Fixture channel data will only be output
if the appropriate options have been
set in Desk Setup (see chapter 6 ).
If the channel data contains fixture
data, the outputs from the submaster
will be as follows:
The Brightness fixture channels will
fade up and down in the same way as
the generic channels (either manual or
timed depending on the fade times).
If the LTP Trigger is enabled - The
Colour, Beamshape and Position
fixture channels will snap or fade to
their programmed levels, when the
submaster reaches the LTP Trigger
Level, depending on the LTP actions
set for the submaster.
If the LTP Trigger is disabled - No
Colour, Beamshape or Position
fixture channel data will be output.
5-8
While the outputs from the submaster
are subject to a timed fade, the light in
the SUBMASTER FLASH button is lit.
If the transferred memory contains
fixture data, the outputs from the
submaster will be as follows:
The Brightness fixture channels will
fade up and down in the same way as
the generic channels.
If the LTP Trigger is enabled - The
Colour, Beamshape and Position
fixture channels are triggered when the
submaster fader reaches the LTP
Trigger Level.
The Colour, Beamshape and Position
fixture channels will snap or fade in the
LTP fade time, depending on the LTP
action for the submaster.
Frog Series 73-750-00 Issue 6
Submasters
Submasters with Chase
Memories
Live Adjustment of Chase
Modifiers
Individual Adjustment of
Chase Modifiers
When a chase memory is transferred
onto a submaster, it does not run
immediately, but is ‘parked’ on step 1
of the chase.
It is possible to adjust the modifiers of
chases running on submasters. This
can be done globally or individually.
Individual adjustment of chase
modifiers only affects the selected
chases running on the submasters.
Any live adjustments that are made to
chases are temporary changes and do
not change the programmed values of
the modifiers in the chase memories.
Entering Live Adjustment Mode:
To initiate individual live adjustment of
chases - press the F3 button on the
front panel. The light in the F3 button
will be lit.
When the submaster fader is raised
above the LTP Trigger Level, the
chase will start running.
When the submaster fader is brought
back down to zero, the chase will stop
running (unless it has already
completed by running n times).
The generic channels and fixture
brightness parameters are mixed in
with all other brightness outputs from
the presets, submasters and Playback
X on a HTP basis.
The LTP channels in the chase
(Colour, Beamshape, Position) are
only output if the LTP Trigger is
enabled and the submaster fader is
raised above the LTP trigger level.
Chase Drive Modifiers
Auto - the chase runs at the
programmed speed.
Vari - the chase runs at the
programmed speed, with additional
step triggers being provided by the
bass beat of the audio signal.
Bass - the step triggers are provided
by the bass beat of the audio signal.
Manual - the STEP button in the
Submaster section is used to manually
step through the chase.
Beat - the STEP button in the
Submaster section is used to set the
beat speed of the chase.
Global Adjustment of Chase
Modifiers
Global adjustment of chase modifiers
affects all chases that are currently
running on the Playback X and
Submasters.
The lights next to each modifier button
indicate the selected option.
Direction - Press the DIRECTION
button on the front panel to select the
Direction modifier of all the chases.
Attack - Press the ATTACK button on
the front panel to select the Attack
modifier of all the chases.
Colour Action - Press and hold the
COLOUR button, then press the
ATTACK button on the front panel to
select the colour action modifier of all
the chases.
Beamshape Action - Press and hold
the BEAMSHAPE button, then press
the ATTACK button on the front panel
to select the beamshape action
modifier of all the chases.
Position Action - Press and hold the
POSITION button, then press the
ATTACK button on the front panel to
select the position action modifier of all
the chases.
Chase Selection - Submasters:
Press the SUBMASTERS button on
the front panel. The light in the
SUBMASTERS button will flash
Any lights in the SUBMASTER FLASH
buttons which were previously lit
indicating page overlay will go out. The
SUBMASTER FLASH buttons now act
as submasters selection buttons.
Select the submaster(s) containing the
chase(s) as required. The lights in the
SUBMASTER FLASH buttons flash to
indicate the selected chases.
Adjusting the Chase Modifiers:
Once the chase(s) have been selected,
the DIRECTION, ATTACK and DRIVE
buttons and the SPEED control will be
used to adjust the chase modifiers live.
This uses the same method as
described for global adjustment
(see above) but will only affect the
selected chase(s).
Exiting Live Adjustment Mode:
To end individual live adjustment of
chases press the F3 button on the front
panel. The light in the F3 button will go
out.
Drive - Press the DRIVE button on the
front panel to select the Drive modifier
of all the chases.
Speed - Use the SPEED control to
‘pick up’ the current speed of the chase
and then adjust the chase speed by
turning the control anticlockwise to
slow down or clockwise to speed up.
If several chases are running with
different speeds, it is necessary to ‘pick
up’ each chase in turn by moving the
SPEED control to a position that
matches its speed.
Frog Series 73-750-00 Issue 6
5-9
Submasters
Page Overlay on Submasters
Submaster Flash Functions
Soloing Submasters
It is possible to output the channel data
or memory data from several
submasters from different pages
simultaneously, provided that they are
not controlled by the same physical
submaster fader.
The SUBMASTER FLASH buttons can
be used to flash or solo the channel
data or memory data on a submaster.
1.
Set the flash function to Solo
using the FLASH FUNCTION
button.
The FLASH FUNCTION button is used
to select the required flash function
(OFF, FLASH or SOLO).
2.
Press and hold down a
SUBMASTER FLASH button.
For example - you can output data
from submasters 1-1, 2-2, 3-3 at the
same time but not from submasters
1-1, 2-1 and 3-1 as they are all
controlled by the submaster 1 fader.
If the submaster page is changed while
any of the submaster faders are up, or
any of the SUBMASTER FLASH
buttons are being held down, the fader
or button remains on the original page
and the outputs for the previous
submaster are held.
The new channel data or memory
associated with the fader or button is
not output until the fader is returned to
zero, or the SUBMASTER FLASH
button is released. This feature is
known as Page Overlay.
While data being output from a
submaster is not from the current
page, the light in the corresponding
SUBMASTER FLASH button flashes.
The light in the SUBMASTER FLASH
button stops flashing when the correct
page is returned to, using the PAGE
UP or PAGE DOWN buttons.
5 - 10
The red lights next to the FLASH
FUNCTION button indicate the
currently selected flash function.
Flashing Submasters
The generic channels in the
channel data or memory data on
the submaster are flashed to the
level of the GRAND MASTER.
All other generic channel data
being output from presets, other
submasters or Playback X is
reduced to zero.
1.
Set the flash function to Flash
using the FLASH FUNCTION
button.
2.
Press and hold down a
SUBMASTER FLASH button.
If the channel data or memory
data on the submaster contains
fixture data, the Brightness
fixture channels are flashed to the
level of the GRAND MASTER.
The generic channels in the
channel data or memory data on
the submaster are flashed to the
level of the GRAND MASTER.
All other Brightness channel data
being output from other
submasters or Playback X is
reduced to zero.
If the channel data or memory
data on the submaster contains
fixture data, the Brightness
fixture channels are flashed to the
level of the GRAND MASTER.
The Colour, Beamshape and
Position channels are
automatically triggered and snap
to their programmed levels.
The Colour, Beamshape and
Position channels are
automatically triggered and snap
to their programmed levels.
Frog Series 73-750-00 Issue 6
Figure 6 - 1: Frog Lighting Desk
Super User
Introduction
Entering Super User
In Super User mode, the desk provides
a number of functions for setting up the
desk, assigning fixtures (if applicable),
DMX patching, saving and loading
show data to disk, clearing data etc.
Press and hold down the + and - keys
on the front panel together, and then
press the ENTER key. The LCD shows
the Super User screen:
**** SUPER USER ****
{Desk Setup}
{Floppy Disk}
{Clear/Reset}
v
The Super User screen contains the
following options:
•
•
•
•
•
•
•
•
•
•
Desk Setup
Floppy Disk
Clear/Reset
Illumination
Set Recovery Mode
Set Date & Time
Set Lock Code
Desk Information
Reset DMX Outputs
Exit Super User
Use the up and down arrow keys to
select an option. Press the ENTER key
to display the screen for that option.
For news, views and
the latest software
visit our dedicated
Frog web site at
www.frogsupport.com
Frog Series 73-750-00 Issue 6
6-1
Super User
Desk Setup
Memory Defaults
Submaster Defaults
Select the Desk Setup option from the
Super User screen and press the
ENTER key. The Desk Setup screen is
shown on the main LCD:
Select the Memory option from the
Desk Defaults screen and press the
ENTER key. The Memory Defaults
screen is displayed on the main LCD:
Select the Submaster option from the
Desk Defaults screen and press the
ENTER key. The Submaster Defaults
screen is displayed on the main LCD:
**** DESK SETUP ****
{Desk Defaults}
{Assign Fixtures}
{Pan/Tilt Options} v
* MEMORY DEFAULTS *
Fade Up: <00:03.0>
Fade Down:<00:03.0>
LTP Fade: <00:03.0>v
*SUBMASTER DEFAULTS*
Sub Data: <Gen&Fix>
LTP Trigger: <On >
LTP Trig Lev: < 20>v
The following Desk Setup options are
available:
Use the up and down arrow keys to
move the cursor through the fields.
Use the up and down arrow keys to
move the cursor through the fields.
•
•
•
•
•
•
•
•
•
Use the + and - keys to adjust the
value in the selected field.
Use the + and - keys to adjust the
value in the selected field.
Fade Up - The default HTP fade up
time. Range 00:00.0 to 99:59.9;
Default = 00:03.0.
Sub Data * - Defines the channel data
that can be loaded directly onto the
submasters. Range Generics Only or
Generics + Fixtures ;
Default = Generics + Fixtures.
Desk Defaults
Assign Fixtures *
Pan/Tilt Options *
Patch Functions
Program Mode *
Remote Switches
Frog Screen
Timecode Setup
Exit Desk Setup.
Use the up and down arrow keys to
select the required option, then press
the ENTER key to activate that option.
The options marked with a * are not
applicable on the Frog desk.
Desk Defaults
Select the Desk Defaults option from
the Desk Setup screen and press the
ENTER key. The Desk Defaults screen
is displayed on the main LCD:
** DESK DEFAULTS ***
{Memory}
{Submaster}
[Exit]
Use the up and down arrow keys to
move the cursor through the fields.
Select the required option and press
the ENTER key.
Fade Down - The default HTP fade
down time. Range 00:00.0 to 99:59.9;
Default = 00:03.0.
LTP Fade * - The default LTP fade
time. Range 00:00.0 to 99:59.9;
Default = 00:03.0.
Colour * - The default action for the
colour fixture channels when outputting
a memory. Range: Snap or Fade;
Default = Fade.
Beamshape * - The default action for
the beamshape fixture channels when
outputting a memory.Snap or Fade;
Default = Fade
Position * - The default action for the
position fixture channels when
outputting a memory. Snap or Fade;
Default = Fade
LTP Trigger * - Determines if the
submasters will trigger the LTP
channels or not.Range On or Off ;
Default = On.
LTP Trig Level * - The default LTP
trigger level. Range 0 – 100%;
Default = 5%.
Fade Up - The default HTP fade up
time. Range 00:00.0 to 99:59.9;
Default = 00:03.0.
Fade Down - The default HTP fade
down time. Range 00:00.0 to 99:59.9;
Default = 00:03.0.
LTP Fade * - The default LTP fade
time. Range 00:00.0 to 99:59.9;
Default = 00:03.0.
Dwell - The default dwell time.
Range: 00:00.0 to 99:59.9;
Default = 00:00.0.
Colour * - The default action for the
colour fixture channels when triggered.
Range: Snap or Fade; Default = Fade.
Trigger - The default trigger.
Go, Auto or Time; Default = Go.
Beamshape * - The default action for
the beamshape fixture channels when
triggered. Range: Snap or Fade;
Default = Fade
Auto Increment - Automatic increment
of Next memory when programming.
Range: On or Off; Default = Off.
Exit - Select to return to the Desk
Defaults screen.
Position * - The default action for the
position fixture channels when
triggered. Range: Snap or Fade;
Default = Fade
Exit - Select to return to the Desk
Defaults screen.
6-2
Frog Series 73-750-00 Issue 6
Super User
Figure 6 - 2: Fixture Controls (Fat Frog)
Assign Fixtures
The Assign Fixture Screen
This function allows each of the
fixtures to be assigned to a particular
fixture type (eg. Martin MAC 250,
High End Cyberlight ).
Select the Assign Fixtures option from
the Desk Setup screen and press the
ENTER key. The Assign Fixture screen
is displayed on the LCD:
It also provides methods for viewing
the current fixture assignments, and
unassigning fixtures.
ASSIGN FIX:<
1*>
<
>
<
>
[ASSIGN] {EXIT}
The desks store 20 popular fixture
personalities internally (see later this
section for details).
The flashing cursor is displayed on the
Fixture number field (as shown above).
Other fixture types are available for
assignment from the fixture library file
on floppy disk.
Use the + and - keys or the FIXTURE
SELECTION buttons to select the
required fixture.
The latest Zero 88 fixture library for the
Frog Series of desks can be
downloaded from the Zero 88 or Frog
Support Forum websites.
If the selected fixture is not assigned,
an asterisk (*) is displayed next to the
fixture number, and no data is
displayed in the second and third rows
of the LCD, as in the example above.
If the down arrow key is pressed once,
the second and third rows of the LCD
show the manufacturer and fixture type
which was last assigned (if any).
For example, if fixture 1 had been
assigned to High End Systems
Cyberlight (M1), then fixture 2 is
selected, and the down arrow key is
pressed, the LCD would show:
ASSIGN FIX:<
2*>
<High End Systems >
<Cyberlight (M1)
>
[ASSIGN] {EXIT}
Frog Series 73-750-00 Issue 6
If the selected fixture is assigned, the
LCD shows the manufacturer and
fixture name in rows three and four of
the LCD. See example below:
ASSIGN FIX:<
3 >
<Martin
>
<MAC 500 (Mode 2) >
[ASSIGN] {EXIT}
Pressing the down arrow key once
moves the flashing cursor to the fixture
list field (lines 2 and 3 of the LCD):
ASSIGN FIX:<
3 >
<Martin
>
<MAC 500 (Mode 2) >
[ASSIGN] {EXIT}
The fixture list field contains a “blank”,
the 20 common fixture types, any
fixture types loaded from disk, and a
Select Fixture from Floppy option.
The + and - keys are used to scroll
through the fixture list.
To exit the Assign Fixture screen,
select the EXIT button as shown
below, then press the ENTER key on
the front panel.
ASSIGN FIX:<
3 >
<Martin
>
<MAC 500 (Mode1)
>
[ASSIGN] {EXIT}
6-3
Super User
Figure 6 - 3: Fixture Controls (Fat Frog)
Assigning Common Fixtures
5.
This section describes how to assign a
fixture to one of the 20 common fixture
types permanently stored on the desk.
1.
The fixture type is assigned to the
fixture, the * is removed from the
fixture number, and the flashing
cursor returns to the fixture
number field as shown below:
Select the Assign Fixtures option
from the Desk Setup screen and
press the ENTER key.
ASSIGN FIX:<
1 >
<Martin
>
<MAC 500 (Mode 2) >
[ASSIGN] {EXIT}
The Assign Fixture screen is
displayed on the LCD:
ASSIGN FIX:<
1*>
<
>
<
>
[ASSIGN] {EXIT}
2.
3.
4.
6.
Use the + and - keys or the
FIXTURE SELECTION buttons on
the front panel to select an
unassigned fixture.
Press the down arrow key once to
move the cursor to the fixture list
field (lines 2 and 3 on the LCD).
6-4
To assign fixture 2: Press the +
key or FIXTURE SELECTION
button 2 on the front panel. The
LCD shows:
ASSIGN FIX:<
2*>
<
>
<
>
[ASSIGN] {EXIT}
7.
To assign the same fixture type,
ie. Martin MAC 500 (Mode 2),
press the down arrow key twice to
select the Assign button, then
press the ENTER button.
8.
To assign a different fixture type,
move the cursor onto the fixture
list field. Use the + and - keys to
select the required fixture type,
move the cursor onto the Assign
button, then press the ENTER
button.
Use the + and - keys to move
through the list of 20 common
fixture types to select a fixture
type. For example:
ASSIGN FIX:<
1*>
<Martin
>
<MAC 500 (Mode 2) >
[ASSIGN] {EXIT}
Press the down arrow key to
select the Assign button, then
press the ENTER key.
NOTE
Common Fixtures
The default set of 20 common fixture types
on the Frog series desks are as follows:
Lamp and Scroller
Martin MAC 250 (M4)
Martin MAC 300 (M4)
Martin MAC 500 (M4)
Martin MAC 600 (M4)
Martin Roboscan Pro 518 (M2)
Martin Roboscan 812 (Extended)
High End Studio Color
High End Studio Color 250
High End Studio Spot
High End Studio Spot 250
High End Cyberlight (M2)
High End Technobeam (Full)
High End Trackspot
Clay Paky Goldenscan HPE
Clay Paky Stage Scan
Clay Paky Stage Color 300 (16 bit)
Clay Paky Stage Color 1200 (16 bit)
Clay Paky Stage Light 300 (16 bit)
Clay Paky Stage Zoom 1200 (16 bit)
To change the common fixture types stored
on the desk, see the Load CFT function later
in this chapter.
Frog Series 73-750-00 Issue 6
Super User
Figure 6 - 4: Fixture Controls (Fat Frog)
Assigning Fixture Types from
Floppy Disk
5.
This section describes how to assign a
fixture to one of the fixture types stored
on an external floppy disk.
********************
*
Reading Disk
*
*
Please Wait
*
********************
Ensure that a floppy disk containing
valid fixture type data is inserted into
the floppy disk drive before carrying
out this procedure.
1.
Select the Assign Fixtures option
from the Desk Setup screen and
press the ENTER key. The Assign
Fixture screen is displayed:
If there is no disk in the drive,
there is an error reading the disk,
or no fixture type files are found,
an error message will be
displayed on the LCD.
6.
ASSIGN FIX:<
8*>
<
>
<
>
[ASSIGN] {EXIT}
2.
Use the + and - keys or the
FIXTURE SELECTION buttons on
the front panel to select an
unassigned fixture.
3.
Press the down arrow key once to
move the cursor to the fixture list
field (lines 2 and 3 on the LCD).
4.
Use the + and - keys to move
through the list of 20 common
fixture types until the Select
Fixture from Floppy Disk option is
displayed on the LCD:
ASSIGN FIX:<
8*>
<Select Fixture
>
<from Floppy Disk >
[ASSIGN] {EXIT}
Frog Series 73-750-00 Issue 6
Press the ENTER button. The
desk reads the floppy disk and
looks for valid fixture type files.
The LCD shows:
If more than one fixture type file is
found on the disk, you will be
asked to select a file and the LCD
will show the following:
Select File to Load:
<
filename
>
<
size, date
>
[OK] {Cancel}
7.
Use the + and - keys to select a
file, then press the ENTER key.
8.
If there is a single fixture type file
on the disk, it will be opened and
loaded automatically.
9.
When the fixture type file is
loaded successfully, the LCD
shows the following:
ASSIGN FIX:<
8*>
< Manufacturer A
>
<
>
[ASSIGN] {CANCEL}
The cursor is displayed on the
manufacturer field (line 2).
10. Use the + and - keys to select the
required manufacturer
eg. High End.
11. Press the down arrow key to
move the flashing cursor to the
fixture type field (line 3):
ASSIGN FIX:<
8*>
<High End
>
<Fixture Type A
>
[ASSIGN] {CANCEL}
12. Use the + and - keys to select the
required fixture type,
eg. Cyberlight (M1).
13. Press the down arrow key to
select the Assign button, then
press the ENTER button to assign
the fixture type to the fixture.
The LCD returns to the Assign
Fixture screen:
ASSIGN FIX:<
8 >
<High End
>
<Cyberlight (M1)
>
[ASSIGN] {EXIT}
NOTE
Assigning Fixtures from Floppy Disk
When a fixture type is loaded from floppy
disk and assigned to a fixture, it is stored
temporarily on the desk and added to the
fixture list.
When a Clear to Default operation is
performed only the 20 common fixtures are
kept on the desk, any loaded from floppy disk
are cleared.
6-5
Super User
Reassigning Fixtures
Unassigning Fixtures
Viewing Fixture Assignments
This section describes how to reassign
a fixture which is already assigned.
This section describes how to unassign
(or clear) a fixture which is assigned.
This section describes how to view the
current fixture assignments.
1.
Select the Assign Fixtures option
from the Desk Setup screen.
Press the ENTER key. The
Assign Fixture screen is displayed
on the LCD.
1.
1.
2.
Use the + and - keys or FIXTURE
SELECTION buttons on the front
panel to select an assigned
fixture. For example:
3.
2.
Use the + and - keys or FIXTURE
SELECTION buttons on the front
panel to select the fixture to be
unassigned.
Press the down arrow key once to
move the cursor to the fixture list
field (lines 2 and 3 on the LCD):
3.
Press the CLEAR button on the
front panel.
Use the + and - keys to move
through the fixture list and select
a different fixture type. (To
reassign the fixture to a type on
floppy disk see page 6-5).
As soon as the fixture type is
changed, an ‘M’ is displayed next
to the fixture number:
ASSIGN FIX:<
8M>
<Martin
>
<MAC 500 (Mode 4) >
[ASSIGN] {EXIT}
5.
ASSIGN FIX:<
8 >
<Martin
>
<MAC 500 (Mode 4) >
[ASSIGN] {EXIT}
ASSIGN FIX:<
8 >
<High End
>
<Cyberlight (M1)
>
[ASSIGN] {EXIT}
ASSIGN FIX:<
8 >
<High End
>
<Cyberlight (M1)
>
[ASSIGN] {EXIT}
4.
Select the Assign Fixtures option
from the Desk Setup screen.
Press the ENTER key. The
Assign Fixture screen is displayed
on the LCD.
To assign the new fixture type,
press the down arrow key to
select the Assign button, then
press the ENTER key.
The selected fixture type is
assigned to the fixture, the ‘M’ is
removed from the fixture number,
and the flashing cursor returns to
the fixture number field:
ASSIGN FIX:<
8 >
<Martin
>
<MAC 500 (Mode 4) >
[ASSIGN] {EXIT}
Select the Assign Fixtures option
from the Desk Setup screen.
Press the ENTER key. The
Assign Fixture screen is displayed
on the LCD.
ASSIGN FIX:<
8 >
<Martin
>
<MAC 500 (Mode 4) >
[ASSIGN] {EXIT}
2.
Use the + and - keys or the
FIXTURE SELECTION buttons on
the front panel to select the
required fixture.
Exit Assign Fixtures
Or
Press the down arrow key to
move the cursor to the fixture list
field. Use the + or - keys to select
the ‘blank’ fixture type, then press
the ENTER key.
This section describes how to exit the
Assign Fixture screen.
1.
ASSIGN FIX:<
8 >
<Martin
>
<MAC 500 (Mode 4) >
[ASSIGN] {EXIT}
The fixture will be unassigned
(cleared) and the LCD show the
following:
ASSIGN FIX:<
<
<
[ASSIGN] {EXIT}
8*>
>
>
Use the arrow keys to select the
EXIT button on the LCD:
2.
Press the ENTER key on the front
panel. The LCD returns to the
Desk Setup screen.
NOTES
Reassigning Fixtures
A fixture can also be reassigned in two stages
by first unassigning it (see page 6-6 ) and
then assigning it (see pages 6-4 and 6-5).
Warning - Reassigning a fixture will affect
the data in programmed memories and
submasters. The original fixture channel data
is removed and replaced by the default values
for each parameter in the new fixture type,
with the exception of the brightness
parameters which are set to zero.
Unassigning Fixtures
If a fixture type loaded from floppy disk is no
longer assigned to any fixture, then the
fixture type is removed from the fixture list.
6-6
Frog Series 73-750-00 Issue 6
Super User
Pan/Tilt Options
Patch Functions
Manual Patch - Generics
Select the Pan/Tilt Options option from
the Desk Setup screen and press the
ENTER key. The Pan/Tilt Options
screen is displayed on the LCD:
Select the Patch Functions option from
the Desk Setup screen and press the
ENTER key. The Patch Functions
screen is displayed on the LCD:
To manually patch the generic
channels on the desk to the DMX:
Fixture No:
< 1>
Pan Reverse: < No>
Tilt Reverse: < No>
Pan/Tilt Swap:< No>v
The Pan Reverse, Tilt Reverse and
Pan/Tilt Swap can be set for each
assigned fixture, as required.
Use the + and - keys or the fixture
selection buttons on the front panel to
select a fixture number.
Use the up and down arrow keys to
select the field required.
Use the + and - keys to select Yes or
No as required.
If an assigned fixture does not have
pan/tilt parameters (eg colour scroller),
the Pan/Tilt Options screen shows the
following:
Fixture No:
< 11>
Pan/Tilt Options
Not Applicable
[Exit]
If a fixture is not assigned, the Pan/Tilt
Options screen shows the following:
Fixture No:
< 12>
Fixture Not
Assigned
[Exit]
Press the ENTER key to return to the
Desk Setup screen.
1.
** PATCH FUNCTIONS *
{Manual Patch}
{Auto Patch}
{Set Default Patch}v
The options available on the Patch
Functions screen are:
•
•
•
•
•
*** MANUAL PATCH ***
Channel 1: <
>
Channel 2: <
>
Channel 3: <
> v
2.
Manual Patch
Auto Patch
Clear DMX Patch
Exit.
3.
The LCD shows the DMX address
patched to each channel, for
example:
The Manual Patch screen on the LCD
serves several purposes:
•
•
•
*** MANUAL PATCH ***
Channel 1: <101>
Channel 2: <102>
Channel 3: <103> v
To allow the user to manually patch,
modify or unpatch individual generic
channels.
To allow the user to add and patch
duplicates to generic channels.
4.
To unpatch a generic channel,
select the channel to be
unpatched, then press the CLEAR
button on the front panel.
5.
When all the required channels
have been patched, press the
ENTER key to exit the Manual
Patch window.
To allow the user to manually patch,
modify or unpatch individual fixtures
To display the current DMX patch
(ie. show what each generic channel
and fixture is currently patched to).
Use the + and - keys to set the
DMX address.
When selecting a DMX address,
any DMX channels which are
already patched will be skipped
over automatically.
Manual Patch Screen
•
Use the up and down arrow keys
or the SHIFT button and the
CHANNEL FLASH buttons to
select a generic channel.
The red light in the CHANNEL
FLASH button and the LCD
cursor indicate the selected
channel.
Set Default Patch
Use the up and down arrow keys to
select the required option, then press
the ENTER key to activate that option.
Select the Manual Patch option
from the Patch Functions screen.
The LCD shows the following:
Notes - Patching Generics (Bull Frog)
The generic channels may be patched to
either DMX universe (A or B).
The universe identifier (A or B) is displayed
on the Manual Patch screen (eg A123
represents universe A, DMX channel 123).
When in the Manual Patch screen, the EDIT
button can be used to toggle between the
two universes.
Frog Series 73-750-00 Issue 6
6-7
Super User
Adding Duplicates
Manual Patch - Fixtures
Auto Patch
A duplicate is defined as an additional
instance of a generic channel which is
patched to a different DMX address.
To manually patch each of the
assigned fixtures to the DMX:
This function allows the user to patch
all or selected generic channels and
fixtures to the DMX in a single
operation.
1.
Up to 9 duplicates may be added and
patched to each generic channel.
1.
Select the Manual Patch option
from the Patch Functions screen.
The LCD shows the following:
*** MANUAL PATCH ***
Channel 1: < 1>
Channel 2: < 2>
Channel 3: < 3> v
2.
3.
*** MANUAL PATCH ***
Channel 1
:< 1>
Channel 1 D1:<
>
Channel 2
:< 2>v
4.
Use the + and - keys to set the
DMX address. The LCD shows
the DMX address patched to the
duplicate:
*** MANUAL PATCH ***
Channel 1
:< 1>
Channel 1 D1:<101>
Channel 2
:< 2>v
5.
To add and patch more duplicates
for a channel, repeat the above
procedure.
6.
When all the required channels
have been patched, press the
ENTER key to exit the Manual
Patch window.
1.
*** MANUAL PATCH ***
Channel 48: <148>^
Fixture 1: <
>
Fixture 2: <
> v
2.
Use the up and down arrow keys
or use the SHIFT button and the
CHANNEL FLASH buttons to
select a generic channel.
Press the INSERT button on the
front panel. A duplicate for the
selected channel is added; the
cursor moves to the duplicate:
Select the Manual Patch option
from the Patch Functions screen.
The assigned fixtures are listed
after the generic channels on the
LCD as shown below:
Select the Auto Patch option from
the Patch Functions screen and
press the ENTER key. The LCD
shows the following:
**** AUTO PATCH ****
{All Channels}
{Selected Channels}
{Exit}
Use the up and down arrow keys
or the FIXTURE SELECTION
buttons on the front panel to
select a fixture to be patched.
Patching All Channels and
Fixtures
The red light in the FIXTURE
SELECTION button and the
cursor on the LCD indicate the
selected fixture.
This operation will patch all the generic
channels and all the assigned fixtures
(if applicable) to the DMX.
3.
Use the + and - keys to set the
DMX address. Press the CLEAR
button to unpatch the fixture.
4.
When all the required fixtures
have been patched, press the
ENTER key to exit the Manual
Patch window.
NOTES
Composite Fixtures
When manually patching a composite fixture
(eg lamp and scroller), the two different
parts of the fixture which require separate
DMX addresses, will appear on separate
lines of the LCD:
*** MANUAL PATCH ***
Fixture 2: <160> ^
Fix 3 Lamp: <170>
Fix 3 Scr: <171> v
1.
Select the All Channels option
from the Auto Patch screen and
press the ENTER key. The LCD
shows the following:
Auto Patch All:
Enter DMX, select OK
DMX address: <
>
[OK] {Cancel}
2.
Use the + and - keys to enter the
required DMX start address.
3.
Press the down arrow key to
select the OK button, then press
the ENTER key.
All the generic channels and
assigned fixtures (if applicable)
will be patched to the DMX
starting at the specified address.
The LCD returns to the Auto
Patch screen.
Notes - Duplicates
Duplicates can only be added to a patched
generic channel.
If an attempt is made to add more than nine
duplicates to a channel, an error message will
be displayed on the LCD.
To unpatch a duplicate, move the cursor onto
the duplicate’s DMX address and press the
CLEAR button.
6-8
Frog Series 73-750-00 Issue 6
Super User
Patching Selected Channels
and Fixtures
This operation allows the user to patch
selected generic channels and fixtures
(if applicable) to the DMX.
1.
Select the Selected Channels
option from the Auto Patch screen
and press the ENTER key. The
LCD shows the following:
Set Default Patch
Program Mode
This function clears the existing DMX
patch and sets up the default patch
(ie. channel 1 to DMX channel 1,
channel 2 to DMX channel 2 etc.)
This option allows the user to choose
between the two program modes:
Any fixtures which are patched to the
DMX will be unpatched by this
operation.
1.
Select channels,
Enter DMX, select OK
DMX address: <
>
[OK] {Cancel}
2.
Use the SHIFT button to select
the required channels.
3.
Use the CHANNEL FLASH
buttons to select the generic
channels to be patched. When a
channel is selected the light in the
CHANNEL FLASH button is lit.
4.
Select the Set Default Patch
option from the Patch Functions
screen. The LCD shows the
following:
SET DEFAULT PATCH
Select OK to set
the default patch
[OK] {Cancel}
2.
Full Mode - All fixtures will be
automatically programmed into
palettes, memories, submaster and SX
button channel data.
Partial Mode - Only fixtures which
have been “tagged” are programmed
into palettes, memories, submaster
and SX button channel data.
Selecting Program Mode
1.
Press the ENTER button. The
LCD returns to the Patch
Functions screen.
Select the Program Mode option
from the Desk Setup screen and
press the ENTER key. The
Program Mode screen is
displayed on the LCD:
*** PROGRAM MODE ***
Mode: <Partial>
Use the FIXTURE SELECTION
buttons to select the fixture(s) to
be patched. The red lights in the
FIXTURE SELECTION buttons
indicate the selected fixtures.
Clear DMX Patch
This function will clear the existing
DMX patch.
2.
5.
Use the + AND - keys to enter the
required DMX start address.
All generic channels and fixtures (if
applicable) will be unpatched.
Use the + and - keys to select Full
or Partial mode as required.
3.
6.
Press the ENTER key. The
selected generic channels and
fixtures (if applicable) will be
patched to the DMX starting at the
specified address. The LCD
returns to the Auto Patch screen.
Press the ENTER key to exit the
Program Mode screen.
1.
4.
If palettes, memories or
submaster data have already
been programmed, and the
program mode is changed, a
warning is displayed:
NOTES
CLEAR DMX PATCH
Select OK to clear
the DMX patch
[OK] {Cancel}
2.
Autopatching
If autopatching would overlap channels or
fixtures already patched, a warning message
is displayed on the LCD.
The user is given the option of unpatching
the overlapping channels or fixtures and
continuing with the autopatch, or cancelling
the autopatch operation.
Select the Clear DMX Patch
option from the Patch Functions
screen. The LCD shows:
Press the ENTER key. All generic
channels and fixtures will be
unpatched. The LCD returns to
the Patch Functions screen.
Exit Patch Functions
1.
Select the Exit option from the
Patch Functions screen.
2.
Press the ENTER key. The LCD
returns to the Desk Setup screen.
[EXIT]
***** WARNING ******
This may modify show
data - continue ?
[OK] {Cancel}
Select the OK or Cancel button as
required, then press the ENTER
button. The LCD returns to the
Desk Setup screen.
If the selection to be autopatched includes
generic channels and fixtures, they will be
patched in the following order:
1. Generic channels.
2. Brightness parts of composite fixtures.
3. Other parts of composite fixtures.
4. Other (non-composite) fixtures.
Frog Series 73-750-00 Issue 6
6-9
Super User
Remote Switches
Frog Screen
Timecode Setup
This option allows the user to globally
enable or disable the remote switches
and to configure each of the six remote
switches, as required.
This option allows the user to
configure each of the 130 soft buttons
in the Play Memories section of the
Frog Screen as required.
This function allows the user to set up
the SMPTE or MIDI timecode source
and frame rate.
The configuration options for each
remote switch are as follows:
The configuration options for each
Frog Screen Button are as follows:
•
•
•
•
•
•
None = No Action
Go = GO button push
Go Mem = Go to Memory
None = No Action
This is used when a show file created
on a Frog series desk is transferred
and then played back on a Frog Box,
using SMPTE or MIDI timecode signals
to trigger the memories.
Go = GO button push
1.
Go Mem = Go to Memory
Enabling and Configuring the
Remote Switches
Configuring the Frog Screen
Buttons
1.
1.
Select the Remote Switches
option from the Desk Setup
screen and press the ENTER key.
The Remote Switches screen is
displayed on the LCD:
* REMOTE SWITCHES *
Enabled:
< Yes >
Switch No: < 2
>
Action:
<Go Mem>v
Select the Frog Screen option
from the Desk Setup screen and
press the ENTER key. The Frog
Screen Buttons screen is
displayed on the LCD:
FROG SCREEN BUTTONS
Button No: < 1
>
Action:
<Go Mem>
Memory:
<
1s >v
2.
Use the up and down arrow keys
to move the cursor through the
fields as required.
2.
Use the up and down arrow keys
to move the cursor through the
fields as required.
3.
Use the + and - keys to adjust the
value in the selected field as
required.
3.
Use the + and - keys to adjust the
value in the selected field as
required.
Press the ENTER key to exit the
Remote Switches screen and
return to the Desk Setup screen.
4.
4.
Press the ENTER key to exit the
Frog Screen Buttons screen and
return to the Desk Setup screen.
Select the Timecode Setup option
from the Desk Setup screen and
press the ENTER key. The
Timecode Setup screen is
displayed on the LCD:
** TIMECODE SETUP **
Status:
<Enabled>
Source:
< SMPTE >
Frames/Sec:< 25
>
2.
Use the up and down arrow keys
to move the cursor through the
editable fields.
3.
Use the + and - keys to select the
required options in the Status,
Source and Frames/Sec fields.
4.
Press the ENTER key to exit the
Timecode Setup screen and
return to the Desk Setup screen.
Exit Desk Setup
1.
Select the Exit Desk Setup option
from the Desk Setup screen.
2.
If any changes have been made
to the Desk Setup, a warning
message is displayed on the LCD:
***** WARNING ******
Desk Setup Modified
Save Changes ?
[OK] {Cancel}
3.
Press the ENTER key to save the
changes, or select the Cancel
button and press ENTER to lose
the changes. The LCD returns to
the Super User screen.
If no changes have been made to
the Desk Setup, no warning is
displayed and the LCD returns to
the Super User screen.
6 - 10
Frog Series 73-750-00 Issue 6
Super User
Floppy Disk Functions
Load Show
Save Show
Select the Floppy Disk option from the
Super User screen and press the
ENTER key. The Floppy Disk screen is
shown on the LCD:
This function allows the user to load a
previously saved show onto the desk
from a floppy disk.
This function allows the user to save
the current show onto a floppy disk.
**** FLOPPY DISK ***
{Load Show}
{Save Show}
{Format Disk}v
1.
Ensure that a disk containing
show files is inserted into the
floppy disk drive.
2.
Select the Load Show option from
the Floppy Disk screen. The desk
reads the floppy disk and
searches for valid show files. The
LCD shows the following:
The Floppy Disk options are:
•
•
•
•
•
Load Show
Save Show
Format Disk
Load CFT
Exit.
Use the up and down arrow keys to
select the required option, then press
the ENTER key to activate that option.
3.
1.
Ensure that a formatted disk is
inserted into the floppy disk drive.
2.
Select the Save Show option from
the Floppy Disk screen. The LCD
shows the following:
***** LOAD SHOW ****
<
Show01.isf
>
< 10KB 5/2/2001
>
[Load[
{Cancel}
***** SAVE SHOW ****
If the disk contains several shows,
use the + and - keys to select the
required show.
An asterisk (*) is displayed next to
the show number if the file does
not exist on the floppy disk. The
Show No defaults to the first
available show on the disk.
Press the ENTER key to load the
show onto the desk. While the
show is loading, the LCD shows:
Loading Show01
Please Wait …
xx% Done.
[Cancel]
4.
The shows are identified by number
only and are stored on the floppy disk
as “Show01”, “Show02” etc..
Show No: < 1*>
[SAVE]
{Cancel}
3.
Use the + and - keys to select the
required show number (01 - 99).
4.
Press the ENTER key to save the
show to floppy disk.
5.
If the show already existson the
floppy disk, a warning is displayed
on the LCD:
When the show is loaded
successfully, the LCD shows:
Show already exists
Overwrite file ?
show01 Loaded
[OK]
5.
Press the ENTER key to return to
the Floppy Disk screen.
[OK]
{Cancel}
6.
Press the ENTER key to overwrite
the file.
7.
While the desk is saving the show
to floppy disk the LCD shows:
Saving Show01
Please Wait …
xx% Done.
[Cancel]
8.
When the show is loaded
successfully, the LCD shows:
Show01 Saved
[OK]
9.
Frog Series 73-750-00 Issue 6
Press the ENTER key to return to
the Floppy Disk screen.
6 - 11
Super User
Format Disk
Load CFT
Exit Floppy Disk Functions
1.
Ensure that a floppy disk is
inserted into the disk drive.
1.
Select the Exit option from the
Floppy Disk screen.
2.
Select the Format Disk option
from the Floppy Disk screen. The
LCD shows the following:
This function allows the user to replace
the Common Fixture Type (CFT) file on
the desk with a chosen CFT file from
floppy disk.
2.
Press the ENTER key. The LCD
returns to the Super User screen.
FORMAT DISK
Are you sure ?
[OK]
3.
1.
Ensure that a disk containing one
or more CFT files is inserted into
the floppy disk drive.
2.
Select the Load CFT option from
the Floppy Disk screen. The desk
will read the floppy disk and
searches for valid CFT files.
{Cancel}
Press the ENTER key. The LCD
shows:
When the disk has been read the
LCD shows the following, for
example:
Formatting Disk
Please Wait …
xx% Done.
[Cancel]
4.
***** LOAD CFT *****
<
mytypes
>
< 10KB 23/12/2001 >
[Load[
{Cancel}
When the formatting is complete,
the LCD will show:
3.
Disk Formatted.
[OK]
5.
4.
Press the ENTER key to return to
the Floppy Disk screen.
If the disk contains several CFT
files, use the + and - keys to
select the required file.
NOTES
Press the ENTER key to load the
CFT file onto the desk. A warning
is displayed on the LCD:
If there is no disk in the drive, no showfiles on
the disk, or the load fails for any reason, an
error message is displayed on the LCD.
***** WARNING ******
Overwrite the Common
Fixture Types ?
[Yes]
{No}
5.
Press the ENTER key to continue
with the operation.While the file is
loading, the LCD shows:
Loading CFT File
Please Wait …
xx% Done.
6.
When the file is loaded
successfully, the LCD shows:
Common Fixture Types
Loaded. Please reset
the desk to update
[OK]
6 - 12
Load Show
Show files are interchangeable between the
different lighting desks in the Frog series.
However, only relevant setup data, memories
etc. will be loaded from the show file. Data
which is not applicable to the desk will be
ignored.
For example - If a Fat Frog showfile is loaded
onto a Frog desk, all the fixture data in the
Desk Setup, DMX Patch, Memory and
Submaster data will be ignored. Only the
data for the 48 generic channels will be
loaded from the showfile.
Save Show and Format Disk
If there is no disk in the drive, the disk is
write protected, or the operation fails, an
error message is displayed on the LCD.
Load CFT
7.
Press the ENTER key to return to
the Floppy Disk screen.
8.
Exit from Super User.
The Load CFT option is not applicable on the
Frog desk.
9.
Turn the desk off and back on
to update the CFT file in the
desk.
If there is no disk in the drive, no CFT files on
the disk, or the load fails for any reason, an
error message is displayed on the LCD.
Frog Series 73-750-00 Issue 6
Super User
Clear/Reset Functions
Clear Submasters
Clear All
Select the Clear/Reset option from the
Super User screen and press the
ENTER key. The LCD shows:
This function clears all submasters.
This function clears all the memories,
submasters, palettes and fixture
groups on the desk.
1.
** CLEAR/RESET FNS *
{Clear Memories}
{Clear Submasters}
{Clear Palettes}
v
Clear Memories
Clear Submasters
2.
Press the ENTER key to confirm
the clear operation.
Clear Groups
Clear All
Clear Palettes
Clear to Default
This function clears all the
programmed palettes on the desk.
Exit
1.
Some of the Clear/Reset options are
not applicable on the Frog desk.
Use the up and down arrow keys to
select the required option, then press
the ENTER key to activate that option.
CLEAR PALETTES
Are you sure ?
Clear Memories
This function clears all the
programmed memories on the desk
and any submasters or SX buttons with
transferred memories.
Select the Clear Memories option
from the Clear/Reset screen, then
press the ENTER key. The LCD
shows the following:
[OK] {Cancel}
2.
Press the ENTER key to confirm
the clear operation.
Clear Groups
1.
Press the ENTER key to confirm
the clear operation.
Clear to Default
This function performs the following
actions:
•
•
•
•
•
1.
This function clears all the fixture
groups on the desk.
CLEAR MEMORIES
Are you sure ?
2.
[OK] {Cancel}
2.
Clear Palettes
Select the Clear All option from
the Clear/Reset screen, then
press the ENTER key. The LCD
shows the following:
CLEAR ALL
Are you sure ?
[OK] {Cancel}
Select the Clear Palettes option
from the Clear/Reset screen, then
press the ENTER key. The LCD
shows the following:
1.
1.
CLEAR SUBMASTERS
Are you sure ?
The Clear/Reset options are:
•
•
•
•
•
•
•
Select the Clear Submasters
option from the Clear/Reset
screen, then press the ENTER
key. The LCD shows:
The Clear All function (see above).
Resets the Desk Setup parameters
to their default values.
Resets the current lock code to
0000.
Resets the Program Mode to Full.
Loads the default setup onto the
desk.
Select the Clear to Default option
from the Clear/Reset screen, then
press the ENTER key. The LCD
shows the following:
CLEAR TO DEFAULT
Are you sure ?
Select the Clear Groups option
from the Clear/Reset screen, then
press the ENTER key. The LCD
shows the following:
[OK] {Cancel}
2.
Press the ENTER key to confirm
the operation.
[OK] {Cancel}
CLEAR GROUPS
Are you sure ?
Press the ENTER key to confirm
the clear operation.
[OK] {Cancel}
Exit Clear/Reset Functions
Press the ENTER key to confirm
the clear operation.
1.
2.
Frog Series 73-750-00 Issue 6
Select the Exit option from the
Clear/Reset screen, then press
the ENTER key. The LCD returns
to the Super User screen.
6 - 13
Super User
Illumination
Set Recovery Mode
Set Date & Time
This function allows the user to adjust
the brightness and contrast of the
LCD(s) on the desk.
This function allows the user to switch
Recovery mode on or off. For further
details on Recovery see chapter 7 .
The Set Date and Time function allows
the user to set the date and time on the
desk.
Setting the Recovery Mode
Setting the Date and Time
1.
1.
The Illumination options are:
•
•
•
•
•
Main LCD Brightness
Main LCD Contrast
Wheel LCD Brightness
Wheel LCD Contrast
*** SET RECOVERY ***
Recovery: <On >
Exit.
Setting the Illumination
1.
Select the Illumination option from
the Super User screen and press
the ENTER key. The LCD screen
shows the following:
*** ILLUMINATION ***
Main LCD B: <100%>
Main LCD C: <100%>
Wheel LCD B:<100%> v
2.
Use the up and down arrow keys
to select the required option.
3.
Use the + and - keys to adjust the
level as required (0 – 100%).
4.
To exit the Illumination screen,
press the ENTER key. The LCD
returns to the Super User screen.
6 - 14
Select the Set Recovery Mode
option from the Super User
screen and press the ENTER key.
The LCD shows the following:
** SET DATE & TIME *
Date: <dd :mm:yyyy>
Time: <hh:mm:ss>
[SET] {CANCEL}
[Exit]
2.
Use the + and - keys to set
recovery to On or Off.
3.
Press the ENTER key to exit the
Set Recovery screen and return
to the Super User screen.
Select the Set Date & Time option
from the Super User screen, then
press the ENTER key. The LCD
shows the following:
2.
Use the up and down arrow keys
to select the field to adjust.
The Date consists of three fields
(day, month, year).
The Time consists of three fields
(hours, minutes, seconds).
3.
Use the + and - keys to adjust the
selected field.
4.
Press the ENTER key to set the
date and time to the values shown
on the LCD. The LCD returns to
the Super User screen.
Frog Series 73-750-00 Issue 6
Super User
Set Lock Code
Desk Information
Reset DMX
This function allows the user to set the
lock code for the desk. See page 7-3
for details on the lock function.
This Super User function provides the
following desk information on the main
LCD screen:
This function resets the DMX outputs
for a few seconds, then returns them to
their previous output values.
Setting the Lock Code
•
Resetting the DMX
1.
Select the Set Lock Code option
from the Super User screen and
press the ENTER key. The
following is displayed on the LCD:
Enter current lock
code using submaster
flash buttons:
[OK] {Cancel}
2.
3.
The full serial number of the desk.
•
The version of the operating system
software installed in the desk.
•
The version number of the BIOS in the
desk.
As each digit is entered, it
appears on line 3 of the LCD. For
example, if the code was 1234:
The status of the internal battery. This
normally shows “OK”. If it says “FAIL”
contact your dealer or Zero 88.
Enter current lock
code using submaster
flash buttons: 1234
[OK] {Cancel}
•
CURRENT SHOW
The show number and date if the show
on the desk was originally loaded from
floppy disk.
Reading the Desk Information
1.
If an incorrect code is entered,
an error message is displayed on
the LCD.
5.
BATTERY STATUS
Select the Desk Information
option from the Super User
screen and press the ENTER key.
The LCD shows the following:
Select the Reset DMX option from
the Super User screen and press
the ENTER key. The LCD shows
the following:
***** RESET DMX ****
Do you wish to
reset the DMX?
{OK} {Cancel}
BIOS VERSION
•
Press the ENTER key. If the
correct code is entered, the
following is displayed on the LCD:
1.
SOFTWARE VERSION
Enter the current 4 digit lock code
using SUBMASTER FLASH
buttons 1 - 10.
Enter new lock
code using submaster
flash buttons:
[OK] {Cancel}
4.
SERIAL NUMBER
2.
Press the ENTER key to reset the
DMX, or select the Cancel button
and press ENTER to cancel. The
LCD returns to the Super User
screen.
Exiting Super User
Select the Exit Super User option from
the Super User screen, as shown
below:
**** SUPER USER ****
{Illumination}
^
{Set Date & Time}
{Exit Super User}
Press the ENTER key. The LCD
returns to the Memories screen.
* DESK INFORMATION *
Serial Number
^
xxxxxxx xxxxxxxx
v
[EXIT]
Enter a new 4 digit lock code
using the SUBMASTER FLASH
buttons. As each digit is entered,
it appears on line 3 of the LCD.
2.
Press the ENTER key. A
confirmation message is
displayed on the LCD:
Use the up or down arrow keys to
cycle through the various desk
information described above.
3.
Press the ENTER key to exit the
Desk Information screen and
return to the Super User screen.
New Lock Code Set
[OK]
6.
Press the ENTER key to clear the
message and return to the Desk
Setup screen.
Frog Series 73-750-00 Issue 6
6 - 15
Super User
6 - 16
Frog Series 73-750-00 Issue 6
Figure 7 - 1: Fat Frog Lighting Desk
Other Features
Introduction
This chapter covers the following
features and miscellaneous items
which are available on the Frog series
of lighting control desks:
•
•
•
•
•
•
•
•
•
Viewing Outputs
Lock Function
FROG Function
Palettes
Fixture Groups
Monitor Screens
External Keyboard
Recovery Mode
Upgrading Software
For news, views and
the latest software
visit our dedicated
Frog web site at
www.frogsupport.com
Frog Series 73-750-00 Issue 6
7-1
Other Features
Figure 7 - 2: Front Panel - Memory Control Section
Viewing Outputs
Desk Channel Outputs
DMX Outputs
The OUTPUTS button allows the user
to view the current desk channel
outputs (generic and fixture channels),
or the DMX channel outputs on the
main LCD display.
1.
1.
Press the OUTPUTS button on
the front panel. The LCD display
changes to the following:
View O/P <Desk Chan>
CHAN 1
100
CHAN 2
75
CHAN 3
50 v
Bull Frog - The DMX outputs for
universe A or universe B can be
displayed on the LCD.
2.
Use the up and down arrow keys
to view the current outputs of the
generic channels (in %).
3.
If fixtures have been assigned,
the current output values for the
fixture parameters are shown
after the list of generic channels.
They are displayed as fixture
number, parameter name and
DMX value. For example:
View
Fix
Fix
Fix
4.
7-2
O/P <Desk Chan>
1 Cyan
128 ^
1 Magenta 255
1 Yellow
0 v
Press the OUTPUTS button on
the front panel. The LCD display
changes to the following:
View O/P <Desk Chan>
CHAN 1
100
CHAN 2
75
CHAN 3
50 v
2.
Use the + or - keys to change the
View O/P field on the LCD to
DMX ( DMX A or DMX B on the
Bull Frog and Mambo Frog). The
LCD display changes to the
following:
View O/P <
1
2
3
3.
DMX
>
255
128
200 v
Use the up and down arrow keys
to view the current outputs on the
DMX channels (1 - 512).
Use the up and down arrow keys
to view the current outputs of the
fixture channels. The output levels
are shown as DMX (0-255).
Frog Series 73-750-00 Issue 6
Other Features
Figure 7 - 3: Other Controls including Lock Button
Lock Function
Locking the Desk
Unlocking the Desk
When the desk is locked (indicated by
the red light in the LOCK button), all of
the editing facilities are disabled and
none of the desk setup, memory or
submaster data can be modified.
1.
1.
**** LOCK DESK *****
Enter code using s/m
flash buttons:
[OK] {Cancel}
Programmed memories can still be run
as normal from the memory stack
(using the Playback X controls).
Programmed submasters still output
their data as normal.
To lock the desk, press the LOCK
button on the front panel. The
LCD shows the following:
2.
Enter the current lock code using
the SUBMASTER FLASH buttons
(submaster 10 represents 0).
To unlock the desk, press the
LOCK button on the front panel.
The LCD shows the following:
*** UNLOCK DESK ****
Enter code using s/m
flash buttons:
[OK] {Cancel}
2.
Enter the current lock code using
the SUBMASTER FLASH buttons
(submaster 10 represents 0).
Programmed palettes can still be
output when the desk is locked.
As each digit is entered, a ‘*’ is
displayed on the LCD:
As each digit is entered, a ‘*’ is
displayed on the LCD:
The editing facilities can only be
enabled by unlocking the desk.
**** LOCK DESK *****
Enter code using s/m
flash buttons: ****
[OK] {Cancel}
*** UNLOCK DESK ****
Enter code using s/m
flash buttons: ****
[OK] {Cancel}
The SUBMASTER FLASH buttons are
used to enter the 4 digit code required
when locking or unlocking the desk.
During these operations, the normal
flash functions are disabled.
The default lock code for the desk is
0000. The lock code for the desk can
be changed in Super User.
Each individual desk also has its own
unique code which will unlock the
desk. Contact your dealer or Zero 88
for further information.
Frog Series 73-750-00 Issue 6
3.
Press the ENTER key to complete
the operation.
3.
Press the ENTER key to complete
the operation.
If the correct code is entered, the
desk is locked and the light in the
LOCK button is illuminated.
If the correct code is entered, the
desk is unlocked and the light in
the LOCK button is turned off.
If the wrong lock code is entered,
an error message is displayed on
the LCD.
If the wrong code is entered, an
error message is displayed on the
LCD.
7-3
Other Features
FROG Function
FROG Output Values
FROG Function Parameters
The Fixture Random Output Generator
(FROG) function is a special feature on
the desks which affects the outputs of
the colour, beamshape and position
fixture channels.
The desk generates 16 different FROG
values for each of the three LTP
attributes (Colour, Beamshape and
Position).
The following parameters control the
behaviour of fixture channels which are
outputting FROG values.
The user can choose which fixture
channels will output random FROG
values by selecting the required
fixture(s) and attribute (Colour,
Beamshape or Position).
The FROG function only applies to
LTP fixture channels and does not
affect the generic or fixture Brightness
channels on the desk.
The FROG function can be used as a
“live” feature to generate random
outputs on selected fixture channels.
It is also possible to set up fixture
channels to output random FROG
values rather than specific values,
when programming fixture channel
data in memories or submasters.
Therefore, when the memory or
channel data is output via Playback X
or a submaster, the speciallly marked
channels output a random FROG value
rather than a programmed value.
The attributes Colour and Beamshape
can be set to snap or fade between
their FROG values, and have their
minimum and maximum values
adjusted, if required.
With Position, the action and minimum
and maximum FROG values can be
set separately for Pan and Tilt.
The FROG function can be set to
automatic, with an adjustable speed,
manual, with an adjustable fade time,
or Sound to Light, where the trigger is
provided by the bass beat of an audio
signal (Bullfrog only).
Manual mode allows the user to step
through the FROG values using the
STEP button on the front panel.
These FROG values apply to all
fixtures and will therefore give different
results with different fixture types.
The minimum and maximum FROG
values for each attribute have been
designed, as far as possible, to avoid
activating Reset or Lamp on/off
functions and extreme positions.
The minimum and maximum FROG
values for each attribute can be
adjusted by the user, if required.
All LTP fixture channels (including
control channels etc.) can be set to
output FROG values, if required.
When a fixture channel is outputting
FROG values, it goes through the 16
pre-defined values in a random order.
Each fixture parameter has its own
independent FROG value chosen at
random from the 16 values for the
corresponding attribute.
However, fixtures of the same type will
all output the same FROG values on
corresponding channels.
For example - If a fixture has CMY
mixing, each of the colour parameters
(Cyan, Magenta, Yellow) would output
its own FROG value. If all three colour
channels were outputting FROG
values this would give a total of 4096
different possible colour combinations.
If the corresponding channels for
several fixtures of the same type were
outputting FROG values, they would all
be outputting the same colours, gobos,
positions etc.
Mode - Manual, Auto, Sound to Light.
Speed - In Auto mode, the Speed
determines the rate at which each new
FROG value is output (1 - 100).
Fade Time - In Manual or Sound to
Light mode, the Fade Time defines the
time taken to fade to the next FROG
value when the STEP button is
pressed, or a bass beat is received
from the audio signal (0 - 10 secs).
Colour Action - Snap or Fade Colour channel behaviour going from
one FROG value to the next.
Colour Minimum - the minimum
FROG value for Colour (0-255).
Colour Maximum - the maximum
FROG value for Colour (0-255).
Beamshape Action - Snap or Fade Beamshape channel behaviour going
from one FROG value to the next.
Beamshape Minimum - the minimum
FROG value for Beamshape (0-255).
Beamshape Maximum - the maximum
FROG value for Beamshape (0-255).
Pan Action - Snap or Fade behaviour of Pan when going from one
FROG value to the next.
Pan Minimum - the minimum FROG
value for Pan (0-255).
Pan Maximum - the maximum FROG
value for Pan (0-255).
Tilt Action - Snap or Fade - behaviour
of Tilt when going from one FROG
value to the next.
Tilt Minimum - the minimum FROG
value for Tilt (0-255).
Tilt Maximum - the maximum FROG
value for Tilt (0-255).
7-4
Frog Series 73-750-00 Issue 6
Other Features
FROG Function - LCD Display
The FROG function parameters
described in the previous section are
adjustable from the FROG Function
screen on the main LCD.
The FROG function parameters are
stored as part of the show data.
To display the FROG Function screen
press the FROG SCREEN button on
the front panel. The red light in the
FROG SCREEN button comes on.
Setting Fixture Channels to
Output FROG Values
Programming Fixture
Channel Data
The method for setting fixture channels
to output FROG values is as follows:
Fixture channels may be set to output
FROG values instead of a normal fixed
value when programming memories or
channel data onto submasters.
1.
The red lights in the buttons
indicate the selected fixture(s).
2.
The FROG Function screen contains
all the FROG function parameters.
Use the up and down arrow keys to
select a FROG function parameter.
Use the + and - keys to adjust the
selected FROG function parameter.
For example:
*** FROG FUNCTION
Mode:
< Auto
Speed:
< 100
Col Action:< Snap
**
>
>
>v
Pressing the + or - key would switch
the Mode between Manual, Auto and
Sound to Light.
Press the down arrow key several
times to move the flashing cursor onto
another FROG function parameter, for
example:
***
Col
Col
Col
FROG FUNCTION
Action:< Snap
Min:
< 100
Max:
< 170
**
>^
>
>v
Pressing the + or - key would toggle
the Colour Action between Snap and
Fade.
To exit the FROG Function screen and
return to the Memories, Submasters or
Outputs screen on the LCD, press the
FROG SCREEN button on the front
panel. The light in the FROG SCREEN
button goes out.
Use the FIXTURE SELECTION
BUTTONS to select the required
fixture(s).
Press one of the attribute
selection buttons (COLOUR,
BEAMSHAPE or POSITION) to
select the required attribute.
The red lights in the buttons show
which attribute is selected.
3.
Press the FROG button. This sets
all the channels for the selected
fixture(s) and attribute to output
their current FROG values.
The Wheel LCD changes to show
FROG under each parameter
name instead of its normal value.
The subsequent outputs of the affected
channels is then determined by the
FROG function parameters.
The affected channels will continue to
output their FROG values until told to
do otherwise (by pressing the GO
button, raising a submaster containing
channel data or a memory above its
LTP trigger level, or stopped manually
with the control wheel - see below).
For example - select fixtures 1,2 and 3,
select POSITION, then press the
FROG button. All the Position channels
for fixtures 1,2 and 3 will output their
FROG values.
To set other channels for the selected
fixtures to output FROG values - press
a different attribute selection button,
then press the FROG button.
To set channels from other fixtures to
output FROG values - repeat the
above procedure.
To stop a fixture channel from
outputting FROG values - select the
required fixture and attribute, then
move the corresponding control wheel.
The WHEEL LCD will return to
showing the normal output value for
the channel.
Frog Series 73-750-00 Issue 6
Set the required fixture channels to
output FROG values using the method
described earlier, before pressing the
PROGRAM button to save the data to
the memory or submaster.
Editing Fixture Channel Data
Fixture channels may be changed from
normal values to FROG values or vice
versa when editing memories or
channel data on submasters.
The required fixture channels are set to
normal values or FROG values using
the methods described earlier.
Previewing Fixture Channels
When previewing a scene memory,
chase memory or channel data on a
submaster, the programmed value for
each fixture parameter is shown after
the list of generic channels.
If the channel has been programmed
as a FROG value rather than a specific
value, the LCD will show FRG instead
of the normal value.
Example 1 - Previewing a Scene:
Preview Memory 23
Fix 1 Cyan
FRG^
Fix 1 Magenta FRG
Fix 1 Yellow
FRGv
Example 2 - Previewing a Chase:
PrevMem 49 Step
Fix 1 Cyan
Fix 1 Magenta
Fix 1 Yellow
< 1>
FRG^
FRG
FRGv
Example 3 - Previewing Channel Data
on a Submaster:
Preview Sub 5-7
(Channel Data)
Fix 1 Cyan
FRG^
Fix 1 Magenta FRGv
7-5
Other Features
Palettes
Programming a Palette
Naming a Palette
The Fat Frog desk provides three
palette libraries (Colour, Beamshape
and Position), each containing 24
user-programmable palettes.
The following method describes how to
program a Colour palette. The same
method applies to programming
Beamshape and Position palettes.
A text description (name) can be given
to a programmed palette, if required.
The palette name only appears on the
monitor screen.
The Leap Frog desk provides three
palette libraries (Colour, Beamshape
and Position), each containing 24
user-programmable palettes.
1.
Use the FIXTURE SELECTION
buttons to select the required
fixture(s).
1.
Ensure that the main LCD is
showing one of the base screens
(Memories, Submasters,Outputs).
2.
Press the COLOUR button.
The WHEEL LCD shows the
appropriate colour parameters.
2.
Press the F2 FUNCTION key.
The LCD changes to the
following:
3.
Use the control wheels to adjust
the fixture channels to the
required levels.
4.
Repeat steps 1 - 3 for additional
fixtures, if required.
5.
If programming in Partial mode,
ensure that all the fixtures to be
programmed in the palette are
“tagged”.
6.
Press and hold down the
COLOUR button.
The Bull Frog desk provides three
palette libraries (Colour, Beamshape
and Position), each containing 48
user-programmable palettes.
A palette contains fixture channel
levels for a single attribute (eg Colour),
and can be referenced from memories
or submaster channel data.
Editing a palette will therefore affect all
the memories and submasters which
reference that palette.
Palettes can also be output live for
quick hands-on operation of fixtures
(eg select fixtures 1-6 and change
them all to red).
Initially, or after being cleared, palettes
will be “unprogrammed”. This applies
in both Full and Partial Mode.
This turns the CHANNEL FLASH
buttons into palette selection
buttons. The red lights in the
CHANNEL FLASH buttons
indicate which palettes are
already programmed (if any).
**** Name Item *****
Select type of item
to name ...
[Cancel]
3.
Select the required attribute by
pressing the COLOUR,
BEAMSHHAPE or POSITION
button. The LCD changes to the
following:
**** Name Item *****
Select colour
palette to name ...
[Cancel]
4.
Select the required palette by
pressing the corresponding
palette selection button.The
selected palette is shown on the
main LCD:
7.
Press and hold down the required
palette selection button for
approximately 1 second.
8.
If the selected palette is empty,
the red light in the button comes
on. Release the COLOUR and
palette selection buttons. The
palette is now programmed.
5.
9.
If the selected palette is
programmed - the red light in the
button flashes and the LCD
shows the following:
Use the up and down keys to
move the cursor, and the + and keys to enter the text (or use
external keyboard, if fitted).
6.
Press the ENTER key to complete
the naming action. The LCD
returns to the previous screen.
Colour Palette xx
**** Name Item *****
Colour Palette 23
<_
>
[OK] {Cancel}
{PRG} {CLR} [CANCEL]
10. Release the COLOUR and palette
selection buttons. To program the
palette, press the PROGRAM
button on the front panel, or use
the cursor keys to select the PRG
button and press the ENTER key
7-6
Frog Series 73-750-00 Issue 6
Other Features
Programming Fixtures
Editing Fixture Channel Data
Outputting Palettes Live
Once a palette has been programmed,
it can be used (or referenced) when
programming memories or submaster
channel data.
Fixture channels may be changed from
normal values to palette references or
vice versa when editing memories or
channel data on submasters.
To output a Colour, Beamshape or
Position palette live.
The following method describes how to
reference a Colour palette. The same
method applies to Beamshape and
Position palettes.
The required fixture channels are set to
normal values or palette references
using the methods described earlier.
1.
Select an unprogrammed memory
or submaster as required.
2.
Use the FIXTURE SELECTION
buttons to select the required
fixture(s).
3.
Press and hold down the
COLOUR attribute button.
4.
When previewing a scene memory,
chase memory or channel data on a
submaster, the programmed value for
each fixture parameter is shown on the
LCD.
If a channel has been programmed as
a palette reference rather than a
specific value, the LCD will show the
palette number instead of the normal
DMX value.
Press the required palette
selection button. This sets all the
channels for the for the selected
fixtures and attribute to reference
the selected palette.
Example 1 - Previewing a Scene:
5.
Repeat steps 1 - 4 for additional
fixtures and attributes, as
required.
6.
Press the PROGRAM button to
save the channel data into the
memory or submaster.
Use the FIXTURE SELECTION
buttons to select the required
fixture(s).
2.
Press and hold down the
COLOUR, BEAMSHAPE or
POSITION button, as required.
Previewing Fixture Channels
This turns the CHANNEL FLASH
buttons into palette selection
buttons. The red lights in the
CHANNEL FLASH buttons
indicate the programmed palettes.
The palette reference (eg “P12”)
is displayed under the parameter
names on the WHEEL LCD in
place of the normal DMX values.
1.
Preview Memory 23
Fix 1 Cyan
P12^
Fix 1 Magenta P12
Fix 1 Yellow
P12v
Example 2 - Previewing a Chase:
PrevMem 49 Step
Fix 1 Cyan
Fix 1 Magenta
Fix 1 Yellow
< 1>
P17^
P17
P17v
Example 3 - Previewing Channel Data
on a Submaster:
This turns the CHANNEL FLASH
buttons into palette selection
buttons. The red lights in the
CHANNEL FLASH buttons
indicate the programmed palettes.
3.
Palette Lock
Hold F1 down and press the COLOUR,
BEAMSHAPE or POSITION button.
This locks the CHANNEL FLASH
buttons to operate as palette selection
buttons. The light in F1 is lit.
Press COLOUR, BEAMSHAPE or
POSITION to swap between the
different palettes.
Press F1 to unlock the palettes.
Clearing a Palette
1.
Press and hold down the
appropriate attribute button. This
turns the CHANNEL FLASH
buttons into palette selection
buttons. The red lights in the
CHANNEL FLASH buttons
indicate which palettes are
already programmed (if any).
2.
Press and hold down the required
palette selection button for
approx. 1 second, until the red
light in the button flashes, and the
LCD changes to the following:
Preview Sub 5-7
(Channel Data)
Fix 1 Cyan
P10^
Fix 1 Magenta P10v
Notes
Programming in Partial Mode
When a fixture’s parameters are associated
with a palette, the fixture is automatically
“tagged”.
Colour Palette xx
Fixture parameters which reference a palette
can be dereferenced by moving the
corresponding control wheel.
When referencing a palette, the parameters
of any selected fixtures not programmed in
the palette will remain at their current
output values.
Frog Series 73-750-00 Issue 6
Press the required palette
selection button. This sets all the
channels for the selected
fixture(s) and attribute to the
palette values.
{PRG} {CLR} [CANCEL]
3.
Release the attribute and palette
selection buttons. Press the
CLEAR button on the front panel,
or use the cursor keys to select
the CLR button and press the
ENTER key
7-7
Other Features
Fixture Groups
Naming a Fixture Group
Selecting a Fixture Group
The Fat Frog desk provides 24 user
programmable fixture groups.
A text description (name) can be given
to a programmed fixture group.
The Leap Frog desk provides 24 user
programmable fixture groups.
The fixture group name only appears
on the monitor screen.
When fixture groups have been
programmed, they can be used as a
quick way of selecting fixtures when
programming palettes, memories etc.
The Bull Frog desk provides 48 user
programmable fixture groups.
1.
Each group can be programmed with
any combination of fixtures.
Ensure that the main LCD is
showing one of the base screens
(Memories, Submasters,Outputs).
Selecting a group using the following
method will deselect any currently
selected fixtures and select the fixtures
in the chosen group.
2.
Press the F2 FUNCTION key.
The LCD changes to the
following:
1.
Fixture groups may be given a name
(text description), if required.
Programming a Fixture Group
1.
2.
3.
4.
This turns the CHANNEL FLASH
buttons into group selection
buttons. The red lights in the
CHANNEL FLASH buttons
indicate the programmed groups.
3.
4.
5.
If the selected fixture group is
programmed the red light in the
button flashes and the LCD
shows the following:
Fixture Group xx
{PRG} {CLR} [CANCEL]
6.
Select the required fixture group
by pressing the corresponding
group selection button.The
selected group is shown on the
main LCD, for example:
**** Name Item *****
Fixture Group 12
<_
>
[OK] {Cancel}
Press and hold down the required
group selection button for
approximately 1 second.
If the fixture group is empty the
red light in the button comes on.
Release the GROUP and group
selection buttons. The fixture
group is now programmed.
Press the GROUP button. The
LCD changes to the following:
**** Name Item *****
Select fixture group
to name ...
[Cancel]
Use the FIXTURE SELECTION
buttons to select the required
fixtures.
Press and hold down the GROUP
button (F4 on the Fat Frog).
This turns the CHANNEL FLASH
buttons into group selection
buttons. The red lights in the
buttons indicate the programmed
fixture groups.
**** Name Item *****
Select type of item
to name ...
[Cancel]
Details of which fixtures have been
programmed into the fixture groups
can be seen on the monitor screen.
5.
Use the up and down keys to
move the cursor, and the + and keys to enter the text (or use
external keyboard, if fitted).
6.
Press the ENTER key to complete
the naming action. The LCD
returns to the previous screen.
Press and hold down the GROUP
button (F4 on the Fat Frog).
2.
Press the required group
selection button.
3.
Release the GROUP button.
Clearing a Fixture Group
1.
Press and hold down the GROUP
button (F4 on the Fat Frog).
This turns the CHANNEL FLASH
buttons into group selection
buttons. The red lights in the
CHANNEL FLASH buttons
indicate which groups are already
programmed (if any).
2.
Press and hold down the required
group selection button for approx.
1 second, until the red light in the
button flashes, and the LCD
changes to the following:
Fixture Group xx
{PRG} {CLR} [CANCEL]
3.
Release the GROUP and group
selection buttons. To clear the
group, press the CLEAR button
on the front panel, or use the
cursor keys to select the CLR
button and press the ENTER key
Release the GROUP and group
selection buttons. To program the
group, press the PROGRAM
button on the front panel, or use
the cursor keys to select the PRG
button and press the ENTER key.
7-8
Frog Series 73-750-00 Issue 6
Other Features
Figure 7 - 4 : Playback Status and Information (Monitor)
Monitor Displays
Locking Monitor Screens
Status and Information
The Frog series of lighting desks have
a video output socket fitted which is
used for displaying various data and
information on a monitor screen.
The FUNCTION button F1 is used as
the “Monitor Functions” button.
The bottom section of the monitor
screen always shows the following
Playback Status and Information (PSI).
The monitor display is text only and
has a resolution of 80 characters wide
by 50 lines high.
The monitor is for the display of
information only; the desk software is
driven and controlled by the controls
on the front panel.
Selection and Navigation
In normal operation the monitor display
will “follow” the Main LCD on the front
panel and display the corresponding
screen or popup window.
The main monitor screens can be
selected and locked by holding down
the F1 button and then pressing a front
panel button as shown below:
MEMORIES - Memories Screen
SUBMASTERS -Submasters Screen
OUTPUTS - Outputs Screen
FIXTURE SEL- Fixture O/P Screen
COLOUR* - Palette Screen (Col)
BEAMSHAPE* - Palette Screen (B/S)
POSITION* - Palette Screen (Pos)
GROUP - Fixture Groups Screen
When the monitor screen is locked, the
red light in the F1 button is lit, and
“SCR LOCKED” is displayed in the
PSI section of the monitor screen.
Playback X - The current and next
memory numbers, fade times, dwell
time and trigger for the next memory.
Submasters - Current page number,
and indication of status of each
physical submaster.The colour of the
page number indicates its status:
Level = 0
Level Fading Up/Down
Level > 0 (current page)
Level > 0 (overlaid)
Grey
Red
Green
Orange
Fixture “Virtual” Presets - The
current level of the “virtual” preset
fader for each of the fixtures.
Fixture Edit Modes - The current
fixture edit modes for the attributes.
Grand Master - The current level of
the GRAND MASTER fader (in %).
Pressing the F1 button again unlocks
the monitor screen.
Blackout - When blackout is active,
the text “BLACKOUT” is displayed
flashing in the Grand Master field.
* Locking any of the palette screens on
the monitor also locks the CHANNEL
FLASH buttons to operate as palette
selection buttons.
Monitor Screen Lock - When the
monitor screen is locked, the text
“SCR LOCKED” is displayed.
Clock - The current time and date in
the format HH:MM:SS DD/MM/YYYY.
Frog Series 73-750-00 Issue 6
7-9
Other Features
Figure 7 - 5 : Memories Screen (Monitor)
Memories Screen
Submasters Screen
Preview Screen
The Memories screen on the monitor
shows a section of the memory stack
(approximately 35 memories).
The Submasters screen on the monitor
shows the data for all submasters on
the current page (as indicated by the
PAGE display on the front panel).
The Preview screen is displayed on the
monitor whenever a memory or
submaster is previewed.
Each line of the monitor display shows
the data for a single memory (number,
name, shots, fade times, LTP actions,
dwell time, trigger and jump).
The Shot field contains “SC” for a
programmed scene, “Cxxx” for a
programmed chase, where xxx is the
number of shots (0 - 255) and blank if
the memory is unprogrammed.
If the LTP attribute is programmed in
the memory, the LTP action field
shows S (snap) or F (Fade), otherwise
the field is left blank.
Each line of the monitor display shows
the data for a single submaster
(number, name, contents, shot, HTP
and LTP fade times, LTP actions and
LTP trigger level).
The Contents field shows if the
submaster is unprogrammed (EMPTY),
loaded with channel data (CH DATA),
or has a transferred memory (MEM x).
The Shot field is only applicable if the
submaster contains a transferred
chase memory.
The Trigger field shows if the memory
trigger is Go (Go), Automatic (Auto),
Real Time (R/T HH:MM:SS), SMPTE
Timecode (SHH:MM:SS:FF) or MIDI
Timecode (MHH:MM:SS:FF).
If the LTP attribute is programmed in
the channel data or transferred
memory, the LTP action field shows
S (snap) or F (Fade), otherwise the
field is blank.
Any jumps programmed into the
memory stack are shown in the Jump
column on the Memories screen.
The LTP TL field shows the LTP
Trigger Level for the individual
submaster.
This monitor screen is not lockable.
The format of the data is the same as
the Desk Channel Outputs screen,
except that it shows the programmed
levels of the generic and fixture
channels rather than the current output
levels.
Fixture channels which are
unprogrammed, set to FROG values,
or reference a palette are shown as
“---”, “FRG” and “Pnn” respectively.
The Current memory is highlighted in
green and the Next memory is
highlighted in yellow.
The Memories screen on the monitor
“follows” the Next memory as shown
on the main LCD.
7 - 10
Frog Series 73-750-00 Issue 6
Other Features
Figure 7 - 6: Desk Channel Outputs Screen (Monitor)
Outputs Screen
Desk Channel Outputs
Fixture Outputs Screen
The Outputs screen on the monitor
shows either the desk channel outputs
(generic and fixture channels), or the
DMX outputs depending on the current
option shown on the main LCD.
The Desk Channel Outputs screen is
divided into three main sections as
described below:
Fat Frog - This screen shows all the
fixture parameter output values for
fixtures 1-12.
Generic Channels - This section
shows the current output levels of each
of the generic channels, displayed as a
percentage. The output levels are
colour coded as follows:
Leap Frog and Bull Frog - This
screen shows all the fixture parameter
output values for 12 consecutive
fixtures starting at the fixture specified
by the user.
Level rising
Level falling
Level static
For example, press and hold F1 then
press FIXTURE SELECTION button 7.
The Fixture Outputs Screen will show
the parameter output values for fixtures
7-18 inclusive.
DMX Outputs
This screen shows the current output
levels for DMX channels 1 - 512.
Frog - The DMX output levels for
universe A.
Fat Frog - The DMX output levels for
universe A.
Leap Frog - The DMX output levels for
universe A.
Bull Frog - The DMX output levels for
either universe A or universe B.
The DMX output levels are colour
coded as follows:
Level rising
Level falling
Level static
Green background
Red background
Grey text.
Green background
Red background
Grey text
Fixture Brightness Channels - This
section shows the current output levels
of the fixture brightness channels,
displayed as a percentage. The output
levels are colour coded as follows:
Level rising
Level falling
Level static
Green background
Red background
Grey text
Primary Selected Fixture - This
section shows the current output levels
for all the parameters of the “Primary”
selected fixture. If no fixtures are
currently selected, this section is blank.
The Brightness parameter is shown as
a percentage; all other parameters are
shown as DMX values (0-255).
If a fixture parameter is 16 bit, it is
shown on the monitor screen as
coarse and fine values (eg 123-100).
The fixture parameters currently
assigned to the control wheels are
highlighted on the monitor screen.
Frog Series 73-750-00 Issue 6
The output values of Brightness
parameters are displayed as a
percentage. All brightness parameters
are displayed as “Dimmer” regardless
of their actual name in the fixture data.
The output values of Colour,
Beamshape and Position parameters
are displayed as DMX values (0-255).
Any 16-bit parameters are split over
two lines, the first line showing the
Coarse (or MSB) value, the second
line showing the Fine (or LSB) value.
The fixture parameters are grouped
into their respective attributes and
displayed in the following order:
Brightness (dimmer), Position, Colour,
Beamshape.
Each attribute has a different
background colour on the monitor
screen.
7 - 11
Other Features
Figure 7 - 7: Auto Patch Screen (Monitor)
Super User Screens
Manual Patch Screen
Save Show Screen
This section covers the monitor
screens corresponding to the various
functions within Super User. These
screens are not lockable.
This screen is displayed on the monitor
when the user is in the Manual Patch
section of Desk Setup.
This screen is displayed when the user
is doing a Save Show operation.
Where a screen is not defined for a
particular section within Super User,
the monitor screen displays the same
data as the main LCD.
Memory Defaults Screen
This screen is displayed on the monitor
when in the Memory Defaults section
of Desk Setup. The screen shows all
the current memory default values.
The screen shows the DMX
address(es) that each generic channel
and fixture are currently patched to.
Auto Patch Screen
This screen is displayed on the monitor
when the user is in the Auto Patch
section of Desk Setup.
A coded DMX map shows the status of
each DMX address as follows:
Submaster Defaults Screen
Cnn
Fnn
---
This screen is displayed on the monitor
when in the Submaster Defaults
section of Desk Setup. The screen
shows all the current submaster default
values.
A coloured block indicates where the
selected channels and fixtures will be
patched according to the start address
shown on the main LCD.
Assign Fixtures Screen
Load Show Screen
This screen is displayed on the monitor
when the user is in the Assign Fixtures
section of Desk Setup.
This screen is displayed when the user
is doing a Load Show operation.
The screen shows the fixture type
currently assigned to each fixture.
7 - 12
Generic channel nn patched
Fixture nn patched
Address not patched
The screen shows a list of valid show
files found on the floppy disk, together
with their size (in kBytes) and dates.
Illumination Screen
This screen is displayed on the monitor
when the user is in the Illumination
section of Super User.
This screen shows the current
brightness and contrast levels of the
Main LCD and Wheel LCD.
Desk Information Screen
This screen is displayed on the monitor
when in the Desk Information section
of Super User.
This screen shows the desk serial
number, operating software version,
BIOS version, battery status and
current show.
The screen shows a list of valid show
files found on the floppy disk, together
with their size (in kBytes) and dates.
Frog Series 73-750-00 Issue 6
Other Features
Figure 7 - 8: Colour Palettes Screen (Monitor)
FROG Function Screen
Palette Screens
Fixture Groups Screen
This screen is displayed on the monitor
when the FROG Function screen is
displayed on the Main LCD.
There is a separate monitor palette
screen for each of the LTP attributes
(Colour, Beamshape and Position).
There is no equivalent Fixture Groups
screen on the Main LCD.
This screen is not lockable.
To display and lock a palette screen on
the monitor - hold down the F1 button
and then press the COLOUR,
BEAMSHAPE or POSITION button.
This screen shows the current FROG
Function parameters (Mode, Speed,
Colour Action, Colour Minimum etc.).
This action also locks the CHANNEL
FLASH buttons on the front panel to
operate as the corresponding palette
selection buttons.
To display a palette screen temporarily
on the monitor, hold down the
COLOUR, BEAMSHAPE or POSITION
button, as required. The palette screen
will disappear from the monitor on
release of the attribute button.
The palette screen shows the number
and name of the palettes for the
selected attribute.
Unprogrammed palettes have an
asterisk (*) displayed next to their
palette number.
To display and lock the Fixture Groups
screen on the monitor, hold the F1
button down and then press the
GROUP button (F4 on Fat Frog).
To display the Fixture Groups screen
temporarily on the monitor, hold down
the GROUP button (F4 on Fat Frog).
The Fixture Groups screen disappears
on release of the GROUP button.
The Fixture Groups screen shows the
number and name of the groups
together with which fixtures are
selected in each group.
The “Primary” fixture in the group is
indicated by a ‘P’, the other fixtures in
the group are indicated by an ‘X’.
Unprogrammed fixture groups have an
asterisk (*) displayed next to their
group number.
Note
Fixture Groups Screen (Bull Frog)
Hold F1 and press the up or down arrow key
to switch between groups 1-24 and 25-48.
Frog Series 73-750-00 Issue 6
7 - 13
Other Features
External Keyboard
Fade Times
Recovery Mode
The following functionality is provided:
On the Main LCD fade times are
divided into three separate sections
(minutes, seconds, tenths).
The Recovery Mode determines how
the desk performs when switched off
and back on, either deliberately, or
accidently.
The up and down cursor keys mimic
the up and down arrow keys on the
front panel.
The right and left cursor keys mimic
the + and - keys on the front panel.
The carriage return and Enter keys
mimic the ENTER key on the front
panel.
The ‘Space’, ‘A’ - ‘Z’, ‘0’ - ‘9’, ‘-’, ‘/’, ‘(’,
and ‘)’ keys are used when entering
names for memories, submasters etc.
If the cursor is on any of the three
sections, a time can be entered from
the external keyboard.
Fade times may be entered in seconds
only, seconds and tenths, or minutes,
seconds and tenths, as required, eg:
0.5 Enter
3 Enter
7.5 Enter
1.30.0 Enter
25.0.0 Enter
0.5 seconds
3.0 seconds
7.5 seconds
1 min 30 seconds
25 minutes
Numeric Entry
Recovery is enabled or disabled in
Desk Setup (see page 6-2 ).
Recovery Disabled
When Recovery is disabled, the desk
will come up showing the Memories
screen on the main LCD, with Current
memory = 0 and Next memory = 1
(or first programmed memory). There
will be no outputs from Playback X.
Real Times
The external keyboard can be used to
enter numeric data providing that the
cursor is on an editable numeric field
on the Main LCD. The following
general rules apply for numeric entry:
Page 1 of the submasters will be
displayed with no page overlays.
On the Main LCD real times are
divided into three separate sections
(hours, minutes, seconds).
Recovery Enabled
•
If the cursor is on any of the three
sections, a time can be entered from
the external keyboard.
•
•
•
•
•
•
Either set of numeric keys on the
external keyboard may be used.
The backspace key deletes the last
digit entered.
All numeric entry must be completed
by pressing the Enter or Carriage
Return key.
The ‘.’ key is used to separate
values in multi-part numeric fields
(eg fade times).
Invalid numbers will be ignored; the
numeric field on the LCD returns to
its original value.
Real times use the 24 hour clock and
are entered in hours, minutes and
seconds, for example:
7.30.0 Enter
12.0.0 Enter
16.45.0 Enter
0.0.0 Enter
7:30 am
12:00 noon
4:45 pm
12:00 midnight
Timecode Times
Keyboard input is ignored if the
cursor is moved off the numeric
field.
On the Main LCD SMPTE or MIDI
timecode times are divided into four
separate sections (hours, minutes,
seconds and frames).
The Esc key aborts numeric entry;
the numeric field on the LCD returns
to its original value.
If the cursor is on any of the four
sections, a time can be entered from
the external keyboard.
Timecode times use the 24 hour clock
and are entered in hours, minutes,
seconds and frames, for example:
7.30.0.0 Enter
12.0.0.0 Enter
16.45.0.0 Enter
0.0.0.0 Enter
7 - 14
When Recovery is enabled, the desk
will come up showing the last base
screen (Memories, Submasters or
Outputs) which was displayed on the
LCD before the desk was turned off.
The previous position in the memory
stack is reinstated, ie, the Current and
Next memories are as before; the
outputs from Playback X
corresponding to the Current memory.
If the Current memory is a chase, this
will be restarted from step 1.
The submasters will come up on the
page that they were previously on,
complete with any overlays that were
in operation at the time.
Upgrading Software
Upgrades to the operating system
software are provided on floppy disk.
Full instructions on how to upgrade the
software in the desk will be provided
with the upgrade disk.
7:30 am
12:00 noon
4:45 pm
12:00 midnight
Frog Series 73-750-00 Issue 6
Figure 8 - 1: Fat Frog Lighting Desk
Technical
Specification
Introduction
This chapter covers the various inputs
and outputs to the desk:
•
•
•
•
•
•
•
•
Desk Power Supply
Audio Input
Desk Light
Remote Switches
External Data Storage
DMX Output
Keyboard
Video output
For news, views and
the latest software
visit our dedicated
Frog web site at
www.frogsupport.com
Frog Series 73-750-00 Issue 6
8-1
Technical Specification
Desk Power Supply
Remote Switches
DMX Output
An inline external power supply unit is
used to power the desk.
An 8 pin DIN connector providing up to
six remote switches. Short pin to 0V to
simulate a button push.
Frog - Single 5 pin XLR, not isolated,
with voltage protection and data output
indicator. Data on channels 1 - 512.
WARNING - Do NOT connect anything
to the undefined pins.
Fat Frog and Leap Frog -Double 5 pin
XLR, isolated, with voltage protection
and data output indicators. Data on
channels 1 - 512.
Mains Voltage:
230V +10%, -17% (190V - 253V)
120V +10%, -17% (100V - 132V)
Supply 5V @ 5A and 12V @ 1A
Audio Input
Stereo Input >10 k , 100mV to 10V
Connections:
Tip
Left Channel
Ring
Right Channel
Sleeve 0V Signal Ground
Connections:
Pin 1
Pin 2
Pin 3
Pin 4
Pin 5
Pin 6
Pin 7
Pin 8
Remote Switch 6
Remote Switch 1
Remote Switch 2
Remote Switch 3
Remote Switch 4
Remote Switch 5
Undefined
0V Common Ground
Bull Frog - Double 5 pin XLR, isolated,
with voltage protection and data output
indicators . Data on channels 1 - 512.
Socket 1 - Universe A
Socket 2 - Universe B.
Connections :
Pin 1
Pin 2
Pin 3
Pin 4
Pin 5
Signal Ground (0V)
DMX Drive Complement (1-)
DMX Drive True (1+)
Not Connected
Not Connected
Figure 8 - 2: Stereo Jack Plug
Desk Light
Figure 8 - 4: Remote Switches
Frog, Fat Frog, Leap Frog - Single 3
pin XLR socket, 12V, maximum 5W.
Bull Frog - Two separate 3 pin XLR
sockets, 12V, maximum 5W.
Connections:
Pin 1
Pin 2
Pin 3
Not Connected
0V
+12V
External Data Storage
Figure 8 - 5: DMX Connector
Floppy Disk drive 3.5” PC compatible
formatted to 1.44Mb (HD DS).
Floppy disks are used for saving and
loading show files, loading fixture data
and upgrading the operating system
software.
Keyboard
PC standard UK keyboard via PS/2
connector.
Video Output
15 pin D-type SVGA connector.
Figure 8 - 3: Desk Light
Connector
8-2
Frog Series 73-750-00 Issue 6
User Notes
Frog Series 73-750-00 Issue 6
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User Notes
9-2
Frog Series 73-750-00 Issue 6
Zero 88 Lighting Ltd.
Usk House
Llantarnam Park
Cwmbran
Gwent NP44 3HD
United Kingdom
Tel:
Fax:
e-mail:
Web:
+44 (0)1633 838088 *
+44 (0)1633 867880
sales@zero88.com
www.zero88.com
* 24 hour answerphone
For news, views and the
latest software visit our
dedicated Frog web site at:
www.frogsupport.com