e:cue System Manual

e:cue System Manual
e:cue
System Manual
Programmer v3.3
Faderunit
nano
twilight
calypso
e:node
e:com
e:link
Media Engine
2003
Beiner van Beeck GbR, Friedrich-List-Straße 23, D-33100 Paderborn. www.ecue.tv
Manual Version EN V2.0 12.12.03
2
Contents
1.
1.1.
Introduction ............................. 10
About this book
10
2.
Quickstart................................. 12
3.
System Overview...................... 14
3.1.
3.2.
3.3.
The e:cue product family
Live Features
Standalone Features
14
15
17
4.
Safety Guidelines...................... 18
5.
Installing the Programmer ....... 19
6.
Basic Settings ........................... 23
6.1.
6.2.
7.
7.1.
7.2.
7.3.
7.4.
8.
8.1.
8.2.
9.
9.1.
9.2.
9.3.
Show Properties
Application Options
23
24
nano ......................................... 26
Connecting
Using the nano standalone mode
Troubleshooting
Controlling the nano via RS232
26
27
28
28
twilight / twilight+................... 30
Installation
Troubleshooting
30
32
calypso ..................................... 33
Connecting
Settings in the Programmer
Show incoming DMX data
33
34
35
3
9.4.
10.
10.1.
10.2.
10.3.
10.4.
10.5.
10.6.
10.7.
11.
11.1.
11.2.
11.3.
11.4.
11.5.
12.
12.1.
12.2.
12.3.
12.4.
13.
Remote Control Channels
e:node .................................... 37
How this chapter works
Keys
Installing & Connecting
Basic Functions
Advanced Functions
Settings & Maintenance
Troubleshooting
4
38
39
40
43
46
54
60
e:com ..................................... 62
How it works
Installing & Connecting
Keys
Basic Functions
Settings & Maintenance
62
63
66
67
72
e:link ...................................... 76
How it works
Keys
Installing & Connecting
Settings & Maintenance
76
76
77
80
Media Engine .......................... 82
13.1. How it works
13.2. Connecting the Media Engine
13.3. Connecting the Media Engine Light
13.4. Connecting a Faderunit
13.5. Online Mode
13.6. Standalone Mode
13.7. Media Engine: Main Menu
13.8. Media Engine: System Menu
13.9. Updating the Media Engine
13.10. Media Engine Telnet Monitor
14.
35
82
84
85
88
88
91
93
94
97
98
Faderunit................................ 99
14.1.
14.2.
14.3.
14.4.
14.5.
14.6.
14.7.
14.8.
15.
15.1.
15.2.
15.3.
15.4.
Setup for Media Engine
Setup for PC
Settings
Keys
Assigning Function Keys
Faderunit Status
Re-Assigning Faderunit Keys
Assigning Actions to Keys
99
99
100
100
101
102
102
102
Soundlight Devices............... 104
Required Dongle
SL USBDMX2
SL 1514PCI
SL 2514PCI
104
104
104
105
16.
Midi ...................................... 106
17.
Visualization Software ......... 107
17.1. How it works
17.2. Wysiwyg™
17.3. Capture
107
107
110
18.
e:cue Programmer: Overview112
19.
Patching and Sorting ............ 116
19.1.
19.2.
19.3.
19.4.
19.5.
19.6.
19.7.
19.8.
20.
How it works
Creating a New Patch
Setting Sections
Special Settings
Using Groups
Using the Flightcase
QuickPatch
Using QuickPatch for Moodlights
116
117
118
120
121
122
123
124
Programming a Cue.............. 128
20.1. How it works
20.2. Adding Lamps to a Cue
128
128
5
20.3. Selecting Lamps
20.4. Setting Channel Values
20.5. More Tools
21.
Cues and Cuelists ................. 138
21.1. How it works
21.2. Recording a Cue
21.3. Editing a Cue
21.4. Cut & Paste
21.5. Renumbering Cues
21.6. Cue Properties
21.7. Cuelist Properties
21.8. Cuelist Directory
21.9. Playing Back Cuelists
21.10. Setting Masters
22.
22.1.
22.2.
22.3.
22.4.
23.
24.1.
24.2.
24.3.
24.4.
24.5.
24.6.
24.7.
25.
Checkit Wizard
Chaser Wizard
Scroller Wizard
Bitmap Wizard
156
157
158
160
Exporting a Show ................. 164
164
164
Live fx .................................. 166
How it works
Creating fx
Using Sound to Light effects
Editing Live fx
Example: Wave Effect
Example: Circle
Example: Rainbow
166
166
169
170
171
171
171
FX Templates........................ 172
25.1. How it works
6
138
138
139
140
140
140
145
150
151
154
Wizards ................................ 156
23.1. How it works
23.2. Exporting a Show
24.
129
130
136
172
25.2. Recording a Template
25.3. Using a Template
26.
26.1.
26.2.
26.3.
26.4.
26.5.
26.6.
26.7.
27.
Presets ................................. 173
How it works
Recording a Preset
Changing a Preset
Using Presets
More Functions
Example: Single Fixture Preset
Example: Multi Fixture Preset
29.1.
29.2.
29.3.
29.4.
29.5.
30.
30.1.
30.2.
30.3.
30.4.
31.
180
180
181
Media Playback .................... 183
28.1. How it works
28.2. Fullscreen
28.3. Alias List
29.
173
173
174
174
175
176
177
ActionPad ............................. 180
27.1. How it works
27.2. Adding Entries
27.3. More Functions
28.
172
172
183
184
184
e:Player2D ........................... 187
How it works
Installation
Configuration / Loading Files
Remote Control over Network
Remote Control over DMX
187
187
187
189
191
Sound To Light ..................... 193
How it works
Setting Audio Input
AudioDSP Settings
Using AudioDSP for Control
193
193
194
196
Timecode-controlled Shows . 198
7
31.1.
31.2.
31.3.
31.4.
31.5.
32.
32.1.
32.2.
32.3.
32.4.
33.
33.1.
33.2.
33.3.
33.4.
34.
How it works
Setting Timecode Source
Generating Internal Timecode
Controlling Cuelists with Timecode
Timecode Troubleshooting
Automation .......................... 202
How it works
Creating a Trigger Rule
Macro Language
Sunrise Timer
35.1.
35.2.
35.3.
35.4.
36.
36.1.
36.2.
36.3.
36.4.
36.5.
37.
8
202
202
204
205
Sending and Receiving RS232
209
How it works
Sending RS232
Receiving RS232
Outlook (Using Macros)
209
211
212
214
Password Protection ............ 216
34.1. Changing the Mode
34.2. Deleting the Password
35.
198
198
199
199
200
216
217
Library Editor ....................... 218
Manufacturer Settings
Settings for Fixture
Settings for Channel
Settings for Ranges
219
219
219
222
Reference ............................. 223
Menus
Icons
Keyboard Shortcuts
Event List
Actions List
223
227
231
238
240
Technical Data...................... 243
37.1.
37.2.
37.3.
37.4.
37.5.
37.6.
37.7.
37.8.
38.
e:cue Programmer Software
Faderunit
nano
twilight
e:node
e:com
e:link
Media Engine
243
245
247
248
248
250
250
250
Troubleshooting ................... 255
38.1. Network Troubleshooting
255
39.
Support ................................ 259
40.
Masthead, Copyright ............ 260
41.
Index ................................... 261
9
1 Introduction
1.
Introduction
1.1.
About this book
Quick information
For specific questions like “What does function X do?“ using the
Index on the last pages of this book might lead to the quickest
result. For a quick overview of the program’s functions there is a
Menu and Button-Reference in Chapter 36. Also in Chapter 36
you will find a list of Shortcuts. Technical Data see Chapter 37.
In-depth reading
This book is split into two sections, the first containing Device
Chapters, the second containing Software Chapters.
So you will find information about connecting and using
external devices (for example „How do I connect Device X?“or
„How do I use function Y from device X?“...) in that device's own
chapter. Also special connection possibilities (MIDI, Wysiwyg...)
have a chapter to themselves.
Information on how to use the software starts from Chapter 18.
One chapter is dedicated to each step of using the program (e.g
patching, programming a scene, creating a cue etc.).
We hope to have created a manual with correct and easily
understandable information. Should you find mistakes or if you
have a suggestion, please e-mail us at info@ecue.tv.
Symbols
Signifies a safety notice where close attention is needed since the
procedure can cause damage or loss of data if incorrectly used.
Signifies an information that is needed for proper functioning of a
procedure or device.
1 Introduction
i
Signifies useful background information.
Signifies a hint.
11
2 Quickstart
2.
Quickstart
To start programming as quickly as possible you can use the
following quick instructions. If you get stuck, the chapters with
detailed instructions are noted in parentheses.
•
•
Install the e:cue Programmer (Chapter 5).
If you have a dongle, plug it in after the installation (it should
then light up) and start Programmer Enterprise.
If you do not have a dongle, please start Programmer Standard.
Connect any external input/output devices and register them
•
, then click the "Device Manager"
in the Programmer – click
rider. In this window you can, for example, click "DMX
Output". Then double-click where it says "<none>" and select
a device. More information is available in the device
chapters:
nano
7
twilight
8
calypso
9
e:node
10
e:com
11
e:link
12
Media Engine
13
Faderunit
14
Soundlight hardware
15
MIDI
16
Wysiwyg & Capture
17
To start a new show, first patch your DMX-Devices – via
•
•
•
or under FILE / PATCH (Chapter 18).
Button
Now each fixture type has been assigned a register card in
the Navigator (left hand side of the screen).
To program a cue, first add DMX-fixtures to the scene in the
Programmer View. This is done by clicking them in the
Navigator (Chapter 20).
Adjust channels by clicking on a channel and dragging with
the mouse.
1 Introduction
•
•
To record a new cue press R, then open the Cuelist Window
(with F6) and adjust the cue's settings by double-clicking it
(Cue Properties see Chapter 21.6).
To set a wait time, for example, click the hourglass symbol
close to the bottom of the Cue Properties window, then enter
a time in seconds.
To play a cue or cuelist, first you have to clear the Programmer
View by pressing CTRL-Y or Button
(since Programmer
View content always overrides cuelist content). Now play the
cue from the Navigator (click the "Page 1" rider) or the Cuelist
window and go to the Stage Output View to view the result.
13
3 System Overview
3.
System Overview
3.1.
The e:cue product family
The e:cue Programmer combines the concept of modern lighting
consoles with the widely known Windows user interface. This
easy-to-use and flexible system uses the DMX Interfaces offered
by e:cue. From nano to Media Engine our products meet different
requirements regarding the number of DMX channels and the
number of features. The control software and the handling stay
the same, no matter which device is used.
e:cue devices like nano, e:node and Media Engine have two possible
uses: In Live Mode, the DMX output is directly controlled by a
PC with Programmer. But when disconnected they go to Replay
Unit Mode. In this mode they can replay a show created with the
Programmer on their own. Depending on the device there are
different memory capacities and possibilities for user interaction
and external control. For an overview and a comparison between
live and standalone features see below.
The Programmer can also react to external events by receiving
many different input signals ranging from MIDI, Timecode and
Audio to DMX, Serial Control and Electrical Inputs.
There are dedicated input interfaces like e:com (ethernet user
terminal) and calypso (DMX input); other products like the Media
Engine have inputs as well.
For faster and more comfortable programming there is the e:cue
Faderunit. Its dedicated buttons and faders were specially
designed to control the e:cue Programmer.
3 System Overview
3.2.
Live Features
Features when running in connection with a PC (different devices
may be combined):
nano
DMX channels
per device
maximum
devices per PC
(channels)
Cuelists
Cuelists
simultaneously
HTP/LTP
Delays
Fade
Fade soft
modes
Loops
Cue Actions
LiveFx
Timecode
256
twilight
512
e:node
512
e:link
512
2 (512)
8 (4096)
8 (4096)
8 (4096)
240
24
240
24
240
24
240
24
1
internal media: AVI, MPEG, MP3, ...
MIDI (MTC)
Line In (SMPTE LTC)
Sound2Light
controlled by
e:com
MIDI
2
Trigger
if e:cue MM-Dongle is connected
Machine
Sunrise Timer
Capture /
Wysiwyg
Interface
1
Only channels 1 – 256 of a DMX universe
2
e:cue Multimedia-Dongle (USB) activates Programmer Enterprise with
extended features.
15
3 System Overview
DMX
channels
per device
maximum
devices per
PC (channels)
Cuelists
Cuelists
simultaneousl
y
HTP/LTP
Delays
Fade
Fade soft
modes
Loops
Cue Actions
LiveFx
Timecode
Media Engine
1024 (up to 4096 by
connecting e:links)
SL1514PCI
1024
SL2514PCI
2048
1
2 (2048)
2 (4096)
240
24
240
24
240
24
internal media:
1
AVI, MPEG, MP3
MIDI (MTC)
SMPTE IN
internal media:
AVI, MPEG, MP3
MIDI (MTC)
Line In (SMPTE LTC)
Sound2Light
controlled by
e:com
MIDI
if e:cue SL+MM-Dongle
Trigger
2
Machine
present
Sunrise Timer
Capture /
Wysiwyg
Interface
1
AVI & MPEG video streams currently only on PC with Programmer or
e:Player2D.
2
e:cue SL-Dongle needed to use hardware by Soundlight. Combination
dongles SL+MM available.
16
3 System Overview
3.3.
Standalone Features
Features when running alone, without connection to a PC:
DMX channels
Cuelists
Cuelists
simultaneously
HTP/LTP
Delays
Fade
Fade softmodes
Loops
Cue Actions
LiveFx
cue step control
Timecode
Remote Control
via e:com
Macros
Sound2Light
Midi
Remote Control
RF
Trigger Machine
RS232 control
nano
32
1
1
wait time
e:node
512
10+2
1 (10
Multimode)
wait
time/manual
start cuelists at
set time / date
run cuelists,
Pause/Continue/
transport
next cue/ first
control, master,
cue
dmx
Sunrise Timer
Real time clock
Specific features
no DMX adress
over 32
Media Engine
1024
240
24
all
freely
programmable
support for
ignition and
shutdown
(cuelists 11 &
12)
17
4 Safety Guidelines
4.
Safety Guidelines
•
•
•
•
•
•
•
•
•
•
•
Only transport the appliance in the original packaging (protection
against shocks)
If the device is brought from a cold environment into the operation
room, humidity inside may condensate and lead to a short circuits if
the device is powered up. To make sure this doesn’t happen allow
for an acclimation of at least two hours.
Protect the device from of dust and direct sun beams.
The temperature of the device’s environment must be between 0 and
40 degrees celsius (32 to 104 degrees Fahrenheit).
Only use power supply adaptors supplied by the manufacturer.
Make sure that the required voltage which is specified on the back of
the power supply is met by the voltage of your local power supply.
This device can only be connected to a grounded safe-contact-outlet.
Place wires in a way so that no one can step on them or stumble over
them.
During thunderstorms data transmitting wires must not be
connected or disconnected.
Make sure that objects cannot get into the inside of the appliance.
In case of an emergency (e.g. damaged case, fluids or substances
entering the device) immediately disconnect the power plug and call
customer services.
Repairs on the device must be performed by an authorized support
technician. An unauthorized opening and improper repair can cause
considerable danger for the user and voids the warranty.
.
5 Installing the Programmer
5.
Installing the
Programmer
Requirements / Recommended Specs
•
•
•
•
•
Windows XP or Windows 2000
256 MB RAM
min. 1 GHz CPU
Dual Head Graphics Adaptor, 2 Screens
Optical Mouse
We strongly recommend to use the Programmer on Windows XP
or Windows 2000 only.
A Dual Head Graphics Card isn’t required to use the e:cue
Programmer; however it brings considerable advantages to work
on two screens.
Installation Procedure
Do you already use the Programmer and made changes to
the fixture library? In that case you must make a backup of
the fixture library before installing, or your changes will be
lost when the file is overwritten!
In case you have an e:cue Dongle, please don’t plug it in
until after the installation.
Also, if you would like to use the dongle on a USB hub,
please make sure that the hub is plugged in before
installing the Programmer.
Under Windows 2000 und Windows XP you need to be
logged in as an Administrator to install the software
properly.
To install the e:cue Programmer:
5 Installing the Programmer
1.
Start „setup.exe“ from the installation CD or the downloaded
file.
Setup for e:cue Programmer
2.
3.
4.
5.
6.
It is highly recommended to exit all other Windows
programs before continuing with the installation.
Click on „Next“. Please carefully read the following license
agreement. To agree click on „I agree“.
You are asked for the directory in which to install e:cue
Programmer. We recommend to keep the default setting.
Click on „Start“ to begin with the installation. Programmer is
now being installed on your hard drive.
In the last window there is a checkbox saying “Launch
Installer for e:cue Media Dongle“. If you don’t have a dongle
you can untick the box. Otherwise leave it as it is.
Last Setup window
7.
20
Click on „Exit“ to terminate the setup program.
5 Installing the Programmer
If you had previously selected „Launch Installer for e:cue Media
Dongle“ the HASP installer is started now. It installs the USB
drivers which are needed for the e:cue media dongle.
Installer for e:cue Media Dongle
•
Simply click on „Next“ in each window.
Connecting the Dongle
Plug the dongle in after the installation has finished.
If the dongle driver has been installed properly, the dongle will
be lit. If the dongle doesn’t light up, the driver was not installed
properly.
If you plugged the dongle before you installed the drivers, your
PC will possibly need a reboot before it accepts the dongle.
However you can also try just to unplug it, wait a few seconds,
and plug it back in.
Programmer Standard / Enterprise
After the installation you will find three new icons on your
desktop:
New Icons on the desktop
21
5 Installing the Programmer
In case a dongle by e:cue is plugged into the PC you can start
Programmer Enterprise which offers extended features.
Without a dongle, only e:cue Programmer Standard is available.
Library Editor allows you to edit the program’s Fixture Library,
which contains information on all the DMX devices used in the
program. See chapter 35, „Library Editor“.
22
6 Basic Settings
6.
Basic Settings
This chapter explains the basic settings of the e:cue Programmer.
The settings for DMX output devices are not here since they are
described in the device chapters further down.
Programmer settings follow this concept:
Show Properties contains settings which concern only the actual
show and not the entire system – settings for the Media Engine are
also set here.
Application Options contains settings which concern the system of
the Programmer, as well as that of the computer which runs the
application.
6.1.
Show Properties
If you start a new show these settings will be back to
their default values and have to be set again.
To bring up Show Properties, select EXTRAS / SHOW
PROPERTIES from the main menu or click Button
overview of what each section does.
. Below is an
AutoTouchDisable
Auto Touch is a Programmer feature which marks channels that
have been edited (Touch). Only these channels are saved when
recording a cue. Usually Auto Touch marks (touches) all channels
of the same group at once. I.e. if a colour channel is changed, all
6 Basic Settings
the colour channels get touched. Disabling Auto Touch stops this
behaviour. This is useful if you want to use simultaneous cuelists
to control different channels of the same group withhin the same
lamp. For more information see Chapter 20.4 under “Touch”.
Highlight Dimm
Sets the maximum intensity a lamp should have when lit by the
highlight function.
Timecode
Here you can choose the timecode sources which you want the
Programmer to accept.
When the "Send To... Midi Out" checkbox is activated, the
Programmer will send out any internal or external timecode via
MIDI out. For Timecode controlled shows see also Chapter 31.
6.2.
Application Options
To bring up Application Options, select EXTRAS /
APPLICATION OPTIONS from the main menu or click Button
.
Setup 1
Library Path
Here you can specify a directory where the Programmer should
look for library files (instead of using the library from the \lib
folder in the Programmer's main directory).
Auto Backup
You can enter the interval at which you would like your show to
be saved automatically (in minutes). To disable auto backup enter
a zero. It is recommended to disable auto backup during a live
show.
24
6 Basic Settings
Setup 2
Sounds
Here you can choose your own sounds.
Sliding
Normal Slide
Sliding controls mouse sensitivity while adjusting a channel’s
value.
Shifted Slide
Shifted Slide controls (slower) mouse sensitivity when adjusting a
channel’s value whilst holding SHIFT at the same time.
25
7 nano
7.
nano
7.1.
Connecting
i
If the nano is connected using a USB->serial adaptor cable:
Install the drivers for the cable before trying to connect the nano
to the Programmer.
While installing: If you get a dialogue box saying that the driver
has not passed the “Windows Logo Test”, click on “Continue
Installation”.
After the installation you need to find out the COM port as
which the USB cable is registered. Check your cable’s
documentation for more details.
To connect the nano:
1. Plug in the AC adaptor and connect the nano to the computer
using the supplied serial cable.
2. In the Programmer’s main menu, select
EXTRAS/APPLICATION OPTIONS or click
3.
4.
5.
6.
7.
8.
Click the "Device Manager" tab.
Click "DMX Outputs" and double click an empty slot
("<none>").
Select "nano" from the list.
Enter the number of the COM port to which the nano is
connected.
Select the desired DMX universe for output.
Close the dialogues.
Now the Programmer tries to connect to the nano. When the
connection has been made, both LEDs on the nano are lit
continuously and the status window displays “nano (XY fps)
online“.
nano
7.2.
Using the nano standalone mode
Please note not all features of the Programmer can be supported by
the nano in standalone mode. For a full list of supported
standalone features refer to chapter 23.
If you have programmed a cuelist that you want to save to the
nano, to use in standalone mode:
1. From the main menu select EXTRAS/EXPORT TO DEVICE or
click
to bring up the "Export Show" dialogue.
Export Show
2.
3.
4.
If you want to test your show for errors click
"Check it".
The dialogue should show "Errors: 0, Warnings: 0". If there
are errors or warnings they are visible in the Logbook view
as plain text. Click OK to continue.
As "Device" select nano.
Choose the cuelist you want to export.
Click "Start Upload". A window pops up which informs you
about the progress of the upload.
27
nano
After the show has been uploaded remove the serial cable. Then
remove the power cable and plug it back in again. The nano
immediately starts playback upon receiving power.
7.3.
Troubleshooting
If the status window displays a message like
Can not open COM:1 for NANO#1
or if you can't seem to get DMX output, please make sure that
you have selected the right COM port in the Programmer
you haven’t set a Faderunit to the same COM port as the nano
there are no programs currently running in the background
which occupy the serial port (PDA synchronization
programs, 'Dialers' which try to connect to the internet via
modem, etc...)
you are not trying to use DMX addresses larger than 256, or
in standalone mode, no addresses larger than 32
the proper DMX line is connected to the nano
7.4.
Controlling the nano via RS232
How it works
Usually the nano replays a preprogrammed cuelist over and over
again, without any user interaction or external control.
However it is possible to remotely control the nano by connecting
a serial cable and sending ASCII commands. For this it makes
sense to set MANUAL timing for all cues which you plan to
control externally.
Cable and Baudrate
A 3-wire connection is used to connect the device:
PIN
2
3
28
Function
TxD
RxD
nano
PIN
5
Function
GND
This means that any normal serial extension cable can be used. No
wires have to be crossed. Communication Parameters are
115200,8N1, i.e. 115200 bps, 8 data bits, no parity, 1 stop bit, No
handshake, No XonXoff.
The nano continuously monitors the state of all internal DMX
channels. So if you use a terminal program like HyperTerm or
TerraTermPro you'll get a permanent feedback of what the nano
is currently sending on it's DMX output while running in stand
alone mode.
Commands
The following characters are interpreted as control commands:
ASCII Char
7
4
5
6
?
ASCII Code
55
52
53
54
45
63
Function
Skip to first cue
Skip to previous cue
Pause
Skip to next cue
Enter stand alone mode
Request version string
To address a specific cue, use a sequence like the following:
76666
The '7' skips to the first cue in the cuelist. Then if you want to
address cue n, send n-1 times the ASCII Code of '6'.
Remark:
If you export a cuelist to the nano and use cues with timing mode
'MANUAL', you'll get a warning by the e:cue Programmer.
Normally, without external control, a cue with mode 'MANUAL'
would cause the nano to stay forever at the given cue. However if
you're about to control the nano by another RS232 sending device,
you may ignore this warning.
29
8 twilight
8.
twilight / twilight+
8.1.
Installation
Up to 8 twilights can be connected to the same computer (using a
USB hub). When connecting a twilight an installation procedure is
required for the USB drivers. The procedure will have to repeated
if the twilight is connected to a different USB port (on the hub, for
example).
To connect the twilight:
1. Connect the twilight to a USB port or a USB hub. Windows
will notice if the twilight is connected and react by starting
the Hardware Assistant:
2.
3.
4.
When asked which installation procedure to take, do not
select "Automatic Installation", but choose the second option
instead ("for advanced users").
Click “Next“until you reach the following dialogue which
asks you where to look for the drivers:
In this dialogue untick the checkbox next to "CD-ROM
Drives" and tick the one next to "Specify Other Source"
instead. Click "Next".
A dialogue appears that asks you to specify a location:
8 twilight
5.
6.
Click on "Browse". A Windows Explorer style dialogue
appears.
Now you have to navigate to the directory which contains
the twilight drivers. This directory is the e:cue Programmer's
directory, subfolder "Drivers". Typically that is
C:\Program Files\ecue\Programmer\Drivers
7.
8.
9.
If you have the twilight+ (see logo printed on the device) the
right drivers are in the folder "twilightPlus".If you have the
twilight (see logo printed on the device) the right drivers are
in the folder "twilight". Double-click whichever folder is
correct for you and click on "Open".
When installing the drivers, Windows XP will warn that they
aren't certified by Microsoft. Click on 'Continue Installation'
to install the drivers.
Confirm the following dialogues with "Next". Now the driver
should be installed.
To use the twilight in the Programmer: Select
EXTRAS/APPLICATION OPTIONS from the menu or click
.
10. Click the "Device Manager" tab.
11. Click "DMX Outputs" and double click an empty slot
"<none>").
31
8 twilight
12. Select "twilight" from the list.
13. Select a DMX universe for output.
14. Close the dialogue.
If the connection works, the twilight's green DMX-LED will be lit
continuously. Additionally there will be a message in the status
window saying
"Active Drivers:
TwilightPlus#1"
Meldung im Statusfenster
8.2.
Troubleshooting
In case the Twilight doesn't work, it is possible that the installation
of the USB device has not worked correctly. Try the following
steps:
Open the System Control Panel.
Click "System".
Click the "Hardware" tab.
Look for the button that says "Device Manager".
In the list that appears look for e:cue Twilight.
Click the e:cue Twilight entry with the right mouse button
and select "Update Drivers".
Follow the installation guide above from step two.
32
9 calypso
9.
calypso
9.1.
Connecting
Up to 4 calypsos can be connected to the same computer (using a
USB hub). When connecting a calypso an installation procedure is
required for the USB drivers. The procedure will have to repeated
if the calypso is connected to a different USB port (on the hub, for
example).
1. The calypso can be connected to a USB port or a USB hub.
Windows will notice if the calypso is connected and react by
starting the Hardware Assistant.
2. When asked which installation procedure to take, do not
select "Automatic Installation", but choose the second option
("for advanced users") instead.
3. Click “Next“ in the Hardware Assistant. You should see a
dialogue which asks you where to search for the calypso's
USB device driver.
4. In this dialogue untick the checkbox next to "CD-ROM
Drives" and tick the one next to "Specify Other Source"
instead. Click "Next".
A dialogue appears that asks you to specify a location:
5.
6.
Click on "Browse" in the bottom right corner. A Windows
Explorer-style dialogue appears.
Now you have to navigate to the directory which contains
the calypso drivers. This directory is the e:cue Programmer's
directory, subfolder "Drivers". Typically that is
C:\Program Files\ecue\Programmer\Drivers\Calypso
9 calypso
7.
8.
9.2.
Click on "Open".
When installing the drivers, Windows XP will warn that they
aren't certified by Microsoft. Click on 'Continue Installation'
to install the drivers.
Confirm the following dialogues with "Next". Now the driver
should be installed.
Settings in the Programmer
1.
2.
3.
4.
To use the calypso in the Programmer: Select
EXTRAS/APPLICATION OPTIONS from the menu or click
.
Click the "Device Manager" tab.
Click "DMX Inputs" and double click an empty slot
("<none>").
(If you already have connected more than one calypso and
want to find the assigned USB device, you can select one and
click to make it blink.)
Select "e:cue Calypso" from the list. In the same dialogue box,
the following settings can be adjusted:
Merge Input with e:cue Programmer
Choose this option if you want to merge the incoming DMX data
with the DMX data that is generated by the programmer. You can
also select a DMX universe to which you want to route the
incoming DMX data.
In case there is a conflict between incoming DMX data from the
calypso and the Programmer's DMX output the highest value will
take precedence.
34
9 calypso
Enable simple remote control
Tick this checkbox if you want to remotely control the Programmer
through DMX data. 20 channels are used for remote control. You
can change the start address (the address from which the next 20
channels are to be used as remote control) by adjusting "Base
Address".
9.3.
Show incoming DMX data
The DMX which is received by the calypso can be shown in the
DMX Monitor by clicking on "Input". The DMX Monitor is
in the upper toolbar.
brought up by clicking
9.4.
Remote Control Channels
Channel
(+ Base
Address)
1
2
3
4
5
6..10
DMX
Value
0..254
255
0..255
0..63
64..127
128..191
192..255
0..63
64..191
192..255
0..255
0..255
Function
Number of Cuelist to control
Stop all cuelists at once
Skip to cue withhin the cuelist
Stop
Pause
Normal (nothing happens)
Play
Skip <<
Normal (nothing happens)
Skip >>
Grand Master Value
Speed Master 1-5
To control a cuelist:
1. Send the number of the cuelist on channel 1
2. Send a control command on channel 2, 3 or 4
If a Play, Pause or Stop value has been sent on channel 3, this will
still be an active command for the next cuelist-values which are
sent on channel 1.
Example:
35
9 calypso
Play (192) is sent on channel 3
Cuelist 2 (2) is sent on channel 1
Cuelist 2 starts.
Cuelist 4 (4) is sent on channel 1
Cuelist 4 starts as well since channel 3 is still on Play (192).
36
10 e:node
10. e:node
The e:node512 receives DMX data over ethernet and outputs it on
its 5-pin XLR socket. It can also save preprogrammed shows and
replay them, one cuelist at a time, with a degree of interactivity.
There are several possible usages for the e:node:
Live Mode: The e:node is used as a
DMX over ethernet interface for a
show played on the e:cue Programmer.
The e:node is used to add another
DMX line to the output capability of
the e:cue Media Engine.
The e:node is used as a replay unit,
playing back a show from memory
(made with the e:cue Programmer). 10+2*
cuelists can be played back by user
command, through set timer rules
(Triggers) and external controls (RS232,
OptoInputs) or even controlled over ethernet by an e:com user
terminal.
Furthermore the e:node has the following features:
• Multimode with up to 10 simultaneous cues
• Recovery after a power cut
•
Password-protected menu
•
Ready for RS232 serial control
•
Opto-Inputs control (wallmount version)
* Cuelists 11 & 12 execute special commands in the device (Play first cuelist after 11; Go to Standby
after 12). They are intended for cuelists containing lamp startup/shutdown sequences. Read more
in chapter 10.5.
10 e:node
10.1. How this chapter works
The subchapters are intended to show you how to:
9.3 Installing & Connecting
•
install the e:node,set the network properties (IP adress,
subnet mask)
•
set up the Programmer software to connect with the e:node
•
set up the Programmer software for using e:nodes as
extensions for e:cue Media Engine
9.4 Basic Functions
•
export a show, playback cuelists manually with the keys
9.5 Advanced Functions
•
use Multimode for layering up to 10 single cues
•
use Auto Playback on Startup
•
automate a show with Triggers (timer rules)
•
use the external OptoInputs or RS232 for control
•
use the reserved cuelists 11 & 12 with lamp startup /
shutdown sequences
•
use the master mode for external control via e:com
9.6 Setup & Maintenance
•
set the time, display and beep options
•
set options for Passwort Protection, Recovery Mode and
COM port speed
•
restore the default factory preset
•
update the firmware
9.7 Troubleshooting
•
work around common errors
38
10 e:node
10.2. Keys
QUICK FEATURES
Hold ESCAPE & ENTER to enter the System Menu
The numeric keys (1-10) can be used to enter values
whilst in the menu
You can hold SHIFT while pressing a numeric key to
select numbers bigger than ten (e.g. SHIFT + 1 = 11)
There is an additional ENTER key in the bottom right
corner
39
10 e:node
10.3. Installing & Connecting
How it works
To connect the e:node to a computer running the e:cue Programmer:
Firstly, settings in the e:node must be adjusted. Secondly, settings
in the Programmer must be adjusted.
Before you start, you need to have decided on an IP Address (or
reserved one if you have a larger network) that you can assign to
the e:node. You also need to know how the Subnet Mask of your
local network is set up, or you might not be able to make a proper
connection. (See also chapter 38.1, network troubleshooting).
Installing
Connect the power supply and connect the e:node to your network
using CAT5 cable (standard network cable).
If you want to connect the e:node directly to a computer, you can
use a CAT5 cross cable; however connection procedures stay the
same (since you have a mini network if you use a cross cable).
Setting the IP Adress
1.
2.
3.
4.
5.
On the e:node, hold SELECT & ENTER
Edit the first item "IP Adress" by pressing ENTER
Enter the desired IP Address for the e:node using the
numeric keys or UP / DOWN keys
After three digits jump to the next column by pressing the
SELECT key
Press ENTER to set the new IP Address
The IP is set and the system menu is shown again.
Setting the Subnet Mask
1.
2.
3.
4.
40
Hold down SELECT and ENTER to enter the menu
Press 2 (or DOWN once) to reach the "Subnet Mask" item
Press ENTER
Enter the desired subnet mask for the e:node using the
numeric keys or UP / DOWN keys
10 e:node
5.
6.
After three digits jump to the next column by pressing the
SELECT key
Press ENTER to set the new subnet mask
The subnet mask is set and the system menu is shown again
Going online with the e:cue
Programmer
1.
2.
3.
4.
5.
6.
7.
8.
Start the e:cue Programmer.
In the main menu, go to EXTRAS/APPLICATION OPTIONS
or click on
The Application Options window appears.
Click on the "Device Manager" tab.
Click "DMX Output" and double-click an empty slot
("<none>").
Choose "e:node 512" from the list.
In the next field you enter the IP address that you have set on
the e:node.
In the last field you can choose a DMX universe for the
device.
Press OK.
Now, the Programmer tries to connect to the e:node under the
adress that you specified. When the connection has been made, an
entry in the Status Window (top left corner of the screen) appears
under “Active Drivers”:
Status Window shows connection
Furthermore, the e:node’s display should now show „Online
with...” and the Programmer’s IP address.
41
10 e:node
e:cue
Online with
192.168.123.60
13:30
18.08.03
In case the connection does not work, try the tips in the
Troubleshooting section at the end of this chapter.
Extending the Media Engine using
e:nodes
You can use the e:node to add another DMX line / universe to the
Media Engine, so that the Media Engine has more DMX outputs in
standalone mode. As opposed to the normal procedure the e:node
is registered in the "Show Properties" dialogue, so when the show
is uploaded the Media Engine knows there is an e:node it can use.
1.
From the main menu, select EXTRAS / SHOW PROPERTIES
.
or click on
The show properties configuration window appears.
2.
Click on the rider
3.
Click on
.
(Add).
Add DMX Node
4.
5.
42
Enter the address that you set on the e:node in the first field.
Set "Type" to "e:node".
Press OK and leave the dialogue. You should be back in the
main view now.
10 e:node
6.
To apply the settings the show must be uploaded into the
Media Engine once. To do this, go online by clicking
(Online Mode) and upload the show by clicking on
(Upload).
In order for this configuration to work the e:node must not be
registered under Application Setup / DMX Output at the same
time.
This configuration is not saved withhin the program but
together with the show file. If you start from scratch with a new
show file you will have to repeat the procedure.
Now the show can be programmed in live mode. Whilst the
Programmer is online with the Media Engine it continually sends
DMX data to the Media Engine. From there, it is passed on to the
e:node.
After the show is completed it needs to be uploaded for the Media
Engine to run standalone.
10.4. Basic Functions
Exporting a Show
How it works
You can export a show into the e:node for standalone playback.
The first 12 cuelists are saved into the memory of the e:node and
can then be played back without connection to a computer –
either manually or automatically.
Please take note that the e:node doesn’t support the
following Programmer features in standalone mode:
Live Fx
Loops
Actions
Trigger Machine
Timecode
43
10 e:node
Exporting the show
1. In the main menu, select EXTRAS / EXPORT TO DEVICE or
click on
.
The export dialogue appears.
2.
3.
Select the desired target for upload in case more than one
device is connected.
When using the e:node, the first 12 cuelists are exported
automatically - just press Start Upload.
Cuelists 11 & 12 execute special commands in the device (Play first
cuelist after 11 / Go to Standby after 12). They are intended for
cuelists which contain lamp startup/shutdown sequences. Read more
about these in the next chapter under "Startup/Shutdown Cuelists".
The Programmer displays a status window to inform you about
the upload. There should also be an upload screen in the e:node
which says “File saved” when the transfer has been successfully
completed.
44
10 e:node
e:cue
Record Mode
Press ESCAPE to Abort
File saved.
Manual Playback in standalone
How it works
Whilst in standalone mode, the cuelists that have been saved in
the e:node can be played back by pressing the corresponding
button on the numeric keypad. The e:node will display the name
of the cuelist which is currently running as well as the current
cue.
Playing Cuelists
•
To start a cuelist press its corresponding numeric key.
•
Press the key again to skip to the next cue withhin the
cuelist.
e:cue
Playback Mode
Morgenröte1
GM: 100% QL 1/
•
•
•
2
To stop playback press ESC.
To adjust the grandmaster use the UP & DOWN keys.
The bottom right corner of the display shows the current
cue.
45
10 e:node
10.5. Advanced Functions
Multimode in standalone
How it works
In multimode, several cues can be played back at the same time.
However, playback is limited to single cues, not entire cuelists.
This means with the e:node you can layer up to 10 cues but not
several cuelists. From each cuelist only the first cue will be active
in multimode. Everything else works as it does in normal mode
(you can play back manually, trigger cues etc.)
Activating Multimode
1. Hold SELECT & ENTER to enter the menu.
2. Go to entry 13 („Multi-Mode“) by pressing UP three times (or
SHIFT+3).
3. Press ENTER.
4. Press UP to activate Multimode.
e:cue
13: Multi-mode
Enabled
5. Now press ENTER.
Manual Playback in Multimode
Playback a cue by pressing its corresponding numeric
key.
Stop it by pressing the key again.
The display shows how many cues are active:
e:cue
Playback mode
QL2
GM: 100% Active:
46
2
10 e:node
Auto Playback on Power Up
The e:node can automatically start a cuelist when it receives
power.
To activate this feature:
1. Hold SELECT & ENTER to enter the menu.
2. Go to entry 3 („Startup Mode“) by pressing 3 on the keypad.
3. Press ENTER.
4. Select the cuelist that you want to be played back on power
up by using UP and DOWN keys.
Hint: Cueliste 11 is specially defined as a POWER UP-Cuelist.
It starts cuelist 1 after it is released. (See 6.6, Startup /
Shutdown Cuelists)
5. Press ENTER.
Now when the e:node receives power it will automatically
start the defined cuelist and play until another event which
starts a cuelist occurs (keypress, trigger/timer, external
command).
Starting Cuelists With Set Time / Date
How it works
The e:node contains a battery-powered realtime clock which
allows the user to define set times or dates at which cuelists start
automatically. Such a definition is called a Trigger Event.
The e:node offers ten user-definable trigger events, organised into
slots in the System Menu. You can add and delete them as you
like.
There are three kinds of trigger events:
Hourly – Starts a cuelist hourly at a set minute
Daily – Starts a cuelist daily at a set time
Date – Starts a cuelist at a set date and time
Whenever a trigger event occurs (i.e. when the set time or date
matches the actual time or date) it interrupts the current cuelist
and starts its “own”.
Setting / Changing a Trigger
1. Hold SELECT & ENTER to enter the menu.
47
10 e:node
2.
3.
4.
Go to entry 6 („Trigger Events“) by pressing 6 on the keypad.
Press ENTER.
Now select an empty slot to place your Trigger Event OR
select a slot to edit, by using the UP and DOWN keys.
6. Trigger Events
Slot [ 1]
<empty>
5.
6.
7.
8.
Press ENTER.
Select the trigger event's kind using the UP / DOWN keys.
Press ENTER.
Now you have to set the trigger’s time:
Hourly: Use the numeric keys to set a minute on
which the cuelist should start every hour. E.g. if you
want the cuelist to start always at quarter past you
would enter “15”.
Daily: Use the numeric keys to set a time on which
the cuelist should start every day. E.g. if you want
the cuelist to start every day at noon you would
enter 12:00.
Date: Use the numeric keys to enter a date, then a
time at which the cuelist should start.
9. Press ENTER.
10. Now enter the number of the cuelist you would like to
trigger, using the numeric keys.
11. Press ENTER. The trigger has been set and appears in its slot:
6. Trigger Events
Slot [ 1]
Date 01.01.04 00:00
Start QL 7
Note: The same procedure is used to edit an already existing trigger.
48
10 e:node
Now to work properly, the triggers must be “armed” by setting
“Enable Triggers” in the System Menu to ON.
1.
2.
3.
4.
5.
Hold SELECT & ENTER to enter the menu.
Go to entry 7 („Trigger Events“) by pressing 7 on the keypad.
Press ENTER.
Press UP to set Enable Triggers to ON.
Press ENTER.
e:cue
7: Enable Triggers
Triggers: ON
No trigger events will be started while the e:node is online
with the Programmer (the display shows „Online with...“).
Deleting a Trigger
1. Hold SELECT & ENTER to enter the menu.
2. Go to entry 6 („Trigger Events“) by pressing 6 on the keypad.
3. Press ENTER.
4. Select the slot of the trigger you want to delete by using the
UP and DOWN keys.
5. Press ENTER.
6. Now press UP or DOWN until the slot shows “<Empty>”.
6. Trigger Events
Slot [ 1]
<empty>
7.
8.
Press ENTER.
Press ENTER again when the system asks „DELETE
TRIGGER?“
49
10 e:node
Starting Cuelists Through Opto-Inputs
(in-wall mounting unit only)
How it works
There are Opto-Inputs on the side of the e:node in-wall mounting
unit, where you can connect external electrical devices to start
cuelists. The e:node reacts to signals from its Opto-Inputs as it
reacts to signals from the numeric keypad: A single impulse starts
the cuelist which is hardwired to that input. While the cuelist is
running, an impulse will skip one cue.
The inputs can be switched with 5...12 Volts.
Example: Connecting a Pushbutton
This example shows a pushbutton which starts cuelist six. It is
connected to the DC output and the F6 input.
Using RS232 Commands to start
Cuelists
How it works
The e:node can be controlled over serial protocol if a serial cross
cable is connected to the RS232 port. There are a number of
commands you can send; they have to be transmitted as plain
ASCII strings. The speed of the COM port can be adjusted via the
System Menu (see 10.6 Settings & Maintenance).
List of Commands
Command
Value
Function
gotocuelist(xx[,yy])
xx[1..10]
starts cuelist nr xx
50
10 e:node
Command
Value
yy[1..255]
stopcuelist
setgrandmaster(i)
Function
(optional: with specified
cue yy)
stops playing cuelist
i[0..100]
sets grandmaster to
intensity (percentage)
skipfw
skips to next cue in list
skipbw
skips to previous cue in
list
alarm(xx)
xx[s, l]
pause
senddmx(xx,yy)
beep with internal
speaker (short, long)
pauses the current cue
xx[1..512]
yy[0..255]
sends dmx data (xx=
channel; yy= value)
works in offline mode
(no show active)
settrigger(s,dd,mm,yy,hh,xx,cl)
s[1..10]
dd[1..31]
mm[1..12]
yy[00..99]
hh[0..23]
sets a trigger event in slot
(s)
values: day (dd), month
(mm), year (yy) hour
(hh), minute (xx)
to start cuelist (cl)
xx[0..59]
cl[1..10]
setdaily(s,hh,xx,cl)
s[1..10]
hh[0..23]
xx[0..59]
cl[1..10]
sethourly(s,xx,cl)
s[1..10]
xx[0..59]
sets a daily trigger event
in slot (s)
hour (hh), minute (xx)
to start cuelist (cl)
sets an hourly trigger
event in slot (s)
cl[1..10]
at minute (xx) to start
cuelist (cl)
deltrigger(s)
s[1..10]
deletes trigger event in
slot (s)
trigger(xxx)
xxx[on,off]
activates / deactivates
trigger machine
51
10 e:node
Command
Value
reset
print(xx)
Function
resets device back to
factory settings
Caution: This deletes the
show from memory
xx[ascii,
max. 20
chars]
displays text in the third
line
clear
clears text from the
display
?v
shows the software
version
?p
shows playback
information (current
status)
setdate(tt,mm,yy)
dd[1..31]
sets the date
mm[1..12]
yy[00..99]
settime(hh,mm)
hh[0..23]
sets the time
mm[0..59]
Using Startup / Shutdown Cuelists
How it works
Some DMX devices require special DMX commands for ignition
at startup and for shutting down. If you have recorded cues in the
Programmer which contain such commands, the e:node can help
implementing them into an automated setup.
Startup Cuelist
Firstly, Cuelist number 11 is intended for ignition sequences.
After it has run through it automatically starts cuelist 1. This is
helpful because you can put your ignition sequences and the time
that they need in cuelist 11 and the beginning of your show in
cuelist 1. Now, when cuelist 11 is activated, the e:node starts the
ignition and waits until the lamps have reached operational status
before it starts with the show.
There are two ways to use this feature.
52
10 e:node
•
•
If you don’t need shutdown sequences (and maybe plan to
use an external timer for switching the e:node on and off), you
can just set cuelist 11 under “Startup Mode” in the system
menu – it will then be started at powerup.
If you need shutdown sequences as well (for example you
want to shutdown your lamps in the evening and ignite them
in the morning) then you need to set a Trigger Event to start
cuelist 11 (like “Start Cuelist 11 at nine am").
For this feature to work properly, Auto Release on End has to be
activated in Cuelist 11’s properties in the Programmer.
Shutdown Cuelist
Secondly, Cuelist number 12 is intended for shutdown sequences.
After it has run through it deactivates the e:nodes DMX output
(since some lamps won’t shutdown if they still sense a DMX
connection) and goes into standby mode. This is helpful because
you can put your shutdown sequences in cuelist 12 and make the
e:node go to standby after they have been sent.
To use this feature, you have to add a Trigger Event like “start
cuelist 12 daily at eleven pm”.
The e:node is reactivated from standby mode if
a key is pressed
an ethernet packet is received
a trigger event occurs.
Master Mode (Control via e:com)
How it works
The master mode allows you to control the e:node via e:com
Terminals which are connected to the same network. The only
prerequisite for this is that both the e:node and the e:com(s) work
within the same network, i.e. have the same settings for subnet
mask etc. Apart from that, you need to set "Master Mode" in the
e:node's menu and "Slave Mode" in the e:com's menu, and in that
menu also set the same ID number for both of them.
Enabling master mode
1. Hold SELECT & ENTER to enter the menu.
53
10 e:node
2.
3.
4.
5.
Go to entry 15 ("Master Mode") by holding SHIFT and
pressing 5 at the same time.
Press ENTER.
Choose an ID-Number.
To disable master mode, just select "disabled".
Now any keypress on an e:com which is set to "Slave Mode"
with the same ID number will be directly transferred to the
e:node. Furthermore the e:node's display output will appear
on the e:com. On the e:com there will be a "SL" icon in the top
right corner of the display.
10.6. Settings & Maintenance
Setting the Time
1.
2.
3.
4.
5.
Hold SELECT & ENTER to enter the menu.
Go to item 5 „Set Clock“ by pressing 5 on the keypad.
Press ENTER.
Use the numeric keys to adjust a value. Use SELECT to jump
to the next field.
Press ENTER to set the new time.
Display Settings
Show IP Address in Display
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 8 „IP Address“ by pressing 8.
3. Press ENTER.
4. Press UP/ DOWN to enable / disable the function.
5. Press ENTER to change the settings.
Change Display Contrast
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 9 „Change Contrast “ by pressing 9.
3. Press ENTER.
4. Adjust the settings with UP / DOWN keys.
5. Press ENTER.
Switch Display Backlight
1. Hold SELECT & ENTER to enter the menu.
54
10 e:node
2.
Go to item 10 „Backlight“ by pressing SHIFT+0 or use the
numeric keys.
3. Press ENTER.
4. Press UP / DOWN to change between „Permanent“ and
„Auto off“.
5. Press ENTER.
Acoustic Feedback
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 11 „Acoustic Alerts“ by pressing SHIFT+1 or use
the numeric keys.
3. Press ENTER.
4. Press UP/ DOWN to enable / disable the beep.
5. Press ENTER to change the settings.
Enabling Password Protection
How it works
You can enable a password which will then be needed for access
to the e:node’s menu. This is useful if the e:node is intended for an
end user or public access. With this feature the user can start
cuelists, but not change the settings.
Enabling the Password
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 4 “Set Password” by pressing 4 on the keypad.
3. Press ENTER.
4. You are asked to enter a 4-digit password. Use the numeric
keys to enter it.
e:cue
New Password
[1234]
5.
Press ENTER. The display will show „Password changed“
and the new password is set.
In case you forget the password it will be necessary to contact your
distributor or e:cue directly.
55
10 e:node
Removing the Password
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 4 “Set Password” by pressing 4 on the keypad.
3. Press ENTER.
4. Don’t enter any digits in the „New Password“ screen, just
press ENTER. The display will show „Password changed“.
The password has been removed.
Enabling Recovery Mode
How it works
If Recovery Mode is active, the e:node recognizes if it has been
restarted after a temporary power failure and tries to continue the
show at the point where it was before the power failure.
Enabling Recovery Mode
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 2 “Power lost” by pressing SHIFT+2 or use UP /
DOWN.
3. Press ENTER.
4. Use UP / DOWN to change between “Normal Boot“ and
“Recovery”.
Restoring Factory Defaults
Caution: If you restore factory defaults, all settings, Trigger
Events and the current show will be lost.
1.
2.
3.
4.
Hold SELECT & ENTER to enter the menu.
Go to item 16 “Power lost” by pressing SHIFT+6 or use UP /
DOWN
Press ENTER.
Confirm by pressing ENTER and again by pressing 1. The
display shows:
e:cue
Erasing Flash...
Rebooting...
56
10 e:node
Resetting during Power Up
In case the e:node keeps crashing and won't even let you access the
System Menu, you can reset it during powerup by pressing a key
combination.
While the e:node is booting up the display shows "Init" and a
progress bar. You have to press and hold SELECT & ENTER after
the second step of the progress bar has been shown. (If you press
it to early the e:node will say that "keys are stuck"). Now all
internal settings will be reset.
Setting the COM Port Speed
1.
2.
3.
4.
5.
Hold SELECT & ENTER to enter the menu.
Go to item 14 “COM-Port Speed” by pressing SHIFT+4 or use
UP / DOWN.
Press ENTER.
Use the UP / DOWN keys to select a baudrate.
Press ENTER:
Updating the Firmware
How it works
The e:node’s firmware, which controls the device, may have to be
updated when a new Programmer version is released or when
there have been improvements to the way the device works. We
inform customers via our newsletter (which you can subscribe to
at http://www.ecue.tv ), our website, and our distributors.
The update works by downloading an .EXE file from the support
section on our website/forum. This program, the Update
Manager, needs to connect to the e:node via ethernet.
If you update the firmware all settings, trigger events and the
current show will be lost.
Do not use the update manager for the e:com with the e:node.
This will cause permanent damage to the e:node.
57
10 e:node
Downloading the Update Manager
This is how you can find out whether you need an update:
1. Note the version string which is displayed in the e:node on
power up.
2. Visit the support section on our website http://www.ecue.tv.
New updates will have a higher version number than the one
you just noted.
Example: If „e:node 512 v.2.7“ is shown on power up and
there is a file “enode-update_v2_8.exe“ available, download
this file.
In case you already have installed an older version of the
Update Manager please uninstall it first, or install the newer
version in the same directory (over the old one). Otherwise
it might not work properly.
Installing the Update Manager
1. Execute the downloaded file.
2. Confirm the dialogues with "Next" until this one appears:
3.
4.
58
In this dialogue you can specify a different directory to install
the Update Manager to; we recommend installation into the
default directory though.
If you get a dialogue box "Destination Directory doesn't exist"
(see below) confirm it with “Yes”.
10 e:node
5.
Confirm the following dialogues.
Using the Update Manager
Warning: Do not disconnect power or ethernet cable while the
update is in progress. If the write process fails it will leave the
device without operating system and it will be defect.
1.
2.
Start the Update Manager. It is located in the Start Menu
under „Programs / enode Ethernet Update“.
When the program starts it scans the network for present
e:node devices and shows a list under in the “Board
List/Status“ window.
In case the e:node doesn’t appear in the list, make sure that the
network is up and that the e:node is not currently used by the
Programmer (the display shows “Online with...”).
Click on „Download“.
(If several e:nodes are present in the network you will have to
select one of them first.)
When the update has been successfully transferred, the e:node
will reboot and the screen looks like this (read from bottom
to top):
59
10 e:node
3.
4.
Close the Update Manager.
As a last step you will have to restory the e:nodes factory
defaults; see 7.5 Restoring Factory Defaults. When the e:node
reboots, it should show the version number of the update
that you just installed.
10.7. Troubleshooting
Problem
The display doesn’t
light up
The e:node doesn’t
activate trigger events.
e:node keeps rebooting
e:node crashes after
rebooting
60
Possible cause / solutions
Make sure the e:node is getting
power – have you used the
correct adaptor? Is everything
firmly plugged in?
No trigger events will be started
while the e:node is online with
the Programmer (the display
shows „Online with...“).
To work properly, the triggers
must be “armed” by setting
“Enable Triggers” in the System
Menu to ON.
This happens if a key gets stuck.
Make sure none of the keys are
stuck.
There could be a loose contact
on the power adaptor.
This could happen if a non-valid IP
address is set, i.e. one which is outside
the namespace for local area networks –
like 46.xxx.xxx.xxx
Solution: While the e:node is
booting up the display shows
"Init" and a progress bar. You
have to press and hold SELECT
& ENTER after the second step
of the progress bar has been
10 e:node
Only the first cue of a
cuelist is played.
Cuelists stop each
other.
I’m having trouble
connecting to the
Programmer over the
network.
shown. (If you press it to early
the e:node will say that "keys are
stuck"). Now all internal settings
will be reset.
This happens in Multimode.
Deactivate Multimode to play
full cuelists.
The e:node can only play one
cuelist at once while in normal
mode. To layer up to ten single
cues activate Multimode.
There can be a multitude of
reasons for network problems.
However in most cases the
trouble is caused by incorrect
settings for IP and subnet mask.
Only in case you own the
network or when connected
over cross cable, you can try the
following: Set your computer’s
IP to 192.168.123.1 and the e:node
to 192.168.123.2, and use
255.255.255.0 as the subnet mask
for both.
There are many tutorials on the
internet which show you how to
configure your system for the
network, and how to
troubleshoot networking
problems. Otherwise please
contact a network administrator.
61
11 e:com
11. e:com
11.1. How it works
The e:com is a user terminal for controlling e:cue devices over the
ethernet. Its messages are recognised by the Programmer, the
Media Engine and the e:node. They can be used to trigger any
desired action within the Programmer or the Media Engine (e.g.
starting cuelists, playing
media etc.) and they can be
used to control the e:node's
cuelist playback.
The e:com is connected to the
local network and
communicates with the
Programmer, Media Engine or
the e:node over TCP/IP
protocol.
11 e:com
11.2. Installing & Connecting
How it works
This chapter shows how to connect the e:com to a computer
running the e:cue Programmer over the ethernet.
Firstly, settings in the e:com must be adjusted. Secondly, settings
in the Programmer must be adjusted.
Before you start, you need to have decided on an IP Address (or
reserved one if you have a larger network) that you can assign to
the e:com. You also need to know how the Subnet Mask of your
local network is set up, or you might not be able to make a proper
connection. (See also chapter 38.1, network troubleshooting).
Installing
Connect the power supply and connect the e:com to your network
using CAT5 cable (standard network cable).
If you want to connect the e:com directly to a computer, you can
use a CAT5 cross cable; however connection procedures stay the
same (since you have a mini network if you use a cross cable).
Setting the IP Adress
1.
2.
3.
Enter the desired IP Address for the e:node using the
numeric keys or UP / DOWN keys
After three digits jump to the next column by pressing the
SELECT key
Press ENTER to set the new IP Address
The IP is set and the system menu is shown again
Setting the Subnet Mask
1.
2.
3.
4.
Hold down SELECT and ENTER to enter the menu
Press 2 (or DOWN once) to reach the „Subnet Mask“ item
Press ENTER
Enter the desired subnet mask for the e:node using the
numeric keys or UP / DOWN keys
63
11 e:com
5.
6.
After three digits jump to the next column by pressing the
SELECT key
Press ENTER to set the new subnet mask
The subnet mask is set and the system menu is shown again
Settings in the Programmer
The following instructions apply whether you want the e:com to
run with the Programmer only or with the Media Engine.
1.
2.
3.
Start the e:cue Programmer. You need at least version 3.3 (for
updates see http://www.ecue.tv).
In the main menu select EXTRAS/SHOW PROPERTIES or
simply click
Click on the rider „Remote Terminals“.
Show Properties
4.
64
Click
(Add).
11 e:com
Add Terminal
5.
Under "IP Address" enter the IP that you set in the e:com. Set
"type" to "e:com".
When using a Media Engine: Settings will only take effect
after the show has been uploaded.
Registered terminals are saved with the show file only.
When starting a new show you will have to register the
e:com again.
Now the e:com is registered with the Programmer.
To check the functionality you can switch the logbook view to
"Network" by clicking it with the right mouse button and
selecting "Network".
The network view should now show a broadcast signal that is
sent by the e:com every second, as well as the keys that are
pressed on the e:com.
Keys pressed on the e:com appear in the logbook
65
11 e:com
11.3. Keys
QUICK FEATURES
Hold ESCAPE & ENTER for three seconds to enter the
System Menu
The numeric keys (1-10) can be used to enter values
whilst in the menu
There is an additional ENTER key in the bottom right
corner
66
11 e:com
11.4. Basic Functions
Linking a Keypress to an Action
The e:com can control the e:cue Programmer or the Media Engine via
the Trigger Engine (Automation). To define what should happen
when a key is pressed on the e:com, select
ENGINE/AUTOMATION from the Programmer's main menu (or
symbol) and add rules. These rules work on an IF –
click the
THEN-basis, which is "Event -> Action" in the Programmer. So first
you define a keypress on the e:com as an Event, then add the
Action that should happen when this key is pressed. For the
Media Engine: The new rules only work after the show has been
uploaded.
1.
Select ENGINE /AUTOMATION from the Programmer's main
2.
3.
Click
(Add) to create a new trigger rule.
On the left side where it says "On", select "Terminal Event"
from the pull-down menu.
menu or simply click
.
Setting a trigger for the e:com
4.
Another menu with the caption "Terminal ID" appears below.
Select "1". If you have more than one e:com they are
numbered. Then you have to select the desired terminal
67
11 e:com
5.
6.
number (as it appears in the list under EXTRAS/SHOW
PROPERTIES under "Terminals").
In the menu below with the caption "Event Class" select "Key
Pressed".
In the menu below with the caption "Parameter" you have to
select the parameter number of the e:com key which you want
to use for triggering. The parameter numbers are not similar
to the captions on the front plate (i.e. 1 is not parameter 1).
Please refer to the graphic below:
Parameter numbering of the e:com keys
7.
8.
68
Now on the right where it says "Action" you can select what
you want to happen. Typically this would be a "Cuelist"
action. For a list of actions, please refer to the reference in
chapter 36.5 ("Actions List").
Click OK. Now the new rule appears in the list and is already
working.
11 e:com
Example: To start cuelist 1 by pressing function key 1 on the e:com and
stop cuelist 1 by pressing function key 2 on the e:com, you would
define the following rules:
First rule
Second rule
69
11 e:com
Slave Mode (controlling e:node)
How it works
In Slave Mode it is possible to remotely control an e:node which is
connected to the same network. The only prerequisite for this is
that both the e:node and the e:com(s) work within the same
network, i.e. have the same settings for subnet mask etc. Apart
from that, you need to set "Master Mode" in the e:node's menu and
"Slave Mode" in the e:com's menu, and in that menu also set the
same ID number.
Enabling Slave Mode
1. Hold SELECT & ENTER to enter the menu.
2. Go to entry 9 ("Slave Mode") by pressing 9 on the keypad.
3. Press ENTER.
4. Choose an ID-Number. (Set the same number on the e:node
that you want to control.)
5. To disable slave mode, just select "disabled".
Now any keypress on an e:com will be directly transferred to
the e:node. Furthermore the e:node's display output will
appear on the e:com. On the e:com there will be a "SL" icon in
the top right corner of the display.
Displaying Customized Text on the
e:com
How it works
If you want to diplay customized text output on the e:com, you
need to use a macro language command called TerminalSend();.
The text is displayed for five seconds only, so for permanent text
the command needs to be repeated
There are three ways to use commands from the macro language
in the Programmer.
1. By using "ExecCommand" from a cue or cuelist's Action tab
and selecting TerminalSend as parameter.
2. By defining a trigger rule, in which TerminalSend is executed
as a consequence to some external or internal event (e.g.
keypress on the e:com, EverySecond event,...)
70
11 e:com
3.
By using TerminalSend in a macro program, which in turn is
called by a cue or cuelist's Action tab or from the Trigger
Machine (Automation). This option is the best since it allows
most interactivity. However it also requires some
programming skills.
From a cue or cuelist's Action tab
To use TerminalSend(); from a cue or cuelist's Action tab:
Open the Cuelist window (F6)
double click a cue
click on the "Action..." rider
select "ExecCommand"
as parameter select TerminalSend (see below for syntax)
or:
Open the Cuelist window (F6)
click the cuelist properties button
click on the "Release Action..." rider
select "ExecCommand"
as parameter select TerminalSend (see below for syntax)
Further Information:
Using a cue's Action tab: see chapter 21.6.
Using a cuelist's Action tab: see chapter 21.7.
From the Trigger Machine
To define a trigger rule in which TerminalSend is executed:
Open the Trigger Machine (press T)
(Add)
click
on the left, select the event that should trigger
TerminalSend(); for example EverySecond for a permanent
text
on the right, select "ExecCommand"
as parameter select TerminalSend (see below for syntax)
Further Information: See chapter 32, „Automation“.
71
11 e:com
From a macro program
Macro programs are written and stored in the Trigger Machine
(Automation). They have to be called from the Trigger Machine
itself or from a cue's or cuelist's Action tab, always using the
Action "CallMacro" and the macro name as parameter.
TerminalSend: Syntax
TerminalSend(int termID,int line,string text);
First parameter specifies number of the terminal (as it
appears in the list in EXTRAS/SHOW PROPERTIES under
the rider "Terminals")
Second parameter specifies the display line in the e:com.
Third parameter is the desired text (in inverted commas) or
as String variable.
Example
To output "Hello, World!" on the first connected e:com in the
network, use TerminalSend(1,0,“Hello, World!“);
Example 2
A simple macro program using TerminalSend(); would look like
this:
string info="";
info="";
//Clear display
info+="e:cue\n";
// \n = new line
info+="e:com Terminal\n";
TerminalSend(0,0,info);
For more information on Macro programming please check our
website at http://www.ecue.tv or ask in our forum.
11.5. Settings & Maintenance
Setting the Time
6.
7.
8.
9.
72
Hold SELECT & ENTER to enter the menu.
Go to item 4 „Set Clock“ by pressing 4 on the keypad.
Press ENTER.
Use the numeric keys to adjust a value. Use SELECT to jump
to the next field.
11 e:com
10. Press ENTER to set the new time.
Display Settings
Show IP Address in Display
6. Hold SELECT & ENTER to enter the menu.
7. Go to item 5 „Show IP Address“.
8. Press ENTER.
9. Press UP/ DOWN to enable / disable the function.
10. Press ENTER to change the settings.
Change Display Contrast
6. Hold SELECT & ENTER to enter the menu.
7. Go to item 6 „Change Contrast “.
8. Press ENTER.
9. Adjust the settings with UP / DOWN keys.
10. Press ENTER.
Switch Display Backlight
6. Hold SELECT & ENTER to enter the menu.
7. Go to item 7 „Backlight".
8. Press ENTER.
9. Press UP / DOWN to change between „Permanent“ and
„Auto off“.
10. Press ENTER.
Acoustic Feedback
6. Hold SELECT & ENTER to enter the menu.
7. Go to item 8 „Acoustic Alerts“.
8. Press ENTER.
9. Press UP/ DOWN to enable / disable the beep.
10. Press ENTER to change the settings.
Enabling Password Protection
How it works
You can enable a password which will then be needed for access
to the e:node’s menu. This is useful if the e:node is intended for an
end user or public access. With this feature the user can start
cuelists, but not change the settings.
Enabling the Password
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 3 “Set Password” by pressing 3 on the keypad.
73
11 e:com
3.
4.
Press ENTER.
You are asked to enter a 4-digit password. Use the numeric
keys to enter it.
e:cue
New Password
[1234]
5.
Press ENTER. The display will show „Password changed“
and the new password is set.
In case that you forget the password it will be necessary to contact
your distributor or e:cue directly.
Removing the Password
1. Hold SELECT & ENTER to enter the menu.
2. Go to item 3 "Set Password".
3. Press ENTER.
4. Don’t enter any digits in the „New Password“ screen, just
press ENTER. The display will show „Password changed“.
The password has been removed.
Restoring Factory Defaults
Caution: If you restore factory defaults, all settings will be
lost.
1.
2.
3.
4.
74
Hold SELECT & ENTER to enter the menu.
Go to item 10 “Restore Defaults” by pressing SHIFT+0 on the
keypad.
Press ENTER.
Confirm by pressing ENTER and again by pressing 1. The
display shows:
11 e:com
e:cue
Erasing Flash...
Rebooting...
75
12 e:link
12. e:link
12.1. How it works
The e:link is an ethernet to DMX gateway with 512 DMX output
channels. It can work as a DMX output interface for the
Programmer, or add another DMX line to the capacity of the Media
Engine. Up to eight e:links can be connected to the Programmer.
The Media Engine can use up to 128 e:links, however there is a
limitation to eight DMX lines.
The e:node is connected to the local network and communicates
with Programmer and Media Engine via the TCP / IP protocol.
12.2. Keys
Hold ESCAPE & ENTER for three seconds to enter the
System Menu
12 e:link
12.3. Installing & Connecting
How it works
This chapter shows how to connect the e:link to a computer
running the e:cue Programmer over the ethernet.
Firstly, settings in the e:link must be adjusted. Secondly, settings
in the Programmer must be adjusted.
Before you start, you need to have decided on an IP Address (or
reserved one if you have a larger network) that you can assign to
the e:link. You also need to know how the Subnet Mask of your
local network is set up, or you might not be able to make a proper
connection. (See also chapter 38.1, network troubleshooting).
Installing
Connect the power supply and connect the e:link to your network
using CAT5 cable (standard network cable).
If you want to connect the e:link directly to a computer, you can
use a CAT5 cross cable; however connection procedures stay the
same (since you have a mini network if you use a cross cable).
Setting the IP Adress
1.
2.
3.
4.
5.
Hold SELECT & ENTER to enter the system menu
Edit the first item, "IP Adress"
Enter the desired IP Address for the e:node using the
numeric keys or UP / DOWN keys
After three digits jump to the next column by pressing the
SELECT key
Press ENTER to set the new IP Address
The IP is set and the system menu is shown again
Setting the Subnet Mask
1.
2.
3.
4.
Hold down SELECT and ENTER to enter the menu
Press 2 (or DOWN once) to reach the „Subnet Mask“ item
Press ENTER
Enter the desired subnet mask for the e:node using the
numeric keys or UP / DOWN keys
77
12 e:link
5.
6.
After three digits jump to the next column by pressing the
SELECT key
Press ENTER to set the new subnet mask
The subnet mask is set and the system menu is shown again
Settings in the Programmer
Settings for use with Programmer only
1. From the main menu select EXTRAS/APPLICATION
OPTIONS or simply click
2.
3.
4.
5.
Click the "Device Manager" tab.
Click "DMX Output" and double-click an empty slot
("<none>").
Select "e:link" from the list. Enter the IP Adress in the next
field. Optionally you can select a different DMX output
universe for the device. Now click OK.
The Programmer now tries to connect to the e:link. When the
connection attempt has been successful, the e:link's display
shows „Online with...“ and the computer's IP-Adress.
e:cue
Online with
192.168.123.60
13:30
18.08.03
Setting for use with the Media Engine
1. To register the e:link so that the Media Engine can access it as
well, select EXTRAS/SHOW PROPERTIES from the main
menu or click
78
.
12 e:link
Show Properties
Registered terminals are saved with the show file only. When
starting a new show you will have to register the e:link again.
2.
Click the „Media Devices“ rider.
3.
Click „Add“
.
Terminal hinzufügen
4.
5.
Enter the e:link's IP address under „IP Address“.
Under „Type“ select e:link and confirm. Now the e:link is
registered in the show file. The updated settings come into
effect only after the show file has been uploaded to the Media
Engine.
79
12 e:link
12.4. Settings & Maintenance
Setting the Time
11.
12.
13.
14.
Hold SELECT & ENTER to enter the menu.
Go to item 3 „Set Clock“ by pressing 3 on the keypad.
Press ENTER.
Use the numeric keys to adjust a value. Use SELECT to jump
to the next field.
15. Press ENTER to set the new time.
Display Settings
Show IP Address in Display
11. Hold SELECT & ENTER to enter the menu.
12. Go to item 4 „Show IP Address“.
13. Press ENTER.
14. Press UP/ DOWN to enable / disable the function.
15. Press ENTER to change the settings.
Change Display Contrast
11. Hold SELECT & ENTER to enter the menu.
12. Go to item 5 „Change Contrast “.
13. Press ENTER.
14. Adjust the settings with UP / DOWN keys.
15. Press ENTER.
Switch Display Backlight
11. Hold SELECT & ENTER to enter the menu.
12. Go to item 6 „Backlight".
13. Press ENTER.
14. Press UP / DOWN to change between „Permanent“ and
„Auto off“.
15. Press ENTER.
Restoring Factory Defaults
Caution: If you restore factory defaults, all settings will be
lost.
5.
6.
80
Hold SELECT & ENTER to enter the menu.
Go to item 7 “Restore Defaults”.
12 e:link
7.
8.
Press ENTER.
Confirm by pressing ENTER.The display shows:
e:cue
Erasing Flash...
Rebooting...
81
13 Media Engine
13. Media Engine
13.1. How it works
System
The Media Engine is an industrial PC in a 19" rack, featuring a
customized Linux operating system which runs the same e:cue
Programmer engine as the PC. Thus it is guaranteed that every
feature offered by the Programmer will run exactly the same on the
Media Engine as it runs on the PC while programming – including
macro code programs – with the addition of more stability and
ease-of-use. Unlike a normal computer, the Media Engine has a
specially adapted Reiser filesystem which allows the user to turn
it off at any time without harmful effects to system or harddisk.
Connectivity
The Media Engine is capable of replaying DMX shows on its own;
but it also serves as a universal media control. Other e:cue devices
like user terminals, additional DMX outputs or video engines can
be easily integrated into the network (See the chapters on these
devices for instructions on how to connect them). SMPTE
capabilities, RS232 in- and outputs and optocouplers (only to
name a few) allow control over many external devices. But this
also works vice versa, as many inputs can be used to control the
Media Engine through external devices.
Programming
As opposed to the replay units of current lighting consoles the
programming of the Media Engine is done with a PC or laptop.
While the PC or laptop is connected to the Media Engine via
ethernet, the Programmer can run in "Online Mode". During
"Online Mode" the Programmer exactly simulates the Media
Engine's current environment, mirroring everything that happens
on the Media Engine's external in- and outputs. This is to
13 Media Engine
guarantee that a show which is later run in standalone mode will
behave exactly in exactly the same way as it does during
programming.
Furthermore it is possible to use the Media Engine as a live DMX
interface for a PC running the e:cue Programmer. In combination
with a laptop and standard wireless network adapters this results
in a perfect solution for wireless lighting control.
The Media Engine has 6 soft keys and a jog dial on the front panel.
They are used for setup and to display status information, and to
access the currently running show. However the soft keys can
also be assigned to other functions while the show is running.
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13 Media Engine
13.2. Connecting the Media Engine
How it works
For programming or for live mode the Media Engine has to be
connected via ethernet to a PC running the e:cue Programmer.
After the hardware connection has been made, settings have to be
adjusted on the Media Engine and in the Programmer.
A different procedure is required for the Media Engine Light,
which has to be connected to the computer using a serial cable
once before the network connection can be made (see next
chapter).
Requirements: The Media Engine needs a free IP address in your
network. You need to know the settings for your local network's
subnet mask. (See also chapter 38.1, Network Troubleshooting).
Connecting
Connect the Media Engine to the local network using CAT5 patch
cable. You can directly connect the Media Engine to your
computer's network interface using a CAT5 cross cable (with
crossed wires); however the installation procedures are the same.
Settings for the Media Engine
1.
2.
3.
4.
5.
84
Power up the Media Engine and wait for the boot process to
finish (can take up to two minutes).
Press f4 (System). The system menu appears.
"Network" is already selected. Press f1
The item
(Setup).
Now adjust settings for the IP Adress, Subnet Mask and
optionally Gateway:
Use the jog dial to switch between fields
Press f1 to select a field, then use the jog dial to enter
a value, then press f1 again to confirm.
When you are done press ENTER and you should be back in
the main screen.
13 Media Engine
Settings for the Programmer
1.
2.
Start the e:cue Programmer.
If you have entered the correct settings on your Media Engine
and your network is properly configured, the Programmer
should already know that the Media Engine is there and
display it under "Visible Network Devices":
Click on the entry "ME". The Programmer will then register
the Media Engine automatically (under ENGINE / NETWORK
ADDRESS in the main menu). If a dialogue box appears click
OK. Now, if you go online by pressing
window should say:
the status
This means the Media Engine is online and running in live
mode.
13.3. Connecting the Media Engine
Light
Since the Media Engine Light does not have a display which would
allow the user to visually set the IP address, it needs to be
connected to the PC via a serial cable once for some initial
settings.
Take the following steps:
1. Power up the Media Engine Light and wait for the boot
process to finish (takes approx. 2 minutes).
2. Connect the serial port of the Media Engine Light to the COMPort of the PC, using a serial cross cable.
3. Start the e:cue Programmer and click
4.
.
Click the
rider. The Media Engine remote
configuration window appears.
85
13 Media Engine
5.
6.
7.
In the dropdown list „Serial Port“ to the right, select the
COM-Port to which you connected the serial cross cable.
Now press the config button on the Media Engine (lowermost
button) for two seconds. The LED’s „online“ and „ready“
should start flashing.
Now click
.
A list of settings should appear:
Liste mit Optionen
8.
9.
86
In case the list stays empty, the connection didn't work.
Check if:
the right COM port has been set
the cables are properly connected
the lamps on the Media Engine Light are flashing (if
not, press and hold the lowermost button again.)
Now scroll down until you reach the entry "IP adress" (in the
"Item" column).
Double click the entry and enter the desired IP address.
13 Media Engine
10. Do the same for subnet mask (entry „Sub“) and, if
neccessary, for gateway (entry „gate“).
Gateway: Due to the nature of linux it is helpful to configure the
Gateway setting even if no gateway is present in the system. A bad
gateway setting can cause strange erroneous behaviour.
Use the same settings for Gateway as for your IP address, with the
exception of the last triplet: Set the last number to an IP that isn't
used in the network (but not to 0 and not to 255). Commonly this is
254.
So, if the IP of the Media Engine is 192.168.123.33 set the gateway to
192.168.123.254.
11. To make the Media Engine Light use DHCP set „dhcp_client“
to 1.
12. For more settings, see sub-chapter below.
13. Click
and the settings will be saved.
14. Now connect the Media Engine to the network using a CAT5
network cable (if you didn't already do that). If everything is
properly configured the Media Engine Light should then show
up in the status window under „Visible Network Devices“
Click on that entry and the Programmer will use the settings
and connect to the Media Engine Light. The status view should
say:
Further remote configuration settings
time_zone
midi_channel
tm_active
Here you can enter the number of hours that the
current time zone deviates from GMT (Greenwich
Mean Time) resp. UST (Universal Standard
Time).
Example:
Germany = GMT+2, time_zone = 2
midi channel for sending / receiving midi msgs
Trigger machine active: tm_active = 1
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13 Media Engine
Setting the Clock
While the Media Engine Light is connected in online mode, select
ENGINE/SYNCHRONIZE CLOCK from the main menu to
synchronize to the PC's clock.
13.4. Connecting a Faderunit
To connect a Faderunit to the Media Engine:
1. Connect the power cable to the Faderunit and connect it to the
Media Engine via its serial port. Make sure the switch on the
back of the Faderunit is set to "serial / rs232".
2. From the main menu of the Programmer, select
EXTRAS/SHOW PROPERTIES or click
3.
4.
Click on the rider "Serial 1".
In the dropdown menu "driver mode" select „e:cue
Faderunit“.
Settings only take effect after uploading the show once.
13.5. Online Mode
How it works
For programming shows the Media Engine is connected to the e:cue
Programmer and the Programmer is set to online mode.
During online mode the environment of the Media Engine is
mirrored to the Programmer: All events happening in the Media
Engine (like timecode signals, MIDI messages, ...) are sent to the
Programmer, with the following exceptions:
serial ports
media files
88
Only work after the parameters have been set
under EXTRAS / SHOW PROPERTIES (see
chapter 33, "Sending and Receiving RS232 “)
and the show has been uploaded once.
For proper playback these need to be present
on both the PC and Media Engine.
13 Media Engine
Media Play commands need to contain the
correct path to the media file, so that the file
will also be played on the Media Engine in
standalone. (Obviously, if you have a Media
Play command telling the Media Engine to play
c:\Documents And
Settings\Administrator\MyMusic\lalala.mp3
this won't work on the Media Engine in
standalone mode.)
Alias Names need to be defined, so that one
alias contains paths to the soundfile on both
environments (see chapter 28.3, "Alias List").
To finalize the programming the show needs to be uploaded once
before the Media Engine is separated from the computer. The show
can also be downloaded from the Media Engine.
To transfer files like MP3’s or JPG’s to the Media Engine there is a
tool called Media Directory (see below).
Going to Online Mode
Select ENGINE / GO ONLINE WITH MEDIA ENGINE or click
.
Uploading a Show
To upload the current show to the Media Engine, click
(Upload).
Downloading a Show
To download the show which is currently in the Media Engine
click
(Download).
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13 Media Engine
Using the Media Directory
(Transferring Media Files)
To transfer files between Media Engine and PC, click
Media Directory is shown.
Click
. The
(Home) to show files on the Media Engine.
To transfer a file to the Media Engine click
select a file from your harddisk.
(Upload) and
To download a file from the Media Engine click
(Download) and select a place on your harddisk.
To delete a file on the Media Engine click
(Delete).
To create a new folder on the Media Engine click
Dir).
(Create
To play a file from the Media Engine use the buttons Play
and Stop
.
You can also display the Media Engine's directory in your
browser by selecting ENGINE / FTP ACCESS VIA BROWSER
from the main menu.
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13 Media Engine
Internet Explorer shows Media Engine directory
13.6. Standalone Mode
How it works
In standalone mode the user can start the show on the Media
Engine manually, but of course it can also run fully automated. The
key to this is the so-called Trigger Machine, a function where rules
can be set which trigger actions when events happen.
In the simplest case this would work like this:
•
In the Trigger Machine there is a single rule, "On:
PowerUp / Do: Cuelist Start - Cuelist 1“ (for creating
rules see chapter 32)
•
Cuelist 1 (the one which is started when the Media Engine
is powered up) contains Cue Actions which in turn start
other cuelists (cue actions are set by double clicking a cue
in the Cuelist window and clicking the "Action" rider).
Of course the rules-based Trigger Machine allows for much more
complex setups, making the playback of cuelists (or any other
output) dependant on various internal or external events. Since the
Media Engine basically is a computer, the possibilities are only
limited by the number of available inputs and ouputs.
Examples:
•
The Media Engine plays different programs depending on
the time of day, but special programs at the weekend or
during bank holidays.
•
The Media Engine waits for timecode to start a show, of
which the scenes are synchronized to timecode.
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13 Media Engine
•
•
There are photoelectric sensors connected to the
optocouplers, which control separate cuelists.
A program written in the C-like macro language controls
in- and output, depending on various conditions.
Setting Operation Mode
How it works
There are several operation modes available which passwordprotect the Media Engine and allow different degrees of user
control via the front panel.
Setting a Password
1. In the system menu scroll to
(Login).
2. Press f2 (CHGPWD).
3. Enter a password using the four softkeys (which are now
A,B,C,D – password example: DADADA). Confirm the
password by entering it again. The Media Engine is now in
password-protected mode.
Setting Operation Mode
1. From the main screen, press and hold ENTER for 2 seconds.
2. Enter the password. You don't need to confirm it with
ENTER.
3. Press f1 and select an operation mode using the jog dial:
Standard
Playback
Automatic
Locked
92
User may access all functions and settings.
Access to settings is disabled, but user may start
and stop cuelists from the front panel.
No manual playback of cuelists via the front panel.
However system menu is still available (for using
DMX Monitor, DMX Test,...)
Access locked; F1-F4 can be allocated using the
Trigger Machine though.
13 Media Engine
13.7. Media Engine: Main Menu
After power up the Media Engine shows the main menu.
Everything that is happening in the Media Engine is shown here
(like cuelist or mp3 playback, timecode or PC connection).
V3.0
PLAY
STOP
LOG
SYSTEM
TH 01.03.01 12:20
Media Engine im Grundzustand
Several submenus are available by pressing the softkeys. Pressing
ESC several times always leads back to the main menu.
Submenu Play
The Play submenu shows one cuelist at a time. Cuelists can be
selected using the jog dial.The softkeys are allocated to Play,
Pause, Stop und Level.
V1.0
QL1
PLAY
PAUSE
STOP
LEVEL
Full
TH 01.03.01 12:20
Untermenü Play
By pressing Level you can adjust the cuelist's submaster. Press
Level once, turn the jog dial and press Level again.
Submenu Log
The Media Engine logs most actions and events in its internal
logbook.
V1.0
On 8:20 start Cuelist 1
ON Key ‘A’ start Cuelist 2
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13 Media Engine
Das Logbuch
You can scroll in the logbook using the jog dial. Pressing f3 clears
the logbook.
13.8. Media Engine: System Menu
Pressing f4 from the main menu leads to the system menu. Here
are the following icons (representing the following functions):
Network configuration
DMX Output and Test
I/O Interface (Optocouplers)
Audio Out (MP3)
VGA Output (JPG)
Midi Monitor
SMPTE Timecode
Clock
Floppy Disk
Extras
Lock / Unlock via Password
Settings
Select an icon with the jog dial and use the softkeys to access its
functions (sometimes more than one of the softkeys is available
for a different command):
SYSTEM
MONITOR
TEST
DMX OUTPUT
The System Menu
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13 Media Engine
Network
Here are all the settings for the TCP / IP connection.
IP Adress
SubnetMask
Gateway
DHCPClient
IP Address (default: 192.168.123.1)
Subnet-Mask (Usually 255.255.255.0 or
255.255.0.0).
Defines the IP Adress of the next Gateway or
Router. From here the local network is connected
to the internet. See also Options / Gate
Sets whether the Media Engine should
automatically receive its settings for IP-Adress
and Subnet Mask from a DHCP server in the local
network. Reboot for the settings to take effect.
DMX / Monitor
This screen shows the current DMX Output. Use the jog dial to
scroll through a DMX Universe and the first softkey to change
between the DMX Universes A-H.
DMX / Test
DMX Test allows direct DMX Output for testing purposes.
Softkey1 changes between the modes Curr, Row und All.
Softkey2 changes between the modes Move und Modify.
In Move mode the jog dial is used for scrolling through a DMX
universe. Softkey0 changes between DMX universes A-H.
In Modify mode the DMX Output can be modified. Curr modifies
the current DMX channel, Row modifies the current Row and All
modifies all channels of the selected universe.
PLC / View
This submenu shows the current state of the isolated optocoupler
inputs. It's also possible to switch the outputs.
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13 Media Engine
Sound / Play
This submenu shows the MP3 files which are currently saved on
the Media Engine's internal flash disk. Use the jog dial to select an
MP3 file and Softkey0 to start playback.
Sound / Stop
Stops audio playback.
Media / Play
This submenu shows the JPG files which are currently saved on
the Media Engine's internal flash disk. Use the jog dial to select a
JPG file and Softkey0 to display it on the external VGA output.
Media / Stop
Stops VGA output.
Midi / View
Shows all incoming MIDI events. Use the jog dial to scroll in the
list, Softkey0 to clear the list.
SMPTE / View
Shows the condition of the internal SMPTE / Timecode unit.
Options / Misc
Miscellaneous settings which are made here aren't part of any
Programmer show file; they are saved in the Media Engine only.
S1, S2, S3
Sets timecode starting times which are used if
timecode is started via the system menu.
Options / Gate
Further options for the TCP / IP protocol.
DNS1
96
IP Adress of primary Domain Name Server.
13 Media Engine
DNS2
IP Adress of secondary Domain Name Server.
Clock / Set
For setting the clock.
Floppy / Load
To load a show from 3,5“ floppy dick.
Floppy / Save
To save a show to 3,5“ floppy dick.
Floppy / Update
Use this to load a firmware update.
Misc / About
Shows the actual firmware and further information.
Misc / Keys
Testing routines for the front panel elements (keys and jog dial).
Login / Login
For changing the operation mode (see chapter "standalone mode"
above).
Login / ChgPwd
For changing the system's password.
13.9. Updating the Media Engine
To update the Media Engine:
1. Download new firmwar from the e:cue server at
http://www.ecue.tv .
2. Insert an empty 3.5" floppy disk in your PC and execute the
file you just downloaded. It will write the firmware update
on the disk.
97
13 Media Engine
3.
4.
5.
Switch the Media Engine off.
Insert the disk with the update in the Media Engine.
Switch the Media Engine on again and press ENTER when
dialogues appear on the display.
You can only successfully update the Media Engine Light if you
connect a VGA screen to its VGA output.
13.10.
Media Engine Telnet Monitor
From the Programmer's main menu, ENGINE / VIEW TELNET
MONITOR shows a status screen for the Media Engine on the PC.
Use the numpad keys 1-6 to switch between the following
screens:
1 Main
2 Logbook
3 DMX-Monitor
Keys A bis H for other
universes
4 Fader-Monitor
5 Midi-Monitor
6 Chrono
x Clear Screen
98
14 Faderunit
14. Faderunit
14.1. Setup for Media Engine
To connect a Faderunit to the Media Engine:
1. Connect the power cable to the Faderunit and connect it to the
Media Engine via its serial port. Make sure the switch on the
back of the Faderunit is set to "Serial".
2. From the main menu of the Programmer, select
EXTRAS/SHOW PROPERTIES or click
3.
4.
Click on the rider "Serial 1".
In the dropdown menu "driver mode" select „e:cue
Faderunit“.
Settings only take effect after uploading the show once.
14.2. Setup for PC
To connect a Faderunit to the PC:
1. Connect the power cable to the Faderunit and connect it to the
PC via its serial port. Make sure the switch on the back of the
Faderunit is set to "Serial".
2. From the main menu of the Programmer, select
EXTRAS/APPLICATION OPTIONS or click
3.
4.
5.
Click the "Device Manager" tab.
Click on "Control Panel" tab and double-click an empty slot
("<none>").
Select the COM port of the Faderunit. You can also adjust
some settings which are described further below.
If the connection has been made the POWER-LED is lit constantly
and the Faderunit is ready for use.
14 Faderunit
14.3. Settings
Normal Slide
Here you can adjust how much turning a jog wheel will change a
channel parameter.
Shifted Slide
Here you can adjust how much turning a jog wheel while holding
SHIFT at the same time will change a channel parameter.
Invert Wheel Mapping
This inverts the allocation of the jog wheels – i.e. if the color
channel red was the first from the top it will now be the first from
the bottom. This can be useful because you have to reach less far.
14.4. Keys
The twelve channels are assigned to the first twelve cuelists by
default. This can be changed in the Cuelist Directory.
1
2
3
4
5
100
F1, F2, F3... Function Keys (assignable via Trigger Machine
– see below)
Next to the function keys: Three keys to switch between
view modes in the main window, two keys for direct
access to cuelist and groups view in the Navigator. Plus a
record key to directly record a cue.
selects a cuelist
Pressing , then stops a cuelist
Pause
Play
Submaster Fader
You have to set the Submaster Influence in the Cuelist
Properties to make the fader work (bring up Cuelist
14 Faderunit
6
7
8
Properties by selecting a cuelist in the Navigator and
pressing F2)
Flash Keys (Submaster 100%)
Next to the Grandmaster:
Keys for quickmapping the Jog Wheels to channels
F – Jog Wheels to Focus channels (Pan & Tilt)
C – Jog Wheels to Colour channels (RGB or CMY)
B – Jog Wheels to Beam channels (Gobos etc.)
A red bar above the channels always shows which
channels the Jog Wheels are currently assigned to.
–LiveFX for the selected channel
+ Jog Wheels: Fine Adjustment (Shifted Slide)
+ Up & Down arrow keys: Switch cuelist page
+
: Map LiveFX parameters to Jog Wheels (while in
the Programmer View)
Above the Grandmaster:
Blind Mode (Programmer View does not influence DMX
output)
Jog Wheels for setting channel values
14.5. Assigning Function Keys
1.
Click the yingyang symbol
(or, from the main menu,
select ENGINE / AUTOMATION)
2.
3.
4.
5.
6.
7.
to create a new trigger rule.
Click Add
On the left hand side of the dialogue choose "Keyboard".
Under "Source" select "Faderunit".
Under "Event" select either "Release" or "Press".
Under "Code" select a number between 1-10 (for F1-F10).
Now on the right hand side under "Action" you have to select
what should happen: For example "Cuelist" with the desired
cuelist as parameter and one of the following:"Start", "Stop"
or "Toggle".
Confirm the dialogue. The new rule appears in the list and
should work at once.
The Trigger Machine can be "disarmed" by clicking on the
"Triggers" entry in the Status window. Furthermore single
rules can be deactivated by clicking on their icon in the list.
8.
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14 Faderunit
You can define two rules for the same key:
One rule with a "Press" event which starts the cuelist
One rule with a "Release" event which stops the cuelist
14.6. Faderunit Status
The Faderunit Status window is called by selecting VIEW /
FADERUNIT STATUS from the main menu.
It always shows the channels to which the jogs are currently
assigned.
It also gives access to a setup menu which allows you to freely
configure the buttons of the Faderunit.
14.7. Re-Assigning Faderunit Keys
To assign a key on the Faderunit to a different function:
1. In the Faderunit Status window click on "Menu" and
select "Setup Faderunit".
2. Select a key from the picture or from the list.
3.
Click
list:
"Add" and choose the new function from the
Key Reference
If more than one Faderunit is connected, "Bank Code" is used
to keep them apart. For Faderunit 1 enter 1, for Faderunit 2
enter 2 etc.
14.8. Assigning Actions to Keys
To assign an action to a Faderunit key:
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14 Faderunit
1.
In the Faderunit Status window click on "Menu" and select
"Setup Faderunit".
This window appears:
2.
Select a key from the picture or from the list.
3.
4.
Click on the second
button "Add Action".
From the list that appears choose what should happen. All
the actions are described in chapter 36.5.
To switch a cuelist on or off with a single key:
Choose "Cuelist" as action
First parameter: The desired cuelist
Second parameter: "Toggle"
Now the cuelist can be toggled by pressing the key.
103
15 Soundlight Devices
15. Soundlight Devices
15.1. Required Dongle
To control DMX output devices by SoundLight from the e:cue
Programmer an e:cue SL-Dongle is required.
Depending on how many DMX universes you want to control
there are different dongles:
DMX-Universes
1
2
4
8
SL device
USBDMX2
2xUSBDMX2 or
1514PCI
2x1514PCI or
2514PCI
2x2514PCI
required SL Dongle
SL1
SL2
SL4
SL8
15.2. SL USBDMX2
A driver which is supplied with the device needs to be installed.
To register the device with the Programmer select
EXTRAS/APPLICATION OPTIONS from the main menu or
click
.
Click the "Device Manager" tab.
Click "DMX Output" and double-click an empty slot
("<none>").
Select "USBDMX" .
If more than one device is connected, enter 1 as address for
the first USB2DMX, 2 as address for the second and so on.
15.3. SL 1514PCI
A driver which is supplied with the device needs to be installed.
15 Soundlight Devices
To register the device with the Programmer select
EXTRAS/APPLICATION OPTIONS from the main menu or
click
.
Click the "Device Manager" tab.
Click "DMX Output" and double-click an empty slot
("<none>").
Select "SL1514PCI" from the Device Manager.
15.4. SL 2514PCI
A driver which is supplied with the device needs to be installed.
To register the device with the Programmer select
EXTRAS/APPLICATION OPTIONS from the main menu or
click
.
Click the "Device Manager" tab.
Click "DMX Output" and double-click an empty slot
("<none>").
Add two entries of „SL2514PCI“ and assign them to different
DMX universes.
For example if you had two SL2514PCI cards you would add
four entries and assign them to universes A, C, E, and G.
105
16 MIDI
16. Midi
MIDI devices which are connected to the Media Engine don't need
to be registered.
To use MIDI devices with the Programmer running on a PC:
1. From the main menu select EXTRAS/APPLICATION
OPTIONS or click
2.
3.
.
Click the "Device Manager" tab.
There are "Midi In" and "Midi Out" devices where you can
register up to two drivers for in- and output.
After you have closed the dialogue you will see a message in the
logbook, telling you whether the MIDI devices could be
successfully opened.
Furthermore you can see incoming MIDI messages if you rightclick on the logbook and select a midi input.
17 Visualization Software
17. Visualization
Software
17.1. How it works
The e:cue Programmer can be linked to the pre-production
visualizer softwares CAST Wysiwyg and Capture by Capture
Sweden. e:cue is a Registered Wysiwyg Developer.
The e:cue Programmer can control Wysiwyg or Capture whether
they are running on the same computer or on another networked
computer. No additional hardware interface is required. However
an e:cue Media Dongle as well as retail versions (not demo
versions) of Wysiwyg or Capture are necessary for this feature.
17.2. Wysiwyg™
How it works
To connect Wysiwyg and the Programmer, you need to download
and install the e:cue Wysiwyg driver from the e:cue homepage at
http://www.ecue.tv. If you want to control Wysiwyg on a remote
computer in the network, the remote computer needs to have the
driver package installed.
Requirements:
e:cue Media Dongle
A full version of Wysywig (not a demo version)
Installing the Wysiwyg Driver
1.
Close the e:cue Programmer and Wysywig.
17 Visualization Software
2.
3.
Execute the downloaded e:cue Wysiwyg driver file and follow
the install procedure.
When the program has finished installing, a window
appears, in which you should click 'Register'.
You should receive a message like:
Driver found at:
c:\Program Files\ecue\Wysiwyg Driver\...
CAST Protocol Manager found.
Sub Key created.
Ready.
Now the e:cue driver is connected to Wysiwyg.
Wysiwyg on the same computer
1.
2.
Start the e:cue Programmer.
From the main menu, select EXTRAS/APPLICATION
OPTIONS or click
3.
4.
5.
Click the "Device Manager" tab.
Click on "Visualizers" and double click "Wysiwyg".
Choose "Wysiwyg is running on this Computer"
As long as this setting is in place the Programmer sends data
to Wysiwyg; it doesn't matter whether Wysiwyg is running
or not.
Next you have to register the Programmer in Wysiwyg.
Start Wysywig.
In the top right corner click
6.
7.
.
108
17 Visualization Software
8.
From the main menu, select LIVE / DEVICE MANAGER.
9. Click on "New".
10. Open the directory tree and navigate to All / Manufacturers /
e:cue. Select Media Engine.
11. Click on “Insert”. The e:cue Programmer is now registered in
WYSIWYG.
12. Now click
.
There are further steps concerning Wysiwyg operation (please
refer to the Wysiwyg operation manual for details).
The Wysiwyg-DMX-Universes have to be connected to those
which are supplied by the e:cue Programmer ('Bind').
Also the Patchings of e:cue Programmer and Wysiwyg have to be
matched.
Wysiwyg on a Remote Computer
It is possible to run Wysiwyg on a different computer from the
one that e:cue Programmer runs on, if there is a TCP/IP network
connection between the two.
Install the e:cue Wysiwyg driver on the remote computer.
Take the same steps as in the chapter above, but select
"Wysiwyg is running on another computer" in the Device
Manager and specify the remote computer's IP address.
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17 Visualization Software
17.3. Capture
How it works
You can control the lightshows which are rendered by the
software Capture by Capture Sweden with the e:cue Programmer.
Requirements:
You need at least Capture version 3.0 (the e:cue driver needs to be
contained in the program). See http://www.capturesweden.com.
You need an e:cue Media Dongle.
Connecting
1.
2.
Start the e:cue Programmer and Capture.
From Capture's main menu, select TOOLS/PROVIDERS.
Tool Menu in Capture
Provider List in Capture
A list appears, in which you have to find and activate the
e:cue driver. To do this right-click on the entry "E:Cue
Programmer" and select "Enable".
3.
110
Switch to the e:cue Programmer. In the status window Capture
should now appear under "Visible Network Devices".
17 Visualization Software
Capture appears
4.
From the main menu select EXTRAS/APPLICATION
OPTIONS or click
5.
Click the "Device Manager" tab.
Click on "Visualizers" and double click "Capture".
If you use capture on the same computer as the e:cue
Programmer select "Automatic link to the first Capture(tm)
Visualizer found in the network."
Otherwise select "Only link to Capture(tm) if running under
the following IP" and enter the IP address of the computer
running Capture.
6.
The following message should appear in the status window:
„Active Drivers:
Capture“
Capture in the status window
The e:cue Programmer now sends DMX data to Capture.
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18 Programmer: Overview
18. e:cue Programmer:
Overview
Status
The status window always shows the following important
information at a glance (you can partly click entries for easy
access to functions):
Timecode Sources + the ones that are currently allowed
Media Engine Status (if connected or not)
Reminders, e.g. for the QuickPatch status
Status of the Trigger Machine (on / off)
Currently connected in- and output devices
CPU load
e:cue devices connected to the local network
Currently running cuelists
Statusfenster
18 Programmer: Overview
Logbook / Monitor
This window shows all relevant events happening during startup
and operation of the program. There is a context menu – available
by right mouse click – which allows monitoring of various
connected devices, like network, midi and serial ports.
Context Menu in the Logbook
Preview
The preview shows fixtures which are currently used in the
Programmer View as a matrix, with a simulation of their colours.
This preview can either be used to select fixtures or to assign
colours to them by drawing, or to assign DMX addresses to them
(when in QuickPatch mode).
Matrix in the Preview Window
Navigator
The Navigator view gives access to fixtures, groups, masters and
cuelists.
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18 Programmer: Overview
Navigator
On top of the Navigator the fixtures are shown. Each fixture
type gets its own register card.
Below the fixtures, the register card "Groups" allows the user
to group several fixtures together, so they can be called into
the Programmer view by a mouseclick. Fixtures of different
types cannot be grouped together, though.
The register card "Master" contains the grandmaster and ten
speedmasters, which can be assigned to cuelists to control
their speed (via a cuelist's properties menu).
At the bottom the register card "Page" shows the cuelists.
Each page can contain twelve cuelists. New pages are added
via the Cuelist Directory (available from the context menu).
View
The main window of the Programmer has three modes:
Programmer View, Content View und Stage Output.
The Programmer View is for programming and editing cues.
Content View shows the content of a cue, preset or FX
template if it is selected in its own window.
Stage Output shows the output of the program.
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18 Programmer: Overview
The View window can be customized by right-clicking near the
top of the window and selecting "Show..." from the context menu,
or by clicking the icons on the right of the lower toolbar.
Context Menu in the View Window
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19 Programmer: Patching
19. Patching and Sorting
19.1. How it works
To begin a show with the Programmer the first thing you need to
do is make a list of the DMX devices that are connected. This list
is generally called a patch. This chapter explains how to patch and
how the DMX devices are internally sorted in the Programmer.
ScreenID's as sorting criteria
When patching, every DMX device is automatically assigned a
ScreenName and a ScreenID. Both form the name under which
the device shows up on screen during programming, like
"RGBFader#1"
When displaying fixtures, the Programmer sorts them using the
ScreenID number, as opposed to sorting them by their DMX
addresses. This is a useful feature for showing fixtures in their
correct order if their DMX addresses are jumbled, or if the show is
ported to a different setup.
Using Sections
Eight sections can be used for keeping large numbers of lamps
apart in the Programmer. Furthermore the sections are a key
feature for using DMX devices which are grouped to a matrix.
When lamps are shown in the Preview window, the "section
cluster size" determines how many lamps fit into a vertical row.
19 Programmer: Patching
Also the Matrix wizards use the section cluster size to determine
how to render the content.
Groups
Groups allow grouping of several fixtures, so they can be called
into the Programmer view by a mouseclick. Fixtures of different
types cannot be grouped together, though.
QuickPatch
A fixture's DMX address can be changed from the Programmer
view without having to call up the patch dialogue. After setting
the Programmer to QuickPatch mode and entering a start address,
fixtures can be set to new DMX addresses by clicking them in the
Programmer view or in the Preview window.
19.2. Creating a New Patch
To patch the lamps which are connected to the Programmer:
Requirements:
You have a list of all the lamps that are used
You know which DMX-Adresses the lamps are set to.
1.
From the main menu select FILE / PATCH or click
patch window opens.
. The
Empty Patch Table
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19 Programmer: Patching
2.
When using several DMX universes (lines): You can show
another DMX universe by clicking the drop-down menu in
the bottom left corner.
3.
Click
in the patch window. This calls up the library:
Fixture Library
The library window shows the lamps, sorted by manufacturers.
Use the tree structure to find the lamp you want to register.
i
If a lamp is not available in the library, it is possible to add it using
the Library Editor. See chapter 35. You can also contact e:cue by
sending a mail to info@ecue.tv.
4.
5.
6.
If you have several lamps of the same type you can enter a
number under "Insert ... Fixtures". The lamps will then be
automatically inserted at the proper addresses.
If applicable, enter a different DMX address to insert the
lamp at (the field shows the first available DMX adress as
standard).
Confirm with to insert the new lamp(s) into the patch
table.
The patched lamps will now appear in the Navigator view
and can be used for programming.
19.3. Setting Sections
1.
First the section's properties have to be adjusted. While the
patch window is on screen click the
button on the right,
or, from the main view click
and select "Sections".
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19 Programmer: Patching
Show Properties / Sections
2.
Here, you can assign names to the sections and adjust their
Cluster Sizes.
The number for Cluster Size controls how many
lamps will be shown in one vertical row in the
Preview window. If using DMX devices which form
a matrix which is seven lamps high, the correct
setting for "Cluster Size" would be 7.
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
...
ScreenID's in an arrangement with Cluster Size = 7
3.
4.
5.
6.
Confirm the dialogue with OK to go back to the patch
window. Now you can set the sections.
To do this, select one or more lamps (by using the keys CTRL
or SHIFT, or drawing a rectangle with the mouse).
Right-click the lamps to call up the context menu.
Click „Set Section“ and select a section.
The lamps will be assigned to this section and appear under
this section in the Programmer view.
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19 Programmer: Patching
19.4. Special Settings
You can adjust special parameters for each lamp, for example to
limit the range in which Intensity values are sent, or to invert the
Pan- and Tilt- output.
1.
Select fixtures in the patch table.
2.
Click
(Properties).
Fixture Properties
Preheat / Limit
To set a range in which the intensity value of a lamp will stay:
Enter the lower value under Preheat and the upper value
under Limit.
Inverting Pan / Tilt
To invert the Pan- or Tilt value for a lamp or to switch the Pan /
Tilt channels (this does not become visible on screen, just in the
DMX output):
„Invert Pan“ inverts the pan channel
„Invert Tilt“ inverts the tilt channel
„Swap Axis“ swaps pan and tilt.
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19 Programmer: Patching
19.5. Using Groups
Creating a New Group
1.
2.
3.
4.
New groups can be created either from the entire content of
the Programmer view or only from the currently selected
fixtures.
The fixtures that you want to group have to be in the
Programmer view.
There are two ways to create a new group:
In the Navigator select Groups,right click to bring up
the context menu and select "New Group".
Press CTRL-G.
A dialogue appears in which you can enter a name for the
new group.
Furthermore there is a checkbox "Include only selected
fixtures".
If only the currently selected fixtures should belong
to the new group, leave the checkbox ticked.
If the new group should contain the entire contents
of the Programmer View, untick the checkbox.
Replacing a Group
To replace the content of a group, while right-clicking on a group
there are the commands "Replace" und "Replace with selected".
"Replace" replaces the group with the entire contents of the
Programmer View.
"Replace Selected" replaces the group with only the currently
selected fixtures.
Using a Group
Double-click a group to load it's contents into the Programmer
View.
Managing Groups
The context menu (right-click in the groups register card) contains
the following options for managing groups:
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19 Programmer: Patching
Delete
Rename
Sort by Names
Deletes a group
Renames a group
Sorts groups
alphabetically
19.6. Using the Flightcase
The Flightcase at the right of the patch window is intended for
removing lamps from a patch without actually deleting them. It is
useful for copy and paste actions.
Moving Lamps into the Flightcase
Select one or more lamps and click
i
(Move to Flightcase).
Lamps contained in the flightcase show up in the Navigator with the
additional remark <unpatched>.
Lamps with the <unpatched> remark can be used in scenes, but they
won't send DMX.
Moving Lamps from the Flightcase
1.
In the Flightcase, select the lamps that you want to insert
2.
(Insert from Flightcase).
back into the patch, then click
You are asked for a DMX address at which you would like to
insert the lamps.
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19 Programmer: Patching
Insert Flightcase stuff
19.7. QuickPatch
1.
2.
3.
In the Programmer's menu bar click
or press CTRL-P to
bring up the QuickPatch window.
Select the DMX universe and the start address from which on
the lamps should be patched.
Additionally you can give new names to the fixtures that
were changed with QuickPatch. To do this check "Rename
clicked fixtures" and enter a new screen name.
QuickPatch
4.
Confirm the dialogue with .
The QuickPatch window disappears, but the Programmer is
now in QuickPatch mode, as visible in the status window
which shows: "Reminder: Quick Patch" and the DMX address
which will be assigned at the next mouse click.
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19 Programmer: Patching
Quick-Patch Reminder
5.
6.
Now click lamps, either in the Programmer view or in the
Preview window. After a lamp has been clicked, the next free
DMX address is automatically calculated (based on the
number of channels that each lamp needs).
To end Quick Patch mode, click on the reminder in the Status
window or click
, or press ESCAPE.
19.8. Using QuickPatch for Moodlights
In this example, eight
Moodlight-LED panels
from the manufacturer
Traxxon are patched to a
matrix – so that they are
displayed according to
their setup. After that, it is
possible to use matrix
functions of the
Programmer like drawing
and wizards.
DMX addresses of a Moodlight work in the following way: One
base address is set for all four panels, each of which has three
colours.
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19 Programmer: Patching
In this example, eight Moodlights are set to the following DMX
addresses:
In the Programmer, each moodlight is represented by four fixtures
of "RGB Fader" type.
To control all moodlights, 32 (eight times four) "RGB Fader" type
fixtures are needed. After patching those, QuickPatch is used to
assign them to the individual panel's addresses.
Step by Step Instructions:
or menu FILE/PATCH)
1.
Open the patch window (Button
2.
3.
In the patch window, click . The library appears.
In the library, click "Generic" manufacturer and then
"RGBFader".
In the bottom right corner where it says "Insert 1 fixtures ..."
replace the 1 with 32. (32 comes from the formula Number of
Moodlights * 4.)
Click OK.
4.
5.
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19 Programmer: Patching
6.
Back in the patch window, select all fixtures (e.g. by clicking
in the patch table somewhere, then pressing CTRL-A).
button on the right (Move to Flightcase).
Now click the
Click OK.
Back in the main program, click left in the Navigator where it
says "RGBFader".
10. Now insert all RGBfaders into the Programmer View (e.g. by
clicking one, then pressing CTRL-A).
7.
8.
9.
or, from the menu, choose EXTRAS / SHOW
11. Now click
PROPERTIES.
12. In the "Show Properties" window now click the "Sections"
rider.
13. In the first line, enter 4 as new number where it says "Cluster
Size". This is because our Moodlight Matrix has a height of 4
pixels.
14. Click OK.
or press CTRL-P to start
15. Back in the main view, now click
QuickPatch mode.
16. Don't make any changes in the QuickPatch dialogue, just
click OK. The Programmer is now in QuickPatch mode.
17. Is the preview window (in the top right corner) visible?
If not, "grab" the vertical ruler on the right of the top middle
window and move it to the left (drag with the mouse) to
show the preview window.
Now, you have to click the boxes in the preview to set them
to new DMX addresses. For our Moodlights, click the
preview in the following order:
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19 Programmer: Patching
2
1
18
17
3
4
19
20
6
5
22
21
7
8
23
24
10
9
26
25
11
12
27
28
14
13
30
29
15
16
31
32
18. The last step is to quit the QuickPatch mode by pressing ESC.
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20 Programmer: Programming Cues
20. Programming a Cue
20.1. How it works
Programming a new cue takes three steps: Selecting the lamps
from the Navigator, setting the values for their channels and
finally, saving the cue to a cuelist.
20.2. Adding Lamps to a Cue
1.
2.
In the Navigator, click the register card of the lamp type that
you want to add.
After that you have several possibilities:
Clicking on lamps inserts them into the Programmer
View
Pressing CTRL-A inserts all lamps
Pressing ENTER brings up the Use Range dialogue
Right-click to use the context menu (Use all / Use range)
If the list contains too many fixtures to fit them all on the
screen, arrows for scrolling will appear next to the
headline.
To save space, you can right-click on the headline and
select „Force Short View“.
20 Programmer: Programming Cues
20.3. Selecting Lamps
Just clicking a lamp selects it, but there are more options: You can
set the channel value for several lamps at once by selecting more
than one lamp.
There are special commands for selecting lamps, available from
the lower tool bar, via keyboard shortcuts or via the context
menu.
Using the mouse
Clicking on a lamp selects it. Clicking while holding the mouse
key (drawing a lasso around them) selects several lamps. Holding
CTRL while clicking a lamp adds this lamp to the selection. All
lamps are deselected by clicking in an empty area.
Using the Preview Window
By default, lamps can be selected by clicking them in the Preview
window.
Use the left mouse button to select a fixture.
Use the right mouse button to deselect a fixture.
Using Keyboard Shortcuts
All the keyboard shortcuts are listed in chapter 36.3.
Pressing N always selects the next lamp. This is especially useful
when Highlight is activated (press H), because it makes it easy to
find the position of a real lamp.
Using Special Commands
Bring up the context menu (right click the Programmer View) or
use the icons in the lower toolbar:
Select All
Selects all fixtures.
Select Odd
Only selects fixtures with odd numbers.
Select Even
Only selects fixtures with even numbers.
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20 Programmer: Programming Cues
Select Next
Selects the next fixture in the list.
Invert Selection
Inverts the selection.
20.4. Setting Channel Values
How it works
Note that the channels are not displayed in order of the DMX
channels of the lamp; they are grouped into Intensity, Focus,
Colour and Beam channels.
To set the DMX value of a channel simply click in it and drag.
You can also set the value by using the faderunit, the context
menu, keyboard shortcuts or the command line.
For quick and easy setting of colour channels there are the Color
Picker, White and the possibility of drawing with colour in the
Preview window.
Touch
By default, channels appear dark blue with a grey text. But as
soon as a channel is touched by changing its value, it appears
light blue with white text. Also the channels belonging to the
same group (colour, or beam, or focus) change appearance. This is
important since the Programmer only saves channels which have
been "touched" in that way.
Only saving touched channels allows the Programmer to let
several cuelists access different channels of the same lamp.
To activate all the channels at once and set them to their default
values:
Select all lamps by pressing CTRL-A. Then do the Open White
command (Button
/ SHIFT-W) and set the pan/tilt channels to
/ SHIFT-Q).
50% using the Focus Home command (Button
It is also possible to manually "untouch" channels by using the
commands Untouch Channel (Button
(Button
130
/ SHIFT-U).
/ U) and Untouch Full
20 Programmer: Programming Cues
Selecting a channel
Click on a channel or use the arrow keys to select it. A red bar
appears above the channel to show that it is selected.
A red bar indicates the selected channel
Setting a Value By Using the Mouse
Click on a channel and drag the mouse to change a channel's
value. The speed can be adjusted in the main menu under
EXTRAS/APPLICATION OPTIONS , in "Setup2".
Shifted Slide
To finetune the value of a channel hold SHIFT while dragging
with the mouse. The speed can be adjusted in the main menu
under EXTRAS/APPLICATION OPTIONS , in "Setup2".
Spreading
To spread a value over several lamps, hold CTRL while dragging
with the mouse. If a Faderunit is connected you can hold the e:cue
key while turning a jog wheel to achieve spreading.
Context Menu
Values or Settings (i.e. for gobos) can be chosen from a list if you
right-click on a channel and select "Set to".
Using the Keyboard
A list of all keyboard shortcuts is available in chapter 36.3.
Using the Faderunit
Use the keys B,C,F,... next to the jog dials to quickly assign them
to channel groups (Beam, Colour, Focus...). Red bars show the
channels to which the jogs are currently assigned.
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20 Programmer: Programming Cues
Using the Command Line
Key: TAB
Channels can be set by typing commands into the command line.
Using the format ScreenID#Kanal@Wert you can set the
following:
The lamps that you want to set (ScreenIDs)
# the channels of these lamps that you want to set
@ the value that you want these channels to have
Syntax
ScreenID#Channel@Value
ScreenID says which lamps should be affected.
If you don't enter a number here the command will affect all
selected fixtures.
Channel is the zero-based number of the channel that you
want to set.
The channels are counted from 0, i.e. first channel is 0, second
channel is 1 and so on.
Value without an algebraic sign is interpreted as percent
(0..100).
If you type ~ before Value, it will be interpreted as DMXValue (0..255).
F sets the channel to its maximum value(Full).
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20 Programmer: Programming Cues
Examples
1..5@20
1+3+7@F
#2@20
@~128
Sets DMX channels 1-5 to 20%. The
two periods indicate a range.
Sets channels 1, 3 and 7 to 100%.
With the plus sign you can chain
commands for single fixtures.
Sets channel 2 of the selected
fixtures to 20%.
Sets the intensity channel of the
selected lamps to DMX value 128,
i.e. 50%. Setzt den Intensity-Kanal
der markierten Lampen auf DMXWert 128, also 50%.
History
The command line has a History feature. Past commands can be
repeated by using the cursor keys. The history is kept when the
Programmer is closed.
Alt+Down shows all past commands.
More Commands
:Aliasname (Colon & Aliasname)
Starts the media file which is associated with the alias name.
See chapter 28.3 for using alias names.
!Makro (Exclamation mark & Makroname)
Calls a macro command.
Extras
Open White
(Open White)
Button
Shift-W
Touches all channels (except pan and tilt) and sets them to default
values.
Focus Home
(Focus Home)
Button
Shift-Q
Sets the focus channels to home position (50% Pan, 50% Tilt).
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20 Programmer: Programming Cues
Colour Picker
Button
Key J
Colour Picker allows you to quickly set a colour for the selected
fixture.
The colour can be selected in the HSB colour model by clicking in
the circle, or in the three-dimensional RGB colour model by
moving the points.
Colour Picker only works with lamps which support
CMY (or RGB) colour.
If the lamp stays black after using the Colour Picker,
check if the Intensity channel is set to 0%.
Setting a Colour Gradient
To set a gradient over several lamps:
1. Select more than one lamp of the same type.
2. Open the colour picker and select the first colour.
3. Click "Color 2" and select the second colour (the checkbox
"Spread" must be ticked).
4. Select a gradient model from the dropdown box:
RGB
Most authentic gradient.
HSB Short Path
Shortest path along the HSB
colour circle.
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20 Programmer: Programming Cues
HSB Long Path
Longest path along the HSB
colour circle, involving all
colours inbetween.
White
Button
(Color White)
CTRL-J
Sets all selected channels to white.
Effect Generators (LiveFx)
(Create FX)
Button
X
Assign an effects generator (LiveFx) to the selected channel. See
chapter 24 "Live fx".
Drawing with Colour in the Preview
Button / (Setup Draw Mode)
To draw with colour in the Preview window, you have to change
the setting under Setup Draw Mode in the lower toolbar. This
feature is especially useful when using lamps which are arranged
as a matrix.
Setup Draw Mode
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20 Programmer: Programming Cues
Select "Draw with color" and click the rectangles to choose colours
with which the two mouse buttons are to draw.
20.5. More Tools
Blind
Button
B
By default the Programmer view overrides the DMX output played
back by the cuelists.
This can be changed using Blind mode. When Blind mode is active
the status of the Programmer doesn't generate any DMX output.
Highlight
Button
H
Highlight helps to see which real lamp is connected to the
representation onscreen. When Highlight is active, the selected
lamps are lit just plain white (effects and colours are momentarily
set back). Highlight-Modus doesn't change the current cue, it is a
temporary function.
Pressing N always selects the next lamp. This is especially useful
when Highlight is activated (press H), because it makes it easy to
find the position of a real lamp.
i
How a lamp behaves when it is affected by the Highlight function
is set in its library entry.
Freeze
Button
Freeze pauses the current show and freezes the DMX output at
the current values. All effects created with Live fx are paused as
well. Editing the values within the Programmer is still possible.
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20 Programmer: Programming Cues
Clearing the Programmer View
Button
(Clear)
CTRL-Y
Clears the content of the Programmer View.
Reset
Button
(Reset)
CTRL-F9
The reset button does the following:
Stops all cuelists
Sets all DMX output to 0
Deactivates the Trigger Machine for five seconds
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21 Programmer: Cues and Cuelists
21. Cues and Cuelists
21.1. How it works
The Programmer saves cues in so-called Cuelists. Up to 240
Cuelists with 4096 cues can be used. The Programmer can play
back up to 24 simultaneous cuelists.
Timeode-Controlled Cuelist
After recording cues their parameters for fades and timing can be
adjusted in the Cuelist window (F6). Cues can be called back into
the Programmer for editing, and of course they can be moved
around withhin the cuelists using typical Windows cut&paste
functionality. After finishing a cuelist one might want to edit the
cuelist's properties to edit various options (see next chapter).
21.2. Recording a Cue
To record a cue (it can always be edited later):
1.
or in the
Press R, use the record button in the toolbar
cuelist window, or select CUE / RECORD from the menu.
A window pops up:
21 Programmer: Cues and Cuelists
2.
3.
Here you can specify a name for the cue, default is "<new
cue>".
Also you can specify whether you want the new cue to be
inserted at the end of the current cuelist (default) or if you
want the new cue to be inserted before the currently selected
cue (if you already have several cues in the cuelist).
New cues are always recorded into the cuelist that is
currently selected.
When saving a cue, only "touched" channels (that have
been changed) are recorded.
To play a cue in the Stage Output window you need to clear the
contents of the Programmer view first, using the button
(Clear) or CTRL-Y (alternately you can activate Blind mode with
the B key).
This is because the contents of the Programmer view always
override the cuelists' output.
To view the DMX output of the program you can click
in
the toolbar. This brings up the DMX output window.
21.3. Editing a Cue
To load a cue into the Programmer view for editing (careful
because this clears the Programmer View):
1.
Open the cuelist window (Button
/ F6)
2.
Select the cue that you want to edit and click
(Load).
Alternatively you can press E or select CUE / EDIT from the
main menu.
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21 Programmer: Cues and Cuelists
The Programmer now automatically changes to the
Programmer view and loads the cue. Now you can change
things.
3.
(Save). Alternatively you can
To save the cue back click
press S or select CUE / SAVE from the main menu.
The Programmer now saves the cue, clears the Programmer
view and goes to the Stage Output view.
21.4. Cut & Paste
There is standard Windows™ cut&paste functionality in the
cuelist window, using the common keys:
CTRL-C to copy
CTRL-X to cut
CTRL-V to paste
This also works in the Cuelist Page in the Navigator, so you can
copy and paste entire cuelists.
21.5. Renumbering Cues
After some cutting & pasting the cue numbers may be jumbled.
To renumber them all, open the context menu by right clicking in
the cuelist window and select "Renumber".
21.6. Cue Properties
How it works
In the cuelist window you can set the following things for each
cue:
Fade to the next scene
A fade which is spread over several lamps (Delay)
How long the cue should be displayed (Timing), either
in seconds, by manual control, timecode-dependant or
depending on other cuelists
Loops (and nested loops)
Actions which allow access to the complete functionality
of the Programmer, like media, interfaces, and more.
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21 Programmer: Cues and Cuelists
Cue Properties
Opening Cue Properties
You can bring up the Cue Properties dialogue by selecting one or
more cues and then doing one of the following:
Click
(Properties)
Call the context menu and select "Properties"
Press F2 or ALT-ENTER.
Adjusting Fade Times (Fade)
"Fade" specifies how long it will take all the values in a cue (like
Intensity, Focus, Colours...) to reach the amount that was
specified in the cue – i.e. how long it will take the cue to fade in.
There are some so-called "soft modes" for fading (see below),
however please take note that they are not supported when
running a show standalone in the nano or the e:node.
The soft modes are:
Linear
linear fade
Soft Motion
soft start and stop when fading (Useful for Pan /
Tilt movements, but not recommended if the
lamp has its own soft motion modes).
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21 Programmer: Cues and Cuelists
Soft Start
Soft Stop
soft start of fade
soft stop of fade
Delay: Asynchronous Fading
Delay allows fades which are spread over several lamps, i.e. with
a delay setting some lamps are faded in earlier than others.
Left->Right
Right<-Left
Middle to
Outside
Outside to
Middle
Random
First lamp of the group fades immediately, it
takes the set time until the last lamp has
completed the fade.
Last lamp of the group fades immediately, it
takes the set time until the first lamp has
completed the fade.
Middle lamp of the group fades immediately, it
takes the set time until the lamps on the outside
have completed the fade.
Lamps on the outside of the group fade
immediately, it takes the set time until the lamps
in the middle have completed the fade.
Lamps in the group fade with random settings
Setting Cue Timing
There are four modes to set the timing of a cue:
Manual (Default)
This setting makes the Programmer wait for a keypress
after the cue has appeared. This is the PLAY-BUTTON in
the cuelist window or a PLAY-BUTTON on the e:cue
Faderunit. If the show has been exported into a
standalone device, the keypress can also be one of the
following:
- A serial command reaching the nano
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21 Programmer: Cues and Cuelists
- A keypress on the e:node
- An electrical signal reaching the e:node's opto-input
Wait
When set to Wait, the time specified here (in seconds)
will be the complete running time of the scene, inclusive
Fade and Delay. After this time has passed the next scene
will be started.
Timecode Wait Until
When set to Timecode, the cue will appear for the time it
takes until the specified SMPTE time has been reached.
This is called "wait until"-SMPTE and means that the
next cue will be started when the time that you have
specified in this cue is reached.
As long as no timecode is present, the Programmer will
wait indefinitely. See also chapter 31, „Timecodecontrolled Shows“.
Cuelist End
This mode can be used to have a cue run as long as it
takes another cuelist to run through. For this, the timing
must be set to Cuelist End and another cuelist must be
specified. The cue will then appear as long as it takes
this other cuelist to run through; only after that will the
next cue be started.
Setting Loops
With a loop you can make a specified part withhin the cuelist
(say, cues 3-7) repeat for the number of times you specified,
before the rest of the cuelist follows.
To set a loop:
1. Double click the cue where you want the loop to start.
2. Tick the checkbox „Start Loop with“.
3. Specify how many repeats you want and close the dialogue.
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21 Programmer: Cues and Cuelists
4.
5.
Now double click the cue with which you want the loop to
end.
Tick the checkbox "End loop here" and close the dialogue.
The loop is now set.
Loops can be nested.
Using Cue Actions
Each cue has several slots where you can set actions that you
want to be triggered by the cue. Actions allow access to the
complete functionality of the Programmer, including interfaces,
timecode, media, network, macro programs and more.
To trigger an action with a cue:
1. Double click a cue and click on an "Action" rider (or double
click the cue's "Actions" column in the cuelist window). This
brings up the cue's Action properties.
"Action"
2.
144
Select an action from the dropdown menu.
For a list of actions please see chapter 36.5.
Some actions require that an e:cue Media Dongle is present.
Furthermore, specific actions are native to the Media Engine
21 Programmer: Cues and Cuelists
or the Programmer. Below the menu there is an indicator
which always shows you whether the action is possible on
the combination that you are currently using.
Indicator for Actions
3.
Depending on the kind of action you selected you might have
to specify other parameters. Please refer to chapter 36.5 for
parameters. After clicking OK the action is linked to the cue
and will be triggered when the cue is played.
21.7. Cuelist Properties
Opening Cuelist Properties)
You can bring up the Cuelist Properties dialogue in several ways:
Click the large button at the bottom of the cuelist window:
Press F2 or ALT-ENTER while keyboard focus is on a cuelist
in the Navigator (for example if it has been clicked).
By using the context menu in the Navigator.
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21 Programmer: Cues and Cuelists
Cuelist Properties
Main
Setting HTP/LTP
To set a cuelist to LTP mode (Latest Takes Precedence) untick the
checkbox next to HTP (Highest Takes Precedence).
i
LTP and HTP modes define what happens when two cuelists try to
access the same lamp.
HTP (Highest takes precedence), default: The highest value gets
priority control.
LTP (Latest takes precedence): The value that has been send last gets
priority control.
The HTP setting cannot work if the channel has been explicitly
defined as LTP in the Library Editor.
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21 Programmer: Cues and Cuelists
Start on Fader Up
If you want the cuelist to automatically start as soon as you move
the fader on the Faderunit from its zero position, tick the checkbox
Start on fader up.
Auto Release on Fader Down
If you want the cuelist to automatically stop as soon as you move
the fader on the Faderunit to zero position, tick the checkbox next
to Auto release on fader down.
Submaster inaccessible via Faderunit
If you don't want the fader on the Faderunit to control this cuelist's
submaster, tick this checkbox.
Timecode
Timecode Master
Tick this checkbox if the cues in this cuelist are timecodecontrolled. It makes the Programmer skip back to the first cue
whenever timecode is lost or skips back. So if you skip around the
timecode, the cuelist will skip to the first cue shortly but then
immediately catch up to the correct position.
Timecode Auto Activation Window
You can make your cuelist automatically start if the timecode lies
between the values you entered.
Auto Release if Timecode is Outside Window
Tick this checkbox to automatically stop the cuelist if timecode is
outside the values that you entered above.
See also chapter 31, „Timecode-controlled Shows“.
Mutual Exclude)
With Mutual Exclude you can easily define a set of cuelists of
which only one can run at a time. If a cuelist with Mutual
Exclude-number starts, it will stop all other cuelists which have
the same number entered under "Cuelist Properties".
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21 Programmer: Cues and Cuelists
Release
By default a cuelist runs in a loop. To make a cuelist stop after it
has ran through once, tick the checkbox next to "Auto Release On
End". You can then specify the time for fade out of the last cue
under Release Time.
Chaser Mode
To define a cuelist as chaser cuelist set a chaser mode here.
Under "Type" you can specify the mode:
Chaser Forward
Chaser Reverse
Chaser Flip (Chaser runs back and forth)
See also chapter 22.2, „Chaser Wizard“.
The settings only come into effect after you have clicked OK.
Chaser Speed
Chaser Speed sets the Chaser's speed in BPM.
The chaser speed is shown in the cuelist's tab in the Navigator
and can be adjusted by clicking where it says "...BPM".
Furthermore you can press PLAY (or F12) rhytmically for doing
a BPM Teach-In.
AUDIO DSP Features
Submaster control
If your cuelist contains cues that are controlled by AudioDSP:
You can make the Programmer keep the submaster down unless a
beat is recognized by the AudioDSP – select High if beat valid.
To make the Programmer take the submaster down as soon as a
beat is recognized by the AudioDSP – select Low if beat valid.
Auto Speed From Audio DSP
Tick this checkbox to let the AudioDSP set the ChaserSpeed for
this cuelist.
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21 Programmer: Cues and Cuelists
Special Settings
Speedmaster
You can assign a speedmaster to your cuelist here. With this you
can adjust the speed of your cuelist subsequently and live (Pitch
Control). The speedmasters are in the Navigator in the "Masters"
register card.
Pressing Play While Running
Here you can specify what should happen when the play button
of this cuelist is pressed during playback.
Submaster Influence)
Here you can extend the submaster's influence on other channel
groups.
'Auto':
Submaster automatically modifies the appropriate
channels (dimms RGB/CMY channels if lamp lacks
intensity channels)
'Intensity': Submaster only modifies intensity channels
'Focus':
Submaster modifies focus channels (lowering the
submaster moves focus channels towards
default/home position)
'Color':
Submaster modifies color channels
'Beam':
Submaster modifies beam channels (lowering the
submaster moves beam channels back to their default
position)
Release Action
You can set actions that you want to be triggered when the cuelist
gets released. Actions allow access to the complete functionality
of the Programmer, including interfaces, timecode, media,
network, macro programs and more. A classical use for this
would be to stop a mediafile that is started by the first cue in the
cuelist.
To do this, click on the rider "Release Action", then select an
action from the dropdown menu and enter additional parameters.
For a list of actions and parameters please refer to chapter 36.4.
Some actions require that an e:cue Media Dongle is present.
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21 Programmer: Cues and Cuelists
Furthermore, specific actions are native to the Media Engine or the
Programmer. Below the menu there is an indicator which always
shows you whether the action is possible on the combination that
you are currently using.
21.8. Cuelist Directory
Adding a New Page
To add a new page with 12 empty cuelists:
1. Right-click on any cuelist in the Navigator to bring up the
context menu. Select Cuelist Directory.
2.
The cuelist directory appears. Click
page will be created.
(Add) and a new
Renaming a Page
Open the Cuelist Directory and click "Rename"
.
Deleting a Page
When you delete a page, the content of all cuelists in this
page will be lost.
Open the Cuelist Directory, select a page and click "Delete"
.
Mapping Faderunit Faders to Cuelists)
By default, the first twelve faders on the Faderunit are mapped to
the first twelve cuelists and control the submaster. To change this:
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21 Programmer: Cues and Cuelists
1.
2.
Open the Cuelist Directory.
Select a page.
Cuelist Directory
3.
On the right side double click a fader or select one and click
. A dialogue opens where you can assign another cuelist.
If there is a conflict, i.e. if two faders control the same cuelist, you
will see a warning symbol next to the fader (instead of a green
lamp).
To reset the mapping click „Restore“
.
21.9. Playing Back Cuelists
How it works
There are several ways to play back cuelists, from the cuelist
window, from the navigator or from the faderunit, and of course
from the external devices like the e:node if they run in standalone.
For playing back cuelists in external devices please refer to the
chapters for these devices.
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21 Programmer: Cues and Cuelists
First Things First
Since the Programmer view content always overrides the cuelist's
output (unless Blind mode is activated) it should be cleared before
playing back a cuelist, using the
(Clear) button or CTRL-Y.To
see the show's output change into Stage Output view.
Playback from the Cuelist Window
F12
Play
F11
Pause
You can change this buttons
function under Cuelist Properties
"Pressing Play while running"
F10/Space
Stop
CTRL-F12
Skips forward and pauses
CTRL-F11
Skips backward and pauses
You can also right click on a cue while playing and select "Goto
here..." or "Skip to here".
Goto here
Skip to here
Fades into the clicked cue
and continues playback.
Skips to the clicked cue
(without fade) and goes to
pause.
Playback from the Navigator
Each Cuelist in the Navigator has its own transport panel. It also
displays information about its HTP / LTP mode, bpm speed (if in
chaser mode) and a submaster.
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Setting the Submaster
Clicking into the bottom left corner of a cuelist in the Navigator
brings up the submaster. While the keyboard focus lies on the
Navigator (focus with Q key) you can manually adjust the
submaster using the keys +, -, *, /.
Playback from Faderunit
The Faderunit has transport keys for each cuelist. You can also
make the faders start / stop the cuelists when they are moved
from / to zero position, by selecting "Start on Fader Up" and "Stop
on Fader Down" in the Cuelist Properties.
Using a Master Cuelist for Playback
How it works
By using cues that trigger other cuelists (cue actions) one cuelist
can be made into a "Master Cuelist" which starts and stops the
other cuelist at specific times (e.g. depending on timecode).
Making a Master Cuelist
Take any empty cuelist and repeat the following steps for each
other cuelist that you want to start or stop:
1. Create an empty cue by pressing "R" when no lamps are
present in the Programmer view.
2. If it isn't already open, bring up the Cuelist window by
pressing F6. Double click the new empty cue.
3. Click the "Action #1" rider.
4. From the dropdown menu "Do" select "Cuelist".
5. As parameter for "Cuelist" select a cuelist for starting or
stopping.
6. As action select "Start" or "Stop".
Lastly you have to set timing values for the cuelist-starting cues.
If the cuelists which you started respond sluggishly it can be a
good idea to set the fade times of their first cues to zero.
Now, if you want to synchronize all the cuelists in your master
cuelist to timecode smpte-times you can do the following:
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21 Programmer: Cues and Cuelists
1.
In the cuelist window tick the checkbox "Learn Timecode" on
the bottom right corner.
2. Start a timecode signal.
3. While timecode is running, press the "Play" button (or F12)
every time you want to advance to the next cue at this point
in timecode (don't forget to deactivate "Learn Timecode"
afterwards). It can also be very helpful to set "Timecode
Master" in the cuelist's Cuelist Properties afterwards (the
cuelist will then always follow timecode, no matter if it is
skipped backwards or temporarily lost).
See also chapter 31, „Timecode-controlled Shows“.
Stop All / Reset
Press
21.10.
(Reset) to:
Stop all cuelists
Stop media playback
disable the Trigger Machine for five seconds
Setting Masters
Grandmaster and Speedmasters can be adjusted via the register
card "Master" in the Navigator.
Submasters can be set by clicking and dragging in the bottom left
corner of each cuelist (register card Page).
Fixtures in the Programmer View are influenced by the
Grandmaster in the following way:
If a fixture lacks an intensity channels, the Grandmaster
will automatically affect its RGB or CMY channels.
Changes to the intensity channel always stay between
the settings for 'Preheat' and 'Limit' for that fixture.
The channels which a submaster influences can be
adjusted in the Cueliste Properties (see chapter 21.7)
under "Submaster Influence".
Speedmasters can be assigned to cuelists in the Cueliste
Properties (see chapter 21.7) under "Submaster
Influence".
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21 Programmer: Cues and Cuelists
If the Grandmaster is set to a value lower than 100% the
register card's headline is coloured red. Right-click on
the headline immediately sets the Grandmaster back to
100%.
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22 Programmer: Wizards
22. Wizards
22.1. Checkit Wizard
Checkit Wizard generates a cuelist which tests every DMX channel
of the selected lamp, setting it to different values. By exporting
such a cuelist e.g. into the nano you have a small lamp testing
device.
To generate a test routine:
1. Put the lamps you want to test into the Programmer view.
2. Select an empty cuelist.
3. From the main menu select EXTRAS / WIZARDS / CHECKIT
WIZARD.
Checkit Wizard
4.
Specify the intensity level during the test.
22 Programmer: Wizards
5.
6.
For each group of channels you can specify how long the
fade between testing steps should be and how long testing
steps should take (pause).
Bestätigen Sie mit .
Now the Checkit Wizard fills the cuelist with testing routines.
Testing routines generated by checkit wizard
22.2. Chaser Wizard
The Chaser Wizard makes it easy to create a chaser from one or
more lamps. To use the wizard:
1.
Select the lamps which are to contain the chase in the
Programmer view.
2.
(SHIFT-W) to
In the lower toolbar click Open White
"touch" all channels.
Now select only the first lamp of the soon-to-be chaser and
set its Intensity (or all channels that you want the chaser to
use) to 100% (or the intensity that you want the chaser to
use).
Now again select all the lamps that are to be in the chaser.
3.
4.
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22 Programmer: Wizards
5.
6.
Select an empty cuelist.
From the main menu select EXTRAS / WIZARDS / CHASER
in the Cuelist window).
WIZARDS (or click the wizard hat
Enter the number of lamps you are using under "Steps". If
you want the chaser to skip lamps you can enter a value in
the field "Offset".
7. Confirm the dialogue with OK. Now the Programmer view is
cleared, the Stage Output view is shown and the chaser is
played back.
To comfortably adjust the chaser's speed you can assign a
speedmaster to the cuelist under Cuelist Properties.
22.3. Scroller Wizard
How it works
With the Scroller Wizard you can generate scrolling text on DMX
devices that are arranged as a matrix. First you have to make sure
that the matrix is correctly displayed in the Programmer though. It
should look the same in the Preview window as in reality. This
depends on the setting for "Cluster Size" (which specifies how
many lamps are displayed in one vertical row). This setting can be
accessed from Scroller Wizard by clicking the "Sections" button
(see below). Also see the chapter about patching.
Creating a Scroller
1.
2.
158
Select an empty cuelist.
From the main menu select EXTRAS / WIZARDS /
SCROLLER WIZARD (alternatively you can press
SHIFT+F4).
22 Programmer: Wizards
3.
4.
5.
Go through the steps by clicking on the riders "Step 1", "Step
2", "Step 3". After finishing step3 you can click OK.
In step 1 you can select the section and the lamps that you
want to create the scroller from, as well as the font.
7 pixel height and 8 pixel height native fonts are available, as
well as installed Windows TrueType fonts. Select a TrueType
font by clicking on "Other..." in the font box. (For more
information on using TrueType fonts see below.)
Choose a way of scrolling the text in the "Mode" dropdown
box:
Single Shot
Simply lets the text appear, then stop.
Coming from
Lets the text scroll in from the right,
right
then stop.
Fly up
Lets the text appear and then scroll
upwards.
Exit to Left
Lets the text appear and then scroll left.
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22 Programmer: Wizards
6.
7.
8.
9.
„Go through“ makes the text scroll through. E.g. Coming from
right & Go through makes the text scroll through from right to
left.
Now click "Step 2", where you can enter the desired text.
"Special Settings" lets you mirror your text on the X- or Yaxis. The value for "Vertical Offset" moves the text upwards
or downwards (negative values = up, positive values =
down). "Horizontal Offset" only makes sense for "single shot"
texts and moves the text to the right or to the left.
Now click "Step 3", where you can determine whether the
scrolltext should be displayed by the lamp's intensity channel
(tick the "Affect Intensity Channel" checkbox) or by the
colour channels (for LED's, tick "Affect Colour Channel"
checkbox).
Click OK. The scrolltext is now generated and put in the
cuelist.
To comfortably adjust the scrolltext speed you can assign a
speedmaster to the cuelist under Cuelist Properties.
Using TrueType fonts
Even if the size of a TrueType font is specified as "8" or "10",
there will be space above and below that for some characters
like "g", "y" or apostrophs, so the actual pixel size of a 10
point TrueType font may well be 12 or more.
When using a TrueType font, you may have to adjust the
"Vertical Offset" parameter in step 2 of the Scroller Wizard if
the font is rendered too low. Values between 5 and –5 may
have to be tried, depending on the font layout and its size.
22.4. Bitmap Wizard
How it works
The Bitmap Wizard creates animated graphical output on DMX
devices (like LEDs) which are arranged to a matrix.
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22 Programmer: Wizards
For input the Bitmap Wizard uses Windows bitmap graphics (BMP
files) or the current contents of the matrix. For example you could
draw something on the matrix and then animate it.
Bitmap Wizard animates graphics using the following tools:
Horizontal and vertical shifting / moving
Rotation
Zoom
Soft Start / Stop modes
Randomizer
Bitmap (example)
Animation (zoom)
Especially useful for animation are small, pattern-like graphics.
Animating
1.
2.
3.
4.
5.
6.
Select the lamps which make up the matrix.
Select an empty cuelist.
From the main menu select EXTRAS / WIZARDS / BITMAP
WIZARD.
Select the lamps & the section that you want to use.
and choose a file to open. Or leave the field blank in
Click
case you want to use the current contents of the matrix.
Set wether the animation should be displayed using the
intensity channels or the colour channels.
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22 Programmer: Wizards
7.
Click the other rider,
.
Here you have two times the parameters for rotation, zoom
and movement – before and after the animation.
Parameters at start of
animation
Parameters at end
of animation
Timeline
8.
9.
Define the parameters for a state at the beginning and a state
at the end:
Rotate
Rotation in degrees (negative numbers are possible)
Zoom
Zoom (in percent).
Offset X
horizontal shifting of graphic
(negative numbers are possible)
Offset Y
vertical shifting of graphic
(negative numbers are possible)
Randomize
sets the values to random numbers.
Now specify what should happen to the area which appears
outside of the graphic when it is zoomed / turned / shifted
etc.:
Set to Color...
Fills the circumjacent area with the specified colour.
Wrap around
Fills the circumjacent area with a repetition of the
graphic.
Set to Color (Black)
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22 Programmer: Wizards
10. Now set the number of cues that should be used ("Render ...
Cues") for the animation, as well as the time it should take
(this can also be set to MANUAL). Movement offers various
modes with soft fades between single frames to make the
animation appear smoother.
11. Click OK. The animation is rendered and you are asked
whether you want to watch it now in the Stage Output view.
Cuelist with Animation
To add another animation step: Put the lamps which were used
before into the Programmer View again, open the cuelist, select
the last cue and run the Bitmap Wizard again. The newly
generated cues will then be appended at the end of the list.
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23 Programmer: Exporting Show to External Device
23. Exporting a Show
23.1. How it works
The Export function is used to save a show to an e:cue device with
standalone capability. For the Media Engine please use the "Upload"
function instead (see chapter 13.5).
Requirements:
Please note that not all standalone devices by e:cue support all of
the features offered by the Programmer. Check the following table:
DMX channels
Cuelists
Cuelists
simultaneously
HTP/LTP
Delays
Fade
Fade softmodes
Loops
Cue Actions
LiveFx
cue step control
Timecode
Remote Control via
e:com
Macros
Sound2Light
Midi
Trigger Machine
nano
32
1
e:node
512
10+2
Media Engine
1024
240
1
1 (10 Multimode)
24
wait time
wait time/manual
all
start cuelists at
set time / date
Sunrise Timer
23.2. Exporting a Show
1.
From the main menu select EXTRAS/EXPORT TO DEVICE or
click
to bring up the "Export Show" dialogue.
23 Programmer: Exporting Show to Device
Export Show
2.
3.
4.
If you want to test your show for errors click
"Check it".
The dialogue should show "Errors: 0, Warnings: 0" If there
are errors or warnings they are visible in the Logbook view
as plain text. Click OK to continue.
Click the device to which you want to upload the show.
When using a nano choose the cuelist you want to export.
When using a e:node the first twelve cuelists are automatically
used.
Click "Start Upload". A window pops up which informs you
about the progress of the upload.
After the show has been uploaded:
nano: Remove the serial cable. Then remove the power cable
and plug it back in again. The nano immediately starts
playback upon receiving power.
e:node: Go offline, either by exiting the Programmer or by
removing the network connector from the e:node. The
exported cuelists are now assigned to the e:node's buttons.
For more information please refer to the e:node chapter.
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24 Programmer: Live fx
24. Live fx
24.1. How it works
Live fx is an effects generator. Effects consist of mathematical
functions with adjustable parameters. They can be assigned to
every channel. If more than one lamp is selected, the effect can be
spread out over them. Live fx is also used to control channels via
Audio, since the equalizer bands of the AudioDSP can be selected
as functions.
24.2. Creating fx
To add fx to a channel:
Select the lamps as well as the channel where you want to
put the fx.
Click
(Create FX) or press X on the keyboard. The live fx
settings window appears.
24 Programmer: Live fx
Live fx settings
You can turn the mouse wheel in parameter entry boxes to adjust
the value more quickly.
Channel
In the "Channel" box you can select the channel (of the currently
selected lamps) to which the effect should be applied.
To quickly apply the same effect to several channels, tick the
checkbox "Copy Fx" and select another channel from the
dropdown list. This copys the effect to another channel.
Position
If "Touch Position" is activated Live fx will affect the channel's
value instead of just adding to it.
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24 Programmer: Live fx
Effect
Preview
By clicking on "Mode" to the right of the preview for the
mathematical function the preview can be switched to a statical
graph which is useful when creating spreaded effects.
Function
This is the mathematical function after which the effect is
calculated – or an equalizer band for sound to light control.
Size
This determines the amplitude for the function (in percent).
Speed
This determines the speed of the function (in Hertz).
Offset
This determines the function's temporal offset (in percent). This
parameter becomes especially interesting if "Spread" is activated
(with several lamps selected) and different values are used.
Ratio
This modifies the base function (deforming the curve).
Spread
If Live fx affects several devices at once, each parameter's effect
can be spread across the lamps by ticking the "Spread" checkbox
next to the parameter and selecting a second value.
Advanced Functions
Randomize
For random values tick the "Randomize" checkbox. Random
values are needed for some effects, as for example the "sparkle"
effect. To create a sparkle effect one would use a "Rectangle"
function, a speed value spread from 0 to 4 and a randomizer.
(How to make this work with LED's, where the colour white is
created by setting RGB, check the "with fixed seed" box.)
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24 Programmer: Live fx
with fixed seed
To apply the same random pattern to multiple channels there is a
checkbox "with fixed seed".
Fx which were made using random settings cannot be reopened
with the live fx dialogue.
Create Groups of...
This applies the effect to groups of lamps. For example enter the
Cluster Size of the lamps' section here.
24.3. Using Sound to Light effects
Channels can be controlled with the single equalizer bands of the
AudioDSP. This only works if the AudioDSP is running (see
chapter 30, "Sound To Light“).
To make a channel respond to an equalizer band:
1. Select the lamps and the channel which you want to control.
2.
3.
4.
Click
(Create FX) or press X.
Select an equalizer band as function. Bands X1-X4 are
combined equalizer bands (1-4 = X1, 5-8 = X2 ...).
Now you can adjust the effect by changing the parameters.
Sound2Light Parameters
The parameters Ratio and Speed are meaningless when using
Sound to Light functions. The effect of the Offset parameter is
different from normal functions: When using Sound to Light the
value of Offset is simply added to the channel value. This can be
useful because negative values are allowed for Offset.
Example: If an Intensity channel is set to 50% and Offset is set to
minus 50, the amplitude is always added to 0% (50-50=0).
EQ Effect on a Matrix
To achieve an EQ effect (with vertical bars responding to the
music) on lamps which are arranged as a matrix:
1. As function choose equalizer band 1
2. For the Offset parameter activate "Spread" and enter –100 and
0 as values.
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24 Programmer: Live fx
3.
4.
5.
For Ratio enter 30 (for a "hard response", other values will
yield different responses).
Click the checkbox "Create Groups...", as value enter the
"Cluster Size" of the section.
Click the checkbox "Make equalizer groups".
Example
24.4. Editing Live fx
To edit an effect:
1. Select the lamps and the channel which contains the effect that
you want to edit.
2. Click
(Create FX) or press X on the keyboard.
For best results you should only edit one effect at a time (i.e. select
channels which contain the same effect before you open the Live
fx dialogue). If you select a group of lamps which contain two
different effects, the Live fx dialogue will calculate a combination
of the two effects before displaying the Live fx window, and this
changes the values.
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24 Programmer: Live fx
24.5. Example: Wave Effect
Select ten movinglights in the Programmer view. Select their Tilt
channels and press X on the keyboard to bring up the Live fx box.
Select sin from the list of functions. Tick the checkbox for Spread
next to the Offset parameter. For Offset enter the values 0 and 100.
Confirm the dialogue. Now the group of movinglights moves like
a sine wave.
The center of the wave might need to be specified. To do this,
right-click the Tilt channel of the center lamp and select "Set to ->
50 %".
24.6. Example: Circle
To make a movinglight move in a circle, do the following: Select
the movinglight's Pan channel and bring up the Live fx dialogue
by pressing X on the keyboard. Set sin as the function, adjust the
Size parameter to something around 10 oder 20% and confirm the
dialogue. Do the same for the Tilt channel, but with cos as the
function. You may have to adjust both functions' parameters to
achieve a smooth circle.
24.7. Example: Rainbow
In this example colours are rotated through several lamps with a
colour mixing system.
Select all lamps and put an effect on the first colour channel (Blue
or Cyan). Take a simple sine wave as function, size and speed as
you like it; the important thing is the offset parameter:
Mark the "Spread" checkbox. First parameter gets zero, the second
parameter gets 33.
Now, in the upper left corner of the LiveFx dialog mark the "Copy
FX" checkbox, then select the second colour channel (Green or
Magenta). Now simply change the offset parameters to 33 and 66.
Copy the effect to the third colour channel (Red or Yellow) and
enter the offset values 66 and 99. Now you have a colour change
which is moving smoothly across the lamps.
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25 Programmer: FX Templates
25. FX Templates
25.1. How it works
With FX templates it is possible to save live FX effects and re-use
them later. However FX templates are not presets for single fxeffects, but rather they save a fixture's group of channels complete
with fx.
Fx Templates Window
25.2. Recording a Template
1.
Select the lamps with the fx that you want to record.
2.
Click
or press F3 on the keyboard to bring up the FX
Templates window.
Click the record button. A dialogue appears where you can
set the following things: A name; the channel groups from
which you want to record the fx (default is all); if you want to
record the fx only and not the channel positions (their values)
you can untick the checkbox "Include Positions".
3.
25.3. Using a Template
1.
Select a lamp. Note that the template will only work if the
lamp has the same channels as those contained in the
template.
2.
Select a FX template and click
.
26 Programmer: Presets
26. Presets
26.1. How it works
Presets make it possible to save groups of channels or groups of
lamps as templates. As opposed to normal groups (which are
used in the Navigator), Presets also contain the lamps' channel
settings. There are Single Fixture Presets which can contain single
channel settings like colours or positions, and there are Multi
Fixture Presets which contain several lamps together with their
settings.
Preset Window
26.2. Recording a Preset
To record a preset:
1. Select the lamps from which you want to record the preset.
2.
in the toolbar or press F8 to bring up the preset
Click
window. Click the Record button.
26 Programmer: Presets
3.
In the dialogue that appears you can specify a name for the
preset. Also you can specify which channel groups should be
recorded, and whether the new preset should be single or
multi fixture.
When recording a Multi Fixture Preset the checkbox "Record only
selected fixtures" means you can either record the entire contents
of the Programmer view or only the fixtures you had previously
selected.
26.3. Changing a Preset
Use the load button
to load a preset into the Programmer View
and the the save button
to update the preset. Caution: Pressing
the load button clears the Programmer view.
26.4. Using Presets
There are two buttons for using a preset: "Use complete" and "Use
on selected fixtures".
"Use complete" is for multi fixture presets. It activates lamps
that have been saved in the preset if they are not present in
the Programmer view.
"Use on selected fixtures" uses the preset only on the lamps
that are avtive in the Programmer view, even if more lamps
are contained in the preset.
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26 Programmer: Presets
26.5. More Functions
Show Preset Usage
Click a preset and then
to show which cuelists use that preset.
The output is shown in the logbook window.
Viewing Preset Content
Select a preset and select the Content view.
Changing Grid Size
To change the size of the grid in the preset window press
.
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26 Programmer: Presets
26.6. Example: Single Fixture Preset
Creating a preset for a specific colour:
1.
Set the colour you want
2.
3.
4.
Bring up the Preset window (F8) and press record
Set a name.
Set the channel groups you want to record (in this case
just "Colour" since we only want to record the values
from Cyan, Magenta and Yellow).
This setting is left at "Single Fixture Preset" since the
preset is supposed to contain the same values for each
lamp.
5.
Using the preset:
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26 Programmer: Presets
1.
2.
Select the fixtures to which you want to apply the preset
Select the preset you want to apply
3.
Press
.
The preset name is shown in the channels concerned.
in the lower toolbar if you don't want the preset names
Press
to show in the Programmer view.
26.7. Example: Multi Fixture Preset
Creating a preset for five movinglights, including their positions:
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26 Programmer: Presets
1.
Bring the movinglights to their positions.
2.
3.
Bring up the Preset window (F8) and press record
This preset is only to save the position and to leave
everything else untouched. Thus only "Focus" is selected.
Selecting a name
"Multi Fixture Preset" is selected.
4.
5.
Using the preset in a scene:
In this scene the movinglights have already been activated
and settings for the other channels have been made.
Now the "LeadSpots" preset is selected and used with "Use
complete" (The second
178
button).
26 Programmer: Presets
In this scene only the focus channels have been affected by the
preset.
in the lower toolbar if you don't want the preset names
Press
to show in the Programmer view.
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27 Programmer: Action Pad
27. ActionPad
27.1. How it works
Cuelists and Actions can be started from the Action Pad with a
single mouseclick. You can configure the Action Pad to contain all
the needed cuelists and then lock it, so that an operator can play
back the show, but not change anything. This is done by setting
the Programmer to User Mode (see chapter 34).
ActionPad
27.2. Adding Entries
To open ActionPad: Click
from the main menu.
Tick the
Pad editable.
or select VIEW / ACTION PAD
checkbox in the top left corner to make the Action
27 Programmer: ActionPad
Adding a Cuelist:
1. Click the slot where you would like to add the cuelist.
To add several cuelists at once click and drag to select several slots. If
you select five slots in a vertical row and select cuelist 5, the cuelists
5 to 10 will be added.
2. Click
3.
Now you can choose a name, a background colour for the
button, a text colour for the button, and of course a cuelist.
Adding an Action:
1. Select the slot where you would like to add the action.
2. Click
3.
Now choose an action from the list. For a list of actions and
parameters please refer to chapter 36.5.
Cuelist as Button
Add an action and choose "Cuelist"
First parameter: The desired cuelist
Second parameter: "Toggle"
This generates a button for switching a cuelist on and off.
27.3. More Functions
Editing: Select a slot and click
.
Deleting: Select the slots you want to delete and click
.
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27 Programmer: ActionPad
Moving around: Select one or more slots to move, hold CTRL
and use the arrow buttons.
Changing the size of the grid: To adjust the grid click
182
.
28 Programmer: Media Playback and Alias Names
28. Media Playback
28.1. How it works
The Programmer contains an integrated MediaPlayer which allows
you to play any type of media file from within the program.
The Media Player also generates internal timecode as soon as a
media file is started, so shows can be programmed to fit a song or
video.
Media Player
There are two ways of using the MediaPlayer. First, it can be
opened manually and a media file can be played back manually;
second, it can be started automatically by an Action (in a
cue/cuelist, in the ActionPad, in the Trigger Machine) containing
a media play command.
Requirements:
Depending on the type of media file the system needs the proper
hardware for playback (i.e. soundcard, video codecs...)
If no Media Engine is connected the Media Player requires an e:cue
Media Dongle.
28 Programmer: Media Playback and Alias Names
28.2. Fullscreen
The MediaPlayer can be switched to fullscreen with the context
menu or over the "Mode" parameter when playing a media file
using an action. Exit fullscreen mode by pressing ALT-ENTER or
Reset (CTRL-F9).
28.3. Alias List
How it works
Media Play commands need to contain the correct path to the
media file, so that the file will also be played on the Media Engine
in standalone. (Obviously, if you have a Media Play command
telling the Programmer to play c:\mp3\etc\etc.mp3 this won't
work on the Media Engine in standalone mode.)
Alias Names can contain path directions to the same media file on
both the environments of the PC and the media engine, so that
paths do not need to be changed before uploading a show to the
Media Engine.
Alias Names can be defined by selecting EXTRAS / SHOW
PROPERTIES from the main menu, then clicking "Alias List".
Alias Liste
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28 Programmer: Media Playback and Alias Names
Creating an Alias Name
1.
2.
Bring up the Show Properties by clicking
Click the "Alias List" rider
3.
Click
(New)
Neuer Alias
4.
Enter a name
5.
to
Enter a PC filename (including full path) or click
browse the harddrive.
Enter a Media Engine filename (including full path).
Filenames on the Media Engine work like they do on the PC:
File is in root directory
Hallo.mp3
File is in directory „MP3s“
MP3s\Hallo.mp3
6.
For copying files to the Media Engine see chapter 13.5 under
"Media Directory".
Using Alias Names
Alias Names generally can be used instead of filenames, e.g. in
the Action "Media Play". A colon mark needs to preceed the Alias
Name.
185
28 Programmer: Media Playback and Alias Names
Using Alias with an Action
Media files can also be played back by entering an Alias Name
(preceeded by a colon mark) into the command line.
Using Alias in the Command Line
186
29. e:Player2D
29. e:Player2D
29.1. How it works
The e:Player2D is a standalone video/audio playback application
which runs on any Windows computer. Playback can be
remotely controlled via ethernet – by e:cue Programmer or the
Media Engine – or by DMX input (if a calypso is connected).
Remote Media Player can play back two video streams, A and B.
The user or an automatical program can switch inbetween them.
This is useful because one videostream can play while another
one is being loaded and readied in the background.
29.2. Installation
Download the e:Player2D from the e:cue website and execute the
downloaded file. An installer will appear.
Follow the installation process by clicking "Next". When the
installation is finished you can launch the e:player2D.
29.3. Configuration / Loading Files
Configure the e:Player2D by clicking "FILE / CONFIG" in the
main menu.
"File list" tab:
29. e:Player2D
Clicking
adds a media file to the playlist.
When adding a media file, it is recommended that you
give the file an Alias name. Calling the file from the
Programmer or the Media Engine using the Alias name is
much easier than having to specify a full path on a
remote machine.
The list is permanent, i.e. it stays the same if you quit
and restart the program.
"General" tab:
Fullscreen on application startup – Media Player will
switch into fullscreen as soon as it is started.
Auto (x) seconds –Media Player will go into fullscreen
(x) seconds after the application has been started.
Always on top – Window will always stay on top of
other applications.
Default file – file which is loaded by default at each start
"DMX Input" tab: See "Remote Control over DMX" below.
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29. e:Player2D
29.4. Remote Control over Network
For this to work, you need to set the"Remote Control" parameter
in the e:Player's settings to "Network".
Configuring the Programmer
As soon as the Remote Media Player is started on another
computer in the network it will appear under "Visible Network
Devices" in the Programmer's status window:
Clicking the entry gives you instantaneous access to the Player.
However you need to register it under "Show Properties" if you
want Cue Actions or the Trigger Machine to make use of it.
1. From the main menu, select EXTRAS/SHOW PROPERTIES
or click
2.
Click the "Remote Player" tab.
3.
4.
Click
(Add).
For "IP Address" enter the IP address of the remote computer
running the Player (it can be easily read from the status
window under "Visible Network Devices") and confirm the
dialogue.
The newly registered Player will have received an ID number
now (which is needed when calling it from a Cue Action or the
Trigger Machine). The ID's are sorted from top to bottom. I.e. the
first Remote Media Player is assigned ID 1, the second to ID 2 and
so on.
When using a Media Engine: Settings will only take effect
after the show has been uploaded.
Registered Players are saved in the show file only. When
starting a new show you will have to register the Remote
Media Player again.
189
29. e:Player2D
Manual Playback
Remote Media Player Control can be opened by clicking
or by
selecting VIEW / REMOTE MEDIA PLAYER CONTROL from the
main menu.
opens a file on the target system. In the dialogue you either
have to specify a filename on the target system (with full path) or
an Alias name. Alias names have to be preceded by a colon –
Example: :Video1
These buttons are for switching between the two video
streams.
Automated Playback
Cues, Cuelists and the Trigger Machine have access to the Remote
Media Player by using the Action "Remote Media Player". For
information on how to link an Action to a cue please refer to
chapter 21.6). For information on how to use the Trigger Machine
please refer to chapter 32.
"Remote Media Player" offers the following commands:
Command
Open A/B
Function
Open file
Play A/B
Stop A/B
Pause A/B
Seek A/B
Playback
Stop
Pause
Jump to Positino
Parameter
Filename or Alias
(Example :Video1)
Time in format
HH:MM:SS.ms
Note: e:player2D reacts with a short delay due to network timing.
This means that "Open A/B" and "Play A/B" cannot be used as
Actions withhin the same cue. Make two cues instead, one which
opens the file and another one which starts playback.
190
29. e:Player2D
29.5. Remote Control over DMX
How it works
If e:player2D is installed on a computer, an e:cue calypso can be
used to control playback via DMX. For this it is not necessary to
install the e:cue Programmer software. However if you want to use
the Programmer to send DMX data to another computer with a
calypso installed, you can just patch the e:Player 2D fixture which
can be found in the library.
Installation (Calypso)
In case you do not have the Programmer software installed:
When you connect the calypso via USB you can follow the
installation instructions found in chapter 9 (Calypso), except for
the directory in which the drivers are located: They are in
C:\Programme\ecue\ePlayer2D\Drivers\Calypso
if you did not change the default directory during the installation.
Secondly, in the config menu ( FILE / CONFIG ) click the
"General" tab and set "Remote Control" to "DMX input" (as seen
below).
On the "DMX input" tab you can view incoming DMX data and
select another DMX address for the e:player2D.
191
29. e:Player2D
DMX chart
Channel
1
2
Function
Track
Selection
Player
Selection
3
Player Control
4
Volume
5
Play mode
6
7
Seek Pos (MSB)
Seek Pos (LSB)
Values
0:
1..255:
0..127:
128..255:
0:
1..50:
51..100:
101..255:
0..255:
0..63:
64..127:
128..191:
192..255:
0..65535:
0..63:
64..127:
8
Seek Control
128..191:
192..255:
192
default
Track ID
Player A
Player B
default
Stop
Pause
PlayTrack
Volume (%)
Single
Repeat
Track
Repeat
All
Random
Seek Pos.
(16 Bit)
default
Tracking
absoloute
reserved
Seek to
30 Programmer: Sound To Light
30. Sound To Light
30.1. How it works
The Programmer's AudioDSP engine is a BPM detector and an
equalizer. It can be used to control cuelists and lamp channels.
The audio sources can be external signals (Line-In, Mic-In) as well
as internal signals (Media Player).
Lamp channels are controlled by the Audio DSP equalizer bands
by using them as Live fx functions.
Chaser cuelists can be synchronised to the beat by setting them to
"Auto" in the Cuelist Properties.
AudioDSP requires an e:cue Media Dongle to run.
30.2. Setting Audio Input
Setting the Windows Audio Mixer
Double click the Volume settings in the Windows System Tray
(contained in the task bar, bottom right corner of the screen). On
most computers this is represented by a small loudspeaker icon.
30 Programmer: Sound To Light
In the window that pops up click on the "Options" menu and
select "Properties".
The first field of the dialogue contains two radio buttons for
"Playback" and "Record". Select "Record". Below that is a field
with the headline "Display volume controls for the following
devices" or similar.
Using an Internal Signal
To use the signal from the Programmer's Media Player you need to
make your soundcard mirror the output to the input, so the
AudioDSP can listen to it (Loopback). This feature is supported
by most current soundcards.
In the field with the headline "Display volume controls for the
following devices" (or similar) look for the loopback device. The
name varies depending on the manufacturer, "Sum", "Loopback",
"Stereomix" etc. Make sure the checkbox next to that device is
ticked, otherwise it will not be displayed when you click OK.
Now the mixer for recording devices appears.
Below each device there is a checkbox saying "Select". Tick the
one below the loopback device.
Using an External Signal
In the Recording Options select the device you want to use.
30.3. AudioDSP Settings
Open the AudioDSP by selecting VIEW / AUDIO DSP from the
.
menu or click
Start AudioDSP by clicking "Power". If the AudioDSP doesn't
power up make sure you have a soundcard installed and that it is
properly configured.
Adjusting the Signal Gain
First the gain needs to be adjusted since the frequency analysis of
AudioDSP cannot work well if clipping occurs.
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30 Programmer: Sound To Light
Make sure the AudioDSP receives input. Whilst receiving input
adjust the volume controls of the Windows Audiomixer / the
Media Player or the external source, so that your signal uses the
available room without touching the boundaries:
Finetuning the BPM Detection
To adjust BPM detection you have to adjust the range in which
AudioDSP looks for a beat. There are two vertical bars which can
be dragged with the right mouse button. Click in the upper or
lower half of the window to drag one of the bars.
The buttons „<<Slower“ und „Faster>>“ also influence beat
detection.
Finetuning Equalizer Bands
Click the "Setup" button to bring up a window in which you can
adjust the following settings:
AudioDSP Setup
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30 Programmer: Sound To Light
Peak Level
"Decay" controls how fast the equalizer falls back after a peak.
Auto Adjust
Mode
There are three ways to adjust the equalizer bands:
Manual: When manual mode is active you can move the
vertical bars in the main window using the mouse. Note
that the manual settings are not saved in the individual
show file, i.e. they stay the same regardless of which
show files are opened and saved.
Single: In this mode the equalizer bands are controlled
individually by compressor.
Joint: In this mode the equalizer bands are controlled
jointly by compressor.
Increase / Decrease
Increase determines how fast the sensitivity level of the equalizer
bands will increase while the signal peak is not reached.
Decrease determines how fast the sensitivity of the equalizer bands
falls down when the signal has reached a peak.
Restore Default Settings
By clicking this button all settings are returned to their original
values.
30.4. Using AudioDSP for Control
For controlling lamp channels with the equalizer bands please
refer to chapter 24.3, „Using Sound to Light Effects“.
Chaser Auto BPM
If you have created a cuelist in Chaser mode (see chapter 22.2,
"Chaser Wizard") open the cuelist properties and tick the
checkbox marked "Chaser auto speed from Audio DSP".
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30 Programmer: Sound To Light
Submaster Auto Control
To control whether a cuelist is visible by AudioDSP, open the
cuelist's properties.
You can make the Programmer keep the submaster down unless a
beat is recognized by the AudioDSP – under "AudioDSP Features
– Submaster Control" select High if beat valid. To make the
Programmer take the submaster down as soon as a beat is
recognized by the AudioDSP – select Low if beat valid.
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31 Programmer: Timecode-Controlled Shows
31. Timecode-controlled
Shows
31.1. How it works
A show which is played back by the Programmer can be easily
synchronized to Timecode. The Programmer offers the following
timecode inputs:
e:cue Programmer
MIDI Timecode
SMPTE LTC via
sound card (line in)
Internal Media
Player
Media Engine
MIDI Timecode
SMPTE
in Online Mode
MP3-Player
SMPTE timing can be assigned to single cues, cuelists and actions.
SMPTE times can be assigned to the cues manually or by teach-in.
If no Media Engine is connected, working with Timecode requires
an e:cue Media Dongle.
31.2. Setting Timecode Source
By default the Programmer reacts to all available timecode sources,
but this can be adjusted:
1.
2.
3.
or selecting
Open the "Show Properties" by clicking
EXTRAS / SHOW PROPERTIES from the main menu.
Click the "Settings" rider.
Under "Allowed Timecode Sources" choose the devices
which the Programmer should listen to.
Midi Time Code
To receive MIDI Time Code (MTC) connect a midi interface and
register it under EXTRAS / APPLICATION OPTIONS -> MIDI
rider.
31 Programmer: Timcode-Controlled Shows
Media Player (Internal Timecode)
As soon as a media file is played back in the internal media player
timecode is automatically generated.
Media Engine
To receive timecode from the Media Engine switch to online mode:
Select ENGINE / CONNECT MEDIA ENGINE from the main
menu or click
.
Timecode which is received on or generated in the Media Engine
will then be received by the Programmer.
31.3. Generating Internal Timecode
The Programmer allows you to generate your own simulated
internal Timecode. Use the Action "Start Timecode" to start
generating Timecode. You can start the Action from a cue's Action
Tab (see chapter 21.6) or using a trigger rule in the Trigger
Machine (see chapter 32.2). Internal Timecode will also be sent
out as Midi Timecode (MTC), if so defined in the Show Properties
(see chapter 6.1).
31.4. Controlling Cuelists with
Timecode
How it works
The following control options are available with timecode:
You can start cuelists with timecode (via Cuelist
Properties)
You can use timecode timing for single cues
Setting Timecode Manually
You can manually assign timecode to each single cue in a cuelist.
To do that double click a cue, then click the timecode symbol and
enter a SMPTE time.
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31 Programmer: Timcode-Controlled Shows
Note that the SMPTE times are "Wait Until" times. That
means the cue runs until the entered SMPTE time is reached.
So a cue is started when the SMPTE time of the previous cue
has been reached.
SMPTE-Teach-In
While the Programmer is receiving timecode you can "teach-in" the
cue timing on the fly. In the Cuelist window, tick the checkbox
"Learn Timecode" in the bottom right corner. Then start a
timecode signal. Whenever you want to assign the current
timecode time to the next cue simply press play or F12. The
Programmer will then save the current SMPTE time to the cue and
advance to the next cue.
Learn Timcode
31.5. Timecode Troubleshooting
Cuelist hangs at the last cue
Problem: When playing back a cuelist which is synchronized to
timecode, the cuelist runs through without problems for the first
time – but when pressing "Play" again the Programmer jumps to
the last cue and stays there.
Solution: Either set "Timecode Master" in the cuelist's properties
or set the timing of the first cue to Wait.
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31 Programmer: Timcode-Controlled Shows
Timing: Wait, 1 second
Explanation: When timecode is stopped it takes a short time (a
few frames) for it to jump back to 0:0:0:0. So if a cuelist is simply
restarted, the timecode resets, but the cuelist starts again while
timecode still is at its old position. Since the cuelist tries to keep
up with timecode it will immediately jump to the last cue, and get
stuck in a loop. A wait time for the first cue is a good workaround
since it gives timecode enough time to reset to zero position.
The cue's SMPTE timing isn't right
Problem: Cues with SMPTE timing are started at a time which is
different from the time that was entered.
Solution: A cue with SMPTE timing is started when the SMPTE
time in the previous cue has been reached ("Wait until"-timing).
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32 Programmer: Automation
32. Automation
32.1. How it works
The Trigger Machine is a key component of the Programmer resp.
Media Engine. With it the user can define rules for automation.
These work after an IF...THEN fashion. If a rule is triggered by a
defined "Event" it will excecute a defined "Action".
Events
Trigger
Machine
Actions
An event can be something like: A keypress, date / time,
timecode, MIDI input, RS232 input ...
An Action can be something like: Cuelist start, media playback,
interface output, RS232 output ...
The rules-based Trigger Machine allows for very complex setups,
where the possibilities are only limited by the number of available
inputs and ouputs.
32.2. Creating a Trigger Rule
To define an IF ... THEN rule:
9. From the main menu select ENGINE /AUTOMATION or
click
to bring up the Trigger Machine.
10. Click
(Add) to create a new trigger.
11. Select an event from the pulldown menu.
32 Programmer: Automation
Example: Trigger event for the e:com
12. Depending on the kind of selected event you need to enter
further parameters. (Please refer to the list in chapter 36.4.)
13. Now select an action from the pulldown menu on the right.
Upon confirming the dialogue the new rule appears in the
list. It becomes active immediately unless the Trigger Machine
is deactivated. (Deactivate or activate the Trigger Machine by
clicking on the "Trigger Machine" line in the Status window.)
Furthermore single trigger rules can be deactivated by
clicking them in the list. More complex IF...THEN rules
require a macro.
i
All the Trigger Machine rules have equal rights, i.e. they are not
all processed at the same time and not in a sequence.
Example
The following example shows some rules in the Trigger Machine:
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32 Programmer: Automation
With these rules (intended for the Media Engine) the following
happens:
The Media Engine automatically powers up every weekday at
nine. It then starts cuelist QL1. Every fifteen minutes after a full
hour it plays back the sound "Intro.mp3". At ten o'clock in the
evening everything is stopped and the Media Engine powers
down.
Special adjustments: If the MIDI note G#1 is received, the Media
Engine will start cuelist QL2. In the example this function is
temporarily disabled (it is crossed out above).
There is also a rule for a Faderunit: In case a key is pressed the
video output will show the picture "background.jpg".
32.3. Macro Language
The Programmer contains a C-like programming language for
automatisation. The language offers full access to interfaces and
limited access to the systems of Programmer and Media Engine;
cuelists can be fully controlled, there also is limited access to
single lamps. Macro Programs are edited within the Trigger
Machine and called via the "Call Macro" action.
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32 Programmer: Automation
Macro Window under "Automation"
For informations concerning the use of the macro language please
read the e:cue Automation Reference Manual.
32.4. Sunrise Timer
How it works
The Sunrise Timer lets you control actions depending on the
position of the sun. Since it calculates the position of the sun
astronomically the results are more reliable and not dependent on
the weather. The Sunrise Timer is used by creating Rules with
"Sun Event" events in the Trigger Machine.
The Sunrise Timer requires an e:cue Multimedia Dongle to be
connected to the computer to run. No dongle is needed if a Media
Engine is connected.
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32 Programmer: Automation
Sunrise Timer
Required Settings
To adjust settings for the Sunrise Timer go to the Show Properties:
Select EXTRAS / SHOW PROPERTIES from the main menu and
then click the rider "Sunrise Timer".
To work properly the Sunrise Timer needs to know the
geographical position of where it is installed. This position can be
entered as latitude and longitude. For quick access, the
geographical positions of the world's largest cities are already
available from the dropdown menu.
The second most important setting is the timezone in which the
system is located. The timezone is needed so GMT (Greenwich
Mean Time) can be calculated. GMT is needed to calculate the
sun's angle to the earth.
makes the Programmer generate a yearly
Clicking "Run Test"
overview in the window below. Please note that the "Run Test"
function does not consider the changing of the clocks in summer /
winter.
The settings for the Sunrise Timer are saved with the show file.
They have to be entered again when a new show file is started.
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32 Programmer: Automation
Available Sun Events
Apart from sunrise and sunset the Sunrise Timer also knows the
times when twilight sets in. These times are available as Twilight
AM, Twilight PM events.
The Twilight events are useful for northern regions where the
dawn comes long before the sun actually rises, and where it does
not become fully dark until some time after the sun has gone
down.
Furthermore there is a "noon" event which calculates the highest
position of the sun, which is not always 12:00.
The following table gives a quick overview:
Twilight AM
Sunrise
Noon
Sunset
Twilight PM
Beginning of dawn, when the center of
the sun disc is 6° below the horizon.
The toppermost edge of the sun
becomes visible on the horizon.
The sun has reached its highest point
in the sky.
The sun has completely sunk below
the horizon.
End of dusk. The center of the sun disc
is 6° below the horizon, it has become
completely dark.
Using the Sunrise Timer via the
Trigger Machine
After setting the Sunrise Timer it can be used via the Trigger
Machine.
1. Select ENGINE/AUTOMATION from the main menu to bring
up the Trigger Machine.
2.
3.
4.
Click
(Add) to create a new trigger rule.
From the pulldown menu on the left, select "Sun Event".
Further parameters appear. The parameter "Day" allows you
to choose whether the rule should apply every day, or only
on weekdays.
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32 Programmer: Automation
5.
6.
7.
208
Under "Event" you can select one of the five Sun Events
described in the subchapter above this one.
"Offset" allows you to specify an offset to the actually
calculated time (in minutes). For example, if you would like
to start something 10 minutes after sunrise, set offset to 10.
Now select an action from the right. (For a list of actions and
parameters please refer to chapter 36.5.)
33 Programmer: Sending and Receiving RS232
33. Sending and
Receiving RS232
33.1. How it works
In the latest version the e:cue Programmer offers direct access to the
serial interfaces of the PC (the COM ports).
An e:cue Media Dongle is required for this functionality unless a
Media Engine is connected.
For RS232 transmissions the Programmer only uses the TxD, RxD
and GND wires. Hardware-Handshake (RTS/CTS) and SoftwareHandshake (Xon/Xoff) are not supported.
Thus only the wires 2, 3 and 5 need to be connected on the 9-way
RS232-connector. Principally it doesn't do any harm if you use a
fully allocated cable. However you should have a look at the
device with which you want to communicate using RS232, and
check how its' connector is allocated (i.e. whether the TxD, RxD
and GND wires are connected the same way).
Required Settings
To access the PC's serial connectors with the e:cue Programmer you
need to adjust some settings in the Application Options page and in
the Show Properties page. But first you need to make sure the COM
port isn't in use by other devices withhin the e:cue Programmer
(check for Faderunits and nano's!). Furthermore make sure no
other Windows applications have opened the COM port for
themselves. This could be for example PDA programs (i.e.
ActiveSync) or Modem dialers.
Settings in Application Options
Select EXTRAS / APPLICATION OPTIONS from the main menu
or click
.
33 Programmer: Sending and Receiving RS232
Click on the "RS232" rider and select the desired interfaces, i.e.:
Serial1: COM1
Serial2: COM2
The settings which are made here are saved in the registry and
need only to be set once.
If the Programmer could successfully open the ports they appear in
the Status window (top left window) in grey.
Settings for Show Properties
Now you have to set the baud rate and the protocol to use.
Select EXTRAS / SHOW PROPERTIES from the main menu or
. Now click on the rider "Serial 1" or "Serial 2" (depending
click
on which ports you assigned in the previous section).
These settings become part of the showfile. They have to be set
again if you start a new show.
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33 Programmer: Sending and Receiving RS232
The following values are standard values for baudrate and
protocol:
Driver Mode:Standard
Baud Rate: 19200 bps (9600 and 115200 are common, too)
Data:
8 Bits
Parity:
None
Stopbits:
1
Abbreviated these values look like this: 19200,8N1.
33.2. Sending RS232
Sending by Cue Action
Go to any cuelist and select the cue from which you want to send
a RS232 message. Double-click the "Action#1" column. In the
window which appears now select 'Send RS232 String' or 'Send
RS232 Data'.
Send RS232 String
'Send RS232 String' transmits ASCII data. Example:
Choose 'Send RS232 String' and type "Hallo" into the 'Data' field.
Send RS232 Data
'Send RS232 Data' transmits binary data. Example:
'h 'a 'l 'l 'o 13 10
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33 Programmer: Sending and Receiving RS232
This sends the word "Hallo", followed by a Carriage Return (CR,
ASCII-Code 13) and a Line Feed (LF, ASCII-Code 10).
'h tells the Programmer to send the ASCII code of the character "h".
Furthermore it is possible to use Hex codes by prefixing a number
with 0x. Example:
0x0d 0x0a
also sends CR, LF.
For a table of ASCII and Hex codes see chapter 36.4.
Sending from the Trigger Machine
The Trigger Machine uses the same actions as the cue, 'Send RS232
String' or 'Send RS232 Data'. By creating a trigger rule you can
make a RS232 transmission depend on an event.
See chapter 32.2 for how to create a Trigger rule.
Sending from a Macro Program
The macro language offers the commands 'SendString' and
'SendBinary' for sending RS232 from a macro.
Example:
SendString(0, "Hello World");
sends 'Hello World' to the first serial port. Which COM port this is
and which baudrate it uses depends on the settings (as described
above).
33.3. Receiving RS232
How it works
When receiving RS232 commands the Programmer needs to have
them in a clearly defined format: Character, Number and
Carriage Return. Examples for valid commands:
K10
A143
J2333
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33 Programmer: Sending and Receiving RS232
Here, 'K10' means the ASCII-Code of 'K', the ASCII-Code of '1'
and the ASCII-Code of '0'. A Carriage Return has to follow
(ASCII-Code 13). An additional Line Feed (ASCII-Code 10) is
optional.
In binary format, the 'K10' command would look like this:
75 49 48 13 10
Receiving with the Trigger Machine
By using the Trigger Machine you can assign any desired action to
a RS232 message.
From the main menu select ENGINE /AUTOMATION or click
to bring up the Trigger Machine.
Click
(Add) to create a new trigger
As trigger select 'On Serial Port' and 'Port #1'.
To use the command 'K10' (as mentioned above), select the ASCIICode of 'K' – 75 – as 'Value A'.
Select the number 10 as 'Value B'.
Now you can assign any desired action to this command, but
most often this will probably be starting a cuelist:
As soon as you have confirmed the dialogue, the new rule will
appear in the list and be functional.
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33 Programmer: Sending and Receiving RS232
Note: Make sure the Trigger Machine is "armed" (It should say so
in the Status window).
Note: You can also use abbreviated commands, i.e. leave out the
number and just send the character and a Carrige Return. In this
case you have to set 'Value B' to 'Any'.
33.4. Outlook (Using Macros)
For more complex installations, RS232 commands can be
processed by using macros. The RS232 command needs to be
routed to the macro to do this.
Example:
Trigger:
On Serial Port: Any
Code A: Any
Code B: Any
Action:
Exec Macro
CheckIt
The macro called 'CheckIt' would receive the number of the serial
port as well as code A and code B as parameters, reading the
parameters with the command 'getarg' and processing them.
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33 Programmer: Sending and Receiving RS232
Example macro
int EventCode, CodeA, CodeB;
// Find out if macro was triggered by a serial
// event. If not, exit
EventCode=getarg(0);
if (EventCode!=11)
{
printf("Not called by serial event\n");
exit;
}
// Find out Code A and Code B
CodeA=getarg(2);
CodeB=getarg(3);
//and output them to the logbook
printf("Code A was %d\n",CodeA);
printf("Code B was %d\n",CodeB);
//
//
//
//
//
//
//
//
Code A = 'A' means "start cuelist"
Code A = 'E' bedeutet "stop cuelist"
CODE B contains number of the cuelist
number of the cuelist is zero-based
i.e. 0 = QL1, 1 = QL2, etc...
This means the number of the desired cuelist
(in programming terms) is CodeB minus one.
switch (CodeA)
{
case 'A':
StartCuelist(CodeB-1);
break;
case 'E':
StopCuelist(CodeB-1);
break;
}
//
//
//
//
//
now, for example, i can start cuelist one
by sending A1, and stop cuelist three by
sending E3.
Advantage of using switch() - it's easier to
add more stuff later and faster to use.
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34 Programmer: Password Protection
34. Password Protection
The e:cue Programmer can be switched in two modes: 'Supervisor
Mode' and 'User Mode'. In 'Supervisor Mode' it is possible to
program a show, access all features and change all settings. In
'User Mode' the show file can't be changed – the only things
allowed are: Playing back cuelists, using the ActionPad, as well as
making minor changes to the settings for GrandMaster and
Submaster. Furthermore in User Mode it is possible to access the
Programmer View, but no cues can be saved.
The mode is shown in the status window:
or
34.1. Changing the Mode
Click the "Supervisor Mode" or "User Mode" reminder in the
status window. You can also change the mode by selecting
EXTRAS / PASSWORD PROTECTION from the main menu.
A window appears:
In this window you can change the mode and change the
password. Furthermore, under "Application Startup Mode" you
can set the mode in which the Programmer should start.
34 Programmer: Password Protection
34.2. Deleting the Password
In case you forgot the password it is not necessary to re-install the
Programmer. It is enough to do a reset of all settings. Caution:
When resetting all settings which were made in the "Application
Setup" are lost (for example registered devices).
To do a reset, do the following:
1. Quit the Programmer.
2. Open the Windows Start Menu and go to "Programs / e:cue
Programmer v.3.3 / Toolbox".
In the Toolbox application you have to click on "Restore
Everything". This will also get rid of the password.
217
35 Library Editor
35. Library Editor
The Library Editor is used to edit the Programmer's library of DMX
devices.
The Library Editor manages device data hierarchically in four
levels: Manufacturer, Devices, Channels and Ranges.
A device's channels are shown in logical order.
If you have a show which uses a changed library and want to open
it on another computer (which doesn't have up-to-date library
information), you don't need to transfer the entire library to the
other computer. The library data is always saved together with the
show file, meaning you can open the show file using the
FILE/OPEN (WITH FILE LIB) command.
However if you change the show's patching afterwards the show's
data is synchronized with the local library.
35 Library Editor
35.1. Manufacturer Settings
Manufacturer
This specifys the manufacturers name. It is needed for
alphabetical sorting in the device list.
ID-Code
Unique number for the manufacturer.
Homepage
Link to the manufacturer's website (optional).
35.2. Settings for Fixture
Short Name
Unique abbreviated name for the device. The device is shown in
the Programmer with this name. Careful: A Short Name may not be
used twice. Caution: If you change a fixture's Short Name it is
possible that previously saved shows will not work. Only
change the Short Name for newly added fixtures and do not
change it afterwards.
Name
Complete designation of lamp.
Weight
Device's weight (optional)
Power
Device's power requirements (optional).
Comment
Comments for the device (optional)
Fixture allocates [] DMX Channels
Specifies how many DMX channels the device will use in total
Default is 0 for automatic calculation.
35.3. Settings for Channel
DMX Channel
Manual channel selection. If there are unused (or reserved)
channels between the previous channel and this channel the new
starting number can be specified here. The channels are counted
starting from 1. –1 tells the Programmer to automatically calculate
the correct channel number.
Channel Name
Channel name (Pan, Tilt, Color etc.). The following naming
conventions should be met, if possible:
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35 Library Editor
Pan
Tilt
Cyan, Magenta,
Yellow
lamp / mirror rotation
lamp / mirror tilt
subtractive CMY colour mixing
(typical for Movinglight and
Scanners)
Red, Green, Blue additive RGB colour mixing
(typical for LEDs and neon)
Intensity
main dimmer channel / shutter
If your lamp has a CMY- or RGB colour mixing system you need
to name them accordingly or the Colour Picker and the Preview
won't work.
Note also how the channels will be sorted when displayed in the
Programmer: First sorting criterium is the channel group
(Intensity, then Focus, then Colour, then Beam). Second sorting
criterium withhin the channel group is the name.
Default
Default value which is used while there have been no changes to
the channel.
Please note that the default value needs to be 16 bit if the channels
of this fixture are 16 bit. I.E. if you want a movinglight with 16 bit
Pan/Tilt to have a default home position of 50% you need to enter
32767 (216/2) as default.
Highlight
This value specifies how the lamp should react to the Highlight
function. Since Highlight doesn't affect focus channels the value
isn't relevant for focus channels.
Deflection
Optional entry for maximal rotation angle of the lamp. This
should be set to sensible values for focus channels.
Intensity / Focus / Color / Beam
This specifies the group of channels to which the current selection
is to belong. The e:cue Programmer knows four different channel
groups:
Intensity
220
Typically a lamp has exactly one
Intensity channel (also referred to as
Shutter, Dimmer or Douser).
35 Library Editor
Focus
Colour
Beam
Intensity channels are influenced by the
submasters and by the grandmaster.
They also react to settings for preheat
and limit in the Patch window.
Focus channels are the channels which
position the lamp, i.e. in a classical
movinglight these are Pan and Tilt.
These are all channels which influence
the colour of the lamp. Typical channel
names are Color, Cyan, Magenta, Yellow,
Red, Green, Blue.
All other channels which do not belong
to one of the categories mentioned
above, like gobos or strobe.
Constant
Channel will have a constant value which cannot be changed by
the user.
16 Bit
This defines a 16 Bit DMX channel. First DMX Byte is MSB (High
Byte), second DMX Byte is LSB (Low Byte).
HTP
Specifies that the channel can be used as HTP channel if the
corresponding cuelist in the Programmer has been set to HTP.
Crossfade
Specifies whether the channel should allow fade when there is a
change between two scenes. If this function is not active, the
channel will jump to the new value when blending into a new
scene. (This makes sense for gobo channels, but not for Pan/Tilt.)
Invert
Inverts the output value of a channel.
Multipart fixture split here
Some devices are one logical device which is several physically
separated devices put together. An example would be the ScrollerDimmer, where one lamp is controlled with a dimmer channel,
and a scroller, which is mounted in front of the lamp, changes the
colour using a transparent film. Dimmer and Scroller are de facto
separate devices (often the dimmer is far away from the actual
221
35 Library Editor
lamp and is controlled by another DMX line). Nevertheless the
user would like to see the Scroller-Dimmer on screen as a single
device. This problem can be solved with Multipart Fixtures.
A lamp which is defined as Multipart will appear as two separate
devices in the e:cue Programmer when patching (so you can assign
different DMX addresses). Subsequently when working with the
Programmer the two devices will be summarized into one logical
device.
The checkbox 'Multipart Fixture Split Here' has to be set exactly at
the channel where the lamp should be logically separated. For the
Scroller-Dimmer this would be the second channel (where the
Scroller begins).
Low byte at DMX channel
If the Low Byte channel of a 16 bit channel doesn't immediately
follow the Hight Byte channel, the position of the Low Byte
channel can be specified here. Channels are counted starting from
1.
35.4. Settings for Ranges
Range Name
Specifies a name for the range. When you pre-define ranges (for
example Gobos) you can later directly access the range via the
context menu in the Programmer.
Start
Specifies the beginning of the range.
End
Specifies the end of the range (-1 is for undefined, i.e. up to the
next entry).
Use for Auto Menus
Optional
Centre
Specifies the following: When selecting a pre-defined range from
the Programmer the value is centered in the middle of that range.
222
36 Reference
36. Reference
36.1. Menus
File Menu
New
Creates a new, empty show
Open..-
Opens a show
Open... (with
FileLib)
Opens a show with differing library information (saved in
the show by default), ignoring the internal library
Save
Save
Save as...
Save with a new name
Save to Floppy
Save to floppy disk
Patch...
Open Patch window
Export
„Show Script as Textfile“: Exports a textfile with the
current cuelists, Trigger settings and Patch as show
plan.
„Patch“: Exportiert a textfile containing the list of patched
devices.
Exit
Exits the Programmer
Edit Menu
Select All
Selects all devices
Select Even
Selects all devices with even ID
Select Odd
Selects all devices with odd ID
Select Next
Selects the next device withhin the Programmer
Snapshot
Saves content of Programmer View for Undo
Undo
Sets the Programmer View content back to last snapshot
Command
Jumps to the command line
Navigator Menu
Fixtures
Brings up the fixtures view in the Programmer
Groups
Brings up the Groups view in the Programmer
36 Reference
New Group
Creates a new group from the current content of (or
selection in) the Programmer View
Masters
Brings up the Masters view in the Programmer
Cuelists
Brings up the Cuelists view in the Programmer
Programmer Menu
Clear
Clears (empties) the Programmer View
Blind
Suppresses the output of the Programmer View. The
Programmer View stays active but won't send output to
any connected devices (or override cuelist output)
Highlight
Temporarily switches the selected lamp(s) to full
brightness (intensity)
Freeze
Freezes the DMX output at one point, including LiveFX –
editing is still possible.
QuickPatch
Activates QuickPatch mode, where fixtures can be
assigned to new DMX addresses by clicking them on
screen
Color Picker
Brings up the Color Picker.
White
Selected devices colours are set to white
Open White
Sets "touch" and default values for the selected lamp(s)
Home
Sets the focus channels (Pan, Tilt) to default values
FX Create
Opens the Live fx dialogue for selected channels
FX Cut
Removes fx from the selected channel and puts them on
the clipboard
FX Copy
Copies fx from the selected channel to the clipboard
FX Paste
Inserts fx from the clipboard to the selected channel
Untouch Full
Sets all parameters of the selected lamp(s) to untouched
Untouch Channel
Sets one parameter of the selected lamp(s) to untouched
Channel Menu
Opens a menu with preset values for the selected
channel
Cue Menu
Record
Saves the current content of the Programmer View into a
cuelist
Save
After "Edit": Saves the content of the Programmer View
back into the cue
224
36 Reference
Edit
Loads the content of the selected cue into the
Programmer for editing
Cuelist Menu
Play
Starts playing a cuelist
Pause
Pauses the cuelist (and goes one step back)
Stop
Stops playing a cuelist
Skip Forward
Skips to the next cue withhin a cuelist;
Skip Backward
Skips to the previous cue withhin a cuelist
Stop All
Stops all cuelists
Increase
Brightness
Increases the cuelist's Submaster value
Decrease
Brightness
Decreases the cuelist's Submaster value
Full Brightness
Sets the cuelist's Submaster value to 100%;
Dark
Sets the cuelist's Submaster value to 0%;
Properties
Calls up the Cuelist's Properties
Cuelist Directory
Calls up the Cuelist Directory
Engine Menu
Go online with
Media Engine
Goes into Online Mode with the Media Engine
Download from
Media Engine
Downloads a show from the Media Engine into the
Programmer
Upload to Media
Engine
Exports the current show to the Media Engine
Automation
Brings up the Trigger Machine window, home of
automatisation rules for Programmer and Media Engine
Network Address /
Remote Config
Remote Configuration tool for Media Engine Light and
Media Engine
View / Hide Media
Directory
Shows the Media Directory which is for up- and
downloading files to/from the Media Engine (JPG,MP3)
FTP Access via
Browser
Opens an FTP connection to the Media Engine for upand downloading files via browser
View Telnet
Monitor
Opens a telnet connection to the Media Engine for status
and diagnostics
225
36 Reference
Instant Action
Allows to select an action which will be instantly carried
out by the Media Engine
Synchronize Clock
Sets the Media Engine's time to the PC clock's time.
Extras Menu
Export to Device
Exports a show into a standalone e:cue DMX output
device
Chaser Wizard
Brings up the Wizard for programming chasers
Scroller Wizard
Brings up the Wizard for programming scrolltext on a
matrix
Checkit Wizard
Brings up the Wizard for generating lamp testing
sequences
Bitmap Wizard
Brings up the Wizard for displaying and animating
graphics on a matrix
Show Properties
Brings up the show's Properties dialogue
Application
Options
Brings up the dialogue with the Programmer's options
Optimize Show
Size
Optimizes the show file size (only for shows in old format
- Programmer Version 3.0)
Auto Backup now
Does a backup of the show (File will be saved as
"Backup of [Showname]“)
Find my windows
Moves all of the program's window positions home, in
case one of the windows got lost (when working with two
screens)
View Menu
Programmer
Shows the Programmer view
Content
Shows the Content view
Stage Output
Shows the Stage Output
FX Templates
Brings up the LiveFX templates window
DMX
Shows DMX output monitor
Media Player
Shows the MediaPlayer
Cuelist
Shows the Cuelist window
Faderunit Status
Brings up Faderunit monitor and settings launcher
Presets
Brings up the Presets window
Media Directory
Shows the Media Directory which is for up- and
226
36 Reference
downloading files to/from the Media Engine (JPG,MP3)
AudioDSP
Brings up the AudioDSP window
e:cue MediaPlayer
Remote
Shows controls for the e:cue Remote Media Player
Hide All / Show All
Hides / brings back all windows
Toolbar
Shows / hides the toolbar
Statusbar
Shows / hides the status bar
36.2. Icons
Main Toolbar
Icon
Command
Function
Hotkey
New Show
CTRL-N
Open Show
CTRL-O
Save Show
CTRL-S
Patch
Open Patching Dialogue
Z
Show
Properties
Set Properties for current show
SHIFT-F5
Program
Options
Set general program preferences
SHIFT-F6
Export to
Device
Export show to a standalone e:cue DMX
output device
CTRL-F4
Network
Adress
Remotely set the Media Engine's network
address
SHIFT-F7
Online Mode
Switch to online mode with the Media
Engine
CTRL-M
Media Engine
FTP
Open FTP connection to the Media
Engine
SHIFT-F2
Upload
Load the current show into the Media
Engine
CTRL-U
Download
Download the show which is currently
saved in the Media Engine
CTRL-D
Presets
Show presets window
F3
FX Templates
Show window with templates for LiveFX
F8
227
36 Reference
228
Cuelist
Show Cuelist window
F6
DMX Output
Show DMX output monitor
F4
Faderunit
Show Faderunit monitor window
Media Player
Show the internal Media Player
Media Remote
Control Unit
Show controls for e:cue remote Media
Player
AudioDSP
Open AudioDSP
SHIFT-F9
ActionPad
Open ActionPad window
CTRL-F2
Automation
Bring up the Trigger Machine, where
automation rules can be set
T
Show/Hide All
Show / HIde all windows
CTRLTAB
Record Cue
Eine neue Cue aufnehmen.
Quick Patch
Activates QuickPatch mode, where
fixtures can be assigned to new DMX
addresses by clicking them on screen
Blind
Suppresses the output of the
Programmer View.
B
Highlight
Temporarily switches the selected
lamp(s) to full brightness (intensity)
H
Freeze Clock
Freezes the DMX output at one point,
including LiveFX – editing is still possible
CTRL-E
Clear
Programmer
Clears (empties) the Programmer View
CTRL-Y
Reset
Clears (empties) the Programmer View,
stops all cuelists and deactivates Triggers
for five seconds.
CTRL-F9
F5
36 Reference
Second Toolbar
Icon
Command
Command
Function
Here you can type commands from the
macro language, select and set fixtures,
enter media file alias names
Hotkey
TAB
Select All
Selects all fixtures
Select None
Deselects all fixtures
Select Even
Selects fixtures with even numbers
Select Odd
Selects fixtures with odd numbers
Select Next
Selects the next fixture
Invert Selection
Selects the Unselected
Color Picker
To easily assign a colour
J
Color White
Sets selected fixtures' colour to white
CTRL-J
Fx Create
Opens the Live fx dialogue for selected
channels
X
Fx Cut
Removes fx from the selected channel
and puts them on the clipboard
SHIFT-X
Fx Copy
Copies fx from the selected channel to the
clipboard
SHIFT-C
Fx Paste
Inserts fx from the clipboard to the
selected channel
SHIFT-V
Untouch Channel
Sets one parameter of the selected
lamp(s) to untouched
U
Untouch Full
Open White
Focus Home
Sets all parameters of the selected
lamp(s) to untouched
Sets "touch" and default values for the
selected lamp(s)
Sets the focus channels (Pan, Tilt) to
default values
Setup Draw Mode
Lets you activate the "Draw with Colour"
function in the Preview window.
Show Screen
Headline
Deactivates Headlines in the main screen.
CTRL-A
SHIFT-U
SHIFT-W
SHIFT-Q
229
36 Reference
230
Show
Manufacturers
Deactivates manufacturer names
Show Idle
Fixtures
Switch for showing / not showing idle
fixtures
Show All
Channels
Switches off the channels and only leaves
fixture names and colours
Show Presets
Stops displaying Preset Names in the
channel field.
Show Decoded
Range Values
Stops displaying live fx formulas and only
displays the resulting values.
Show Percent
Values
Switches between percent display and
DMX value display
36 Reference
36.3. Keyboard Shortcuts
FADERUNIT
Command
Shortcut
Play
Right
Pause / Go Back in Cuelist
Left
Choose Cuelist
Choose
Previous Channel
UP
Next Channel
DOWN
Blind Mode
Glasses
Stop current cuelist
STOP
SkipForward
e:cue+Right
SkipBackward
e:cue+Left
Highlight Mode
e:cue+Glasses
Previous Page
e:cue+UP
Next Page
e:cue+DOWN
Stop all cuelists
e:cue+STOP
e:cue+Chilli
Map liveFX Parameters to Jogs (UP/DOWN
selects Channel)
F
Map Focus Channels to Jogs
C
Map Color Channels to Jogs
B
Map Beam Channels to Jogs
Chilli+F1..F10
Set liveFX function (sin,cos,etc.)
Chilli+Stop
Remove liveFX
Choose+Jog1
Modify Chaser Speed
Choose+Jog2
Modify Chaser Fading
Choose+Jog5
Modify Speed Master
While “Cue Properties” window is open
Modify Timing
hold e:cue and turn Jogs
Modify Fade Time
hold UP and turn Jogs
Modify Delay Time
hold DOWN and turn Jogs
231
36 Reference
STANDARD KEYS
Command
Shortcut
Insert Item
INS
Delete Item
DEL
Use Item
ENTER
Change Item Properties
F2 or Alt+Enter
Copy
Ctrl+C
Cut
Ctrl+V
Insert
Ctrl+X
Select All
Ctrl+A
FILE MENU
Command
Shortcut
New
Ctrl-N
Open
Ctrl-O
Open (with Library)
Ctrl-L
Save
Ctrl-S
Patch
Z
Exit
Alt-F4
EDIT MENU
Command
Shortcut
Select All
Ctrl-A
Invert Selection
I
Snapshot
Ctrl-B
Undo
Ctrl-Z
Enter Command
TAB
NAVIGATOR MENU
Command
Shortcut
Fixtures
F
Groups
G
New Group
Ctrl-G
Masters
M
Cuelists
Q
232
36 Reference
PROGRAMMER MENU
Command
Shortcut
Clear
Ctrl-Y
Blind
B
Highlight
H
Freeze
Ctrl-E
Quick Patch
Ctrl-P
Color Picker
J
White
Ctrl-J
Open White
Shift-W
Home
Shift-Q
FX Create
X
FX Cut
Shift-X
FX Copy
Shift-C
Fx Paste
Shift-V
Untouch Full
Shift-U
Untouch Channel
U
Channel Context Menu
Application Key
CUE MENU
Command
Shortcut
Record
R
Save
S
Edit
E
233
36 Reference
CUELIST MENU
Command
Shortcut
Play
F12
Pause
F11
Stop
F10 or Space
Skip Forward
Ctrl-F12
Skip Backward
Ctrl-F11
Stop All
Ctrl-F10 or Ctrl-Space
Increase Brightness
+
Decrease Brightness
-
Full Brightness
*
Dark
/
Properties
Ctrl-Enter
ENGINE MENU
Command
Shortcut
Go Online with Media Engine...
Ctrl-M
Download from Media Engine
Ctrl-D
Upload to Media Engine...
Ctrl-U
Automation
(Trigger Engine)
T
Network Address /
Remote Config...
Shift-F7
View/Hide Media Directory
Shift-F2
FTP Access via Browser...
Ctrl-F
Instant Action...
Ctrl-Q
EXTRAS MENU
Command
Shortcut
Export to Device
Ctrl-F4
Chaser Wizard
Shift-F3
Scroller Wizard
Shift-F4
Show Properties
Shift-F5
Application Options
Shift-F6 or Ctrl-W
234
36 Reference
VIEW MENU
Command
Shortcut
Programmer
Ctrl-F6
Content
Ctrl-F7
Stage Output
Ctrl-F8
FX Templates
F3
DMX
F4
Media Player
F5
Cuelist
F6
Faderunit Status
F7
Presets
F8
Media Directory
Shift-F2
Audio DSP
Shift-F9
Hide All (Toggle)
Ctrl-TAB or F9
MORE SHORTCUTS
Options / DMX Output
Ctrl-F3
Clear Programmer
Ctrl-Y
Reset (Stops Cuelists & clears
Programmer)
Ctrl-F9
PROGRAMMER VIEW
WHILE PROGRAMMER VIEW IS IN FOCUS (PRESS ESC)
Command
Shortcut
Highlight Mode
H
Select Next
N
Previous Channel
Alt-Left
Next Channel
Alt-Right
Channel Value Up (+5%)
'ä' or NUM+
Channel Value Up (+1%)
Ctrl-'ä' or NUM +
Channel Value Down(-5%)
'ö' or NUM -
Channel Value Down(-1%)
Ctrl-'ö' or NUM -
Channel Value 100%
'+' or NUM *
Channel Value 0%
'#' or NUM /
Channel Value 0%
Ctrl-0
Channel Value 10%
Ctrl-1
Channel Value 20%
Ctrl-2
235
36 Reference
Channel Value 30%
Ctrl-3
Channel Value 40%
Ctrl-4
Channel Value 50%
Ctrl-5
Channel Value 60%
Ctrl-6
Channel Value 70%
Ctrl-7
Channel Value 80%
Ctrl-8
Channel Value 90%
Ctrl-9
MOUSE OVER FIXTURE NAME
Command
Shortcut
Select Fixture
Left Mouse Button
Add to Selection
Ctrl–Left Mouse Button
(Drag Rectangle)
Context Menu for
Selected Fixture
Right Mouse Button
MOUSE OVER CHANNEL
Command
Shortcut
Modify Channel Value
Left Mouse Button
Slowly modify Channel Value
(“Shifted Slide”)
Shift-Left Mouse Button
Spread Channel Value
Ctrl–Left Mouse Button
Context Menu for Channel
Right Mouse Button
NAVIGATOR VIEW
WHILE NAVIGATOR VIEW IS IN FOCUS
Command
Shortcut
Previous Navigator Banner
Ctrl-UP
Next Navigator Banner
Ctrl-DOWN
FIXTURES PAGE
Command
Shortcut
Insert Fixture
INS
Use Range
ENTER
Use All
Ctrl-A
236
36 Reference
GROUPS PAGE
Command
Shortcut
Create Group
INS
Delete Group
DEL
Use Group
ENTER
Cuelist Page
while Cuelist page is in focus (press Q)
Command
Shortcut
Submaster Up (+10%)
NUM+
Submaster Up (+5%)
'ä'
Submaster Up (+1%)
Ctrl-'ä' or CTRL-NUM+
Submaster Down (-10%)
NUM-
Submaster Down (-5%)
'ö'
Submaster Down (-1%)
Ctrl-'ö' or Ctrl-NUM-
SubMaster Full
'+' or NUM*
SubMaster Dark
Next Page
Previous Page
'#' or NUM/
PAGE UP
PAGE DOWN
237
36 Reference
36.4. Event List
PC = Works on a PC running the Programmer
ME= Works on Media Engine
Event
PC
ME Description of Event
Cuelist
On Cuelist Start / Stop / Idle
Every
Second
Hourly
...
Keyboard
Label
On keypress on the MF-102 Keyboard (ME only) /
Faderunit / Media Engine front panel ("LOCKED" mode)
or on electrical input in the opto coupler in the Media
Engine
On triggering an internal label (can be set as an action)
Midi Note
On receiving a MIDI note
Periodic
On one day a week / daily / on weekdays / on weekends
Power Up
Event
Serial Port
On powering up the Media Engine
Sun Event
On Sunset, Sunrise, Twilight AM, Twilight PM, Noon
Timecode
Event
Terminal
Event
Serial Port
On receiving / losing Timecode
...
On receiving input from the serial port
On receiving a keypress signal from an e:com Terminal
(see chapter 11.4)
On receiving a command on the serial port (see chapter
33).
Parameters
Keyboard Event
Source
Taste
Front Panel
(Media Engine)
MF102 PC Keyboard
(connected to
MediaEngine)
OptoInputs
(MediaEngine)
Faderunit
238
Code
Hinweis
Frontpanel keys
f1 = 1
f2 = 2
f3 = 3
f4 = 4
ENTER = 5
ESCAPE = 6
Works with
Media Engine
Light or with
Media Engine in
„LOCKED“ mode
ASCII-Code
0-255
OptoInputs 1-6
0-5
Function Keys
F1-F10
0-9
36 Reference
MF102 ASCII-Code
Decimal
000
001
002
003
004
005
006
007
008
009
010
011
012
013
014
015
016
017
018
019
020
021
022
023
024
025
026
027
028
029
030
031
032
033
034
035
036
037
038
039
040
041
042
043
044
045
046
047
048
049
050
051
052
053
054
055
056
057
058
059
060
061
062
063
064
065
066
067
068
069
070
071
072
073
074
075
076
077
078
Octal
000
001
002
003
004
005
006
007
010
011
012
013
014
015
016
017
020
021
022
023
024
025
026
027
030
031
032
033
034
035
036
037
040
041
042
043
044
045
046
047
050
051
052
053
054
055
056
057
060
061
062
063
064
065
066
067
070
071
072
073
074
075
076
077
100
101
102
103
104
105
106
107
110
111
112
113
114
115
116
Hex
000
001
002
003
004
005
006
007
008
009
00A
00B
00C
00D
00E
00F
010
011
012
013
014
015
016
017
018
019
01A
01B
01C
01D
01E
01F
020
021
022
023
024
025
026
027
028
029
02A
02B
02C
02D
02E
02F
030
031
032
033
034
035
036
037
038
039
03A
03B
03C
03D
03E
03F
040
041
042
043
044
045
046
047
048
049
04A
04B
04C
04D
04E
Binary
00000000
00000001
00000010
00000011
00000100
00000101
00000110
00000111
00001000
00001001
00001010
00001011
00001100
00001101
00001110
00001111
00010000
00010001
00010010
00010011
00010100
00010101
00010110
00010111
00011000
00011001
00011010
00011011
00011100
00011101
00011110
00011111
00100000
00100001
00100010
00100011
00100100
00100101
00100110
00100111
00101000
00101001
00101010
00101011
00101100
00101101
00101110
00101111
00110000
00110001
00110010
00110011
00110100
00110101
00110110
00110111
00111000
00111001
00111010
00111011
00111100
00111101
00111110
00111111
01000000
01000001
01000010
01000011
01000100
01000101
01000110
01000111
01001000
01001001
01001010
01001011
01001100
01001101
01001110
Value
NUL
(Null char.)
SOH
(Start of Header)
STX
(Start of Text)
ETX
(End of Text)
EOT
(End of Transmission)
ENQ
(Enquiry)
ACK
(Acknowledgment)
BEL
(Bell)
BS
(Backspace)
HT
(Horizontal Tab)
LF
(Line Feed)
VT
(Vertical Tab)
FF
(Form Feed)
CR
(Carriage Return)
SO
(Shift Out)
SI
(Shift In)
DLE
(Data Link Escape)
DC1 (XON) (Device Control 1)
DC2
(Device Control 2)
DC3 (XOFF)(Device Control 3)
DC4
(Device Control 4)
NAK
(Negative Acknowledgement)
SYN
(Synchronous Idle)
ETB
(End of Trans. Block)
CAN
(Cancel)
EM
(End of Medium)
SUB
(Substitute)
ESC
(Escape)
FS
(File Separator)
GS
(Group Separator)
RS
(Request to Send)(Record Separator)
US
(Unit Separator)
SP
(Space)
!
(exclamation mark)
"
(double quote)
#
(number sign)
$
(dollar sign)
%
(percent)
&
(ampersand)
'
(single quote)
(
(left/opening parenthesis)
)
(right/closing parenthesis)
*
(asterisk)
+
(plus)
,
(comma)
(minus or dash)
.
(dot)
/
(forward slash)
0
1
2
3
4
5
6
7
8
9
:
(colon)
;
(semi-colon)
<
(less than)
=
(equal sign)
>
(greater than)
?
(question mark)
@
(AT symbol)
A
B
C
D
E
F
G
H
I
J
K
L
M
N
239
36 Reference
Decimal
079
080
081
082
083
084
085
086
087
088
089
090
091
092
093
094
095
096
097
098
099
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
Octal
117
120
121
122
123
124
125
126
127
130
131
132
133
134
135
136
137
140
141
142
143
144
145
146
147
150
151
152
153
154
155
156
157
160
161
162
163
164
165
166
167
170
171
172
173
174
175
176
177
Hex
04F
050
051
052
053
054
055
056
057
058
059
05A
05B
05C
05D
05E
05F
060
061
062
063
064
065
066
067
068
069
06A
06B
06C
06D
06E
06F
070
071
072
073
074
075
076
077
078
079
07A
07B
07C
07D
07E
07F
Binary
01001111
01010000
01010001
01010010
01010011
01010100
01010101
01010110
01010111
01011000
01011001
01011010
01011011
01011100
01011101
01011110
01011111
01100000
01100001
01100010
01100011
01100100
01100101
01100110
01100111
01101000
01101001
01101010
01101011
01101100
01101101
01101110
01101111
01110000
01110001
01110010
01110011
01110100
01110101
01110110
01110111
01111000
01111001
01111010
01111011
01111100
01111101
01111110
01111111
Value
O
P
Q
R
S
T
U
V
W
X
Y
Z
[
\
]
^
_
`
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
{
|
}
~
DEL
(left/opening bracket)
(back slash)
(right/closing bracket)
(caret/cirumflex)
(underscore)
(left/opening brace)
(vertical bar)
(right/closing brace)
(tilde)
(delete)
36.5. Actions List
PC = Works on a PC running the Programmer
ME= Works on Media Engine
Action
Function
Parameters
Alarm
Not implemented
-
Call Macro
Calls a predefined macro
(written in Trigger
Machine)
Starts / Stops / Toggles a
cuelist
Name of Macro
Exec
Command
Executes a macro
language command
Command - Example:
!printf(“Hello
World\n“);
Media Eject
Not implemented
Cuelist
240
PC
ME
Cuelist number
Start, Stop, Toggle
-
36 Reference
Action
PC
ME
Function
Parameters
Media Play
Plays back a media file
Media Stop
Stops a media file
:Aliasname or
filename (full path)
:all to stop all files
MIDI
Control
Change
Sends a MIDI Control
Message via MIDI
interface
MIDI channel
MIDI
Message
sends a MIDI Message in
HEX format
MIDI message in
hexadecimal format
(Example: 0x90 0x0c
0x7f for MIDI Note On
Message)
MIDI Note
Sends a MIDI Note OnMessage via MIDI
interface
MIDI channel
Note
Power
Down
Sends the Media Engine
to standby mode
-
Power up
Boots the Media Engine
from standby mode
Sends command to e:cue
Remote Media Player
-
:Aliasname or
filename (full path)
Fullscreen
Remote
Media
Player
controller number
value
Velocity
Player ID
Command
Parameter
Send RS232
Data
Sends binary data via
RS-232 port
Send RS232
String
Sends binary data via
RS-232 port
Set Output
down
Number of electrical
output
Set Output
up
Sets an electrical output
on the Media Engine
down.
Sets an electrical output
on the Media Engine up.
Start
Timecode
Starts internal timecode
generation
Timecode starting
position
Binary code
(Example:
27,’h’,’e’,’l’,’l’,’o’,0x0a,
0x0d)
Port
Text (Example: Hello
World)
Port
Number of electrical
output
241
36 Reference
Action
PC
ME
Function
Stop all
cuelists
Stops all cuelists and the
Media Player
Stop
Timecode
Trigger
Label
Stops internal timecode
generator.
Triggers a label (which
can trigger other stuff in
turn by using the "On
Label" Event)
Displays text on the
screen (in the logbook).
User
Message
242
Parameters
Normal: Stops
Cuelists with their
individual fadeout
times (as defined in
"Cuelist Properties")
At Once: Stops
cuelists rather
abruptly, i.e. without
any fade
Except: You can
specify a cuelist
which shouldn't be
stopped
Number of Label to
trigger
Text
37 Technical Data
37. Technical Data
37.1. e:cue Programmer Software
Overview
System Requirements
•
•
PC with minimum 1 Ghz and 256 MB RAM
Operating System: Windows 2000 / Windows XP
PATCH
•
•
•
•
•
•
•
•
•
•
Support for all DMX programmable devices
Management of up to 4096 DMX channels
Standard Library containing common DMX devices
Support for combinated devices (Multi Part Fixtures) as one device
Library-Editor for expansion and customization of fixture library
Lamp sorting by freely definable Screen-IDs (not DMX adresses)
Quick insertion and re-patching of groups of lamps
QuickPatch feature
Grouping of clusters of lamps to Sections (e.g. Main Stage, Foyer,
below the stage etc.)
Export of Patch data as text file or Excel sheet (CSV)
PROGRAMMING
•
•
•
•
•
•
•
•
•
•
•
Three view modes: Programmer View, Content View, Output View
Live fx-Engine for any desired effect on any lamp channel (Circle,
Wave, Chaser etc.)
Highlight, Blind, Freeze
HTP, LTP for cuelists and single lamps
Colour Picker
Simple spreading of values across groups of lamps (Spread)
Fade modes Linear, Soft Start, Soft Stop, Soft Motion etc.
Asynchronous fades ("Delay", from left to right, middle to outside
etc.) with editable times and groups.
Cue stepping manually, with set time or Timecode-controlled
Nested loops possible in cuelists
Up to five Actions can be linked to every cue, allowing access to all
the program's features / in- and outputs (including macro programs)
37 Technical Data
•
•
•
•
•
•
•
•
•
Definable Mutual Exclusion groups of which only one cuelist can run
at a time (Mutal Exclude)
Unlimited number of cuelists that can be active at the same time
Cuelists controllable by timecode
Timecode-Output via Midi (MTC)
Command line
Chaser Speed Teach In
Show can be exported as text script
Support for second screen
WIZARDS
•
•
•
•
Chaser Wizard automatically generates Chaser cuelists
CheckIt Wizard automatically generates device testing routines from
library data.
Scrolltext Wizard: Generates scrolling text for arrays of lamps, can use
any Windows true type font.
Bitmap Wizard: Maps bitmap graphics to an array of lamps (a matrix)
and animates them, or just animates previous content of the matrix.
DMX OUTPUT DEVICES
•
•
•
•
•
nano
twilight
e:node512
e:link
Media Engine
AUTOMATION
•
•
•
•
•
•
•
RS232-Access (access to PC COM ports for sending / receiving serial
data)
Midi In, Midi Out
Trigger Machine: Easy linking between events and Actions.
Snippet Editor: Allows programming macros in a C like language,
which has access to lamp channels, features and in- / output
capabilities, and will also run on the Media Engine.
Sunrise Timer: Automatically calculates sunrise / sunset times from
the geographical position.
Online Mode: Live Access to the e:cue Media Engine.
Upload / Download of shows directly from / to the Media Engine.
MISCALLENEOUS
•
•
244
Show Export into the standalone devices nano, e:node512
Easier and more comfortable programming with e:cue Faderunit
37 Technical Data
•
•
•
•
•
•
•
Possibility to connect several Faderunits to one system to create a
large desk area.
Interface to visualization and planning software wysiwygTM by CAST
(e:cue is a registered wyswiwygTM developer).
Interface to visualization and planning software Capture 3.0 by
Capture Sweden.
Timecode Sources:
SMPTE LTC via PC-internal soundcard
Midi Timecode (MTC)
Ethernet (e:cue Media Engine)
Internal MediaPlayer
External Remote Media Player which is controlled through network
Free download of basic version at www.ecue.tv
As opposed to the Media Engine, the nano and the e:node don't
support every feature of the Programmer. Please see technical data.
*
37.2. Faderunit
Overview
•
•
•
•
•
•
•
•
RS232 interface for connection to PC / Notebook / Media Engine
Optional Midi Output (switchable, for controlling non-e:cue devices)
13 faders (1 Grandmaster and 12 Submaster)
5 multi-allocated Jog Dials
73 keys (10 freely assignable function keys)
Powered by external PSU (included)
solid housing, anodized aluminium front panel
Weight ca. 1.5 kg
RS232 interface
9 Pole Sub-D Connector Female
Pin
Function
1
2
3
4
5
6..9
n.c.
TxD
RxD
n.c.
GND
n.c.
Connection to the PC via standard 1:1 cable
245
37 Technical Data
Midi interface
5 Pole DIN jack
Pin
Function
1
2
3
4
5
n.c.
n.c.
n.c.
Data –ve
Data +ve
Power
2.1mm connector, male
246
Pin
Function
1
2
AC in (7.5-9 V)
AC in (7.5-9 V)
37 Technical Data
37.3. nano
OVERVIEW
•
•
•
•
•
•
•
•
•
•
•
•
•
DMX512 and RS232 connectors.
Two Status LEDs
Programming via e:cue Programmer
256 DMX channels in Live Mode (connected to PC), 32 DMX
channels in Standalone Mode
stores a single cuelist with up to 255 cues (64 guaranteed)
linear fades between cues with
Asynchronous fades ("Delay", from left to right, middle to outside
etc.) freely selectable fading time
Cue stepping with set time or manually (via RS232 signal)
Livefx-Engine only in Live Mode (when controlled by e:cue
Programmer)
Powered by external PSU (included)
solid aluminium housing (BxHxT 105x57x32)
optionaler Wandhalter
Weight: ca. 500g
RS232
9pole Sub-D Connector Female
Pin
Function
1
2
3
4
5
6..9
n.c.
TxD
RxD
n.c.
GND
n.c.
Any common serial cable can be used for connecting to the PC. A cross
cable (crossed wires) is not required.
Power
2.1mm connector, male
Pin
1
2
Funktion
AC in (7.5-15 V)
AC in (7.5-15 V)
247
37 Technical Data
DMX Interface
5 pole XLR Connector female
Pin
1
2
3
4
5
Function
Digital Ground
Data –ve
Data +ve
n.c.
n.c.
37.4. twilight
Overview
•
•
•
•
•
•
•
•
•
USB Interface
Programming via e:cue Programmer
For Live Mode only
Up to 8 twilight devices can be connected to a single Programmer
(using USB hub)
DMX512 Output with 512 DMX channels
5 Pol XLR Connector
USB-powered (no external power supply needed)
solid aluminium housing (BxHxT 155x57x32)
Weight: ca. 700g
DMX Interface
5 pole XLR Buchse female
Pin
1
2
3
4
5
Function
Digital Ground
Data –ve
Data +ve
n.c.
n.c.
USB
conforms to USB 1.0 specifications
37.5. e:node
•
•
248
DMX512 and RS232 Interfaces, RJ45 connector for CAT5 twisted pair
patch cable
Four status LEDs (Status & Network)
37 Technical Data
•
•
•
•
•
•
•
•
•
•
•
•
•
4x20 characters LC display with backlight
10 function keys, 7 operation keys
Powered by external PSU (included)
7.5V 500mA
512 DMX channels (Online and Standalone Mode)
Programming via network with e:cue Programmer
10 cuelists with up to 255 cues (64 guaranteed) in Standalone Mode
Multimode with up to 11 simultaneous cues
2 cuelists with special functions (Powerup and Shutdown)
Cue advancing with set timing or manual (keys, serial control,
electrical inputs – only in-wall mounting unit)
10 Trigger (Timer) to start cuelists on set times / dates:
Hourly / Daily / Date
Recovery feature to continue playing after a blackout
LiveFx only in Live Mode (controlled by e:cue Programmer)
Built-In Real Time Clock
Connectors e:node In-Wall Unit
Connector
feature port
mode
opto-input
power
dmx
display
update
ethernet
ACT, LNK
Feature
reserved
Operation Mode
(reserved)
Both DIP switches pointing to inside of case:
Normal Mode
Electrical inputs for connecting external devices
pushbuttons, photoelectric barriers etc.
Switchable with 5...12V
The inputs control cuelists (as marked on case, for
an example see below)
needs 7.5V AC 500mA
DMX output. Allocated as marked on case
display connector
Update Connector (RS232)
LSA+ connector - standard A
To use a normal RJ45 jack, remove the round
stamped out metal circle next to the LSA+
connector. Behind it, there is a normal RJ45
connector inside.
network status
249
37 Technical Data
37.6. e:com
•
•
•
•
•
•
RJ45 connector for CAT5 Twisted Pair patchcable
Two Status LEDs (Network)
4x20 chars LC display with backlight
17 keys
Powered by external PSU
7.5V 500mA
User Terminal: Controls e:node (standalone), Media Engine
(standalone) or PC mit e:cue Programmer by sending keypresses via
network
37.7. e:link
•
•
•
•
•
•
RJ45 connector for CAT5 Twisted Pair patchcable
Two Status LEDs (Network)
4x20 chars LC display with backlight
17 keys
Powered by external PSU
7.5V 500mA
No internal memory; controlled via network by e:cue Programmer or
e:cue Media Engine
37.8. Media Engine
HARDWARE
•
•
•
•
•
Industrial PC running e:cue Linux operation system
Frontpanel with LC display (with backlight), 6 softkeys and Jog Dial
3,5“ disk drive
Measures: 19“, 2U Height (WxHxD 483x88x350 mm)
Weight 6,5 kg
INTERFACES
•
250
DMX (2 Lines, 1024 DMX channels)
37 Technical Data
•
•
•
•
•
•
•
•
•
•
Extendable to up to 8 DMX Lines (4096 channels) by connecting
e:node512 or e:link via network
Ethernet
VGA
AUDIO OUT
Midi IN, Midi OUT, Midi THROUGH
SMPTE IN
6 Inputs 10..24V
2 Outputs +12V, 25mA
Keyboard
2 x Serial RS232
FEATURES
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
•
Native Replay Unit for e:cue Programmer
Running e:cue Programmer core code to gurantee exact replay of
pre-programmed contents, including Effects, Media, Macro Code
Programs
Trigger Machine for event-controlled playback
Sunrise Timer (Astronomical Clock based on geographical location)
JPG display on VGA output (user-defined files)
MP3 playback
SMPTE and Midi Timecode (MTC) reception
Optional wireless connection to PC / Notebook via WLAN (Wireless
LAN)
Possible to influence automatic playback by connecting an e:cue
Faderunit
Freely programmable serial interfaces (RS232)
Support for external LCD terminals (e:com)
Detailed status information on display
DMX Tester
Midi-Monitor
FTP-Server
Password protected, various user modes
Firmware Upgrades free of charge
For interfaces and optional upgrades see following pages
Media Engine Interfaces
Interface
2 x DMX
I / O Interface
Connector
XLR 5 pole Jack
6 x In, 2 x Out
Function
DMX512 Output
potential free inputs (10..24V),
galvanically seperated outputs
251
37 Technical Data
Ethernet
RJ45
2 x RS232
9 Pole Sub-D
Audio
VGA
Standard VGA
2 x USB
Keyboard
USB 1.0
PS/2
Mouse
Midi
PS / 2
DIN (In, Out,
Through)
Stereo Jack
SMPTE
(+12V, 50mA)
TCP/IP
Media Engine Server
HTTP-Server
FTP-Server
ACN ready
Connecting e.g. external media
playing devices (CD, MD, DVD
etc.)
MP3 Audio Playback
1024 x 768 with 65k colours,
JPG playback
Tastaturanschluss für MF102
Keyboard oder e:cue Keypad
Send and receive Midi
Receive SMPTE Timecode
Optionale Erweiterungen
Wireless LAN
Access Point
Faderunit
Festplatte
Network by Radio, allows wireless access to the Media
Engine (suitable notebook / PC required)
Direct playback of single cues, access to Submaster 112, access to Grandmaster, freely assignable function
keys
20 GB harddrive for user data
SMPTE Interface
3 pole jack connector, female
Pin
1
2
3
Funktion
Common
Neg
Pos
Midi Schnittstelle
5 pole DIN connector, female
Pin
1
2
3
4
5
252
Funktion
n.c.
n.c.
n.c.
Data –ve
Data +ve
37 Technical Data
DMX Schnittstelle
5 pol XLR connector, female
Pin
1
2
3
4
5
Funktion
Digital Ground
Data –ve
Data +ve
n.c.
n.c.
RS232 Schnittstelle
9pole Sub-D connector, male
Pin
1
2
3
4
5
6..9
Funktion
n.c.
RxD
TXD
n.c.
GND
n.c.
SPS Schnittstelle
Pin
1
2
3
4
5
6
7
8
9
10
Phoenix post field, 10pole, male
Funktion
+12 V DC out (max. 100mA)
GND
In 1 (5..25V DC)
In 2 (5..25V DC)
In 3 (5..25V DC)
In 4 (5..25V DC)
In 5 (5..25V DC)
In 6 (5..25V DC)
Out 1 (open collector, max. 20mA, max. 24V)
Out 2 (open collector, max. 20mA, max. 24V)
1 2 3 4 5 6 7 8 9 1
0
Back view of I/O Interface
The +12V DC connectors can be used e.g. to connect pushbuttons. For this
connect +12V DC to one of the six inputs with the pushbutton inbetween.
253
37 Technical Data
Attention: The two outputs are open collectors, i.e. when the output is
switched to on the pin will be connected to Ground via a transistor. Please
pay attention to the maximum of allowable voltage/power!
Examples for Connecting Electrical Devices
Switching a consumer via SPS output:
L,N : 220V Anschluss
Connecting a pushbutton to an SPS input:
Audio Out
Pin
1
2
3
254
3 pol XLR connector, male
Function
Digital Ground
Audio out right
Audio out left
38 Troubleshooting
38. Troubleshooting
Problem
„HASP not found“
A tool window has
vanished
After startup the
Programmer is only
visible in the task bar
Possible Causes / Solution
This message appears when starting the
Programmer Enterprise while no dongle
is plugged in (or if the dongle doesn't
work). Remove the dongle, wait a few
seconds and plug it back in again. Wait a
few seconds (if it works the dongle lights
up), before clicking OK.
Try the following:
Bring up the tool window in question
(using the Toolbar or the View menu).
Now, from the main menu, select:
Extras / Tools / Find my windows...
This moves all windows to the home
position.
In the task bar, right-click the
Programmer and select „Maximise“.
38.1. Network Troubleshooting
Network errors can be caused by a multitude of reasons. If the
problem cannot be solved by the basic steps described in this
chapter, please contact a network administrator or search for
networking guides on the internet.
Is the hardware working?
First you should check whether there is a physical connection
(LINK) between the device in question and the network. A
physical connection means data can be exchanged on hardware
level (which is a prerequisite for stuff to work on software level).
Most computers, as well as most e:cue devices, have two LEDs
next to the network socket. In case none of the LED's light up
when you plug in the cable, this means no physical connection
could be made and the fault lies in one of the components – check
the cables, network cards, hubs etc...
38 Troubleshooting
Do you have the right cable?
In case you were trying to connect the e:node/e:com/e:link/Media
Engine directly to a PC / Laptop, you need a so-called crossover
cable (in which the wires are crossed). The crossover cable cannot
be used for connections to a proper network, i.e. to a hub / switch
etc...
In case the device is connected to a proper network use standard
CAT5 patch cable.
Checking For Connection
To check whether there is a connection between the PC and a
network device you can use the Windows program PING. PING
sends network packets which are bounced back by the receiving
end. If the packets come back you know that the line works.
Click the Windows Start Menu, click on run and type CMD
This opens a Command Prompt window. Here you type:
PING <target IP address>
[example: PING 192.168.123.3]
You should get a result like
Reply from 192.168.123.3: Bytes=32 time=70ms TTL=46
If you get a message like "Request Timed Out" instead, this means
your connection doesn't work.
Configuring IP Adresses Properly
If everything is working, but no connection can be made, in most
cases the problem is a wrongly configured IP address.
(Outdated OS'es like Windows 95 / 98 / ME / NT can cause more
trouble even if the IP's are correctly set. We strongly recommend
to use our software on 2000 or XP only.)
For proper network communication, all participants have to keep
in mind some basic rules when configuring two important
parameters of the network: IP address and subnet mask.
256
38 Troubleshooting
Even if only a single e:cue device is connected to a computer
(using a cross cable) the same rules apply.
The rules for setting working IP and subnet mask look like this:
An IP address is made up from four triplets, e.g. 192.168.123.3.
The first two triplets should be the same for all participants in a
local network (in most cases). E.g. in a small local network these
typically are 192.168.
The third triplet should be the same for all participants of a
section of the local network (in most cases). Typically, this is 123
or 10 (depending on the network's size). So far, all of our network
clients have the same number, i.e. 192.168.123.
The fourth triplet, then, is the actual "house number" of the client.
It has to be a different number for every device in the network (if
two devices in the network use the same "house number" both
won't work properly). The "house number" may not be zero and
not 255.
So a client of our hypothetical network could have the number
192.168.123.3
a)
b)
c)
Always the same
The same for every client in the network
Different number for every client in the network
Example:
We have a network with two computers, and want to add an
e:node. The first computer has the address 192.168.123.1. The
second computer has the address 192.168.123.2. Now on the e:node
we can set 192.168.123.3.
To sum it up: On a new device in the network you have to set an
IP address of which the first three triples are exactly the same as
with the other devices in the network, but of which the last triple
257
38 Troubleshooting
has to be a number that is not used anywhere in the network (and
is neither zero nor 255).
The Subnet Mask has to be set the same as for the other devices
in the network, otherwise communication won't work. A typical
subnet mask setting for local networks would be 255.255.255.0 or
255.255.0.0.
Finding out your own computer's IP Adress
This is how you can find out which IP your own computer has
(for example with the goal of setting a similar IP on an e:cue
device):
1. Open the Windows start menu.
2. Windows 2000: Point to Programs, point to Accessories, and
then click Command Prompt.
Windows XP: Point to All Programs, point to Accessories,
and then click Command Prompt.
3. At the Command Prompt you enter:
Ipconfig
4. The system displays the information.
Setting the IP on your own computer
The procedure for setting the IP on a computer differs in the
different Windows versions. There are many guides available on
the internet. If you are already on a network, i.e. in an office or
similar, don't change anything without asking a network
administrator – anyway, your network is configured already, and
what you need to change is settings on your e:cue device.
258
39 Support
39. Support
In case of questions concerning handling of the devices or
technical problems, qualified support staff are available to solve
your problem. Also if you need a specially adapted technical
/programming solution you should talk to us.
For problems, please have a look on our website and look
whether your question is answered there already. This is also the
place were you will find contact addresses and phone numbers:
http://www.ecue.tv
Also make sure to check out our Forum at
http://www.ecue.tv/forum
40 Masthead, Copyright
40. Masthead, Copyright
This edition & translation: Jan Schaten <schaten@ecue.tv>
Beiner van Beeck GbR, Friedrich-List-Strasse 23,
© 2003
33100 Paderborn. http://www.ecue.tv. All Rights Reserved.
is a registered trademark of the Beiner van Beeck GbR.
WYSIWYG is a trademark of the CAST Lighting Limited, Toronto,
Canada. Windows is a trademark of the Microsoft Corporation,
Redmond, United States of America. All other company names
and / or product names are trademarks and / or registered
trademarks of the concerning manufacturer. The products under
circumstances don’t exactly correspond with the representation.
Properties, capacity and technical data depending on the
operating system and used hardware can differ. Subject to
change without notice!
does not grant guarantee on validity for a particular reason,
the marketability or other properties of the product. There is no
, not on the legal way nor other
way to assert a claim to
ways.
is not responsible for damages, including all disadvantages
that are not just limited on loss of sales, that are accrued
By the use of the product
By the loss of serviceability of the product
does
By misuse, happenings, circumstances or actions that
not have influence, no matter if the damages as well as
consequential damages are direct or indirect; if they are special
damages or others, nor if the damage is caused by the owner of
the guarantee or third persons.
Index
41. Index
1
1514PCI 105
2
2514PCI 105
A
Action
Set in Cue 144
ActionPad 183
Actions
List of Actions 243
Alias List 187
Alias Name 188
Application Options 24
Audio Input 196
AudioDSP 196
AudioDSP Settings 197
Auto Backup 25
Auto release on fader down
147
Automation 205
AutoTouchDisable 24
B
Bitmap Wizard 162
Blind 136
BPM Detection 198
C
Capture 110
Chaser Auto BPM 200
Chaser Flip 148
Chaser Forward 148
Chaser Mode 148
Chaser Reverse 148
Chaser Speed 149
Chaser Wizard 158
Checkit Wizard 157
Clear 137
Color Picker 134
Command Line
Setting Values 132
Controlling Cuelists with
Timecode 202
Create Groups of... 170
Cue
Editing 139
Programming a Cue 128
Properties 141
Record 138
Setting Action 144
Cuelist as Button in ActionPad
184
Cuelist Directory 151
Cuelist Properties 146
Cuelists
Playback 152
D
Delay 142
E
e:com 62
e:link 76
e:node 37
e:node In-Wall Unit
Connectors 252
e:player2D
DMX chart 195
e:Player2D 190
EQ effect on a matrix 170
Events
List of Events 241
Parameters 241
Index
Export 165, 226
exportieren 165
F
Fade 141
Faderunit 99
Map Faders to Cuelists 151
Re-Assigning keys 102
Setting Channels 132
Find my windows 229
Flightcase 122
Focus Home 134
Freeze 137
Fullscreen 187
fx creation 167
FX Templates 174
G
Gradient 135
Groups 117
Gruppen benutzen 121
H
High if beat valid 149
Highlight 136
Highlight Dimm 24
HSB Long Path 135
HSB Short Path 135
HTP 147
I
Icons 230
Installation 19
Invert Selection 130
IP-Adresses
Proper Configuration 259
K
Keyboard Shortcuts 234
262
L
Left->Right 142
Library Editor 221
Live Features 15
Live fx 167
editing 171
Logbook 113
Loop 143
LTP 147
M
Macro Language 207
Mapping 151
Master
Setting Masters 155
Master Cuelist 154
Masthead, Copyright 263
Media Directory 90
Media Engine 82
connecting 84
Connecting a Faderunit 88
Examples for Connecting
Electrical Devices Siehe
Online Mode 88
Operation Mode 92
Update 97
Media Engine Interfaces 254
Media Engine Light 85
Media Playback 186
MediaPlayer 186
Menus 226
Middle to Outside 142
Midi 106
Moodlight 125
Mutual Exclude 148
N
nano 26
Navigator 113
Network Troubleshooting 258
Index
O
Open White 134
226
229
Outside to Middle 142
Open... (with FileLib)
Optimize Show Size
P
Page 151
Pan / Tilt Inversion 121
Patch
Creating a new Patch 117
Patch... 226
Patching 116
Playing Back Cuelists 152
Preheat / Limit 120
Presets 176
Pressing „Play“ while running
149
Preview 113
Programmer
Standard / Enterprise 21
Programming a Cue 128
Q
QuickPatch 117, 123
R
Randomize 169
Reference 226
Release 148
Release Action 150
Reset 137, 155
Right<-Left 142
RS232
Receiving 215
Required Settings 212
Sending 214
Sending and Receiving 212
S
226
ScreenIDs 116
Save to Floppy
Scroller Wizard 159
Sections 117, 119
Select All 130
Select Even 130
Select Next 130
Select Odd 130
Selection Commands 130
Setup Draw Mode 135
Shifted Slide 25, 132
Shortcuts 234
Show exportieren 166
Show Properties 23
Sliding 25
Soft Motion 142
Soft Start 142
Soft Stop 142
Sound To Light 196
Sound to Light fx 170
Soundlight 104
Speedmaster 149
Speedmasters 155
Spreading 132
Standalone Features 17
Start on fader up 147
Status 112
Submaster
Setting the Submaster 154
Submaster Auto Control 200
Submaster Influence 149
Subnet Mask 261
Sunrise Timer 208
Support 262
T
Teach-In 203
Technical Data 246
Telnet Monitor 98
Timecode 143, 148, 155, 201
Settings in Show Properties
24
Troubleshooting 204
Timecode Auto Activation
Window 148
263
Index
Timecode-controlled Shows
201
Timing 142
Cuelist End 143
Timecode 143
Wait 143
Touch 168
Touch 131
Trigger Machine 205
Trigger rule 205
Troubleshooting 258
twilight 30
U
USBDMX2 104
264
Use complete 177
Use on selected fixtures 177
V
View 114
Visualization Software 107
W
White 135
WindowsMediaPlayer 186
Wizards 157
Wysiwyg 107
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