Creation II Series - German Light Products

Creation II Series
User Manual for Software Version 2.68 (Manual Rev A)
Creation II Series
User Manual
Table of Contents
Introduction10
2.1  Reference Manual Key . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Cross References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Commandline Style . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Navigating in Screens / Windows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Special boxes you should pay attention to . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
2.2  DMX Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.2.1  Signal transmission. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.2.2  The cabling. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.2.3  The conversion to Light. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
2.3  ArtNet Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
13
2.3.1  IP Addresses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.3.2  Different ways of numbering universes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
2.3.3  Tested ArtNet Nodes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
2.4  The Creation II Series. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.4.1  Product Comparison. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.4.2  Creation II 4096. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Backpanel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
2.4.3  Creation II 1024. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Backpanel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
2.4.4  Creation II OnPc. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Basic Concepts
18
3.1  Hybrid Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
19
3.1.1  Priority Concept. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
What is LTP and HTP? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Priority Stack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Priority Overview
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Run multiple Cuelists simultaneously . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.1.2 Examples. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
3.2 Tracking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.2.1  Basic Idea. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.2.2  Tracking in a Nutshell. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.2.3  Tracking through Changes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
3.2.4  Maintaining Tracking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.2.5  Track Thru End. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
3.3  Selective Programming. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.3.1  Two Things Selective Programming enables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
3.4  The Graphical User Interface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.4.1  Screens25
Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Soft (Button) Panel Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Cuelist View Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Output Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
3.4.2  Encoder Labels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.4.3  Fader Page Indicator. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.4.4  Keypad Dialogs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.4.5  On-Screen Keyboard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
3.4.6  Fader Overview in Touchscreen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
3.4.7  External Monitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Creation II Manual - Software Version 2.68
3
3.5 Commandline . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Commandline Syntax . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.5.1  Modify multiple Memories at once . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.6  Button Panels. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
30
3.6.1  Button Panel Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.6.2 Submode. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
3.6.3  Button Panel Pages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Labeling Button Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.6.4  List (Memorys). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.6.5  Link Button Panel „Presets“ to Feature Buttons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.6.6  What do the LED Colors mean?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
3.6.7  Button Panels on External Monitor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
3.6.8  Labeling Tips. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Examples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.6.9  Labeling the „Old School“ -Way . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.6.10  Wing Extension. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
3.7  Faders & Masters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.7.1  Masters are only „Remote Controls“. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.7.2  „Store“ into Masters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3.7.3  Which Memories can be used with Masters?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.7.4  Page Functions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.7.5  Template Page. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.7.6  „Autorelease“ on Page Change. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.7.7  Wing Extension. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
3.8  „Master Go“ Section. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
36
3.9 Potentiometers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
3.10  Trigger Engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
38
3.10.1  What is the Trigger Engine?. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
3.10.2  Different Actions based on the Type of Event . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Single On Trigger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
On/Off Trigger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 39
Value Trigger . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Operation43
4.1  To Begin Using The Console. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
44
4.1.1  Unpacking and Connection the Console and Accessories. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.1.2  Boot up the Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
4.1.3  Configure system-wide settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Set Date and Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Calibrate Touchscreens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Network Settings (IP Addresses) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
4.2  Working With Shows. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
4.2.1  Create a new Show. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
From the „Show Closed“ Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
From within a Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Naming the Showfile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
4.2.2  Load A Show. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
From the „Show Closed“ Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
From within a Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Load a Showfile automatically at startup. . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
4.2.3  Save the Showfile manually. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
4.2.4  Enable / Disable the “Autosave” -function. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
4.2.5  Save as new Showfile. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Creation II Manual - Software Version 2.68
4
4.2.6  Close A Show . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
4.2.7  Delete Shows from the Consoles built-in Memory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
4.2.8  Export Shows to USB-Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
4.2.9  Import Shows From USB-Key. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
4.3  Set Show Related Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3.1  Set LCD Contrast . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3.2  Set LCD Intensity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3.3  Set TFT Intensity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3.4  Set Desklamp Intensity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3.5  Set ArtNet Start Universe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
4.3.6  Set Blackout Button & Clear Button behavior. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
4.3.7  Set LED Brightness. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
4.3.8  Set Encoder Sensitivity & Acceleration. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
4.4  Fixture Setup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
61
4.4.1  Add Fixtures to the Show. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
4.4.2  Configuring existing Fixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Change User Number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Change Fixture Name . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Inverting Pan / Tilt and defining if a Fixture reacts to the Grandmaster Fader . . . . . . . . . . . . 64
Change DMX-Patch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Change Fixture Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Reloading the Fixture Library (after changes have been made to it) . . . . . . . . . . . . . . . 67
Clone Fixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Delete Fixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
4.5  Working with Fixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
4.5.1  Selecting Fixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Select Fixtures using the keypad (a.k.a “The Commandline Interface”) . . . . . . . . . . . . . . 70
Select and Deselect Fixtures using the Fixture Button Panels . . . . . . . . . . . . . . . . . . . 70
Select Fixtures using a previously recorded Group . . . . . . . . . . . . . . . . . . . . . . . 70
De-Selecting all Fixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Fixture Sub-Selection (Even Odd, Half Half, etc) . . . . . . . . . . . . . . . . . . . . . . . . . 70
Stepping through fixtures using Last & Next Fixture . . . . . . . . . . . . . . . . . . . . . . . 73
Selecting Fixture X out of Y. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
4.5.2  Assigning Names to Fixtures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Assign Name using the Fixture Button Panel . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Assign Name using the Command Line Interface . . . . . . . . . . . . . . . . . . . . . . . . 74
Using the Configure Fixtures Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Using Fixture Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Using the Edit Fixture Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.5.3  Edit a Fixtures Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.5.4  Create a Fixture Dimmer Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Using the Command Line Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Using the Fixture Button Panel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
4.5.5  Edit Fixture Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
4.6  Working with Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.6.1  About Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.6.2  Creating a Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.6.3  Selecting and Deselecting Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
4.6.4  Merge Fixtures into Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79
4.6.5  Remove Fixtures from Groups. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.6.6  Replace a Group. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
4.6.7  Naming a Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
4.6.8  Copy a Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
4.6.9  Delete a Group . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
4.6.10  Create a Group Dimmer Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
4.6.11  Edit Group Window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Creation II Manual - Software Version 2.68
5
4.7  Working with Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
85
4.7.1  What is the Programmer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
4.7.2  Different states of fixture attribute values. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
4.7.3  Emptying the Programmers „Content“. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
4.7.4  Blind Function. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
4.7.5  Highlight Function. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
4.7.6  Assigning Values to Fixture Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Altering Intensity (Dimmer Values) Using Keypad . . . . . . . . . . . . . . . . . . . . . . . . 87
Altering Parameter Values (Any Attribute) Using Keypad . . . . . . . . . . . . . . . . . . . . . 88
Altering Parameters Using Encoders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Using Presets (as a reference) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Loading Values (instead of referencing) from a Preset . . . . . . . . . . . . . . . . . . . . . 88
Loading Values from Current Output . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Loading Values from a Cuelist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
4.7.7  Fanning Values (spreading values across different fixtures) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Fan any value using the Encoders: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Fan any value using the Keypad: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Fan Intensity Values using the Keypad. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
4.7.8  Fan Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Fanning in Groups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Fanning in Blocks (Buddying) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Shuffle Selection (randomize selection order) . . . . . . . . . . . . . . . . . . . . . . . . . 90
Fan Modes (Left, Center, Right, Outer & Inner) . . . . . . . . . . . . . . . . . . . . . . . . . 90
4.7.9  Removing Values from the Programmer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Remove all attributes for a specific fixture from the programmer . . . . . . . . . . . . . . . . . 91
Remove all attributes for a fixture group from the programmer . . . . . . . . . . . . . . . . . . 91
Removing Individual attribute Groups from the programmer . . . . . . . . . . . . . . . . . . . 91
4.8  Checking Output Values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
92
4.8.1  Customize what is shown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
4.9  Working with Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9.1  Effect Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9.2  The Effects Programmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
4.9.3  The Effect Attributes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
“Type” Effect Attribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
“Size” Effect Attribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
“Speed” Effect Attribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
“Offset” Effect Attribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
“Duty Cycle” Effect Attribute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
4.9.4  Creating a Simple Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
4.9.5  Creating a Generator Effect (Pre-Made effects) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
4.9.6  Creating a Preset Toggle Effect. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
4.9.7  Modifying Effect Size, Speed, Offset or Duty Cycle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.9.8  Modifying the Effect Form. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.9.9  Deleting an Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
4.10  Working with Presets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
4.10.1  Storing a Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
4.10.2  Naming a Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
4.10.3  Merging contents into a Preset (Or: Updating a Preset). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
4.10.4  Removing Contents from a Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
4.10.5  Replacing a Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
4.10.6  Recalling Presets. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Recall a Preset as a Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
Recall a Preset as a ‘Hard Value’ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
4.10.7  Deselecting (“Knocking Out”) a preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
4.10.8  Copy a Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
4.10.9  Delete a Preset. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Creation II Manual - Software Version 2.68
6
4.10.10  Edit Preset Window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
4.11  Working with Cuelists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
4.11.1  What is a Cuelist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
4.11.2  Storing Cues in a Cuelist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108
4.11.3  Naming a Cuelist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
4.11.4  Copy a Cuelist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
4.11.5  Delete a Cuelist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
4.11.6  Updating Cues in a Cuelist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Adding or Updating content of a Cue („Merge“ Data into the Cue) . . . . . . . . . . . . . . . 110
Removing content from a Cue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
4.11.7  Replace a Cue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112
4.11.8  Inserting a Cue into a Cuelist. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
4.11.9  Deleting a Cue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
4.11.10  Loading a Cue to the Programmer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
4.11.11  Assigning Cuelists to Masters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
4.11.12  The Cuelist View (Cue Sheet) Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Cuelist View Window – Top Row Buttons
. . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Background Colors and their meanings . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Changing Cue Names and Timings
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
4.11.13  Edit Cuelist Window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
The Edit Cuelist Window‘s bottom row of Buttons . . . . . . . . . . . . . . . . . . . . . . . . 118
The Basic Setup Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
The Advanced Setup Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
The Timing Setup Tab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
4.11.14  Playing back Cuelists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
4.12  Working with Macros. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
4.12.1  About Macros. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
4.12.2  Recording a Macro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
4.12.3  Naming a Macro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
4.12.4  Copy a Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
4.12.5  Delete a Macro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
4.12.6  Replacing a Macro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
4.12.7  Appending Actions to a Macro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
4.12.8  Running a Macro. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
4.12.9  Stopping a Macro . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
4.12.10  Edit Macro Window. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
4.13  Working with Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
4.13.1  About Scenes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
4.13.2  Storing Cues in a Scene. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
4.13.3  Naming a Scene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
4.13.4  Copy a Scene. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
4.13.5  Delete a Scene. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
4.13.6  Assigning Scenes to Masters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
4.14  The Off Window . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
4.15  Working with Masters. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
4.15.1 Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
4.15.2  Assigning a Grandmaster Fader. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
4.15.3  Assigning Fixtures to Masters (Creating an Inhibitive Master). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
4.15.4  Assigning Groups (Creating an Inhibitive Groupmaster). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
4.15.5  Assigning Cuelists. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
4.15.6  Assigning a Speed-Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
4.15.7  Assigning a Fade-Master. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133
4.15.8  Deleting a Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134
4.15.9  Configuring Fader and Button functions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Common Settings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Creation II Manual - Software Version 2.68
7
4.15.10  Master Button and Fader Options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Cuelists
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Scenes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136
Group Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Fixture Submasters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Master Speed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Master Fade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
4.16  Working with Fader-Pages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
4.16.1  Changing Fader Pages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
4.16.2  Template Page. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
4.16.3  Editing Fader-Pages. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Adding Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Moving Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Deleting Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Naming one or more Pages . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
4.16.4  Different Fader page change Modes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
4.17  Setting up Inputs and Outputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
4.17.1  Setup ArtNET. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
ArtNet Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
Setup ArtNet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
4.17.2  Sound Input. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141
4.17.3  Timecode Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Internal Timecode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
External Timecode Source . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Timecode Options in Trigger Engine (used by MIDI) . . . . . . . . . . . . . . . . . . . . . . . 144
Using Timecode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
4.17.4  Midi Input. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144
Show Current Midi Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Setup the Midi Input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
MIDI Trigger Setup Window (Step 1 of 2 – Source Selection) . . . . . . . . . . . . . . . . . . . 146
MIDI Trigger Setup Window (Step 2 of 2 – Target Selection) . . . . . . . . . . . . . . . . . . . . 147
4.17.5  Switch Input. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Sub D Connector Pin-Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
Setting up Switch Inputs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148
4.17.6  OSC Input (Tablet / Phone remote). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
OSC Command structure and Datatypes . . . . . . . . . . . . . . . . . . . . . . . . . . . 150
Supported OSC Commands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Touch OSC Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
Touch OSC Client . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
4.18  Networking Multiple Consoles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
4.17.7  Prerequisites of Tracking Backup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
4.17.8  Preparing Multi Console Networking. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Preparing the Master Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
Preparing the Backup Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
4.17.9  Creating the Tracking Backup Session . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
4.17.10  Different Modes of Backup Connections. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Mirror Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Extension Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Multi User Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
4.17.11  Things not to Do!. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
4.19  Locking the Console . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
4.19.1  Set Desk-Lock Password . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
4.19.2  Limited Playback Mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
4.19.3  Lock the Console. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159
4.19.4  Unlock the Console. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Creation II Manual - Software Version 2.68
8
4.19.5  Enable Desklock on Bootup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
4.20  Automatically load a Showfile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
4.20.1  Autostart This Show. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
4.20.2  Desklock on Autostart. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
4.20.3  Autostart Triggers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
4.20.4 Macros. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
4.21  Edit the Fixture Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
4.21.1  The Library Editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164
Select Parameter Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
4.21.2  Edit existing Fixture Libraries. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
4.21.3  Add a new Fixture to the Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Start a Fixture from scratch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Start a Fixture using an existing Fixture Type as a template . . . . . . . . . . . . . . . . . . . . 168
4.21.4  Delete a Fixture Type. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
4.21.5  Rename a Fixture Type . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
4.21.6  Export Libraries To USB. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Export complete Fixture Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Export selected Manufacturers only . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
Export specific Fixtures only . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171
4.21.7  Import Libraries from USB. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Maintenance174
5.21  Update Software via USB. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175
5.22  Update Software Online. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
5.23  Checking the Systemlog. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
5.24  Hardware Information Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178
5.25  Frontpanel Test . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
Hotkeys180
6.26  Creation II 4096 Only. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
6.27  Creation II 1024 Only. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
6.28  Creation II OnPC Only. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
6.29  All Products. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
6.28.1 General. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
6.28.2 Programmer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
6.28.3  Button Panel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
6.28.4 Output. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
6.28.5  Library Editor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
6.28.6  Fader Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
6.28.7 Other . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
Creation II Manual - Software Version 2.68
9
2
Introduction
Creation II Series
User Manual
2.1  Reference Manual Key
This chapter of the manual is meant to show you what text written in different font styles means - it is essential to read this,
since it well help you to understand what we would like you to do.
Cross References
Cross references are used throughout this manual to link you to other chapters which might contain interesting information. They look as follows:
Commandline Style
Whenever we refer to something that should be typed in using the Numberblock Section of the consoles frontpanel it will
be shown the following way:
„Fixture
„Group
1 Thru 100 @ Full“
5 + 6 Thru 8 @ 50 Enter“
Button Presses
Basically Button Presses that should be done are using the same style as the Commandline Style.
„Store“
„Edit“
Multiple Button Presses at the same time
In case you have to press multiple buttons at the same time it will look like this:
„GLP
+
„GLP
+ Load“
Main Menu“
Sequential Button Presses
And should you have to press multiple buttons sequentally we will indicate it as follows:
„Edit
(A ny Button
„Store)
of the
M aster)“
M emory“
Navigating in Screens / Windows
When you have to navigate in Screens, we will guide you the following way:
„Sytem Setup › Fixture Library“
Combining different Navigation Styles
We even might end up combining these styles:
„Main Menu Sytem Setup › Fixture Library“
Special boxes you should pay attention to
This is a Tip that will help you
Creation II Manual
This is a warning which you
should take care about
11
2.2  DMX Basics
To operate the Creation II range of consoles, a basic knowledge about the DMX signal transmission is helpful. This chapter offers a short introduction to the world of DMX data transmission and aids beginners and those who have no, or just a
little experience with DMX.
2.2.1  Signal transmission
Up to 512 DMX channels can be transferred over a so called DMX cable during a DMX signal transmission. Every DMX
channel equals a value of numbers between 0 and 255. A lightcontroller generates the DMX channels and constantly
continues them with current values.
2.2.2  The cabling
DMX fixtures are being cabled in series. There is only one transmitter but several receivers. The order of receivers on a
cable does not matter, because all units receive all data and filter the relevant data. The cabling starts at the transmitter
(the lightdesk) and leads to the first DMX set. Beginning at the first DMX Fixture, there’s a cable leading to the second and
so on, until the last set is reached. According to the standard you need to plug in a DMX Terminator into the last fixture.
You can do without the Terminator if you have smaller cable lengths (20m-30m length of the cable). But please keep in
mind, that without it, errors might show up in the DMX Signal. The maximum length of the cable is 300m. You can overcome
longer distances by using a DMX Signal Booster.
The DMX cables normally consist of one cable according to AES/EBU standard with 5 pin XLR plugs. Instead of using AES/
EBU standard cables, often normal microphone cable is being used. In case of shorter distances it usually works – but
might cause errors to the DMX signal as well.
A DMX Terminator plug is the same as an ordinary XLR plug, where both DMX data pins (data+ and data-) are
connected over a 120Ohm resistor. This minimizes the reflections at the end of the cable, which clearly raises
the signal quality.
2.2.3  The conversion to Light
Every DMX Fixture has its own committed amount of operating channels for its functions (like movement, brightness, selecting colors and so on), given by the manufacturer. Since every unit receives all DMX channels of the controller, you have
to set every fixture to the right start address.
At this start address the fixture interprets the coming values (per channel a value between 0 and 255) for its functions. You
will find Information about which channels exist and what each channel does at a specific value in the User-Manual of
the Fixture.
Example:
We have a fixture with 6 DMX channels. Our lighting controller is sending 512 channels and the data for our DMX fixture
is on the channels 100 to 105. Therefore we have to set the start channel to 100 on our fixture, so that it will receive the
correct values .
The second of 6 channels is, according to the fixtures manual, a dimmer channel. At an adjusted startadress of 100, the
unit will use the data from DMX channel 101 for its dimmer (channel 100=first channel, 101=second Channel and so on). For
exact informations about the fixtures dmx mapping, read the instructions of use for the belonging fixture.
You can set more than one DMX Unit of the same type on the same start address without any problems. These fixtures will run exactly synchronized, since they are receiving the same data.
Some DMX Units start counting at 0, not at 1. Then you set the start channel between 0 to 511 instead of 1 to
512. You will find informations about how the fixture counts in the instructions for use of the belonging fixture,
as well.
Creation II Manual
12
2.3  ArtNet Basics
ArtNet is a protocol for transmitting the lighting control protocol DMX512 over Ethernet. It uses the User Datagram Protocol
of the Internet Protocol suite. The protocol was developed by Wayne Howell and his company, Artistic Licence Engineering (UK) Ltd and is open for implementation without charge. It is typically implemented in ArtNet to DMX converters, often
called „nodes“, and being driven from a lighting desk or similar software operating as a transmitter.
ArtNet compatible products are made available by dozens of companies, however most cheap ArtNet to DMX converter
units do not comply to the ArtNet specification.
In theory, ArtNet can transmit up to 256 DMX Universes, with up to 512 channels each, limited by bandwidth of the network
infrastructure.
2.3.1  IP Addresses
In general, well, according to the specification units outputting and accepting ArtNet should be in a class-a subnet
(Subnet Mask 255.0.0.0) and using IP-Addresses in the range 2.xxx.xxx.xxx or 10.xxx.xxx.xxx, hence the default IP Adress of
10.0.0.1 of the console.
However, you may change the IP Address to your liking, the console will still output Artnet. Most newer ArtNet nodes will
also work on different IP Address ranges as well.
You need to make sure all devices that should receive and send ArtNet have the same Subnet and different
IP Addresses. IP Addresses must not be duplicated!
2.3.2  Different ways of numbering universes
The ArtNet Standard is very comprehensive, but unfortunately leaves one thing open to the Nodes manufacturer will: The
way different ArtNet Nodes „name“ their Universes. Here is what we‘ve seen out on the road so far:
Descritption
Sample
(Universe
12)
Universe Represantation
Decimal zero based values, seperated by Subnet
and Universe
0,11
Subnet 0 - 15, Universe
0-15
Decimal one based values, seperated by Subnet
and Universe
0,12
Subnet 1 - 16, Universe
0-16
Hexadecimal values, seperated by Subnet and
Universe
0,B
Subnet 0 - F, Universe 0-F
Decimal zero based values, not seperated
11
0 - 255
Decimal one based values, not seperated
12
1 - 256
Hexadecimal values, not seperated
0B
00 - FF
The Creation
II Series represents ArtNet the following ways:
hexadecimal not seperated
decimal one based
Creation II Manual
13
2.3.3  Tested ArtNet Nodes
We have tested the following ArtNet Nodes and can confirm they comply to the ArtNet specification and work with the
Creation II Series:
Manufacturer
Product
ELC Lighting
dmxLAN Node 4
dmxLAN Node 8
dmxLAN Node 8GB
dmxLAN Node 8S
dmxLAN Node 6X
dmxLAN Node 3DIN
dmxLAN Node 3TM
dmxLAN Node 3SM
dmxLAN Node 3WM
dmxLAN Node 1S
dmxLAN Node 2
DMX 4 All
ArtNet-DMX STAGE-PROFI 1.1
ArtNet-DMX-UNIVERSE 4.1
Creation II Manual - Software Version 2.68
14
2.4  The Creation II Series
2.4.1  Product Comparison
Creation II
4096
2048 (ex 1024)
Fader Wing
Button Wing
OnPC
Built In PC Board
Yes
Yes
-
-
Available for
OS X, Windows
and Linux
Universes via DMX
4
2
-
-
-
Universes via
ArtNet
8
4
-
-
1 (for free)
DVI Output
Yes
Yes
-
-
Depending on PC
specificationss
Switch Input
Yes
(6)
Yes
(6)
-
-
-
Audio Input
Yes
(6.3mm Jack)
Yes
(3pin XLR)
-
-
-
SMPTE Input
Yes
(3pin XLR)
Yes
Shared with
Audio Input
-
-
-
MIDI Input
Yes
Yes
-
-
-
MIDI Output
Yes
Yes
-
-
-
MIDI Thru
Yes
Yes
-
-
-
DMX Input
Yes
-
-
-
-
Power Input
PowerCon Socket
PowerCon Socket
USB Powered
USB Powered
-
1 x USB A Top
1 x USB A Back
1 x USB A Top
1 x USB A Back
1 x USB B for
PC or Console
connection
1 x USB B for
PC or Console
connection
N/A
Button Panels
4
2
-
2
Depending
on connected
Accessoires
Faders
10
10
10
-
Depending
on connected
Accessoires
Yes
LC Display
Yes
No LC Display
Yes
No LC Display
-
-
-
6
-
-
-
Numberblock
Yes
-
-
-
-
Storage in
Armrest
Yes
-
-
-
-
Max. Number
Sopported
N/A
N/A
1
1
N/A
USB Ports
Select Block
Potentiometers
Weight
N/A
Size
N/A
2.4.2  Creation II 4096
Backpanel
This section explains the back panel of the Creation II Console.
Creation II Manual
15
1 2 3 4 5 6
7
8
9
10
Connectors on the Backpanel from left to right:
1. USB
2. Ethernet (for ArtNet, OSC, Tracking Backup Session)
3. DVI (Externel Monitor will automatically be set up and found)
4. Switch Input
5. Sound Input
6. SMPTE Timecode Input
7. Midi Input, Midi Output and Midi Thru
8. DMX Input
9. DMX Outputs 1 - 4
10.PowerCon Socket
2.4.3  Creation II 1024
Backpanel
This section explains the back panel of the Creation II Console.
1 2 3
4
5 678
9 10
1.USB
2. Ethernet (for ArtNet, OSC, Tracking Backup Session)
3. DVI (Externel Monitor will automatically be set up and found)
4. Switch Input
5. Combined Sound & Timecode Input
6. Midi Input
7. Midi Output
8. Midi Thru
9. DMX Outputs 1 - 2
10.PowerCon Socket
Creation II Manual - Software Version 2.68
16
2.4.4  Creation II OnPc
Creation II OnPC Software, which may be downloaded off the Creationforum (http://www.creationforum.de/viewtopic.
php?f=12&t=602) allows you to select if it should start in „Creation II 4096“ mode, or in „Creation II 1024“ mode.
This does not affect the numbers of Universes Output by the OnPC, but it will affect the look of the Frontpanel.
Creation II Manual - Software Version 2.68
17
3
Basic Concepts
Creation II Series
User Manual
3.1  Hybrid Console
3.1.1  Priority Concept
What is LTP and HTP?
This part of the manual is meant to show you the differences between LTP and HTP. By default, the Creation II uses LTP for all
parameters, but you can assign individual cuelists to use HTP for dimmable parameters (all other parameters are still LTP).
HTP
Generally, theatre desks that are not designed to handle moving lights work on a Highest Takes Precedence (HTP) basis.
This means that if a fixture‘s intensity is being controlled by two different parts of the console, such as a playback and a
submaster, the intensity will be at the highest of the two levels. For example, if in the playback fixture 1 is at 50%, and in the
submaster it is at 100%, then the level seen on stage will be 100%. If the submaster is reduced to 40%, then the on-stage
level will be 50%, because the level in the playback is higher and will take precedence.
This system generally works well for non-moving light fixtures, but moving lights introduce a problem. Parameters other
than intensity don‘t have ‘higher’ and ‘lower’ values: a color of red is not higher or lower than green, and a pan of 50% is
not higher or lower than one of 20%.
„Dimmable“ Channels
Unlike other consoles, we have layed out the way the console decides which parameter of a movinglight fixture should
be treaten as a dimmable channel quite smartly - we let you decide when creating a library. Everything that is set as
dimmable in the library will also be controlled by the intensity faders. This way, if you switch a cuelist to be treaten as HTP,
you have full control about which parameters are compared in LTP or HTP.
LTP
Working with moving lights needs a new way to decide the precedence, called Latest Takes Precedence (LTP).
With this system, the fixture parameters are at the value they have been most recently assigned. In our example, moving
the submaster to 40% would result in a level of 40%, because this is the latest instruction and will take precedence. The
submaster would effectively ‘grab’ control of the parameter from the playback. Of course, running another cue in the
playback might grab it back again.
Priority Stack
The Creation II Series of consoles maintains a so called „Priority Stack“ - which basically is nothing more than a list of cuelists which need to be compared by LTP. There are two different stacks, normal priority and high priority.
High Priority
The Creation II Series of consoles offers two priority levels for LTP channels - „Normal“ and „High Priority“. Cuelists set to
high priority will always take precedence over non-high priority cuelists.
You can also see, that we offer „HTP High Priority“ - As you have already learned, in HTP comparison of priority is done by
the level of the values, so why is there such thing as „HTP High Priority“?
Simply because a Cuelist may not only contain values (for channels with the „dimmable“-flag set in the library) which are
compared using HTP, but also LTP values like color or pan and tilt, and those will be compared with other cuelists in the
„High Priority“ priority stack.
Bring a Cuelist „to front“, also called „Assert“
Should you wish to bring a cuelist up front again after something else in the playback overrode it, you can issue a so called
„Assert“ command. Assert will basically move the cuelist up front in the priority stack.
A „Go“ Command always issues an „Assert“ as well
Once you hit „Go“ for a cuelist, the console will move to the next cue in the cuelist and automatically issue an „Assert“
command, which will bring this cuelist up front.
Creation II Manual
19
Priority Overview
The Creation
II Series has a quite easy to understand priority concept:
Priority Level
Highest8
Fix/Group Submaster and Grandmaster scale all Output Dimmer Values
7
Blackout Button / Fader
6
Highlight Button
5
[Swop]
4
Programmer
3
Cuelists @ High Priority
2
Cuelists @ Normal Priority
Lowest1
Parameter default values as assigned in the Library
As you can see in this example, the programmer will always override cuelists, but a fixture submaster is able to override
the programmer.
Run multiple Cuelists simultaneously
Most ‘theatre’ consoles only use a single cuelist. The Creation II Series allows multiple cuelists, each with their own numbering sequence. You can have several cuelists active at the same time, each on its own playback.
On Creation II consoles, there are ten playbacks („Masters“), each with a fader, two buttons above and a digitast key
below (which may be configured to your liking); you can add further hardware wings and use the button panels to provide a virtually unlimited number of simultaneous playbacks.
Fader pages allow you to load preset arrangements of playbacks onto the masters.
3.1.2  Examples
Starting multiple Cuelists
Lets say you start multiple cuelists after each other that control the same fixture:
Cuelist (in start order)
Dimmer
Color
Gobo
#1: Intensity
100%
-
-
#2: Intensity and Color
50%
Red
-
#3: Gobo
-
-
Gobo 1
#4: Gobo and Color
-
Blue
Gobo 2
The next table will show you what the results would be:
All cuelists
Dimmer
Color
Gobo
Set to HTP
100%
Blue
Gobo 2
Set to LTP
50%
Blue
Gobo 2
Starting multiple Cuelists with different priorities
Lets take our previous example and add different priorities to the mix:
Cuelist (in start order)
Priority
#1: Intensity
Dimmer
Color
Gobo
100%
-
-
#2: Intensity and Color
High
50%
Red
-
#3: Gobo
High
-
-
Gobo 1
#4: Gobo and Color
-
Blue
Gobo 2
This table will show you what the results would be:
All cuelists
Dimmer
Color
Gobo
Set to HTP
100%
Red
Gobo 1
Set to LTP
50%
Red
Gobo 1
Creation II Manual - Software Version 2.68
20
As you can see, the „High Priority“ option only affects LTP channels.
Cuelists can be switched off
Lets take our shiny example from above, and have a look at what happens. Remember, all cuelists are started!:
Cuelist (in start order)
Priority
Dimmer
Color
Gobo
#1: Intensity
LTP
100%
-
-
#2: Intensity and Color
LTP High
50%
Red
-
#3: Gobo
LTP High
-
-
Gobo 1
#4: Gobo and Color
LTP
-
Blue
Gobo 2
We‘ll switch off Cuelist #2 - „Intensity and Color“. This is what happens:
Dimmer
Color
Gobo
Cuelist #2 On
50%
Red
Gobo 1
Cuelist #2 Off
100%
Blue
Gobo 1
Magic, huh?
The examples here are closely related to the basic concepts of „Tracking“ and „Selective Programming“
which we strongly advice to read as well.
Creation II Manual - Software Version 2.68
21
3.2  Tracking
3.2.1  Basic Idea
Tracking is quite a difficult concept at first, but it is a very important one. When a sequence of cues is programmed, the
lighting console can store the information in one of two ways: either it records the settings for all the parameters of all the
fixtures in the show, or it only records the values that have changed since the previous cue. The second method is called
tracking.
3.2.2  Tracking in a Nutshell
Imagine you come home late at night when it is already dark outside:
You‘ll open up your appartments main door and you‘ll switch on the light in the corridor. Now you‘ll close the door, and
go straight into the living room after opening up its door, where you‘ll switch on the light as well. The light in the corridor is
still on, and the living room door still open since you didn‘t change those.
So lets have a closer look at what happened, and at what would be stored in the cues if that was a tracking Cuelist:
„Fixture“
Cue 1
Main door
Opened
Cue 2
Cue 3
Light in
corridor
Off
Living room
door
Light in Living Room
Closed
Off
On
Closed
Cue 4
Opened
Cue 5
On
Practical Example
The following example shows the intensities of four fixtures in three cues on a non tracking console:
Fixture:
1
2
3
4
Cue 1
80%
Cue 2
50%
10%
50%
50%
10%
100%
50%
Cue 3
50%
100%
100%
50%
With a tracking console, however, the recorded information would be:
Fixture:
1
2
3
4
Cue 1
80%
10%
50%
50%
Cue 2
50%
Cue 3
100%
100%
If the intensity has not changed from the previous cue, then no value is recorded for that parameter. During playback, parameters remain at their last assigned level; for example, fixture 1 remains at 50% intensity when cue 3 is played, because
no change was recorded.
3.2.3  Tracking through Changes
One advantage of tracking is that changes can be ‘tracked through’ a series of cues. In the example given above, if
you changed the intensity of fixture 2 in cue 1 to 60%, this value would track through into cue 2, since cue 2 has no information for fixture 2 recorded. The value will still change to 100% in cue 3, since there is a hard value recorded there.
Tracking can be very useful when you want to make the same change to a series of cues: for example, you might
have a series of cues that include a fixture that lights a part of the set in the same way throughout. If you later want to
change the intensity of that light, you can change it in the first cue that it appears, and the change will track trough to
all the cues until the next hard value. This saves you from having to reprogramme the change in every cue in the series.
While tracking can help speed up the modification of cues, you may not always want changes to track through. For
example, in a theatre show, you probably wouldn‘t want changes to track through from one scene to the next, and in
a music concert, you wouldn‘t want changes to track through from one song to the next. To prevent changes tracking
through, you can record a blocking cue which contains hard values for all parameters that have values at that point in
the cuelist, regardless of whether the values have tracked through from previous cues. In the example given above, a new
cue, cue 4, would act as a blocking cue:
Creation II Manual
22
Fixture:
1
2
3
4
Cue 1
80%
10%
50%
50%
Cue 2
50%
100%
Cue 3
100%
Cue 4
50%
100%
100%
50%
The new cue 4 acts as an end-stop, preventing any future changes to cues 1-3 from tracking through to subsequent cues.
3.2.4  Maintaining Tracking
Sometimes you will need to play back cues out of sequence. Typically this will happen during rehearsals when you want
to go back over a section of the show, but it can happen during performance if the performers make a mistake and miss
out a part of the show, for example.
With some tracking consoles, the look on stage that you get after playing back cues out of sequence is incorrect. Using
our example above, going from cue 1 to cue 3, missing out cue 2, would result in fixture 1 being at 80% instead of the
correct 50%, and fixture 3 being at 50% instead of the correct 100%. This is because the values from cue 1 track through,
without the values in cue 2 being applied.
Creation II OS avoids this problem by maintaining the tracking state. This means that whenever you run a cue, the console
ensures that what you get on stage is what you would have got if you had run through the cuelist up to that point, regardless of where you have actually come from within the cue list. Again, using our example above, with Creation II OS if you
jump from cue 1 to cue 3 the console will calculate the state of cue 3 as if you had played cue 2 first.
3.2.5  Track Thru End
Sometimes it is desireable to track values from the last cue in the cuelist to the first cue. A real live example for this is a looping cuelist that creates a color chase, that when you run it first should set the fixtures intensity to 100% cue by cue. After
the loop they should stay on and just alternate colors between red and blue.
You probably already noticed that we love tables to show whats happening... so here you go:
Fixture:
Cue 1
1
100%
Cue 2
2
Red
Blue
100%
3
Blue
Red
Blue
Red
Blue
Red
Cue 3
Red
Blue
Cue 4
Blue
Red
End of Cuelist
4
100%
Red
Blue
Blue
100%
Red
Since the cuelist loops at the end, it will jump back to Cue 1
The idea is that the intensity of the next fixture is brought to 100% in each cue, and that these values then track through
for the duration of the loop (shown by the arrows). However, because of the Maintain Tracking function, when the cuelist
loops back to cue 1 the Creation II Software will make cue 1 look as it would have if you had run the cuelist in order. The
result is that fixtures 2 to 4 will go out, just as they were the first time round the loop.
To stop this happening, you need to enable Track Thru End - then the Creation II will track everything from the last cue
into the first.
The Track Thru End option applies to the whole cuelist. Using it may have unintended consequences when
playing back other cues in the cuelist out of sequence.
Creation II Manual - Software Version 2.68
23
3.3  Selective Programming
Selective programming is one of the key concepts of the Creation II Series. It is closely related to tracking and the priority
concept. The principle is easy: It the console only stores parameters that you have touched using the programmer. Without selective programming, you could not program one cuelist that contains only color information and another one
which only contains pan / tilt information, you would have to store every parameter into the same cuelist.
Only Stores Values which have been touched or changed
With selective programming, only the values you have „touched“ or changed will be stored. This enables you to build
cuelists that only contain color or gobo information for a particular fixture.
Closely Related to Tracking and the Programmer
When you store a cue, your programmer content will be stored, no matter what fixture is selected. This also enables you to
store an intensity information into cue #1, and then store the color information into cue #2. When you play back this cuelist,
the color that is on stage will not be altered until you start cue #2.
This also means that you have to take greater care of what you are touching during programming, hence
what you are storing.
3.3.1  Two Things Selective Programming enables
Tracking
Without selective programming there would be no tracking, because every cue would always store every information,
regardless if it changed or not.
Combined Playback
Also, there would be no way to combine different playbacks ( i.e. color only in one cuelist and pan / tilt only in another
one), since the console would always record every parameter into any of the cues.
Creation II Manual
24
3.4  The Graphical User Interface
The console utilizes an easy to use and intuitive graphical user interface (GUI). The following sections explain the basics of
finding your way around the GUI, in the internal as well as the external display.
3.4.1  Screens
The console shows context sensitive screens for each step of the show creation. This way it only shows functionality you
need for a specific task. As an example: The “Cuelist View” –Window will only show information that is necessary to understand and read your cuelist, whereas the Programmer Window” will only show information needed for value entry.
Opening Screens and Dialogs
The console provides easy and logical ways to open the context sensitive screens. As an example, pressing [M ain M enu]
will show the Main Menu Screen, which is used for general configuration of the console, such as adding Fixtures to the
Show or setting the IP Address of the Network Interface. Also, all edit operations like [Store] or [Delete] will also open
up context sensitive Screens and Dialogs.
Main Menu
The Main Menu is used to alter all show and system related settings and may be opened up by pressing the [M ain
key.
Creation II Manual
M enu]
25
Soft (Button) Panel Window
The Soft Panel Screen shows a virtual Button Panel on the built in Touch Screen, which is handy for quick fixture or preset
selection. It may be opened by pressing the [Soft Panel] key next to the touch screen.
Cuelist View Window
The Cuelist View provides a quick overview of the status of the currently selected Cuelist and may be used to alter Cue
Timings and names. It may be opened by pressing the [Cuelist View] key next to the touch screen.
Output Window
The Output Window may be used to check values (and their source) that are output to each of the individual fixtures. It
may be opened by pressing the [Output] key next to the touch screen.
Creation II Manual - Software Version 2.68
26
3.4.2  Encoder Labels
The “Encoder Labels” show encoder function and values. Clicking on them toggles between a set of common values. In
the programmer screen, labels will not show values. Instead, the programmer window is used to display values.
3.4.3  Fader Page Indicator
The Fader Page indicator shown in the LC Display next to the faders shows which Fader Page you are on. The Creation II
2048 will only show the current pages number. On a Creation II 4096, If no page name has been set it will be represented in the form of “Fader Page #X” or if a page name has been set it will show the page name.
3.4.4  Keypad Dialogs
Whenever a Keypad Dialog is shown, the keypad on the faceplate may be used to directly enter values or to increment /
decrement values using the [+], or [-] Key. [Enter] closes the dialog.
3.4.5  On-Screen Keyboard
You may enter Values and Names using an external USB Keyboard connected to the console whenever the On-Screen
Keyboard is shown. Starting to type after the screen has been opened will erase the Text that was contained in the text
field. Holding down the backspace key for a longer period of time will clear the Text Field.
Creation II Manual - Software Version 2.68
27
3.4.6  Fader Overview in Touchscreen
The Fader Overview, found in the lower part of the touch screen shows the assignments of the faders on the current page.
3.4.7  External Monitor
The external Monitor, as shown in the image below is providing enhanced overview over your show file. It is freely configurable and multiple windows may be opened at the same time. You may also have different views („Desktops“) that may
be layed out differently. Please note that desktops are not saved in the show file.
Fader labels also provide you with a quick overview of assigned Masters of a Fader Wing. Additionally, the current date
and time is shown.
Creation II Manual - Software Version 2.68
28
3.5  Commandline
Whenever you enter commands on the consoles front panel they are written into the Command Line Interface, which will
also check if the command entered is a valid command. If the command is invalid (or incomplete), the CLI will show a
warning sign to indicate an uncomplete or syntactically wrong command.
The Command Line will automatically be shown once you start typing a Command.
Commandline Syntax
In general the Commandline Syntax needs to be entered in “Action – Source – Target” form. When no Action is specified,
the source Item will be selected.
Action
Source
Store
Preset 10.1
Preset 10.2
Preset 10.1
Cuelist 5.1
Copy
Assign
Target
Go
or
Preset 10.2
Pause / Back Button
Commands interacting with a visual object (such as a Button Panel Memory or a Faders Pause/Back Button) will be executed automatically once they are syntactically correct. However, commands that do not interact with visual elements
need to be executed by pressing the [Enter] –Key.
3.5.1  Modify multiple Memories at once
You may either modify multiple memories at once using the Command Line Interface, i.e.
[+] [2.1] or by keeping the [Delete] Button pressed while selecting memories.
Creation II Manual
[Delete] [Group] [1.1]
29
3.6  Button Panels
The Button Panels contain all the memories in your show. No matter how many Button Panels you have on your console
or connected via Button Wings, they all share the same memories. But - and this is the big advantage: They are independently configureable and may be changed at any time!
During programming you may use one of the panels to show fixture groups, and the others for presets, whereas you may
want to have all panels set to show cuelists during showtime.
There are different modes available which select the different memory types, per mode there are 20 pages available and
each page can contain up to 16 memories. So in total you have 320 memories available per mode.
The Button Panels can best be compared to a folder structure on your computer. You have a folder for each mode, in
there are 20 more folders which contain up to 16 files each.
3.6.1  Button Panel Modes
The mode of the Button Panel defines what type of memory this specific Button Panel shows. The following modes are
available:
Order
Mode
1
Fixture
2
Group
3
Preset
4
Cuelist
5
Scene
6
Macro
The different modes may be toggled through by pressing the first button below the LC Display of the appropriate Button
Panel.
If you stepped one mode too far, you may step backwards holding the [GLP] Button while pressing the first
Button below the LC Display.
3.6.2  Submode
Submodes are only available for the „Cuelist“ mode. Submodes are always taken into account for all 16 memorys of a
Button Panel.
The following submodes are available:
Order
Submode
Function
1
Go
Issues a „Go“ command
2
Flash
Will flash the cuelists intensity (like „Flash“ on a fader does)
3
Toggle
First button press switches on, second off
4
Single
Only one Cuelist per panel may be active at a time
3.6.3  Button Panel Pages
You may need to switch pages on the Putton Panels to be able to access each memory of the different modes. There
are 20 pages available and they can be named for better reference. You may step through Pages either by pressing the
second button below the Button Panels LC Display (labeled Page↑) which will step to the previous page or by pressing the
third button below the LC Display (labeled Page↓) which will advance to the next page.
Creation II Manual
30
Labeling Button Pages
To label the current Button Panel page hit the follwing keystroke:
[Assign] [Assign] (A ny
button below
LC Display)
3.6.4  List (Memorys)
To get a quick overview of what is stored, hold the [GLP] key while you hit the third button under the LC Display, which
will then be labled List.
Pressing the key labeled [List]will open up a „Soft Panel“-Window in the Touchscreen, that shows a description and the
name of each of the memories on the appropriate Button Panel.
3.6.5  Link Button Panel „Presets“ to Feature Buttons
You may easily link a specific Button Panel page to a Feature Button by pressing [Edit] followed by the appropriate attribute Key (i.e. [Pan / Tilt]). A dialog asking you to select the appropriate Button Panel Page will be shown. Now, double
tapping the [Pan / Tilt] key will open up the Soft Panel with the corresponding Page being shown.
3.6.6  What do the LED Colors mean?
Each memory of a Button Panel has three different status LEDs that will give you information about its state. On the external
screen, the status information is indicated by the background or border color of the appropriate Memory.
LED Color
and state
Green
Green blinking
Yellow
Yellow blinking
Red
Creation II Manual - Software Version 2.68
Meaning
This memory is running (or selected in programmer)
This memory is waiting for a manual go or outfading
This memory is not empty
This memory is in learn timing / timecode mode
This memory is selected (only valid for cuelists)
31
3.6.7  Button Panels on External Monitor
Button Panel Overview
We strongly recommend to use an external monitor to show the Button Panel overview. This window will show you the contents of your consoles Button Panel, and even allow you to start and select memories from within the screen.
You may open up the Button Panel Overview by pressing Open › Button Panel in the „Overviews“ section within the „Open
New Window“ window in the external screen either by using a mouse or a touchscreen monitor.
Even more Button Panels
You may also use the external screen to have even more Button Panels ready to be used at your fingertips. These are independently configureable from the consoles Button Panels as if they were real ones. To open up a Independent Button
Panel Window press Open › Button Panel in the „Button Panel“ section within the „Open New Window“ window in the
external screen. The number in the button tells you, how many Button Panels the new window will contain.
Creation II Manual - Software Version 2.68
32
3.6.8  Labeling Tips
Whenever you label something (you should label everything, on a side note) you should make sure the name is unique to
avoid confusion. In the Soft Panel window, labels with up to 8 characters show fine. If the text is longer, it might be truncated. Also make sure, your labels all have the same style, only use caps when there is something you clearly want to stand
out.
Examples
Groups
Groups should contain the fixture type and a brief description:
„imp ALL“ or „imp EVEN“ or „imp BACK“
Presets
In a perfect world, you only have presets for all fixtures not seperated by type. The names should be descriptive.
„red“ or „straight“ or „CENTER“
Cuelists
Cuelist names should be as short as possible:
„ALL“ for a cuelist that sets all dimmer values 100% or „POS“ for a cuelist that only contains position information.
3.6.9  Labeling the „Old School“ -Way
When we started to design any of the Creation II Products, we always made sure there is enough space between the
Button Panels or the Flash Buttons and armrest to fit a piece of half width flourescent gaff tape. This way all of you who like
to label their desks using tape will always be able to.
3.6.10  Wing Extension
In order to have even more „real“ Button Panels, simply connect an additional Button Panel Wing containing two Button
Panels via USB.
Creation II Manual - Software Version 2.68
33
3.7  Faders & Masters
Masters are one of the most important thing when it comes to „Show Control“. So what is a Master?
Its pretty simple - a Master consists of three status LEDs, two Cherry Buttons, a fader and a Digitast „Flash“ Button. The
Creation II offers ten Masters. Each of the buttons and the fader can be configured independently. By default the configuration is „Go“ for the upmost key, „Pause / Back“ for the button directly above the fader. The fader acts as a Dimmer
fader and the bottom most button acts as a flash key.
Masters are organized in so called „Fader Pages“, which may be added, removed and sorted dynamically.
We might refer to Masters by calling them „Fader“ as well. Whenever we talk of fader options, we mean the master. In
example: Fader Pages do not only change the page for the fader, but rather for the complete master.
For more information refer to „4.15 Working with Fader-Pages“ on Page 139
3.7.1  Masters are only „Remote Controls“
Masters can best be compared to a Universal Remote, like those devices you may purchase for your home cinema:
You may set favourite TV Channels in your remote that you would like to have ready at your finger tips, but the remote control only keeps a reference to them, while the Television itself has stored all the information about the appropriate channels. On top of that, the remote control can not only control your television, but also your amplifier, blue ray player, etc.
Masters do not have any memory (except for configuration data) but can control almost any memory exept Macros and
Presets, with a lot of user defined options.
To assign an existing memory contained in the Button Panel to one of the Masters press Assign followed by the button of
the memory and one of the cherry buttons of the appropriate Master.
All edit operations that involve selecting the master can only be archived by pressing one of the buttons
above the fader. This way you can continue „flashing around“ during your show as you normally would.
3.7.2  „Store“ into Masters
To make your life easier during programming, we have decided it would be a good Idea to be able to store Cues and
Cuelists directly onto one of the Masters. As you just learned, a Master is only a remote control of a memory and because
of this, the Creation II will automatically create a Cuelist on the Button Panel - and since you usually start from Button Page
1 on when programming your own Cues onto the Button Panels, the Console will start the other way around (from the last
Cuelist Button page on) when you store a Cue directly onto a Master. If a memory is already used it will not be overwritten,
instead the Creation II will use the next yet unused memory.
Creation II Manual
34
3.7.3  Which Memories can be used with Masters?
Masters may control Cuelists, Scenes, Groups, Fixtures, Master Speeds and Master Fades. For more information refer to
„4.15 Working with Fader-Pages“ on Page 139
3.7.4  Page Functions
Pages store all assignments of Cuelists, Fixture- Group-, Scene and Speed / Fademasters, to enable them to be quickly
recalled at a later time. Pages do not store Levels of the faders and Cuelist states.
To open up the Fader Page Directory on a Creation
the [NEXT Page] key.
On a Creation
II 1024, press and hold the [GLP] key on the keypad while striking
II 4096 Console, press the [Page Dir] key.
3.7.5  Template Page
Assignments on the Template Page will show on all other pages. This is especially helpful if you want to have the same
assignment on every page for some Cuelists or Groupmasters. Key or audience lighting is a good use case for this function.
To be able to set your page to the template for setup purposes, please open up the Cuelist Directory window and select
Template Page from the list of pages and press the Goto Page button.
Creation II 1024:
back.
Press the [GLP]
+ [Last Page] button to jump to the Template page. Press the keys again to toggle
Press the [Temp
where you were before.
Creation II 4096:
Page] button to jump to the Template page. Press the key again to toggle back to
3.7.6  „Autorelease“ on Page Change
The Creation II offers the ability do define different „Page Change Modes“, which provide added comfort when running
different types of shows. For more Information, please see „4.15.4 Control what happens during a Page change“ on Page
140.
3.7.7  Wing Extension
In order to have even more faders available, simply connect an additional Fader Wing via USB.
Creation II Manual - Software Version 2.68
35
3.8  „Master Go“ Section
The Master Go section allows you to select a Cuelist (on a master or a Button Panel) by pressing the [Select] button followed by the button of the appropriate Cuelist. It may then be used to issue a „Go“, „Pause/Back“ command to that cuelist.
Additionally, on a Creation II 4096 it allows you to Skip in the cuelist ignoring fade and Delay Timings.
On a Creation
Creation II Manual
II 4096, the LC Display will also indicate the previous, current and next cue.
36
3.9  Potentiometers
Potentiometers & Buttons found on the Creation II 1024 are freely configurable and use the trigger engine concept for
their configuration. This means they may be used for any type of memory, and may even be used to send MIDI or other
commands to other devices.
The buttons and and potentiometers are independent from each other, so the Button may control something different
than the Poti.
To assign a function to the Potentiometer or Button, press the [Edit] key, followed by the Button next to the Potentiometer.
A new screen will be shown, presenting you with tabs to select either the button or the potentiometer.
Triggers may be added or deleted by pressing the corresponding Buttons shown in the window.
Buttons do provide On an On/Off Triggers, whereas Potentiometers provide all three types of triggers (On, On/Off, Value).
For more information on the Trigger Engine, please see „3.9 Trigger Engine“ on Page 38.
Creation II Manual
37
3.10  Trigger Engine
3.10.1  What is the Trigger Engine?
The Creation II Console makes use of the Trigger Engine for the Show Autostart functions, DMX Input, MIDI Input, Switch
Inputs and as „Go Triggers“ when a Cue in a Cuelist is run, or as „Release Triggers“ when a Cuelist is released. Each of these
actions may trigger one of the „Input Triggers“ that are configured in the individual menues. However, the configuration
screens for these triggers all look very similar.
The examples below show the Potentiometer / Button Configuration and the MIDI Setup.
3.10.2  Different Actions based on the Type of Event
Single On Trigger
Single On Triggers are emitted by either On or Off only sources (For example Links in a Cuelist), or by Program Changes.
Since the console is only getting one single command as opposed to an On / Off command, some of the Actions mentioned previously are not available. The following triggers are available for Single On events:
Cuelists
Action
Action on Button Press
Toggle
First press will switch the Memory on, second switches it off again
Go
„Go“ Command
Go To
„Go To“ Command to specific Cue
Pause / Back
„Pause“ Command, if paused the cuelist will go to the previous cue
Skip+
Skip to next Cue and ignore timing
Skip-
Skip to previous cue and ignore timing
Release
„Off“ Command
Instant Release
„Off“ Command, outfade timing ignored
Assert
„Assert“ Command, brings cuelist „up front“
Effects (Only provided for compatibility with Creation I Showfiles)
Action
Action on Button Press
Toggle
First press will switch the Memory on, second switches it off again
Go
„Go“ Command
Pause / Back
„Pause“ Command, if paused the cuelist will go to the previous cue
Release
„Off“ Command
Instant Release
„Off“ Command, outfade timing ignored
Scenes
Scenes offer all options of Cuelist and Effect types; as well as combined options.
Creation II Manual
38
Macros
Action
Action on Button Press
Toggle On / Off
„On“ Command, „Off“ Command (if running)
Go
„Go“ Command
Release
„Off“ Command
Master Dimmer (Grand Master)
Action
Action on Button Press
Toggle Blackout
Toggles the Desk Blackout between „On“ and „Off“
Master Speed
Action
Action on Button Press
Time Increase
Will increase the time between triggers by given value
Time Decrease
Will decrease the time between triggers by given value
Time Multiply
Will multiply the time between triggers by given value
Time Divide
Will divide the time between triggers by given value
Tapsync
Will „learn“ the timing by measuring the time between 1st and 2nd button press
Manual Go
Will issue a „Go“ command to all cuelists assigned to this Master Speed
Toggle Enabled
Will pause or continue this Master Speed
Enable
Will unpause this Master Speed
Disable
Will disable (pause) this Master Speed
Master Fade
Action
Action on Button Press
Disabled
Time Increase
Will increase the fade time of connected cuelists by given value
Time Decrease
Will decrease the fade time of connected cuelists by given value
Time Multiply
Will multiply the fade time of connected cuelists by given value
Time Divide
Will divide the fade time of connected cuelists by given value
Tapsync
Will „learn“ the fade time by measuring the time between 1st and 2nd button press
Action
Action on Button Press
MIDI Out
Note On
Defined Note On command will be output from the Consoles MIDI Out
Note Off
Defined Note Off command will be output from the Consoles MIDI Out
Program Change
Defined Program Change command will be output from the Consoles MIDI Out
Timecode
Action
Action on Button Press
Toggle Enable
The Timecode Enable / Disable setting will be toggled.
Enable
The Timecode will be enabled.
Disable
The Timecode will be disabled.
Reset Generator
The internal Timecode Generator will be reset to the start value.
On/Off Trigger
On/Off Triggers are provided by Note On / Off and Button Press events and Control Changes. With Control Changes, the
On portion of the command will be issued when the Value is above 50% (For MIDI, this would be > Value 64), the Off is
issued when the value falls below 64 (or 50%). On/Off Triggers are able to trigger all the „On Trigger“ actions as well as the
following ones:
Creation II Manual - Software Version 2.68
39
Fixtures
Action
Action on Button Press
Dimmer Flash
Flash dimmer of this Fixture
Action
Action on Button Press
Dimmer Flash
Flash dimmer of this Group
Action
Action on Button Press
Action on Button Release
Groups
Action on Button Release
Cuelists
Dimmer Flash
Flash dimmer of this cuelist
Dimmer Flash + Go
„ Dimmer Flash On“ and „Go“
Action on Button Release
Dimmer Flash + Release
„Dimmer Flash“
„Release“ Command
Dimmer Flash + Go + Release
„Dimmer Flash“ and „Go“
„Release“ Command
Speed Flash
Flash Speed of this cuelist
Speed Flash + Go
„ Speed Flash“ and „Go“
Speed Flash + Release
„Speed Flash“
„Release“ Command
Speed Flash + Go + Release
„Speed Flash“ and „Go“
„Release“ Command
Infade Flash
Flash dimmer of this cuelist
Infade Flash + Go
„ Infade Flash“ and „Go“
Infade Flash + Release
„Infade Flash“
„Release“ Command
Infade Flash + Go + Release
„Infade Flash“ and „Go“
„Release“ Command
Go + Release
„Go“ Command
„Off“ Command
Effects (Only provided for compatibility with Creation I Showfiles)
Action
Action on Button Press
Speed Flash
Flash Speed of this Effect
Action on Button Release
Speed Flash + Go
„ Speed Flash“ and „Go“
Speed Flash + Release
„Speed Flash“
„Release“ Command
Speed Flash + Go + Release
„Speed Flash“ and „Go“
„Release“ Command
Size Flash
Flash Size of this Effect
Size Flash + Go
„ Size Flash“ and „Go“
Size Flash + Release
„Size Flash“
„Release“ Command
Size Flash + Go + Release
„Size Flash“ and „Go“
„Release“ Command
Scenes
Scenes offer all options of Cuelist and Effect types; as well as combined options.
Faders
Action
Action on Button Press
Go Button
Will act as if the Go Button of this fader was pressed on the console.
Pause / Back Button
Will act as if the Pause / Back Button of this fader was pressed on the console.
Flash Button
Will act as if the Flash Button of this fader was pressed on the console.
Master Dimmer (Grand Master)
Action
Action on Button Press
Flash Blackout
Flashes the Desk Blackout Button
Creation II Manual - Software Version 2.68
40
Master Speed
No additional functions are available.
Master Fade
No additional functions are available.
MIDI Out
Action
Action on Button Press
Note On / Off
Will issue a Note on command on Press, and a Note Off Command on Release
Value Trigger
Value triggers are provided by MIDI Controller Events or the DMX Input. They may control all On or On / Off Triggers. The On
portion of the command will be issued when the Value is above 50% (For MIDI, this would be > Value 64), the Off is issued
when the value falls below 64 (or 50%).
In addition to that, Value Triggers may be used to trigger the following events:
Fixtures
Type
Action
Dimmer Value
Will set the dimmer value for this Fixture
Groups
Type
Action
Dimmer Value
Will set the dimmer value for this Group
Cuelists
Type
Action
Dimmer Value
Will set the dimmer value for this Cuelist
Speed Value
Will set the Speed value for this Cuelist
Infade Value
Will set the Infade value for this Cuelist
Effects (Only provided for compatibility with Creation I Showfiles)
Type
Action
Speed Value
Will set the Speed value for this Effect
Infade Value
Will set the Infade value for this Effect
Scenes
Scenes offer all options of Cuelist and Effect types; as well as combined options.
Creation II Manual - Software Version 2.68
41
Faders
Type
Action
Fader Value
Will set the value of the fader
Master Dimmer (Grand Master)
Type
Action
Blackout Value
Will set the value of the Grand Master fader
Master Speed
Type
Action
Master Speed Value
Will set the value of the Master Speed
Master Fade
Type
Action
Master Fade Value
Will set the value of the Master Fade
MIDI Out
Action
Action on Button Press
Control Change
Defined Control Change Value will be Output
Creation II Manual - Software Version 2.68
42
4
Operation
Creation II Manual - Software Version 2.68
43
4.1  To Begin Using The Console
4.1.1  Unpacking and Connection the Console and Accessories
Before you can use the console, unpack it and its accessories from the shipping carton.
Note: Before connecting any accessories to the Creation II Lighting Control Console, the console must be
located on a sturdy and flat surface in a dry, dust free environment.
»» Connect Console to any Accessories and Power
»» Connect all optional accessories such as USB keyboard, mouse, touchscreen, etc. to the console.
»» Connect DMX cables to the console’s DMX output ports.
If you are using ArtNet for data output, also connect the network cable to the consoles network port.
Use the supplied AC power cable to connect the console to a grounded, AC power source. The console operates on an
AC voltage of 100 to 240VAC.
4.1.2  Boot up the Console
After making all the necessary connections to the DMX control and/or ArtNET networks, external peripherals, etc. the
console is ready for use.
To begin using the console, toggle the power button next to the power connector on the back of the console. The console will now start to boot. During the boot process a boot menu will be shown. This boot screen provides several
maintenance utilities, however, it will continue to automatically boot the Console OS without user intervention. The Creation II Console will perform a system check during boot up. Once the system is ready to use, the Main Menu will appear.
Once the Main Menu is shown, you may either start a new show file, or load an existing one. Please see „4.2 Working With
Shows“ on Page 49 for more information.
4.1.3  Configure system-wide settings
Before you start using the console, it is advised to make sure all basic settings are setup to your liking. This includes the calibration of any external Touchscreens, Time and Date as well as Network Settings. These settings are stored system-wide,
and are not saved within a show-file.
To do this, press the [M ain
M enu] –key on the faceplate and select the System Setup -tab:
Creation II Manual - Software Version 2.68
44
Set Date and Time
From within the System Setup Tab, select Clock Settings and click on Change Date/Time.
The “Change Date/Time” -dialog as shown below will open up:
Change the Date
In order to change the system Date, click on Edit Date and use the encoders to adjust the date. Please note the labels on
the Encoder-Bar will change to read Day, Month and Year.
Change the Time
In order to change the system Time, select Edit Time and use the encoders to adjust the time accordingly. Please note the
labels on the Encoder-Bar will change to read Hours, Minutes and Seconds.
Creation II Manual - Software Version 2.68
45
Calibrate Touchscreens
Calibrate Internal Touchscreen
Sometimes it may be necessary to recalibrate the internal Touch Screen. To do this, access the Main Menu by pressing
[M ain M enu] and select the System Setup Tab. Click on Calibrate Internal Touchscreen.
Calibrate External Touchscreen
Sometimes it may be necessary to calibrate an external internal Touch Screen Monitor. To do this, access the Main Menu
by pressing [M ain M enu] and select the System Setup Tab. Click on Calibrate External Touchscreen.
Network Settings (IP Addresses)
From within the System Setup Tab, select Network Setup to open the Network Setup pane.
Creation II Manual - Software Version 2.68
46
Once the “Network Setup” -pane is shown, you may change IP-Address Settings and test if the console has access to the
World Wide Web. This is particularly useful for the built-in online software update function.
The current Ethernet Status
The top part of the Network Setup pane shows the current ethernet status. It is used to show basic information about the
current status of the Ethernet port, like IP Address, Link Speed and more.
The Link Status row indicates if the IP Address has been set manually, or if it has been obtained from a remote DHCP Server.
Link speed will show the current network connections speed. IP Address shows the consoles current IP Address and the
Subnet Mask row displays the current Subnet Mask. Additionally, the console shows the Gateway and DNS Server addresses.
The button Test Internet Connection is useful to test if the console has access to the Internet, which may be used to update
the consoles software version.
Changing the IP Address
From within the System Setup Tab, select Network Setup and click on Change Network Settings to open the “Change
Network Settings” dialog.
Creation II Manual - Software Version 2.68
47
Once the „Change Network Settings“ dialog is shown, go on with configuring the Ethernet port.
Manual or DHCP
Here you may specify if the Creation II should get its
IP Address settings from a DHCP Server on the LAN, or
if you wish to assign IP Addresses manually. IP Address
and Subnet Mask are mandatory if set to Manual.
IP Address
This text-field will display the IP-Address of the console if manual configuration has been selected above.
Use the Edit button on the right of the text field to set
the IP Address.
Subnet Mask
This text-field will display the Subnet Mask of the
console’s Ethernet port if manual configuration has
been selected. Use the Edit button on the right of the
text field to set the Subnet Mask.
Gateway
This text-field will display the Gateway-Address of the
Ethernet port if manual configuration has been selected. Use the Edit button on the right of the text field to
set. The Gateway is only needed should you wish to
connect your console to the Internet.
DNS Server
This text-field will display the DNS Server of the
console’s Ethernet port if manual configuration has
been selected. Use the Edit button on the right of the
text field to set. The DNS Server is only needed should
you wish to connect your console to the Internet.
Click on OK to apply the changes and store the settings permanently. Click on Cancel to revert to your previous configuration.
Creation II Manual - Software Version 2.68
48
4.2  Working With Shows
Showfiles contain all of your show related settings like fixture schedule and patching, input settings, groups, presets, cues,
master assignments, etc. Multiple shows may reside on the console and the amount of shows is only limited by hard disk
memory. However we advise to regularly backup old shows to a USB key and delete them off the consoles memory.
4.2.1  Create a new Show
From the „Show Closed“ Screen
On the console’s TFT touchscreen display, hit the Create New Show button on the Main Menu.
From within a Show
In case you have already opened a show, you may close it by pressing [M ain
within the Main tab.
M enu] and hitting the Close Show button
Alternatively you may open the Main Menu by hitting the [M ain M enu] -key on the frontpanel next to the Touchscreen.
Once the dialog is shown, switch to the System Setup tab, select the SHow Library -pane and hit New Show as illustrated.
Creation II Manual - Software Version 2.68
49
Naming the Showfile
Any of these two steps will open up a virtual keyboard, as illustrated below, to enter the name of the show to be created.
You may also enter values by using an external USB keyboard (by others, sold separately) anytime the keyboard dialog is
shown. As soon as you hit the Enter button a showfile with a name given is created.
4.2.2  Load A Show
Note: Shows stored on a USB Key need to be imported onto the console first. Please see „Import Shows from
USB-Key“ on Page 165.
From the „Show Closed“ Screen
On the console’s TFT touchscreen display, select the show in the dropdown menu and hit the Open button.
From within a Show
Open the Main Menu by hitting the [M ain M enu] -key on the frontpanel next to the Touchscreen. Once the dialog is
shown, switch to the System Setup tab, select the SHow Library -pane and hit Open Show as illustrated.
Creation II Manual - Software Version 2.68
50
You will be presented with a list of showfiles on the console. Select the appropriate showfile and click on Open Selected
show.
Load a Showfile automatically at startup.
For added convenience, you may load a specific showfile when the console boots up.
To setup „Show Autostart“, press [M ain M enu] and change to the Show Setup tab. Now select the Show Setup pane from
the left hand side menu. Tick the „Autostart this Show“ checkbox if you would like to automatically load this showfile when
the console starts up.
You may also enable Desk Lock as soon as the console loaded the showfile. The Creation II is also providing a limited playback mode when the desk is locked, that still allows users to access the first 10 Fader Pages and some pre-defined Macros.
For more Information about the Desk Lock settings, please see „4.18 Locking the Console“ on Page 158.
Note: You need to save your showfile after ticking the „Autostart this Show“ checkbox for the console to store
the change.
Creation II Manual - Software Version 2.68
51
Note: The console may be programmed to also Automatically start cues or macros using the trigger engine
by clicking on the „Edit Show Autostart Setup“ button. For more information on the trigger engine, refer to „3.9
Trigger Engine“ on Page 38.
4.2.3  Save the Showfile manually
We recommend to save your show every once in a while. You may do this by pressing [M ain
Quicksave button on the Main Tab.
M enu] and hitting the Show
Alternatively, press [GLP] + [Store] to quicksave your showfile.
4.2.4  Enable / Disable the “Autosave” -function
For added convenience, you may enable the „Autosave“ function which will make sure your showfile is automatically
saved to disk after a defined interval.
To setup „Autosave“, press [M ain M enu] and change to the Show Setup tab. Now select the Show Setup pane from the
left hand side menu. Enable or disable Autosave and set the interval by selecting it from the dropdown box, or enter a
custom interval by clicking on the keyboard button next to the dropdown.
Creation II Manual - Software Version 2.68
52
Note: The Autosave configuration is part of the showfile and will be reset when you start a blank showfile, or
loaded from the showfile you are working on.
4.2.5  Save as new Showfile
We recommend to periodically save your show file as a new file. The „Save Show as“ will create a copy of the showfile
you are working on at the moment (with a given name) and will automatically continue with the new showfile, preventing
further changes to the previous show file.
To save as a new Showfile, press
click on Save Show As.
[M ain M enu] and change to the System Setup tab. Select the Show Library pane and
An on-screen keyboard, similar to the keyboard when creating a blank showfile, will be shown. Enter the new showfile
name and press Enter to complete the process.
4.2.6  Close A Show
To close a show file, press the [M ain
Creation II Manual - Software Version 2.68
M enu] key and hit the Close Show button.
53
Note: The Console does not Output DMX when a show is opened.
4.2.7  Delete Shows from the Consoles built-in Memory
To delete a or multiple Showfiles, press [M ain
and click on Delete Show.
M enu] and change to the System Setup tab. Select the Show Library pane
You will now be presented with a list of shows. Select the show you would like to delete and hit the Delete button on the
touchscreen display.
4.2.8  Export Shows to USB-Key
Note: Creation II exports your shows into a folder \creation2\shows on your usb drive.
Open the Main Menu by striking the
the Show Library menu.
[M ain M enu] -key on the frontpanel. Change to the System Setup Tab and select
Once the Main Menu is shown, hit the Export Show(s) button.
Creation II Manual - Software Version 2.68
54
You will now be presented with a list of shows. Select the shows you would like to copy to the USB key and hit the Export
selected Shows button on the touchscreen display.
A screen asking for confirmation will be shown with a brief summary of the shows that will be exported.
Click on Export to copy the selected shows onto the USB Key. The “Export Status” box will now display the export process.
When the process finished successfully, click on the Close button.
4.2.9  Import Shows From USB-Key
Note: Creation II looks for your showfiles in the folder \creation2\library on your usb drive.
Creation II Manual - Software Version 2.68
55
Open the Main Menu by striking the
the Show Library menu.
[M ain M enu] -key on the frontpanel. Change to the System Setup Tab and select
Once the Main Menu is shown, hit the Import Show(s) button.
You will now be presented with a list of shows.
Specify the Showfile format using the left hand side dropdown menu. We support Creation I and Creation II Showfiles.
Select the shows you would like to copy to the console and hit the Import Shows button on the touchscreen display.
A screen asking for confirmation will be shown with a brief summary of the shows that will be imported.
Click on Import to copy the selected shows from the USB Key. The “Import Status” box will now display the process. When
the process finished successfully, click on the Close button.
Creation II Manual - Software Version 2.68
56
4.3  Set Show Related Settings
The Creation II Lighting Console keeps different options that are related to the Showfile reduced to a minimum. However,
this section will cover the different customization options. All Showfile related settings (exceptions to this rule are the LCD
Contrast, LCD Intensity, TFT Intensity and Desklight brightness as well as the ArtNET start universe) are set on the Show Setup
Tab within the Main Menu. To open the Main Menu, press the [M ain M enu] button next to the display.
This chapter will describe the basic setup options, ones that are used by other parts of the User Interface will be described
in their appropriate sections.
4.3.1  Set LCD Contrast
Turning the first rotary encoder while the Main Menu – Main Tab is shown will set the contrast of the LC Displays.
4.3.2  Set LCD Intensity
The second rotary encoder while the Main Menu – Main Tab is shown sets the brightness of the blue LC-Displays above
the faders.
4.3.3  Set TFT Intensity
The third rotary encoder while the Main Menu –Screen is shown sets the brightness of the TFT Touchscreen display.
4.3.4  Set Desklamp Intensity
The fourth rotary encoder while the Main Menu – Main Tab is shown sets the brightness of the LED Desklamp display.
4.3.5  Set ArtNet Start Universe
Open the Main Menu by pressing the
[M ain M enu] key and select the Network tab.
You may now adjust the ArtNet start-universe.
Creation II Manual - Software Version 2.68
57
4.3.6  Set Blackout Button & Clear Button behavior
The Button behavior dialog defines if the Blackout button should work as a flash (blackout while pressed, restore after you
let go) or as a toggle button (the first press will enable the Blackout mode, the second press will disable the Blackout).
Additionally, you may define for how long you need to press the clear button, to empty the programmer‘s content (hint: It
may also be emptied by pressing clear for three times).
To adjust button behavior, press [M ain
and click on Change Button Behavior.
M enu] and change to the Show Setup Tab. In here, select the Frontpanel pane
The “Button Setup” dialog will be shown.
4.3.7  Set LED Brightness
To adjust the maximum LED brightness, press [M ain M enu] and change to the Show Setup Tab. In here, select the Frontpanel pane and click on Change Encoder Sensitivity.
Creation II Manual - Software Version 2.68
58
The “LED Setup” dialog will be shown. The Highlight all LED button will switch on all LEDs, and the LED brightness drop down
menu defines the maximum brightness.
4.3.8  Set Encoder Sensitivity & Acceleration
Encoder Sensitivity defines the amount of rotation needed, until the value will be de- or increased, whereas the Encoder
Acceleration specifies the amount of additional speed-up if the encoder is turned faster.
To adjust the Encoder sensitivity and acceleration, press [M ain
the Frontpanel pane and click on Change Encoder Sensitivity.
M enu] and change to the Show Setup Tab. In here, select
The “Encoder Setup” dialog will be shown. You may use the encoders to test the settings while this screen is shown.
Creation II Manual - Software Version 2.68
59
Creation II Manual - Software Version 2.68
60
4.4  Fixture Setup
After starting a blank show, you first need to add fixtures to your show file. This chapter of the User Manual will walk you
through this process.
4.4.1  Add Fixtures to the Show
In order to add and patch fixtures, please press the [M ain M enu] key on the consoles front panel. A menu will appear
on the touchscreen display, presenting you several options. Select the Show Setup Tab, select the Fixture Setup pane and
choose Add Fixtures.
A menu screen will appear (Figure 60: Add Fixtures - Select Fixture ) allowing you to pick the fixture type from the consoles
built in Fixture Library. The column on the left hand side of the screen shows the manufacturers, whereas the fixture types
by each manufacturer will be shown on the right hand side of the screen. Click on Next when done.
A new screen, which requires you to add the fixture count (the number of the same type of fixtures to be added to the
showfile) and set user number(s) (Numbers you may use for selecting fixtures by using the numberblock) for these fixtures
in the Enter Fixture Count screen as illustrated below. Additionally you may specify if pan or tilt should be inverted, and if
the fixtures you are about to add to the show should react to the Grandmaster.
In this example 12 fixtures will be added, with User Numbers starting at 601. After setting these parameters, click Next.
Creation II Manual - Software Version 2.68
61
You now need to specify which Fixture Button Panel page these fixtures should reside on. Do this by selecting the appropriate cell in the table illustrated below. The row headers show which row represents which button panel. Click on Next
when done.
A new dialog will be shown. This window is used to patch our fixtures to the DMX Universes. There are three different options
available to choose from:
»» No Patch - The fixtures will be added but not patched. See „Unpatch“ on Page 65.
»» Manual Patch - The fixtures will be added and patched to the address and universe user specified. See „Manual Patch“
on Page 65 for details.
»» Auto Patch - The fixtures will be patched at the next free address of the selected universe automatically. See „Auto
Patch“ on Page 66.
For now, choose Manual Patch, select Universe 1,set the start address to 1 and click on Finish.
Creation II Manual - Software Version 2.68
62
4.4.2  Configuring existing Fixtures
Should you desire to modify the User Number, Fixture Name, Options, Patch or Type for a fixture that has already been
added to the show, open up the Main Menu by pressing [M ain M enu], select the Show Setup tab and click on Configure
Fixtures as illustrated in Figure 65: Main Menu – Show Setup Tab – Configure Fixtures.
The Configure Fixtures screen will be shown.
All options in the Configure Fixtures Screen will be applied to the selected fixtures only. Fixtures may either be selected
before entering the Configure Fixtures screen, or while the screen is opened. Selection may occur by using the standard
methods of fixture selection (see „4.5.1 Selecting Fixtures“ on Page 70) or by selecting the rows of fixtures within the
Configure Fixtures screen.
Configure Fixtures Table - The different columns
The header of the Configure Fixtures Screen Table shows the following information:
Column
Description
Fixture
The Fixture Column shows at which position the fixture may be found on the Button Panel
User
This column shows the User Number of the fixture
Type
This column displays the Fixture Type
Name
The Name Column shows the Fixture Name
Patch
This Column shows Patch info in Universe – Address annotation
Invert
This Column indicates if the Fixtures Pan/Tilt is inverted
RTM
Indicates if the Fixture will react to the Grandmaster Fader
Creation II Manual - Software Version 2.68
63
Change User Number
The User Number is a unique ID that is used to select a single or multiple fixtures using the keypad found on the console’s
faceplate. In order to change the User Number open the Configure Fixtures Screen as described in section „4.4.2 Configuring existing Fixtures“ on Page 63 and hit the User Number button.
An On-Screen Keypad asking you to enter new User Numbers will be opened. Click on Set when done.
Change Fixture Name
The Fixture Name will be shown in Fixture Pool Items and on Fixture-Submaster Fader-labels. To change the Fixture Name
for multiple fixtures at once, open the Configure Fixtures window as described in section „4.4.2 Configuring existing Fixtures“ on Page 63 and hit the Change Name button.
An on-screen keyboard will be shown. Notice the Auto Number button next to the Fixture Name Textfield. If Auto Number
is active, Creation II will automatically append numbers to the Fixture Name based on the selection order. Click on Enter
when done. The console will ask for confirmation. Click on Ok.
Inverting Pan / Tilt and defining if a Fixture reacts to the Grandmaster Fader
Sometimes it may be necessary to invert the direction of a fixture’s Pan or Tilt attribute or define if a fixtures Dimmer should
react to the Grandmaster.
To do this for multiple fixtures at once, first select the fixtures you would like to change the Pan and Tilt Invert for and click
Creation II Manual - Software Version 2.68
64
on Change Options within the Configure Fixtures Screen. The Change Fixture Options screen will be opened.
The Change Fixture Options screen consists of multiple dropdown menus, where the default setting of each menu is
“keep”. This ensures that only modified values are applied to the fixtures. Select if a fixture’s Pan or Tilt should be inverted
or not, and if the selected Fixtures should react to the Creation II s grandmaster fader. Select the appropriate options from
the drop down menus and click on Change to apply.
Change DMX-Patch
To change the DMX-Patch for a single or multiple fixtures at once, select the fixtures you would like to patch and click on
Change Patch within the Configure Fixtures Screen.
The Patch Fixtures dialog will be opened. Within the Patch Fixtures Dialog you are presented with several options:
Unpatch
Unpatch will remove any patch information from the fixtures. However, the fixtures and all of their programming will be
kept within she showfile.
Manual Patch
The fixtures will be patched to the address and universe specified by the user. Select Manual Patch on the left hand side
of the screen. Then, select the Universe to which the Fixtures shall be patched from the dropdown menu. Then either enter
Creation II Manual - Software Version 2.68
65
the Address using the Keypad shown on the right hand side of the screen or the Keypad on the consoles frontpanel.
You may also select an address visually by hitting the Select Address button. This will open up a new screen enabling you
to select the address visually. This screen will also indicate free addresses by a green color, as well as used addresses by
a red color. If you click onto one channel, the console will show you how many addresses the fixture(s) you are about to
patch will use, and if they fit.
Auto Patch
The fixtures will be patched at the next free address of the selected universe automatically. Should the selected universe
not have sufficient unused DMX channels left, Auto Patch will automatically add the remainders that do not fit onto the
next DMX Universe. However, Auto Patch will always patch all of the selected fixtures in one big block. This means that
should there not be sufficient space to patch all fixtures in between other fixtures, no fixture will be patched.
Creation II Manual - Software Version 2.68
66
Change Fixture Type
Sometimes you may have programmed with fixture types that, at a later point, get substituted by a different type. Luckily,
the Creation II console will allow you to swap fixture types and carry over existing programming, as far as applicatble.
To change the Type of a single or multiple fixtures at once, select the fixtures you would like to change the type of and
click on Change Type within the Configure Fixtures Screen.
A dialog window will open, asking you to select the new fixture type from the consoles fixture Library.
After clicking the Next button, the console will now ask for confirmation on the fixture replacement, displaying a brief
summary of the changes to be made. Click Ok to proceed.
Creation II will now work its magic, and will transfer existing programming over to the new fixture type. After this process is
completed, you will be notified of the changes made. Click on OK to proceed to the Configure Fixtures window to patch
the fixtures.
Reloading the Fixture Library (after changes have been made to it)
After changes have been made to the fixture within the consoles built in library, you need to reload the fixture library in
order for theses changes to take effect in the showfile as well. Open the Configure Fixtures screen, select all fixtures you
would like to apply the changes to, and click the Reload Library button.
Clone Fixtures
Sometimes you might wish to add more fixtures to a show and carry over existing programming of specific fixtures to the
new fixtures.
To do this, open up the Main Menu by pressing [M ain M enu], select the Show Setup tab, select the Fixture Setup pane on
the left hand side and click on Clone Fixtures as illustrated below. A wizard that assists you in the cloning process will be
shown.
Creation II Manual - Software Version 2.68
67
Now select the fixtures you would like to clone the information from. You may either select the fixtures from the list, Button
Panels, or by using the keypad. You may also select Fixture Groups on the Button Panels. Selection order, as usual is also
taken into account. Click on Next.
The console will now ask for the amount of fixtures to add and where to map them on the Button Panels. Click on Next
when done.
The console will now ask for the types of programming to be cloned. You may choose any of these Items. Keep in mind
that cloning Cuelists only makes sense if you clone Presets as well, since cuelists that are programmed using presets may
exhibit unpredictable behavior, otherwise. Additionally, you will be shown which fixture’s programming will be taken over
to which of the new fixtures. Click on Next when done. Confirm the confirmation dialog to proceed.
Creation II Manual - Software Version 2.68
68
The results of the Clone process will be shown. The new fixtures are still unpatched and do not have user numbers assigned to them. Click on Patch Window to proceed to the Configure Fixtures window to assign a Patch and User Numbers.
For more information on assigning a Patch and User numbers, please see „Change User Number“ on Page 64 and
„Change DMX-Patch“ on Page 65.
Delete Fixtures
Should you wish to delete fixtures and all of their programming from the showfile, press the [M ain M enu] key, select the
Show Setup tab, choose the Fixture Setup pane from the left hand side of the sccreen and click on Delete Fixtures as
illustrated below.
A new screen will show asking you to select the Fixtures which you would like to delete. You may also select the fixtures
using the Keypad, Button Panels or by using Groups. Click on Next. The console will now ask for confirmation.
Creation II Manual - Software Version 2.68
69
4.5  Working with Fixtures
4.5.1  Selecting Fixtures
Before you can start altering any values or programming, you need to select the fixtures you would like to work with. There
are different ways to select your fixtures.
Selection Order
The order in which you select fixtures determines how sub-selection and fanning are applied to them. For example, applying a fanned value or an odd sub-selection to them after selecting fixtures 501 thru 505 will appear different than if you
selected fixtures 501 + 503 + 502 + 505 + 504.
The selection order matters during programming and is recorded as part of groups, but is not recorded in presets or cues.
Select Fixtures using the keypad (a.k.a “The Commandline Interface”)
Note: Selecting Fixtures using the Keypad is only available on the Creation
II 4096 console.
To select fixtures on the keypad, simply do so by typing their user numbers, which you’ve defined previously during the
“Add Fixtures” process (If you modified them, use the modified numbers instead) or select them by typing ButtonPanelPage.ButtonPanel-Button (i.e. 1.16 for Page 1, Fixture 16). You may use the [Thru], [+] and [-] keys to further extend your
selection.
A few examples:
[501] [Thru] [Enter] will select all fixtures following fixture 501 until a different fixture type starts, or a gap in the numbering scheme is detected.
[501] [+] [502] [Enter] will select all fixtures 501 and 501
[501] [Thru] [510] [Enter] will select all fixtures from fixture 501 to 510
[501] [Trhu] [510] [–] [503] [Enter] will select all fixtures from fixture 501 to 510 except 503
The keypad does also have special functions for extended fixture sub-selection „Selecting Fixture X out of Y.“ on Page
73, which can be applied to your current selection.
Select and Deselect Fixtures using the Fixture Button Panels
You may at any time select and deselect fixtures using the Button Panels simply by selecting them on a Fixture Button Panel. The green LED will light up if a Fixture is selected. To deselect it, simply press the button of the fixture again.
Select Fixtures using a previously recorded Group
Similar to fixture selection using the Button Panels, you may just select fixtures by using a Fixture group when the button panel is in Group Mode. Alternatively, on a Creation II 4096, the Group may be selected using the Commandline Interface:
[Group] [1] [.] [5] [Enter] will select the Group on the 5th button on the first button panel group page. See „4.6
Working with Groups“ on Page 78 for more information about working with Grous.
De-Selecting all Fixtures
To de-select fixtures, simply press the [0] –key on the keypad followed by [Enter]. Alternatively, you may press the [A ll]
button to deselect all fixtures. If a subselection has been made previously, you need to press the [A ll] button twice, as
the first press will bring you back to your full selection set.
Fixture Sub-Selection (Even Odd, Half Half, etc)
“Fixture Sub-Selection” provides additional Fixture Selection features based on your current Fixture selection set. This means that all Sub-Selection functions are applied to your current Fixture selection.
If you do not have fixtures selected, the Fixture Sub-Selection will be applied to all fixtures instead. If you select any of the
Sub-Selection functions, the console will remember the full selection that you made using the keypad, and will apply all
sub select functions to this “Sub-Selection” memory. Pressing the [A ll] button will bring you back to the full selection set.
Creation II Manual - Software Version 2.68
70
Most Sub-Selection functions are easily accessed by using the subselect keys on the Creation II faceplate. Some subselection modes are only accesible using the key pad on the console, and hence are not available on a Creation II 1024
Clear Fixture Selection
To de-select fixtures, simply press the [0] –key on the keypad followed by [Enter]. Alternatively, you may press the [A ll]
button to deselect all fixtures. If a subselection has been made previously, you need to press the [A ll] button twice, as
the first press will bring you back to your full selection set.
Fixtures with Values
This will select all fixtures that have values set in the programmer. It does not take the “Sub Selection” memory into account. This is especially useful after loading a cue for edition, or to simply select all fixtures in the programmer.
Example:
»» Fixtures 501, 503 and 508 have values in the programmer but are not selected.
»» Hit [GLP] + [A ll] on the Creations faceplate. 501, 503 and 508 are selected.
All Fixtures
If no “Sub Selection” has previously been made, this will select all fixtures contained in the showfile.
If you previously selected some fixtures and altered that selection using any of the available sub selection modes (like
Even Odd, Half, etc) this will bring you back to your complete selection set.
Example:
»» Select Fixture 501 thru 512. This selection is now “memorized” until you clear the selection.
»» Press the [Next] button on the consoles faceplate. The console will now select the first fixture out of the selection you
have previously made.
»» Press the [A ll] button on the faceplate. The console will now select all fixtures of your “memorized” fixture selection.
Even / Odd
If no selection has previously been made, Even Odd will, on the first press of the button, select all even numbered fixtures
contained in the showfile. The second call oof the Even Odd button will select the odd numbered fixtures.
If you previously made a selection using any of the selection methods, Even Odd will be applied to the selected fixtures
instead. The first call of the function selects all even, the second selects all odd fixtures.
On a Creation
II 4096 console, you may access the function by pressing [GLP] + [Next]
On a Creation
II 1024 console, press the [Even/Odd] button on the faceplate of the console.
Example:
Creation II Manual - Software Version 2.68
71
»» Select Fixture 501 thru 512.
»» Select Even Odd.
»» To select all odd fixtures of the original selection set (501 thru 512), select the Even Odd function again.
Half
If no selection has previously been made, Half will, on the first press of the button, select the first half of the selected fixtures contained in the showfile. The second press on the Half button will select the other half of all fixtures contained in the
showfile.
If you previously made a selection using any of the selection methods, Half will be applied to that selection instead. The
first press on the button selects the first, the second selects the second half of the fixtures.
On a Creation
II 4096 console, you may access the function by pressing [GLP] + [Last]
On a Creation
II 1024 console, press the [1st/2nd Half] button on the faceplate of the console.
Example:
»» Select Fixture 501 thru 512.
»» Press the Half button. The console will now select the first half of fixtures out of the selection you have previously made:
»» To select the second half of the overall selection set, press the Half button again. Here is the result:
Random
If no Selection has previously been made, Random will make a random selection out of all fixtures contained in the showfile. If you previously made a selection using any of the selection methods, Random will be applied to the selected fixtures
instead.
Each press of the random button will generate a new random selection.
This function is not available on a Creation
On a Creation
II 4096 console.
II 1024 console, press the [GLP] + [1st/2nd Half] button on the faceplate of the console.
Example:
»» Select Fixture 501 thru 512.
»» Press the [GLP] + [1st/2nd
Half] buttons on the consoles faceplate. The console will now select random fixtures out
Creation II Manual - Software Version 2.68
72
of the “memorized” fixture selection
»» To randomly select different fixtures out of the “memorized” fixture selection, use the random function again.
Invert Selection
Invert extends to either the previous selection set, or, if no fixtures have been selected before using any of the subselect
features, extends to all fixtures contained in the showfile.
This function is not available on a Creation
On a Creation
II 4096 console.
II 1024 console, press the [GLP] + [Odd/Even] button on the faceplate of the console.
Example:
»» Select Fixture 501 thru 512
»» Press the [GLP] + [1st/2nd Half] button on the consoles front panel. The console will now select random fixtures out
of the “memorized” fixture selection:
»» To invert this sub-selection, press the [GLP] + [Odd/Even] button.
Stepping through fixtures using Last & Next Fixture
Sometimes it is desirable to step through the fixtures one by one at a time, especially when used in combination with the
“Highlight” function to be able to quickly and easily focus a large number of lights in series.
This may be accomplished by using the [Last] or [Next] keys. Each press on one of the keys will sub-select a single fixture
from within the current selection. Repeatedly pressing [Last] or [Next] steps backwards or forwards through the current
selection, with the order determined by the selection order.
Selecting Fixture X out of Y.
This function is not available on a Creation
The Creation
II 1024 console.
II 4096 offers a built in modulo sub-selection function which will select every Xth fixture out of Y.
The syntax is quite easy: We use [.][.] for the “out of” part of the command.
In the following example, we are going to select every first fixture out of three.:
»» Select fixtures 501 to 512
»» Type [1][.][.][3] [Enter] on the keypad.
»» To select every second fixture out of three, type [2][.][.][3] [Enter]
»» To select every third fixture out of three, type [3][.][.][3] [Enter]
Please note you may also extend the modulo function using standard fixture selection syntax:
Creation II Manual - Software Version 2.68
73
»» Select fixtures 501 to 512
»» Type [1][+][2][.][.][3]
[Enter] on the keypad translates into “Select each first and second fixture out of three”.
Or:
»» Select fixtures 501 to 512
»» Typing [1] [Thru] [3] [+] [5] [.] [.] [5] [Enter] on the keypad translates into “Select each first through third and
fifth fixture out of five fixtures”.
4.5.2  Assigning Names to Fixtures
You may decide between different ways should you wish to rename your fixtures to make them more identifiable within
the Fixture Soft Panel, programmer and fixture configuration dialogs.
Assign Name using the Fixture Button Panel
To name a fixture using Button Panels or the Soft Panel screen, hit the [Assign] key twice. The command line will read
Name. Now select the fixture you wish to rename from the Fixture Button Panel.
The “Enter Fixture Name” On-Screen Keyboard will be shown.
Assign Name using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Assign] [Assign] (the Commandline will read Name) followed by
the fixture selection, in example: [FIX] [501] [Thru] [512] [Enter]. Refer to „Select Fixtures using the keypad (a.k.a “The
Commandline Interface”)“ on Page 70 for more information about fixture selection.
The “Enter Fixture Name” On-Screen Keyboard will be shown.
Creation II Manual - Software Version 2.68
74
Using the Configure Fixtures Window
Please refer to the section „Change Fixture Name“ on Page 64.
Using Fixture Groups
Another approach would be to use a Group to bulk rename all fixtures in the Group. To do so, hit the [Edit] key and select the appropriate Group on a Button Panel, Soft Panel or via the command line interface. This will open the Edit Group
Screen.
Now click on Name Group and Fixtures. An on-screen keyboard which will rename both, the group and all fixtures in the
group, will be shown. For more information see „4.6.11 Edit Group Window“ on Page 83.
Using the Edit Fixture Window
You may also use the “Edit Fixture” –Window to rename a fixture. Please see „4.5.5 Edit Fixture Window“ on Page 76 for
more details.
4.5.3  Edit a Fixtures Library
To Edit a fixtures Library, please read Section „4.20 Edit the Fixture Library“ on Page 164 which describes how to edit an
existing fixture library.
4.5.4  Create a Fixture Dimmer Master
Fixture Dimmer Masters allow you to limit the intensity of a specific fixture. If the Fixture Master is at full, then the fixture that
it controls will be at the level determined by the playbacks, Programmer, and so on. When the master’s level is reduced,
the fixture intensity will be reduced in proportion to the master. For example, if you have the fixture at 80% intensity in a cue
that is being output, and the master of the fixture is at 50%, a fixture intensity value of 40% will be output.
Fixture Dimmer Masters are compared HTP, so the highest master will take precedence.
There are two ways to assign a Fixture to a Dimmer Master:
Using the Command Line Interface
Press the [Assign] key, followed by the fixture, in example: [Fixture] [501]. Now select the [Go], or [Pause/Back] key
of the fader that should act as the Dimmer Master.
Using the Fixture Button Panel
Press the [Assign] key and select the Fixture on the Button or Soft Panel followed by the [Go], or [Pause/Back] key of the
fader that should act as the Dimmer Master.
For more information on how to configure the Master Dimmer Faders, please see „4.14 Working with Masters“ on Page
132.
Creation II Manual - Software Version 2.68
75
4.5.5  Edit Fixture Window
The “Edit Fixture” –Window (Figure 106: „Edit Fixture“ –Window) may be used as a quick way to read a fixtures DMX Universe / Address, Fixture type and set options like invert of Movement, the User Number or Fixture Name.
On the Creation II 4096 only, open the Edit Fixture Window by typing [Edit] followed by the number of the fixture you
would like to edit, eg. [501]. Finish the command by pressing [Enter].
Alternatively, you may use the Fixture Button Panel to edit a fixture:
Set one of the button panels or the soft panel screen to the fixture page the fixture resides on.
Fixture you would like to edit from the Fixture Button Panel.
[Edit] –key. Select the
General Information
The General information Groupbox provides you with
general information of the fixture, such as Name,
type, manufacturer and universe and address.
Edit Name
Clicking on the Edit Name button will open up an onscreen keyboard allowing you to rename this particular Fixture.
Clear or Set User Number
Clicking on the Clear button will remove a fixture’s
User Number. Please note that after you did this, the
only way to select this fixture is to use the Fixture Button Panel.
The Set button will open up a dialog window asking
you to enter a new User Number for this particular Fixture.
Invert Pan or Tilt
The Invert Pan checkbox will either invert or normalize the direction of Pan movement for this particular
Fixture.
The Invert Tilt checkbox will do the same for tilt only.
Creation II Manual - Software Version 2.68
76
React to Master
The React to Master checkbox defines if this fixture reacts to the Grandmaster fader.
Creation II Manual - Software Version 2.68
77
4.6  Working with Groups
4.6.1  About Groups
Groups are meant as a programming aid and are a quick way to access specific groups of fixtures. As opposed to the theatrical term “Group” they do not store any values. They only store information about fixture selection and selection order.
4.6.2  Creating a Group
To record your first group, start out by selecting fixtures 501 through 512 by using the Keypad (refer to „4.5.1 Selecting Fixtures“ on Page 70 for more information).
Storing a Fixture Group Using a Group Button Panel
Once fixtures are selected to be a Group, set a Button Panel into Group mode and select the Page you would like to store
your group at. Press the [Store] keypad button. The Store Screen will be shown.
You may now also enter the name of the item into the text field in the upper part of the screen by using a USB Keyboard,
or by pressing the keyboard button next to it. If you used the on screen keyboard, you first need to confirm the name by
pressing Enter.
Press the designated button on the button panel or select an empty Group Item in the External Monitors Group Button
Panel.
Storing a Group Using Command Line Interface
This function is not available on a Creation
II 1024 console.
As soon as you selected the fixtures you wish to group together, press the [Store] keypad button (the Store Screen as
illustrated above will be shown) followed by the [Group] keypad button. Now, type the number of the memory space to
store the group using the keypad (for example) [1] [.] [1] followed by [Enter].
4.6.3  Selecting and Deselecting Groups
Selecting Fixture Groups Using Group Button- or Soft Panel
You may at any time select and deselect Groups using the Button Panels simply by selecting them on a Button Panel that is
set to „Group“ mode. The green LED will light up if a Group is selected. To deselect it, simply press the button of the Group
again.
Selecting Fixture Groups Using Command Line Interface
[Group] key. Now just type the number of the group you would like to select via the console’s keypad such as
[1][.][1] followed by [Enter]. Please note that you may also use the [+], [-] and [Thru] keys to further extend your
Press the
selection:
[Group] [1][.][1] [+] [2][.][1] will select group 1 and 17.
Creation II Manual - Software Version 2.68
78
[Group] [1][.][1] [Thru] [1][.][4] [-] [1][.][2] will select group 1 through 4 but will not select group 2.
4.6.4  Merge Fixtures into Groups
Sometimes you may need to add some fixtures to a group that already exists. To do so, first select the fixtures you would
like to add.
Merge Fixture(s) into Group using Group Button Panel
Once fixtures are selected to be added to a Group, set a Button Panel into Group mode and select the Page that contains
the group you would like to add your fixture selection to. Press the [Store] keypad button. The Store screen will be shown.
Select Merge and press the designated button on the button panel or select a Group Item in the External Monitors Group
Button Panel.
If you did not select an option from the Store-screen, a dialog window asking you what to do will open up. Click on Merge
into Group.
Merge Fixture(s) into Group using the Commandline Interface
This function is not available on a Creation
II 1024 console.
Press the [Store] key, followed by the [Group] key. You may now select the Merge Option in the Store screen as illustrated
above. Now just type the number of the group you would like to add the Fixtures to via the console’s keypad such as [1]
[.][1] followed by [Enter].
If you did not select an option from the Store screen, a dialog window asking you what to do will open up. Click on Merge
into Group.
Creation II Manual - Software Version 2.68
79
4.6.5  Remove Fixtures from Groups
To remove fixtures from a group, at first select the fixtures you would like to remove from the Group.
Remove Fixture(s) from a Group using Group Button Panel
Once fixtures are selected to be removed from a Group, set a Button Panel into Group mode and select the Page that
contains the group you would like to add your fixture selection to. Press the [Store] keypad button. The Store screen will
be shown. Select Remove and press the designated button on the button panel or select a Group Item in the External
Monitors Group Button Panel.
Remove Fixture(s) from a Group using the Commandline Interface
This function is not available on a Creation
II 1024 console.
Press the [Store] key, followed by the [Group] key. You may now select the Remove Option in the Store screen as illustrated above. Now just type the number of the group you would like to remove the Fixtures from via the console’s keypad
such as [1][.][1] followed by [Enter].
4.6.6  Replace a Group
Before you may replace (overwrite) an entire group, you first need to select the fixtures you would like to store in the new
group.
Replace Fixture(s) from a Group using Group Button Panel
Once fixtures are selected to replace an existing Group, set a Button Panel into Group mode and select the Page that
contains the group you would like to replac. Press the [Store] keypad button. The Store screen will be shown. Select Replace and press the designated button on the button panel or select a Group Item in the External Monitors Group Button
Panel.
If you did not select an option from the Store-screen, a dialog window asking you what to do will open up. Click on Re-
Creation II Manual - Software Version 2.68
80
place Group.
Replace a Group using the Commandline Interface
This function is not available on a Creation
II 1024 console.
Press the [Store] key, followed by the [Group] key. You may now select the Replace Option in the Store screen as illustrated above. Now just type the number of the group you would like to replace via the console’s keypad, such as [1][.]
[1] followed by [Enter].
4.6.7  Naming a Group
Assign Name using the Group Button Panel
To name a Group using Button Panels or the Soft Panel screen, hit the [Assign] key twice. The command line will read
Name. Now select the group you wish to rename from a Group Button Panel page.
The “Enter Fixture Name” On-Screen Keyboard will be shown.
Assign Name using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Assign] [Assign] (the Commandline will read Name). Then press
the [Group] key, followed by the Group ID, in this case [1][.][1]. Hit [Enter] to complete the command. Please note
you may also rename multiple Groups at once by using the [Thru], [+] and [-] modifier keys.
The “Enter Group Name” On-Screen Keyboard will be shown.
Creation II Manual - Software Version 2.68
81
Assign Name using the Edit Group Window
You may also assign a Name to the group and/or its contained fixtures using the “Edit Group” Window. Please see „4.6.11
Edit Group Window“ on Page 83 for details.
4.6.8  Copy a Group
Copy Groups using the Group Button Panel
To copy a group to another empty group item, press [Copy], select the source group on a button panel or within the soft
panel screen followed by the destination group.
Copy Groups using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may copy groups using the Command line approach by pressing the [Copy]. Then hit the [Group] key, followed by
the source Group ID, in this case [1][.][1]. Now enter the desitnation Group ID, ie [1][.][2]. Hit [Enter] to complete
the command.
4.6.9  Delete a Group
Delete Groups using the Group Button Panel
To delete a group, press [Delete] and select the group on a button panel or within the soft panel screen. Make sure Delete All is selected in the Delete Window.
Creation II Manual - Software Version 2.68
82
Note: You may surpress the confirmation dialog when keeping the [Delete] button pressed while selecting
the item which should be deleted. This also allows for quick deletion of multiple groups.
Delete Groups using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may delete groups using the Command line approach by pressing the [Delete] followed by the [Group] key and
the ID of the Group you would like to delete, ie. [1][.][2]. Please note you may delete multiple groups by extending the
selection using the [+], [-] and [Thru] keys. Hit [Enter] to complete the command.
4.6.10  Create a Group Dimmer Master
Group Dimmer Masters allow you to limit the intensity of a specific fixture group. If the Group Master is at full, then the fixtures that this group contains will be at the level determined by the playbacks, Programmer, and so on. When the master’s
level is reduced, the contained fixtures intensity will be reduced in proportion to the master. For example, if you have the
fixture at 80% intensity in a cue that is being output, and the master of the group is at 50%, a fixture intensity value of 40%
will be output.
Group and Fixture Dimmer Masters are compared HTP, so the highest master will take precedence.
There are two ways to assign a Group to a Dimmer Master:
Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Press the [Assign] key, followed by the Group’s ID, in example: [Group] [1][.][1]. Now select the [Go], or [Pause/Back]
key of the fader that should act as the Dimmer Master.
Using the Group Button Panel
You may also use the Commandline Interface paired with visual group selection:
Press the [Assign] key and select the Group on the Button or Soft Panel followed by the [Go], or [Pause/Back] key of the
fader that should act as the Dimmer Master.
For more information on how to configure the Master Dimmer Faders, please see „4.14 Working with Masters“ on Page
132.
4.6.11  Edit Group Window
The “Edit Group” –Window may be used as a quick way to rename a group and all of the contained fixtures.
To open the Edit Group Window, type [Edit] [Group], followed by the ID of the group you would like to edit, eg. [1][.]
[1]. Finish the command by pressing [Enter].
Alternatively, and on a Creation
II 1024 you may use a Group Button Panel to select the Group:
Press the [Edit] –key and select the Group you would like to edit from a button panel or the soft panel screen.
Creation II Manual - Software Version 2.68
83
Set Group Name
Clicking on the Edit Group Name button will open up
an on-screen keyboard allowing you to rename this
particular Group.
Smart Name
Clicking on the Name Group and Fixtures button will
open up an on-screen keyboard allowing you to rename this particular Group and all fixtures contained
in it.
The Arrow Buttons
The arrow buttons offer a quick way of editing different items and will proceed through the order they
are on the button panel.
Creation II Manual - Software Version 2.68
84
4.7  Working with Values
The console follows the popular “Programmer” concept. This section will explain the concept in detail.
4.7.1  What is the Programmer
The “Programmer” is the place where all of the programming happens. As soon as you modify a fixtures attribute value by
using any of the input methods for values, it will show up in the programmer.
To open the programmer, press any of the dedicated function keys found in the top right corner of the consoles faceplate.
The programmer always takes precedence over cuelists, this ways you may always at any point in a show modify the look
on stage. For a more in-depth look on how priorities are managed in the console, have a look at „3.1.1 Priority Concept“
on Page 19.
4.7.2  Different states of fixture attribute values
When fixtures have been selected, but no Presets or Cues or values have been loaded to the programmer, the programmer shows the selected fixtures and no values.
The next image shows how values look like in the programmer if they are „there“ but not „touched“. This means these
values will take precedence over the Cuelist output, but will not be saved to a Preset or Cuelist.
The screenshot below shows that several values have been touched. These values would be stored to a preset or cue, if
you were about to store them.
Creation II Manual - Software Version 2.68
85
4.7.3  Emptying the Programmers „Content“
In order for all playbacks to re-gain control over the fixture attributes contained in the programmer, the programmer
needs to be cleared out. This happens in three steps with each press of the [Clear] key.
The first press of the [Clear] key will un-touch all values, however they are still in the programmer overriding the playback.
The second press of the [Clear] button will remove all values from the programmer and playback values will be output
again. The third and last press will unselect all fixtures that were selected.
The LEDs above the [Clear] and the Attribute keys indicate the current state of the values:
LED Color
Meaning
Green
Fixtures are selected (Only applies to [Clear] -key)
Yellow
There are values in the programmer and the
corresponding attribute group
Red
There are touched values in the programmer and the corresponding attribute group that may be recorded
Programmer Options
The programmer window provides several option buttons in the top row of the screen that alter behaviour of the programmer.
Live Fades
When Live Fade is turned on, the console will fade changed attribute values (in example: recalled presets, entering or
leaving blind mode, clearing the programmer) instead of snapping them. This is especially useful should you find yourself
in an unstructured show with lots of live access.
The fade time can be set using the second, and the snap time (the time after channels set to snap in the library will snap
to their new value) by turning the third encoder after pressing the [Store] button:
To get rid of the Record command in the command line, press
fade / snap times.
[Store] a second time when you are done setting the
Function Grouping
Function Grouping is a convenience function that, by default, will touch all parameters predefined attribute groups as
soon as one of the other attributes in the attribute group is touched. In example: If you touch the Cyan attribute’s value,
the console will automatically touch Magenta and Yellow as well. The same holds true for Red, Green and Blue as well as
Pan and Tilt. This is to make sure you are not seeing any unwanted effects.
However, function grouping may be turned of, if desirable. A good example would be independent control of Red, Green
and Blue by using different faders.
Show All
Show all Values will cause the programmer to show every attribute that has values set in the programmer for all fixtures
that have values in the programmer. This button is only shown when the programmer is in Value mode.
Color Picker
Creation II Manual - Software Version 2.68
86
This will cause the programmer to show a color triangle for visual color selection, no matter which function group is selected.
The center triangle sets the Saturation and brightness, whereas the outer circle sets the colors Hue. As opposed to other
consoles, the Creation II does not store HSB color information in Cues, hence cues will crossfade in RGB or CMY colorspace.
Please note the Color Picker is mixing colors using RGB and CMY color models.
4.7.4  Blind Function
With Blind turned on, any change made in the programmer will not be output live. This enables you to prepare a look for
later use, or make changes to a different cue that is not yet played back.
Blind may be toggled on and off by pressing the [Blind] button. A LED above the button will indicate if Blind is enabled
or disabled.
4.7.5  Highlight Function
Enabling Highlight temporarily sets the selected fixtures to a “Full on, open white” state, and will set attributes like Gobo,
etc to open. This function may be useful when you need to see the beam of a fixture on stage, while focusing positions for
example. It can also be used to quickly build groups. You may enable the mode by pressing on the [High]
Highlight only changes the attribute values in the output, not in the current cue or in the Programmer, and highlight has
the third highest priority when the console determines an attribute’s output value. Only Group and Fixture Masters and
the Grandmaster have a higher priority.
Highlight remains active until you press the [Highlight] key again. It also applies to sub-selections, meaning you may use
highlight to find a specific light by stepping through the selected fixtures using the [Last] or [Next] key. Hightlights status
is indicated by a LED above the key.
To see how the Highlight function works:
1. Select Fixtures 501 through 512
2. Press the [Highlight] key. The lights will keep their position on stage, but other attributes may change to the highlight
value set in the library.
3. Hit the [Next] or [Last] key to step through the fixtures.
4.7.6  Assigning Values to Fixture Attributes
Creation II Lighting Control Console groups common fixture parameters by several groups. Pressing any of the function
hard keys will change the programmer to show this attribute group.
Altering Intensity (Dimmer Values) Using Keypad
This function is not available on a Creation
II 1024 console.
Dimmer Levels may be applied directly to selected fixtures using the keypad by typing [@] followed by either [Full] or the
intensity value (in percent) followed the [Enter] key.
The syntax also allows for:
Creation II Manual - Software Version 2.68
87
[@][Full] Will set the selected fixtures to 100%
[@](Value) Will set the selected fixtures to (Value)
Altering Parameter Values (Any Attribute) Using Keypad
This function is not available on a Creation
II 1024 console.
Attribute Values may be applied directly to selected fixtures using the keypad by typing [Functn] followed by the function group number (you may press the function groups key to have to console enter the group number) [.] the number
of the encoder that is assigned to the attribute[@] followed by either [Full] or the value (in percent) followed the [Enter]
key.
The syntax also allows for:
[Functn][FeatureButton] [.] [(Number Of Encoder)]][@][Full] Will set the selected attribute for selected fixtures
to 100%
[Functn][FeatureButton] [.] [(Number Of Encoder)]][@](Value) Will set the selected fixtures to (Value %)
Altering Parameters Using Encoders
To change fixture parameters, select either a fixture or group of fixtures (refer to „4.5.1 Selecting Fixtures“ on Page 70).
Select the attribute group of the parameter to be changed. Using encoders, change the parameters as desired. Make
sure the Programmer Window is set to Value mode.
Example:
To change the pan and tilt parameters for Fixture Group 1, select Fixture Group 1. Press the [Pan/Tilt] key. The Programmer window will appear and the encoder labels will now read the selected features.
Using Presets (as a reference)
You may also use a previously stored Preset to recall values that use the preset as a reference. Please see „Change the
attributes you would like to replace a previously stored preset with, press the [Store] key, select Replace and then press the
[Preset] key. On the keypad, enter the number of the item you wish to replace - i.e., [1][.][1] followed by [Enter]“ on Page
105 for more information.
Loading Values (instead of referencing) from a Preset
In case you do not wish to load a preset as a reference, but rather as hard values, please see „Recall a Preset as a ‘Hard
Value’“ on Page 105 for more information.
Loading Values from Current Output
To grab all values that are currently being output for the selected fixtures, hold down the [GLP] key and press the [Load]
key simultaneously. This will grab all values for selected fixtures from the console’s playback engine, but before any Group
or Fixture Master Dimmers are applied.
In Example: Your fixture is programmed in a cue that is played back with an intensity of 100%, however you have a master
dimmer set for this fixture at 50%. When you grab the fixtures values, the console will load the value at 100% into the programmer, since this is the playback engines value for the fixture.
Loading Values from a Cuelist
You may load a stored cue to modify it. Please see „4.11.10 Loading a Cue to the Programmer“ on Page 114 for more
information on loading Cues.
4.7.7  Fanning Values (spreading values across different fixtures)
Fanning is a very useful function used to spread values across a range of fixtures. We already described a quick way to fan
intensity values in section „Altering Intensity (Dimmer Values) Using Keypad“ on Page 87 – but the “fanning” engine of
the Creation II console doesn’t stop there. Fanning of values may be applied to any fixture attribute, and to effect offsets,
size, speed, and duty cycle. The default Fan-Settings should have most situations covered, but they may be changed
using the Fan-Options toolbar.
To activate fanning of attributes, press the [Fan] key on the consoles faceplate. The LED above the [Fan] button will
light up to indicate the fan functions status. The fan function will remain active until you press the button again. However,
if you keep holding the [Fan] button for a longer amount of time, the Fan-Function will only be turned on while you keep
pressing its button.
Creation II Manual - Software Version 2.68
88
Bear in mind that the fixture selection order is important when fanning. For more information, please see „4.5.1 Selecting
Fixtures“ on Page 70.
Fan any value using the Encoders:
Fanning using the Encoders for value entry will, by default, always use the current value that is output of a parameter as
base point. All values will be fanned relatively from that base point.
To fan, for example, the intensity attribute in the programmer:
»» Select fixtures 501 through 505 and set them to 50% intensity: [501] [Thru] [505] [@] [50] [Enter]
»» Hit the [Intensity] attribute group until the first encoder controls the intensity attribute
»» Press the [Fan] key to toggle the fan function, or hold down the [Fan] Key and slowly turn the Dimmer Encoder
Fan any value using the Keypad:
This function is not available on a Creation
II 1024 console.
Attribute Values may be fanned directly using the keypad by typing [Functn] followed by the function group number
(you may press the function groups key to have to console enter the group number) [.] the number of the encoder that
is assigned to the attribute[@] followed by the standard fan syntax followed the [Enter] key.
The syntax also allows for:
[Functn][FeatureButton] [.] [(Number Of Encoder)]][@][0][Thru][100] Will fan the selected attribute for selected
fixtures from 0% to 100%
[Functn][FeatureButton] [.] [(Number Of Encoder)]][@][0][Thru] [Thru] [100] Will fan the selected fixtures
attribute value from 0 for the first fixture to 100 for the center fixture to 0 for the last fixture.
Fan Intensity Values using the Keypad.
This function is not available on a Creation
II 1024 console.
Dimmer Levels may easily be fanned using the below syntax. Keypad fanning will also take grouping into account.
Make sure you have made your fixture selection before entering any of the commands below. Press the
execute each command:
[Enter] key to
(Value A)[Thru](Value B) [Enter] Will fan the Intensity for selected fixtures from (Value A) to (Value B)
[0][Thru][100] [Enter] with 3 selected fixtures will set fixture 1 to 0%, fixture 2 to 50% and fixture 3 to 100%.
(Value A) [Thru] [Thru] (Value B) [Enter]Will fan the Intensity for selected fixtures from (Value A) to (Value B)
A). In Example:
and back to (Value
[0][Thru][Thru][100] with 5 selected fixtures will set fixture 1 and 5 to 0%, fixture 2 and 4 to 50% and fixture 3 to 100%.
4.7.8  Fan Options
By default, fanning adjusts attribute values from the center of the fixture selection. You can have fanning work in other
ways, too.
You may set the fan mode using the encoders from the Fan-Options key. To open the fan-options encoder bar, hit the
[Fan Opt.] key.
Fanning in Groups
Grouping allows you to control the way that attributes are fanned to make complex patterns.
Grouping is the number of fixtures that are fanned before the fan is repeated. For example, fanning a selection of twelve
fixtures with Grouping set to three will generate four identical fan patterns, with three fixtures each.
You may set the number of Groups from the Fan-Options encoder bar. To open the fan-options, hit the [Fan
Creation II Manual - Software Version 2.68
Opt.] key.
89
The first encoder will now define the number of fixtures per Group.
Fanning in Blocks (Buddying)
Buddying allows you to control the way that attributes are fanned to make complex patterns. You may combine grouping
and buddying for even more complex patterns.
The buddying number puts the fixtures into ‘blocks’ that all take the same value. For example, fanning a selection of twelve fixtures with a buddying value of three would result in fixtures 1 to 3 having the same parameter value, fixtures 4 to 6
having the same value, and so on.
You may set the number of Buddies from the Fan-Options encoder bar. To open the fan-options, hit the [Fan
Opt.] key.
The second encoder will now define the number of buddies per block.
Shuffle Selection (randomize selection order)
Shuffle selection may be used to randomize the fannings result. It does not alter the fixture selection order in the programmer, it randomizes them internally in the fanning engine for each fanning to happen next.
You may enable Shuffle Selection from the Fan-Options encoder bar. To open the fan-options, hit the [Fan
Opt.] key.
The third encoder may be used to switch Shuffle Selection on or off.
Fan Modes (Left, Center, Right, Outer & Inner)
Fand modes define the direction of the fan.
You may change the different Fan-Modes using the Fan-Options encoder bar. To open the fan-options, hit the
Opt.] key.
[Fan
Fan Left
The first fixture in the selection order remains unchanged, while the values of the last fixture change the most:
Before Fanning:
50 %
50 %
50 %
50 %
50 %
After Fanning
50 %
60 %
70 %
80 %
90%
Fan Center (default)
The middle fixture remains unchanged, while the values for the first and last fixtures‘ change most, in opposite directions.
For example:
Before Fanning:
50 %
50 %
50 %
50 %
50 %
After Fanning
30 %
40 %
50 %
60 %
70%
Creation II Manual - Software Version 2.68
90
Fan Right
The last fixture in the selection order remains unchanged, while the values of the first fixture change the most:
Before Fanning:
50 %
50 %
50 %
50 %
50 %
After Fanning
90 %
80 %
70 %
60 %
50%
Fan Inner
The inner fixture in the selection order remains unchanged, while the values of the first and the last fixture change the
most:
Before Fanning:
50 %
50 %
50 %
50 %
50 %
After Fanning
70 %
60 %
50 %
60 %
70%
Fan Outter
The first and the last fixture in the selection order remains unchanged, while the values of the center fixture change the
most:
Before Fanning:
50 %
50 %
50 %
50 %
50 %
After Fanning
50 %
60 %
70 %
60 %
50%
4.7.9  Removing Values from the Programmer
Sometimes you just want to remove attribute values from the programmer, either for a fixture, a group of fixtures or a specific attribute only. This section will provide you with the information necessary.
Remove all attributes for a specific fixture from the programmer
To remove all attribute values for a specific fixture (ie. Fixture 501) from the programmer, press the [Off] key, followed by
the fixture button on a fixture Button- or Soft Panel.
It is also possible to enter the command for a range of fixtures using the Numberblock (only available on
4096 ):
Creation II
[Off] [Fixture] [501] [Thru] [512] [Enter]
Please note that the selection may be extended using the [+] and [-] and [Thru] keys accordingly.
Remove all attributes for a fixture group from the programmer
To remove all attribute values for group of fixtures, (ie. Group 1) from the programmer, press the [Off] key, followed by the
button of the group on a group Button- or Soft Panel.
It is also possible to enter the command for a range of fixtures using the Numberblock (only available on
Creation II
4096 ):
[Off] [Group] [5][.][1] [+] [1][.][2] [Enter]
Please note that the selection may be extended using the [+] and [-] and [Thru] keys accordingly.
Removing Individual attribute Groups from the programmer
You can remove individual attribute groups from the selected fixtures in the programmer by pressing the [Off] key followed by the feature groups key.
Creation II Manual - Software Version 2.68
91
4.8  Checking Output Values
Sometimes, especially in troubleshooting situations during programming, it is vital to check the Consoles Output Values, or
to see the origin of a value. The Output Window may be used to do so.
To open the Output Window, press the [Output] key. The Output window will be shown.
By default, the Output Window will show all fixtures and the fixtures current value, using colors to indicate the origin of the
value:
Text Color
Meaning
White
This value is output using the Default Value set in the Library
White on Blue
This value is in the programmer
Cyan
This value is being output by a Cuelist
Yellow
This value is being output by the “Highlight” function
4.8.1  Customize what is shown
The top row contains buttons to further customize the information that is shown.
Show Name
If this button is enabled, Fixture Names will be shown in the Output Value table.
Show Fixture Type
Show All
If the All Fixtures button is enabled, all fixtures contained in the showfile are listed.
Creation II Manual - Software Version 2.68
92
Auto Sort
If Auto Sort is enabled, selected fixtures will be shown first.
Auto Sort
If Selected Only is enabled, the Output Window will only show selected fixtures.
Show Output Values
The Output Value button will cause the list to show the values that are currently being output for a fixture.
Show Base Source
The Base Source button will cause the list to show the source of the base value being output for any fixture parameter. The
“base value” are all output values which are not modified by an effect.
Creation II Manual - Software Version 2.68
93
Show FX Source
The FX Source button will cause the list to show the origin of the effects being output for any fixture parameter.
Creation II Manual - Software Version 2.68
94
4.9  Working with Effects
4.9.1  Effect Basics
You can use effects to create a mathematical function that is used to alter attribute values in a repeating fashion.
Effects created on the Creation
II control console are stored into Cues.
Effects are applied to attributes using effect rows within an effect table that apply mathematical functions (such as a sineor cosine wave) to values against time. Each row in the effect programmer has five effect attributes: Type, Size, Speed,
Offset, and Duty Cycle.
You may apply effects by using the integrated Effect-Programmer.
Note that any effect is relative to its attributes base level. It will vary the value of the attribute to either side of its base level
determined by either the current output, or the base value that is set in the programmer. You may combine any effect
types applied to any fixture attribute.
Effects consist of a mathematical form, applied to a fixture attribute of your choice, such as a Sine-Wave or a CosineWave or a ramp.
4.9.2  The Effects Programmer
To create an effect, open the effects programmer by pressing any of the function group keys (I.e.
Programmer Window will be shown. Now, click on the button that reads FX as illustrated below.
[Pan / Tilt] ). The
The effects Programmer will be shown.
All changes in the effects programmer will be applied to the selected fixtures only, including modification and the creation and deletion of effects.
Effects will either use the Programmer Value as a “Base” Value, or if no programmer value is set for an attribute that is
being modified by an effect, the effect will use the current value determined by the playback (during playback time) as
the base value for the given effect.
4.9.3  The Effect Attributes
“Type” Effect Attribute
The console supports Sine, Cosine, Half Sine, Linear, Ramp Up, Ramp Down and Jump wave forms.
“Size” Effect Attribute
The effect size determines the size of the effect, relative to the base point. The base point is always at the center of the
selected waveform with the size defining how large it is. The effects size is given in percent.
For example: You select Fixture 501 and set the Intensity level to 50%. Now you’d apply a simple effect sine waveform to
Creation II Manual - Software Version 2.68
95
the intensity attribute and set the effect size to 50. The resulting effect will be alternating between 25% intensity and 75%
intensity, since the size is 50% around the base value that is set to 50%.
When combining effects, adjusting specific attributes’ effect sizes may massively change the look of the effect on stage.
For example, a circle effect comprising of a sine wave on the pan and cosine form on the tilt attribute can be modified to
look like an ellipse by changing the size of either pan or tilt.
50%
100%
150%
“Speed” Effect Attribute
The speed effect attribute defines how fast one complete cycle of the effect will be – for each individual fixture. Its format
is CPM, which means Cycles per minute and could well be translated to BPM, Beats per minute.
Adjusting the effect speed increases or decreases the number of cycles it completes per minute. When combining effects
on different attributes, you can use the rate attribute to build a specific look.
For example, if you create an effect where a fixture performs a up and down movement on the tilt – moving up during the
first cycle of the effect, and down on the second, then the effect on the intensity parameter would need to be half of the
speed on the tilt parameters to only have the fixture go out when it is changing directions of the movement.
slower
5 cpm
regular
10cpm
faster
20cpm
“Offset” Effect Attribute
The “Offset” effect attribute shifts the start and end point for each effect, so they can be spread. The effect offset is assigned in degrees, where 0° means the start and end points are not shifted, whereas 360° means they are shifted by a full
duration of the effect and hence, start at the same point again.
0°
Creation II Manual - Software Version 2.68
180°
360°
96
“Duty Cycle” Effect Attribute
The “Duty Cycle” attribute defines how long the duration of the effect within a cycle is.
It is assigned as a percentage.
25%
50%
100%
4.9.4  Creating a Simple Effect
Simple Channel Effects are effects that act on a single channel by relatively adding / substracting values to them gained
by a mathematical form, such as a sine wave or a cosine wave.
With the fixtures selected, click on Create FX:
A new dialog screen asking you for more info on the Effect you are about to create will show up. Select „Simple Channel
Effect“ from the menu on the left hand side.
Now choose the attribute and the movement shape you would like to apply to the chosen attribute. In this case, you may
want to select Dimmer as the attribute and Sine as the form. Click on Create Effect when done.
The Simple Dimmer Effect will be added to the Effects programmer.
Creation II Manual - Software Version 2.68
97
4.9.5  Creating a Generator Effect (Pre-Made effects)
Generator effects provide basic pre-made effects such as a circle or fly in effects that require an effect to run across multiple fixture parameters synchronusly.
With the fixtures selected, click on Create FX:
From the left hand side menu, select Effect Generator.
Now choose the category and type of the effect. Click on Create Effect when done.
The Effect will be added to the Effects programmer.
Creation II Manual - Software Version 2.68
98
4.9.6  Creating a Preset Toggle Effect
Preset toggle effects are different from the other effect types, as they use a preset as a „destination“ value, rather than
working relatively around the base value. Hence, preset toggles are absolute and, depending on the form chosen, advance from the base value to the target value defined by the preset.
With the fixtures selected, click on Create FX:
From the left hand side menu, select Preset Toggle.
Now choose the category and type of the effect. Click on Create Effect when done.
The Effect will be added to the Effects programmer.
Creation II Manual - Software Version 2.68
99
4.9.7  Modifying Effect Size, Speed, Offset or Duty Cycle
To modify an effect, you first need to select the effect you would like to modify by clicking on the button that reads the
effect type and parameter shown in the first column of the Effects Programmer.
You may also select multiple effect rows to adjust them simultaneously.
Now that the effect is selected, the encoders will control the effect Size, Speed, Offset and Duty Cycle as indicated by the
Encoder Labels. However, Effect parameters are only changed for selected fixtures. To quickly select all fixtures that have
the effect applied, click on the Select button shown in the Fixtures column.
You may also apply fanning including grouping settings to any effect parameter. Effect attributes should always be fanned in “Fan Left” fan mode.
4.9.8  Modifying the Effect Form
To modify an effects, form just click into the dropdown field and choose a new effect form.
4.9.9  Deleting an Effect
To delete an effect, you first need to select the effect you would like to delete by clicking on the button that reads the
effect type and parameter shown in the first column of the Effects Programmer.
Make sure you only have the effects selected that would like to delete. Now, click on the Delete FX button.
Creation II Manual - Software Version 2.68
100
4.10  Working with Presets
Presets aid to simplify the programming process by allowing user-defined ‘elements’ to be created and then used as a
toolkit to build your cues. Once you created a Preset, such as a couple of moving lights pointing at a particular position
on stage, you may recall those settings at any point, and record them into cues.
The biggest advantage of using Presets is that they are only stored into cues as a reference, rather than the parameter
values that the Preset contains. If you later decide to change the Preset, all cues that have been recorded using this Preset
are also changed. This is especially useful if, in example, the position of a set-piece on stage is moved, and moving lights
have been programmed to light it. The preset can be updated once to accommodate the change, rather than reprogramming the change in every cue lighting the set-piece.
This is a very powerful feature that allows you to make global changes to the show very simply and quickly, rather than
having to re-program every cue individually.
Presets allow parameters to be recorded to be easily accessible during programming and live operation. Presets are
stored on Preset pages on the Button Panels.
Presets are only applicable to fixtures that had values touched while storing the preset, but may be recalled by some of
the fixtures only. In Example: You have recorded a preset containing only Pan and Tilt for Fixtures 501 through 510. This preset is not applicable to Fixtures 511 and 512. However this preset may also be recalled by fixture 501 and 504 only.
4.10.1  Storing a Preset
Storing a Preset the Button Panels
Once values are set to be stored as a Preset, set a Button Panel into Preset mode and select the Page you would like to
store your Preset at. Press the [Store] keypad button. The Store Screen will be shown.
You may now also enter the name of the item into the text field in the upper part of the screen by using a USB Keyboard,
or by pressing the keyboard button next to it. If you used the on screen keyboard, you first need to confirm the name by
pressing Enter.
Press the designated button on the button panel or select an empty Item in the External Monitors Preset Button Panel.
Storing a Preset Using Command Line Interface
This function is not available on a Creation
II 1024 console.
As soon as you set the values you wish to store to a preset, press the [Store] keypad button (the Store Screen as illustrated
above will be shown) followed by the [Preset] keypad button. Now, type the number of the memory space to store the
group using the keypad (for example) [1] [.] [1] followed by [Enter].
4.10.2  Naming a Preset
Assign Name using the Preset Button Panel
To name a Preset using Button Panels or the Soft Panel screen, hit the [Assign] key twice. The command line will read
Name. Now select the preset you wish to rename from a Preset Button Panel page.
The “Enter Preset Name” On-Screen Keyboard will be shown.
Creation II Manual - Software Version 2.68
101
Assign Name using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Assign] [Assign] (the Commandline will read Name). Then press
the [Preset] key, followed by the ID, in this case [1][.][1]. Hit [Enter] to complete the command. Please note you may
also rename multiple Presets at once by using the [Thru], [+] and [-] modifier keys.
The “Enter Preset Name” On-Screen Keyboard will be shown.
Assign Name using the Edit Preset Window
You may also assign a Name to the preset using the “Edit Preset” Window. Please see „4.10.10 Edit Preset Window“ on Page
106 for details.
4.10.3  Merging contents into a Preset (Or: Updating a Preset)
In case you wish to update a preset to just adjust some values, in example for a preset that is containing the position of the
lead singer of the show you tour with, the “merge” function is what you are looking for.
Merging values into a Preset using the Button Panels
Once you changed your values accordingly to update a previously stored preset, set a Button Panel into Preset mode and
select the Page that contains the group you would like to add your new or updated values to. Press the [Store] keypad
button. The Store screen will be shown.
Select Merge and press the designated button on the button panel or select an Item in the External Monitors Button Panel.
Creation II Manual - Software Version 2.68
102
If you did not select an option from the Store-screen, a dialog window asking you what to do will open up. Click on Merge
into Preset.
Merging values into a Preset Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Once you changed your values accordingly to update a previously stored preset, press the [Store] key and select Merge
from the store Screen. then press the [Preset] key and enter the number of the preset item you wish to update - i.e., [1]
[.][1] followed by [Enter].
If you did not select an option from the Store screen, a dialog window asking you what to do will open up. Click on Merge
into Preset.
4.10.4  Removing Contents from a Preset
Sometimes it is necessary to remove unwanted content from a Preset. There are a few ways to remove values from a preset,
but the method described below is the one with the most control over what will be removed.
Remove Contents from a Preset using the Button Panel
Touch the attributes you would like to remove from a previously stored preset, set a Button Panel into Preset mode and
select the Page that contains the preset you would like to remove values from.
Press the [Store] keypad button. The Store screen will be shown. Select Remove and press the designated button on the
button panel or select an item on the External Monitors Button Panel.
Creation II Manual - Software Version 2.68
103
Remove Contents from a Preset Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Touch the attributes you would like to remove from a previously stored preset, press the [Store] key, select Remove and
then press the [Preset] key. On the keypad, enter the number of the item you wish to remove the information from - i.e.,
[1][.][1] followed by [Enter].
4.10.5  Replacing a Preset
Sometimes it may be more convenient to replace a Preset than merging and removing attributes separately. However,
it is important to understand that replacing a preset will remove values that are present in the “old” Preset but are not
present in the programmer, and will add new values that were not present before. Replacing a preset does not break cue
references, and hence may break cues that have been already programmed with this preset. Replace a Preset using the Preset Pool Window
Once you changed your values accordingly to replace a previously stored preset, set a Button Panel into Preset mode and
select the Page that contains the preset you would like to replace.
Press the [Store] keypad button. The Store screen will be shown. Select Replace and press the designated button on the
button panel or select an item on the External Monitors Button Panel.
If you did not select an option from the Store-screen, a dialog window asking you what to do will open up. Click on Replace Preset.
Creation II Manual - Software Version 2.68
104
Replace a Preset Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Change the attributes you would like to replace a previously stored preset with, press the [Store] key, select Replace and
then press the [Preset] key. On the keypad, enter the number of the item you wish to replace - i.e., [1][.][1] followed
by [Enter]
4.10.6  Recalling Presets
Recall a Preset as a Reference
If you select Presets this way, they will be recorded into Cues as a reference, rather than the value.
Selecting Presets Using the Button Panel
You may at any time select and deselect Presets using the Button Panels simply by selecting them on a Button Panel that
is set to „Preset“ mode. The green LED will light up if a Preset is selected. To deselect it, simply press the button of the Preset
again.
Remember, Presets will only be applied to fixtures selected.
Selecting Presets Using Command Line Interface
This function is not available on a Creation
II 1024 console.
Press the [Preset] key. In the Command Line Interface, using the keypad, type the number of the Preset you would like to
select - i.e., [1][.][1] followed by [Enter]
Recall a Preset as a ‘Hard Value’
If you select Presets this way, they will be recorded into Cues as a ‘hard’ value, rather than being referenced by the Cue.
Selecting Presets Using Preset Pool Window
To load a presets „hard“ value to the programmer, instead of loading the preset as a reference, press the
while selecting the Preset.
[GLP] key
4.10.7  Deselecting (“Knocking Out”) a preset
To deselect a Preset, click on it again or press the [Off] Key followed by the Preset.
Creation II Manual - Software Version 2.68
105
4.10.8  Copy a Preset
Copy Presets using the Button Panel
To copy a Preset to another empty Preset item, press [Copy], select the source Preset on a button panel or within the soft
panel screen followed by the destination Preset.
4.10.9  Delete a Preset
Delete Presets using the Preset Pool Window
To delete a Preset, press [Delete] and select the Preset on a button panel or within the soft panel screen. Make sure Delete All is selected in the Delete Window.
Note: You may surpress the confirmation dialog when keeping the [Delete] button pressed while selecting
the item which should be deleted. This also allows for quick deletion of multiple groups.
Delete Presets using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may delete Presets using the Command line approach by pressing the [Delete] followed by the [Preset] key and
the ID of the Preset you would like to delete, ie. [1][.][2]. Please note you may delete multiple Presets by extending the
selection using the [+], [-] and [Thru] keys. Hit [Enter] to complete the command.
4.10.10  Edit Preset Window
The “Edit Preset” –Window may be used as a quick way to rename a preset or to load or merge its values to the programmer.
To open the Edit Preset Window, press the [Edit] –key and select the Preset you would like to edit from a button panel or
the soft panel screen.
On a Creation II 4096, To open the Edit Preset Window, you may also type [Edit] [Preset], followed by the ID of the
preset you would like to edit, eg. [1][.][1]. Finish the command by pressing [Enter].
Creation II Manual - Software Version 2.68
106
Set Preset Name
Clicking on the Edit Name button will open up an onscreen keyboard allowing you to rename this particular Group.
Pure Timing Preset
When Pure Timing Preset is enabled, applying this preset will only load the custom split timing informaton
and will reference it for use in cues.
Merge to Programmer
Clicking on the Merge to Programmer button will load
the presets contents without referencing to the preset
into the programmer. Content that already exists in
the programmer will only be overridden if the preset
contains any information for the same attributes. This
will load values for all fixtures the preset contains values for, and will select all of these fixtures.
Load To Programmer
Clicking on the Load to Programmer button will load
the presets contents without referencing to the preset
into the programmer. Content that already exists in
the programmer will be deleted and replaced by the
presets content. This will load values for all fixtures the
preset contains values for, and will select all of these
fixtures.
The Arrow Buttons
The arrow buttons offer a quick way of editing different items and will proceed through the order they
are on the button panel.
Creation II Manual - Software Version 2.68
107
4.11  Working with Cuelists
4.11.1  What is a Cuelist
A Cuelist consists of multiple Cues, whereas each cue stores the attribute values or preset references for each touched
attribute of fixtures that had touched values. Each cue has its own next time (the time after which the next cue will automatically be triggered) and fade / snap time.
Each Cuelist has its own settings that define the behavior of the Cuelist, i.e. the trigger mode (Auto for Next Times, Timecode, Master Speed, etc) or if a Cuelist is tracking or not.
4.11.2  Storing Cues in a Cuelist
Remember, only values that are touched and active will be recorded. This state is indicated by the background color of
the value in the programmer. See „4.7.2 Different states of fixture attribute values“ on Page 85 for more detail.
Storing a Cuelist to a Master
After setting up a look, press the [Store] key followed by the either a master’s [Play] or [Pause / Back] key. If you
store a cuelist that way, it will be stored at the last available position on a Cuelist Button Panel and will automatically be
assigned to the selected master.
To store another cue into the same Cuelist, simply press the [Store] key again, followed by the Cuelist you would like to
add the cue to. If the Cuelist only contains one Cue, a window will pop up asking you what to do. Select Create New Cue.
Storing Cues in Cuelists Using Cuelist Button Panel
After setting up a look, press the [Store] key followed by a key on a Cuelist Button Panel.
To store another cue into the same Cuelist, simply press the [Store] key again, followed by the Cuelist you would like to
add the cue to. If the Cuelist only contains one Cue, a window will pop up asking you what to do. Select Append As New
Cue.
Storing Cues in Cuelists Using Command Line Interface
This function is not available on a Creation
II 1024 console.
After creating a look, press the [Store] key followed by the [Cuelist] key. Type the number of the cuelist you would like to
record the cue to - i.e., [1][.][1] followed by [Enter] in to the command line. Cuelist only contains one Cue, a window
will pop up asking you what to do. Select Append As New Cue.
To store a second or more cues, repeat the command.
Creation II Manual - Software Version 2.68
108
4.11.3  Naming a Cuelist
Assign Name using the Cuelist Button Panel
To name a Cuelist using Button Panels or the Soft Panel screen, hit the [Assign] key twice. The command line will read
Name. Now select the Cuelist you wish to rename from a Cuelist Button Panel page.
The “Enter Cuelist Name” On-Screen Keyboard will be shown.
Assign Name using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Assign] [Assign] (the Commandline will read Name). Then press
the [Cuelist] key, followed by the ID, in this case [1][.][1]. Hit [Enter] to complete the command. Please note you
may also rename multiple Cuelists at once by using the [Thru], [+] and [-] modifier keys.
The “Enter Cuelist Name” On-Screen Keyboard will be shown.
4.11.4  Copy a Cuelist
Copy Cuelists using the Cuelist Button Panel
To copy a Cuelist to another empty Cuelist item, press [Copy], select the source Cuelist on a button panel or within the soft
panel screen followed by the destination Cuelist.
Copy Cuelists using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may copy Cuelists using the Command line approach by pressing the [Copy]. Then hit the [Cuelist] key, followed by
the source Cuelist ID, in this case [1][.][1]. Now enter the desitnation Cuelist ID, ie [1][.][2]. Hit [Enter] to complete
the command.
4.11.5  Delete a Cuelist
Delete Cuelists using the Cuelist Button Panel
To delete a Cuelist, press [Delete] and select the Cuelist on a button panel or within the soft panel screen.
Note: You may surpress the confirmation dialog when keeping the [Delete] button pressed while selecting
the item which should be deleted. This also allows for quick deletion of multiple groups.
Creation II Manual - Software Version 2.68
109
Delete Cuelists using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may delete Cuelists using the Command line approach by pressing the [Delete] followed by the [Cuelist] key and
the ID of the Cuelist you would like to delete, ie. [1][.][2]. Please note you may delete multiple Cuelists by extending the
selection using the [+], [-] and [Thru] keys. Hit [Enter] to complete the command.
4.11.6  Updating Cues in a Cuelist
Sometimes it is necessary to update previously recorded cues by adding (merging) or removing content.
Remember, only values that are touched and active will be recorded. This state is indicated by the background color of
the value in the programmer. See „4.7.2 Different states of fixture attribute values“ on Page 85 for more detail.
Adding or Updating content of a Cue („Merge“ Data into the Cue)
Merge data into a Cuelists Cue using Cuelist Button Panel
Once changes are made to be added to a Cuelists Cue, set a Button Panel into Cuelist mode and select the Page that
contains the Cuelist you would like to add your fixture selection to. Press the [Store] keypad button. The Store screen
will be shown. Select Merge and press the designated button on the button panel or select a Cuelist Item in the External
Monitors Cuelist Button Panel.
If the Cuelist contains more than one Cue, a window will be opened asking you to select the appropriate Cue. Select the
Cue from the list and click on Merge into selected Cue
Merge data into a Cue in a Cuelist using the Commandline Interface
This function is not available on a Creation
Press the
II 1024 console.
[Store] key, followed by the [Cuelist] key. You may now select the Merge Option in the Store screen as illust-
Creation II Manual - Software Version 2.68
110
rated above. Now just type the number of the Cuelist you would like to merge the changes to via the console’s keypad
such as [1][.][1] followed by [Enter].
If the Cuelist contains more than one Cue, a window will be opened asking you to select the appropriate Cue. Select the
Cue from the list and click on Merge into selected Cue
Removing content from a Cue
Sometimes it is necessary to remove unwanted content from a Cue. There are a few ways to remove values from a Cue,
but the method described below is the one with the most control over what will be removed.
Remove Contents from a Cue using the Button Panel
Touch the attributes you would like to remove from a previously stored Cue, set a Button Panel into Cuelist mode and select the Page that contains the Cuelist you would like to remove values from.
Press the [Store] keypad button. The Store screen will be shown. Select Remove and press the designated button on the
button panel or select an item on the External Monitors Button Panel.
If the Cuelist contains more than one Cue, a window will be opened asking you to select the appropriate Cue. Select the
Cue from the list and click on Remove from selected Cue
Remove Contents from a Cue Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Touch the attributes you would like to remove from a previously stored Cue, press the [Store] key, select Remove and
then press the [Cuelist] key. On the keypad, enter the number of the item you wish to remove the information from - i.e.,
[1][.][1] followed by [Enter].
If the Cuelist contains more than one Cue, a window will be opened asking you to select the appropriate Cue. Select the
Cue from the list and click on Remove from selected Cue
Creation II Manual - Software Version 2.68
111
4.11.7  Replace a Cue
Sometimes it may be more convenient to replace a Cue than merging and removing attributes separately. However, it is
important to understand that replacing a Cue will remove values that are present in the “old” Cue but are not present in
the programmer, and will add new values that were not present before. Replacing a Cue does not break cue references,
and hence may break cues that have been already programmed with this Cue. Replace a Cue using the Button Panel
Once you changed your values accordingly to replace a previously stored Cue, set a Button Panel into Cuelist mode and
select the Page that contains the Cuelist the Cue you would like to replace belongs to.
Press the [Store] keypad button. The Store screen will be shown. Select Replace and press the designated button on the
button panel or select an item on the External Monitors Button Panel.
If the Cuelist contains more than one Cue, a window will be opened asking you to select the appropriate Cue. Select the
Cue from the list and click on Replace selected Cue
Replace a Cue Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Change the attributes you would like to replace a previously stored Cue with, press the [Store] key, select Replace and
then press the [Cuelist] key. On the keypad, enter the number of the Cuelist containing the Cue you wish to replace - i.e.,
[1][.][1] followed by [Enter]
If the Cuelist contains more than one Cue, a window will be opened asking you to select the appropriate Cue. Select the
Cue from the list and click on Replace selected Cue
Creation II Manual - Software Version 2.68
112
4.11.8  Inserting a Cue into a Cuelist
Insert a Cue using the Button Panels
Once you changed your values accordingly to insert a Cue, set a Button Panel into Cuelist mode and select the Page that
contains the Cuelist the Cue you would like to insert belongs to.
Press the [Store] button. The Store screen will be shown. Select Insert before and press the designated button on the
button panel or select an item on the External Monitors Button Panel.
A window will be opened asking you to select the Cue, which the new Cue shall be inserted in front of. Select the Cue from
the list and click on Insert Cue before selected Cue
Insert a Cue Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Change the attributes you would like to insert a previously stored Cue with, press the [Store] key, select Insert before and
then press the [Cuelist] key. On the keypad, enter the number of the Cuelist with the Cue you wish to insert - i.e., [1][.]
[1] followed by [Enter]
A window will be opened asking you to select the Cue, which the new Cue shall be inserted in front of. Select the Cue from
the list and click on Insert Cue before selected Cue
4.11.9  Deleting a Cue
Delete a Cuelists Cue using the Cuelist Button Panel
To delete a Cuelists Cue, press [Delete]. The delete screen will be shown. Select Delete Cues from Cuelist and select the
Cuelist on a button panel or within the soft panel screen.
Creation II Manual - Software Version 2.68
113
A window asking you to select the Cue that shall be deleted will be shown. Select the Cue(s) and click on Delete Cue(s).
Delete Cuelists using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may delete Cues in Cuelists using the Command line approach by pressing the [Delete] key. The delete screen will
be shown. Select Delete Cues from Cuelist and hit the [Cuelist] key and type in the ID of the Cuelist that contains the
Cue you would like to delete, ie. [1][.][2].
A window asking you to select the Cue that shall be deleted will be shown. Select the Cue(s) and click on Delete Cue(s).
4.11.10  Loading a Cue to the Programmer
Sometimes it is desirable to load a complete cue into the programmer to edit it.
Loading a Cue to the Programmer using the Button Panel or a Master
To do so, press the [Load] key on the keypad. Now select the appropriate Cuelist by the either a master’s Play or Pause /
Back Key, or by selecting the Cuelist from a Cuelist Button Panel.
A window will be opened asking you to select the Cue to be loaded. Click on Replace Programmer Content after selecting the Cue from the list to load the Cue to the Programmer and replace all of its contents by the content of the Cue.
Creation II Manual - Software Version 2.68
114
Note: You may also add the Cues content to existing programmer content by clicking on Merge to Programmer.
Loading a Cue to the Programmer using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may also use the commandline approach by, press the [Load] key followed by the [Cuelist] key. Type the number
of the cuelist you would like to load a cue from in - i.e., [1][.][2]. Now press [Enter] to execute the command.
A window will be opened asking you to select the Cue to be loaded. Click on Replace Programmer Content after selecting the Cue from the list to load the Cue to the Programmer and replace all of its contents by the content of the Cue.
4.11.11  Assigning Cuelists to Masters
Assigning a Cuelist to a Master Using Cuelist Pool Window
To assign a Cuelist (from a Button Panel) to a Master, press the [Assign] key followed by the Cuelists button on the Button
Panel. Then press the desired master’s Play or Pause / Back Key
Assigning a Cuelist to a Master Using Command Line Interface
This function is not available on a Creation
II 1024 console.
To assign a Cuelist to a Master, press the [Assign] key followed by the [Cuelist] key and the number of the Cuelist (i.e.
[1][.][2]), you would like to assign. Then press the desired master’s Play or Pause / Back Key.
4.11.12  The Cuelist View (Cue Sheet) Window
To change cuelist timing or cue names, you need to do so in a Cuelist window. The Cuelist View may also be used as a
Cue Sheet, indicating the current, previous and next cues.
Creation II Manual - Software Version 2.68
115
Open the Cuelist View Window Using The Button Panel or Master (without changing Cuelist Selection)
Press and the [Edit] key and select a Cuelist from a Button Panel or a Masters Pause/Back button. The Cuelists Settings
window will be shown. Click on Timing Setup and select Edit Cues.
Open Cuelist View Window Using Command Line Interface (without changing Cuelist Selection)
This function is not available on a Creation
II 1024 console.
Press and the [Edit] key followed by the number of the Cuelist (i.e. [1][.][2]) and press the
Settings window will be shown. Click on Timing Setup and select Edit Cues.
[Enter] key. The Cuelists
Open Cuelist View Window displaying the selected Cuelist (or Master)
To open the cuelist window for a Cuelist that is selected on a Button Panel or a Master (a
issued first), simply press the [Cuelist View] button next to the touchscreen.
[Enter]
command has to be
Cuelist View Window – Top Row Buttons
Edit Cuelist Button
The Edit Cuelist Button may be used to bring you to the Edit Cuelist Window of the Cuelist shown in the Cuelist View. The
Edit Cuelist button is used to alter the general settings of a Cuelist. For more Info please see „4.11.13 Edit Cuelist Window“
on Page 117.
Auto Scroll Button
Auto Scroll automatically scrolls the windows contents if the current Cue is advancing the end of the active display area.
Link to Selection Button
Link to Selection links the Cuelist shown in the Cuelist view to the cuelist that is selected by the master go section on the
console. For more information on the Master Go section, please see „3.8 „Master Go“ Section“ on Page 36.
Creation II Manual - Software Version 2.68
116
Background Colors and their meanings
The Cuelist View and the Fader Labels in the internal screen use background colors to emphasize the state of a Cue:
Background Color
Meaning
This is the Cue that will be run when the Cuelist is switched on.
This is the current Cue that is being output.
This Cue is currently in “Outfading” state because the Cuelist has been switched off.
This is the next cue that will be run when the
Cuelist is in “Learn Timing” state.
Changing Cue Names and Timings
To change Cue Names and Timings, you first need to open up a Cuelist Window as described previously. As soon as the
Cuelist View for the appropriate Cuelist has been opened up, select the cell with the value you would like to change. Press
the [SET] key and enter the desired value.
• Cue: This column indicates the Cue number, which may not be changed.
• Name: This is the Name of the Cue, which may be modified to provide a brief description of the Cue.
• Next Time: This is the time that needs to pass until the next cue will be started.
• Fade Time: This is the duration of the crossfade that happens when fading into this cue. It also defines the Outfade time
from the previous Cue.
• Snap Time: This is the time after all parameters that are set to be a „Snap-Channel“ (in the fixure library) will snap to
their new value.
• Split Time: This indicates if the cue is using split timings. If the Cell is selected and you press the [SET] key, the console
will ask if it should clear split timings for this cue.
• Go Trigger: This column may be used to make this cue trigger something else. It uses the trigger engine concept and
emits „Single On“ triggers. Please see „3.10 Trigger Engine“ on Page 38 for more info.
4.11.13  Edit Cuelist Window
The Edit Cuelist Windows is used to alter all basic and advanced Cuelist settings. It contains three different tabs: Basic
Setup, Advanced Setup and Timing Setup.
Open the Edit Cuelist Window Using The Button Panel or a Master
Press and the [Edit] key and select a Cuelist from a Button Panel or a Masters Go or Pause/Back button. The Cuelists
Settings window will be shown.
Creation II Manual - Software Version 2.68
117
Open Edit Cuelist Window Using Command Line Interface
This function is not available on a Creation
II 1024 console.
Press and the [Edit] key followed by the number of the Cuelist (i.e.
Settings window will be shown.
[1][.][2]) and press the [Enter] key. The Cuelists
Open Edit Cuelist Window from the Cuelist View
Click on Edit Cuelist from within the Cuelist View Window to open the Edit Window for the displayed cuelist.
The Edit Cuelist Window‘s bottom row of Buttons
The Arrow Buttons
The arrow buttons offer a quick way of editing different items and will proceed through the order they
are on the button panel.
Saving Options as Default
Specified Options may be saved as default for new
Cuelists by pressing the Save Default button.
Loading Options from Default
Cuelist Options may be loaded from the default state
by clicking onto the Load Default button.
The Basic Setup Tab
Go Trigger
The Go Trigger field defines how a Cuelist will be run.
The default option is Auto.
Options are:
Creation II Manual - Software Version 2.68
118
• Auto - The Cuelist will be run with Next Times specified in the Cuelist View Window.
on Page 133 for more information on assigning a
Speedmasters to one of the Masters.
• Manual - Each step of the cuelist needs to be started manually.
• Timecode - The Cuelists „Next Time“ Column will
change to a Timecode time, and this list may be triggered via Linear or Midi Timecode.
• Master Speed 1 to 3 - The Cuelist will act like a
chase; being triggered by any of the Master Speeds
as defined. See „4.14.6 Assigning a Speed-Master“
• Sound 1 to 6. May be used to trigger this cuelist
using an external audio source. Please see „4.17.2
Sound Input“ on Page 141
Outfade
This is the amount of time the cuelist will fade out for
when it is switched off, providing a smooth transition
instead of just “snapping” fixtures to their default or
other output values. The default Outfade time is 2 Seconds.
Playback Order
• Forward - The Cuelist will be played forwards.
• Backward - The Cuelist will be played back in reversed order.
This defines the Playback order of the cues in the cuelist. Forward is used as the default.
• Random - The Cuelist will be played back with the
Cues in random order, using an algorithm which assures that no cue will be shown twice during each cycle
of the cuelist.
Settings are:
Priority
The priority setting will change the playback priority
as to your setting. The default setting is LTP.
Different priority settings are:
• LTP - All values being stored in that cuelist will
be compared to others by the „Latest Takes Precedence“ principle. That means that values will override values, which have been output previously.
• LTP High Priority - All values being stored in that
cuelist will be compared to others by the „Latest takes
Precedence“ principle. That means that values will
override values, which have been output previously.
This setting will always override values contained in
„LTP“ priority lists, even if those have been started after the List set to „High Priority“.
Creation II Manual - Software Version 2.68
• HTP - All values being stored in that cuelist will
be compared to others by the „Latest Takes Precedence“ principle - except the dimmer values, which
will be compared by dimmer level. That means that
values will override values which have been output
previously, except for the dimmer value. Here, the
Cuelist set to HTP with the highest dimmer level will be
output.
• HTP High Priority - All values being stored in that
cuelist will be compared to others by the „Latest Takes
Precedence“ principle with a high priority - except
the dimmer values, which will be compared by dimmer level, with the highest dimmer level being output.
This setting will always override all values but the dimmer contained in „LTP“ priority lists, even if those have
been started after the List set to „High Priority“.
For more information on priorities, please see „3.1.1
Priority Concept“ on Page 19.
119
The Advanced Setup Tab
Release Options
Release if Overwritten
Off by default. This cuelist will switch itself off, when all of its values have been overridden by different cuelists.
Don‘t Release other Cuelists
Off by default. This cuelist will not switch off other cuelists, even if it overrides all of the other cuelists values. This is especially
useful if you wish to create a look that temporarily overrides all attributes for some fixtures.
Ignore Release All Commands
Off by default. This cuelist will not listen to „All Off“ commands, in example to the „Off all Cuelists“ command in the off
menu. This may be useful for work lights.
Skip to first cue on Release
On by default. This cuelist will skip to the first cue, when it is switched off.
Outfade on Release only
Off by default. This is especially useful if you use a Non-Tracking cuelist. It will make sure the release time is only used when
a cuelist is switched off.
Edit Release Trigger
You may trigger other cuelists or events when a cuelist is switched off. This is similar to the Go trigger of a cue, but will be
issued when the cuelist received a release command. It emits Single On Triggers. For more information on the trigger engine, please see „3.10.1 What is the Trigger Engine?“ on Page 38
Creation II Manual - Software Version 2.68
120
Tracking
This dropdown menu allows you to enable or disable
tracking for this particular cuelist. You may also enable the Cuelist to track from the last to the first cue. By
default, tracking is set to Enabled.
For more information on tracking, see “„3.2 Tracking“
on Page 22”.
Run Mode
• Loop at End - The Cuelist will wrap around and
jump back to the first cue after hitting go while the
last cue is played back.
Use this dropdown menu to define how the cuelist
should behave if reaching the end. The default is
Loop at End.
Settings are:
• Release at End - The Cuelist will release (Switch off)
itself after hitting go another time while the last cue is
being output.
• Stop at End - The Cuelist will stop at the last cue
and pressing the „Go“ Button again does not show
any effect.
Fadetime Master
Setting this will ignore the fade times set in the Cuelist Window and will use the timings provided by the
master. However, if you decide to switch back to „Default“, fade times as you entered them previously will
be restored.
This will tell the cuelist which Fadetime Master it
should listen to.
See „4.14.7 Assigning a Fade-Master“ on Page 133
for more information on assigning a Fademaster to
one of the Masters.
The Timing Setup Tab
Edit Cues Button
Clicking on this Button will open the Cuelist View for
this Cuelist.
Start Timecode
This will define the start time of the cues, if the Cuelist
has set the Trigger Mode to Timecode. This is a quick
way to enter Timecode offsets.
Creation II Manual - Software Version 2.68
121
Learn Next Times
The Learn Next Times Button is very useful if you need
to learn next or Timecode timings for given Cuelist.
When the Cuelist is in Learn Timing Mode, the current
Cue’s color will be indicated with a magenta background color, and each press of the Go button will
cause the cuelist to add the time elapsed between
the start of this cue and the Go command to start the
next Cue into the “Next” Time field. If the Cuelist is set
to Timecode, it will set the Cue time to the Timecode
that was received during the press of the Go Button.
Clear All Split Times
This button will delete split timings in all Cues in the
Cuelist.
Convert Timecode to Next-Time
This function may be used to convert already existing
absolute Timecode timings to relative Next Times.
Convert Next-Time to Timecode
This may be used to convert Next Times to Timecode times. This way it is possible to “Learn Timing” for
a Cuelist while not receiving Timecode, and later set
the Cuelist Trigger to Timecode. Then you just need to
enter the Timecode Start Time (as described above)
and hit the Convert Next-Time to Timecode button.
4.11.14  Playing back Cuelists
Starting / Stopping using a Cuelist Button Panel
Press the Cuelists button on a button panel. Depending on the mode of the Panel, a second press will switch the Cuelist
off or advance through the Cuelist. Please see „3.6 Button Panels“ on Page 30 for more info.
Starting /Stopping Cuelists Using Masters
To start a Cuelist assigned to a Master, press the Play key. To stop it, hit the [Off] key followed by either the master’s Play or Pause / Back Key. Please see „4.14 Working with Masters“ on Page 132 for more info.
Creation II Manual - Software Version 2.68
122
4.12  Working with Macros
4.12.1  About Macros
Macros are a quick way of automating regular tasks. They record commands received by the computing core of the
Creation II Console and play these back accordingly. When played back, they run in the background and do not interrupt the user interface.
They may be used to switch button panels between different states, or to select fixtures in a specific way. You can also use
macros to record presets, cues and cuelists.
Macros do have an extensive set of autorun options. They may be ran during a show start or at a specific day of week or
time of day.
Direct access to four Macros (the Macros 1 to 4 on Button Panel page 20) is provided in the Main Menu.
4.12.2  Recording a Macro
Note: Macros will not record commands for items that are non existing - or in case of cuelists, off commands
will not be recorded if the destination cuelist is not running.
Additionally, „Release All“ commands will not be recorded.
Recording a Macro using the Button Panel
To record a Macro using Button Panels or the Soft Panel screen, hit the [Store] key. The command line will read Store. Now
select an empty Macro from a Macro Button Panel page.
The “Record Macro” Screen will be shown.
Select if you would like your macro to include the timing in which you enter the commands. If you would like your macro
to run as fast as possible, select Record without Timing. Now, click on Start Recording.
The Macro‘s Orange LED will blink as long as the Macro is being recorded. To stop recording the macro, simply press the
button of that Macro again.
Recording a Macro using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Store] (the Commandline will read Name). Then press the [M acro]
key, followed by the ID, in this case [20][.][1]. Hit [Enter] to complete the command.
The “Record Macro” Screen will be shown as indicated above.
Select if you would like your macro to include the timing in which you enter the commands. If you would like your macro
to run as fast as possible, select Record without Timing. Now, click on Start Recording.
The Macro‘s Orange LED will blink as long as the Macro is being recorded. To stop recording the macro, simply select the
Macro again by typing [20][.][1][Enter].
Creation II Manual - Software Version 2.68
123
4.12.3  Naming a Macro
Assign Name using the Macro Button Panel
To name a Macro using Button Panels or the Soft Panel screen, hit the [Assign] key twice. The command line will read
Name. Now select the Macro you wish to rename from a Macro Button Panel page.
The “Enter Macro Name” On-Screen Keyboard will be shown.
Assign Name using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Assign] [Assign] (the Commandline will read Name). Then press
the [M acro] key, followed by the ID, in this case [20][.][1]. Hit [Enter] to complete the command. Please note you may
also rename multiple Macros at once by using the [Thru], [+] and [-] modifier keys.
The “Enter Macro Name” On-Screen Keyboard will be shown.
4.12.4  Copy a Macro
Copy Macros using the Macro Button Panel
To copy a Macro to another empty Macro item, press [Copy], select the source Macro on a button panel or within the soft
panel screen followed by the destination Macro.
Copy Macros using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may copy Macros using the Command line approach by pressing the [Copy]. Then hit the [M acro] key, followed by
the source Macro ID, in this case [20][.][1]. Now enter the desitnation Macro ID, ie [20][.][2]. Hit [Enter] to complete
the command.
4.12.5  Delete a Macro
Delete Macros using the Button Panel
To delete a Macro, press [Delete] and select the Macro on a button panel or within the soft panel screen.
Note: You may surpress the confirmation dialog when keeping the [Delete] button pressed while selecting
the item which should be deleted. This also allows for quick deletion of multiple items.
Creation II Manual - Software Version 2.68
124
Delete Macros using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may delete Macros using the Command line approach by pressing the [Delete] followed by the [M acro] key and
the ID of the Macro you would like to delete, ie. [1][.][2]. Please note you may delete multiple Macros by extending the
selection using the [+], [-] and [Thru] keys. Hit [Enter] to complete the command.
4.12.6  Replacing a Macro
Replacing a Macro using the Button Panel
To replace a Macro using Button Panels or the Soft Panel screen, hit the
Now select the Macro from a Macro Button Panel page.
[Store] key. The command line will read Store.
The “Record Macro” Screen will be shown.
Select „Erase old content“ from the left hand side of the screen.
Select if you would like your macro to include the timing in which you enter the commands. If you would like your macro
to run as fast as possible, select Record without Timing. Now, click on Start Recording.
The Macro‘s Orange LED will blink as long as the Macro is being recorded. To stop recording the macro, simply press the
button of that Macro again.
Replace a Macro using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Store] (the Commandline will read Name). Then press the [M acro]
key, followed by the ID, in this case [20][.][1]. Hit [Enter] to complete the command.
The “Record Macro” Screen will be shown as indicated above.
Select „Erase old content“ from the left hand side of the screen.
Select if you would like your macro to include the timing in which you enter the commands. If you would like your macro
to run as fast as possible, select Record without Timing. Now, click on Start Recording.
The Macro‘s Orange LED will blink as long as the Macro is being recorded. To stop recording the macro, simply select the
Macro again by typing [20][.][1][Enter].
4.12.7  Appending Actions to a Macro
Appending content to a Macro using the Button Panel
To append content to a Macro using Button Panels or the Soft Panel screen, hit the
read Store. Now select the Macro from a Macro Button Panel page.
Creation II Manual - Software Version 2.68
[Store] key. The command line will
125
The “Record Macro” Screen will be shown.
Select „Append to old content“ from the left hand side of the screen.
Select if you would like your macro to include the timing in which you enter the commands. If you would like your macro
to run as fast as possible, select Record without Timing. Now, click on Start Recording.
The Macro‘s Orange LED will blink as long as the Macro is being recorded. To stop recording the macro, simply press the
button of that Macro again.
Appending content to a Macro using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Store] (the Commandline will read Name). Then press the [M acro]
key, followed by the ID, in this case [20][.][1]. Hit [Enter] to complete the command.
The “Record Macro” Screen will be shown as indicated above.
Select „Append to old content“ from the left hand side of the screen.
Select if you would like your macro to include the timing in which you enter the commands. If you would like your macro
to run as fast as possible, select Record without Timing. Now, click on Start Recording.
The Macro‘s Orange LED will blink as long as the Macro is being recorded. To stop recording the macro, simply select the
Macro again by typing [20][.][1][Enter].
4.12.8  Running a Macro
Running a Macro using the Button Panel
To run a Macro using a button panel, just select the appropriate Macro.
Running a Macro using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [M acro], followed by the ID, in this case [20][.][1]. Hit [Enter] to
complete the command.
Running a Macro automatically
For more information about automatically running macros, please see „4.12.10 Edit Macro Window“ on Page 127.
4.12.9  Stopping a Macro
Usually, you do not need to stop Macros as long as they dont run in a loop. If you need to stop a Macro, you may do so
using the Off Window or one of the following methods.
Creation II Manual - Software Version 2.68
126
Running a Macro using the Button Panel
To stop a Macro using a button panel, hit the [Off] key and select the appropriate Macro.
Stopping a Macro using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Off][M acro], followed by the ID, in this case [20][.][1]. Hit [En-
ter] to complete the command.
4.12.10  Edit Macro Window
The Edit Macro Window is used to alter Macro settings.
Macro Autostart
The Macro Autostart drop down is used to set when
this Macro should be automatically started. Available
options are:
Off, Show Autostart, on Show Open and Date / Time.
Edit Name Button
The Edit Name button will open up the onscreen Keyboard to assign a Name to the Macro.
The Loop at End Button
If enabled, this Macro will run in an endless loop until
it is switched off.
Autostart Day/Time Filter
This will select the days at which the Macro should be automatically run, if the Autostart mode is set to Date / Time. The
Encoders may be used to set a specific time of the Day the Macro should be run.
This is especially useful for tradeshows and architectural applications.
Creation II Manual - Software Version 2.68
127
The Arrow Buttons
The arrow buttons offer a quick way of editing different items and will proceed through the order they
are on the button panel.
Creation II Manual - Software Version 2.68
128
4.13  Working with Scenes
4.13.1  About Scenes
A Scene is a „Snapshot“ of running cuelists. It stores which cuelists are running, and starting or stopping a Scene will run all
of these Cuelists. However, Scenes do not store which Cue a Cuelist is in, or any dimmer levels of the Cuelists.
Scenes may also be used to „Group“ different Cuelists together: Imagine you recorded a Scene with 5 active Cuelists - You
may now assign the Scene to a Master and set the fader to - for example - control the Cuelist Speed. If you move the fader
up and down to fasten things up or to slow things down, the faders value will be sent to all connected Cuelists.
4.13.2  Storing Cues in a Scene
Remember, only values that are touched and active will be recorded. This state is indicated by the background color of
the value in the programmer. See „4.7.2 Different states of fixture attribute values“ on Page 85 for more detail.
Storing a Scene to a Master
At first, it is advised to switch off all running Cuelists and Effects by pressing
multiple Cuelists or start the Cuelists you would like to be grouped together.
[GLP] + [Off]. Now sett up a look using
Storing a Scene Using Scene Button Panel
After setting up a look, press the [Store] key followed by a key on a Scene Button Panel.
Storing a Scene Using Command Line Interface
This function is not available on a Creation
II 1024 console.
After creating a look, press the [Store] key followed by the [Scene] key. Type the number of the Scene you would like to
record the cue to - i.e., [1][.][1] followed by [Enter] in to the command line.
4.13.3  Naming a Scene
Assign Name using the Scene Button Panel
To name a Scene using Button Panels or the Soft Panel screen, hit the [Assign] key twice. The command line will read
Name. Now select the Scene you wish to rename from a Scene Button Panel page.
The “Enter Scene Name” On-Screen Keyboard will be shown.
Assign Name using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may use the Commandline approach by typing [Assign] [Assign] (the Commandline will read Name). Then press
the [Scene] key, followed by the ID, in this case [1][.][1]. Hit [Enter] to complete the command. Please note you may
Creation II Manual - Software Version 2.68
129
also rename multiple Scenes at once by using the [Thru], [+] and [-] modifier keys.
The “Enter Scene Name” On-Screen Keyboard will be shown.
4.13.4  Copy a Scene
Copy Scenes using the Scene Button Panel
To copy a Scene to another empty Scene item, press [Copy], select the source Scene on a button panel or within the soft
panel screen followed by the destination Scene.
Copy Scenes using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may copy Scenes using the Command line approach by pressing the [Copy]. Then hit the [Scene] key, followed by
the source Scene ID, in this case [1][.][1]. Now enter the desitnation Scene ID, ie [1][.][2]. Hit [Enter] to complete
the command.
4.13.5  Delete a Scene
Delete Scenes using the Scene Button Panel
To delete a Scene, press [Delete] and select the Scene on a button panel or within the soft panel screen.
Note: You may surpress the confirmation dialog when keeping the [Delete] button pressed while selecting
the item which should be deleted. This also allows for quick deletion of multiple items.
Delete Scenes using the Command Line Interface
This function is not available on a Creation
II 1024 console.
You may delete Scenes using the Command line approach by pressing the [Delete] followed by the [Scene] key and
the ID of the Scene you would like to delete, ie. [1][.][2]. Please note you may delete multiple Scenes by extending the
selection using the [+], [-] and [Thru] keys. Hit [Enter] to complete the command.
4.13.6  Assigning Scenes to Masters
This section explains how you assign Scenes to Masters. For more information on Masters, please see „4.15 Working with
Masters“ on Page 132.
Assigning a Scene to a Master Using Scene Pool Window
To assign a Scene (from a Button Panel) to a Master, press the [Assign] key followed by the Scenes button on the Button
Panel. Then press the desired master’s Play or Pause / Back Key
Assigning a Scene to a Master Using Command Line Interface
This function is not available on a Creation
II 1024 console.
To assign a Scene to a Master, press the [Assign] key followed by the [Scene] key and the number of the Scene (i.e. [1]
[.][2]), you would like to assign. Then press the desired master’s Play or Pause / Back Key.
Creation II Manual - Software Version 2.68
130
4.14  The Off Window
The Off Window may be used to easily switch off running cuelists, Scenes and Macros and to get an overview of the current Playback state.
To open the Off Window, press the [Off] button twice.
The different Tabs in the top row may be used to switch between Cuelists, Effects, Scenes and Macros.
After you selected the appropriate Mode, you may select lines in the Table and hit the Off Selected button to switch off
the selected Items.
Creation II Manual - Software Version 2.68
131
4.15  Working with Masters
4.15.1  Basics
“Masters” work like remote controls – you may assign different objects to Masters and configure them independently in
terms of Button and Fader configuration. These assignments are stored for each master and are not linked to the Object
the master is connected to. That means you may assign the same single Cuelist to multiple masters and configure each
master differently.
4.15.2  Assigning a Grandmaster Fader
The Grandmaster provides an overall inhibitive fader for all fixture Intensities.
To assign a Fader to act as the Grandmaster, press the [Assign] key, followed by the [Go], or [Pause/Back] key of the fader that should act as the Grandmaster. A window will open, asking you what to assign to this master. Switch to the Grand
Master tab and Select Grand Master.
4.15.3  Assigning Fixtures to Masters (Creating an Inhibitive Master)
Fixture Dimmer Masters are compared HTP, so the highest master will take precedence.
There are two ways to assign a Fixture to a Dimmer Master:
Using the Fixture Button Panel
Press the [Assign] key and select the Fixture on the Button or Soft Panel followed by the [Go], or [Pause/Back] key of the
fader that should act as the Dimmer Master.
Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Press the [Assign] key, followed by the fixture, in example: [Fixture] [501]. Now select the [Go], or [Pause/Back] key
of the fader that should act as the Dimmer Master.
4.15.4  Assigning Groups (Creating an Inhibitive Groupmaster)
Group and Dimmer Masters are compared HTP, so the highest master will take precedence.
There are two ways to assign a Group to a Dimmer Master:
Using the Command Line Interface
This function is not available on a Creation
II 1024 console.
Press the [Assign] key, followed by the Group’s ID, in example: [Group] [1][.][1]. Now select the [Go], or [Pause/Back]
key of the fader that should act as the Dimmer Master.
Creation II Manual - Software Version 2.68
132
Using the Group Button Panel
You may also use the Commandline Interface paired with visual group selection:
Press the [Assign] key and select the Group on the Button or Soft Panel followed by the [Go], or [Pause/Back] key of the
fader that should act as the Dimmer Master.
4.15.5  Assigning Cuelists
Assigning a Cuelist to a Master Using Cuelist Pool Window
To assign a Cuelist (from a Button Panel) to a Master, press the [Assign] key followed by the Cuelists button on the Button
Panel. Then press the desired master’s Play or Pause / Back Key
Assigning a Cuelist to a Master Using Command Line Interface
This function is not available on a Creation
II 1024 console.
To assign a Cuelist to a Master, press the [Assign] key followed by the [Cuelist] key and the number of the Cuelist (i.e.
[1][.][2]), you would like to assign. Then press the desired master’s Play or Pause / Back Key.
4.15.6  Assigning a Speed-Master
Press the [Assign] key, followed by the [Go], or [Pause/Back] key of the fader that should act as the Speed Master. A
window will open, asking you what to assign to this master. Select one of the three different Master Speeds.
For more information on configuring Cuelists to listen to a Speedmaster, please see „4.11.13 Edit Cuelist Window“ on Page
117.
4.15.7  Assigning a Fade-Master
Press the [Assign] key, followed by the [Go], or [Pause/Back] key of the fader that should act as the Fade Master. A window will open, asking you what to assign to this master. Select one of the three different Fade Masters.
Creation II Manual - Software Version 2.68
133
For more information on configuring Cuelists to listen to a Speedmaster, please see „4.11.13 Edit Cuelist Window“ on Page
117.
4.15.8  Deleting a Master
To delete a Master only, press the[Delete] key. Make sure Delete Fader Assignment Only is selected on the delete window. Now, press the [Go] or [PAUSE / BACK] key of the Master you would like to delete.
To delete both, a Master and the attached object (like a Cuelist or Group), press the [Delete] key. Make sure Delete
Fader and Cuelist is selected from the delete Toolbar. Now, press the [Go] or [PAUSE / BACK] key of the Master you would
like to delete.
Creation II Manual - Software Version 2.68
134
4.15.9  Configuring Fader and Button functions
Each fader and button function may be customized on a “per master” basis in order to provide maximum flexibility when
it comes to operating a show.
To edit a masters Go, Pause / Back and fader function, press [Edit] followed by the [Go], or [Pause/Back] key of the
master you would like to customize. A window allowing you to adjust each function will be shown.
Many Fader and Button options allow for further customization by using dropdown boxes that allow to specify individual
options like the flash value or multiplications of timings (for speed and fade masters).
Common Settings
Autostart
The Autostart option will only shown for Cuelists. Enabling it will cause the Cuelist to be started when the Fader is pulled
up from 0%.
Autostop
The Autostop option is only shown for Cuelists. Enabling it will cause the Cuelist to be stopped as soon as the Fader reaches
the 0% value.
Fetch-Mode
Fetch Mode is especially useful if more than one Fader Page is used. When Fetch-Mode is enabled for a fader, the console
will save the current faders value when changing the fader page. When you change back to the page where this Object
resides on the fader, you will have to reach this value before any fader movement is recognized.
Example without Fetch Mode:
You are on Page 1 and Master 1 contains a Group Master that has the fader set to 48%. You change to Fader-Page 2,
where a different object is assigned to Master 1, and move the fader to 100%. You switch to Fader-Page 1 again and move
the Fader of Master 1 (which physically is now at 100%, while the value of the Group Master still resides at 48%), the Group
Masters value will jump to the new value instantly.
Example With Fetch Mode:
You are on Page 1 and Master 1 contains a Group Master that has the fader set to 48%. You change to Fader-Page 2,
where a different object is assigned to Master 1, and move the fader to 100%. You switch to Fader-Page 1 again and move
the Fader of Master 1 (which physically is now at 100%, while the Value of the Group master still resides at 48%), nothing
will happen to the Group Masters value until the Fader physically reached the value of 49%. It will apply new values only
if it has been “Picked up” or “Fetched” at the previous value.
Creation II Manual - Software Version 2.68
135
4.15.10  Master Button and Fader Options
Cuelists
Button Functions
Action on Button Press
Action on Button Release
Disabled
Select Fader
Select this master
Toggle On / Off
„On“ Command
Go
„Go“ Command
„Off“ Command
Pause / Back
„Pause“ Command, if paused the
cuelist will go to the previous cue
Skip+
Skip to next Cue and ignore timing
Skip-
Skip to previous cue and ignore timing
Flash
Flash dimmer of this cuelist
Flash + Go
„Flash“ and „Go“
Flash + Release
„Flash“
„Off“ Command
Flash + Go + Release
„Flash“ and „Go“
„Off“ Command
Go + Release
„Go“ Command
„Off“ Command
Release
„Off“ Command
Instant Release
„Off“ Command, outfade timing ignored
Assert
„Assert“ Command, brings
cuelist „up front“
Fader Function
Action
Disabled
Dimmer
Act as a Dimmer fader for this cuelist
Speed
The fader controls the speed of all timings and effects
Infade
The Fader will fade all fixture values in this cuelist gradually while moving
Fader Option
Action
Autostart
As soon as the fader level is higher than 0, the cuelist will start
Autostop
As soon as the faders level is at 0, the cuelist will stop
Fetch Mode
The fader will remember its value, and needs to be „fetched“ at this value after changing pages.
Scenes
Button Functions
Action on Button Press
Action on Button Release
Disabled
Select Fader
Selects this master
Toggle On / Off
„On“ Command
Go
„Go“ Command
Pause / Back
„Pause“ Command, if paused the contained cuelists will go to the previous cue
Skip+
Skip to next cue and ignore timing
Skip-
Skip to previous cue and ignore timing
Flash
Flash Dimmer of contained cuelists
„Off“ Command
Flash + Go
„Flash“ and „Go“
Flash + Release
„Flash“
„Off“ Command
Flash + Go + Release
„Flash“ and „Go“
„Off“ Command
Go + Release
„Go“ Command
„Off“ Command
Release
„Off“ Command
Instant Release
„Off“ Command, outfade timing ignored
Assert
„Assert“ Command, brings cuelists „up front“
Creation II Manual - Software Version 2.68
136
Fader Function
Action
Disabled
Cuelist Dimmer
Act as a dimmer fader for contained cuelists
Cuelist Speed
The fader controls the speed of all timings and effects for contained cuelists
Cuelist Infade
The fader will fade all fixture values in contained cuelists gradually while moving
Effect Size
Legacy Option for Creation I Shows
Effect Speed
Legacy Option for Creation I Shows
Fader Option
Action
Autostart
As soon as the fader level is higher than 0, the scene will start
Autostop
As soon as the fader level is at 0, the scene will stop
Fetch Mode
The fader will remember its value, and needs to be „fetched“ at this value after changing pages.
Group Submasters
Button Functions
Action on Button Press
Disabled
Select Fixtures
Select all fixtures in this group
Flash
Will flash contained fixtures to the maximum value that
is being output by cuelists and programmer
Fader Function
Action
Disabled
Group Submaster
Act as a dimmer submaster fader for this group
Fader Option
Action
Fetch Mode
The fader will remember its value, and needs to be „fetched“ at this value after changing pages.
Fixture Submasters
Button Functions
Action on Button Press
Disabled
Select Fixtures
Selects the fixture
Flash
Will flash the fixture to the maximum value that is being output by cuelists and programmer
Fader Function
Action
Disabled
Fix Submaster
Act as a dimmer submaster fader for this fixture
Fader Option
Action
Fetch Mode
The fader will remember its value, and needs to be „fetched“ at this value after changing pages.
Master Speed
Button Functions
Action on Button Press
Disabled
Time Increase
Will increase the time between triggers by given value
Time Decrease
Will decrease the time between triggers by given value
Time Multiply
Will multiply the time between triggers by given value
Time Divide
Will divide the time between triggers by given value
Tapsync
Will „learn“ the timing by measuring the time between 1st and 2nd button press
Manual Go
Will issue a „Go“ command to all cuelists assigned to this Master Speed
Toggle On/Off
Will pause or continue this Master Speed
Creation II Manual - Software Version 2.68
137
Fader Function
Action
Disabled
Master Speed
Allows you to set the trigtime manually in a range of 0 to 10 seconds
Fader Option
Action
Fetch Mode
The fader will remember its value, and needs to be „fetched“ at this value after changing pages.
Master Fade
Button Functions
Action on Button Press
Disabled
Time Increase
Will increase the fade time of connected cuelists by given value
Time Decrease
Will decrease the fade time of connected cuelists by given value
Time Multiply
Will multiply the fade time of connected cuelists by given value
Time Divide
Will divide the fade time of connected cuelists by given value
Tapsync
Will „learn“ the fade time by measuring the time between 1st and 2nd button press
Fader Function
Action
Disabled
Master Fade
Allows you to set the trigtime manually in a range of 0 to 10 seconds
Fader Option
Action
Fetch Mode
The fader will remember its value, and needs to be „fetched“ at this value after changing pages.
Creation II Manual - Software Version 2.68
138
4.16  Working with Fader-Pages
Pages store all assignments of Cuelists, Fixture- and Groupmasters, to enable them to be quickly recalled at a later time.
Pages do not store Levels of the faders and Cuelist states.
To open up the Fader Page Directory, press and hold the [GLP] key on the keypad while striking the [Next
Page] key.
4.16.1  Changing Fader Pages
Pages may be changed at any time by pressing the [Next Page], or [Last Page] buttons on the front panel of the
console or from within the Fader Page Directory by selecting the Page you would like to change to and pressing the Goto
Page button.
4.16.2  Template Page
Assignments on the Template Page will show on all other pages. This is especially helpful if you want to have the same
assignment on every page for some Cuelists or Groupmasters. Key or audience lighting is a good use case for this function.
To be able to set your page to the template for setup purposes, press and hold the [GLP] key on the keypad while striking
the [Last Page] key. Or, on a Creation II 4096 press the [Temp Page] key.
4.16.3  Editing Fader-Pages
Adding Pages
Open the Fader Page Directory window and click on Append to add a new page behind the last one, or click on Insert
to insert a page in front of the one you have selected in the directory window.
Moving Pages
You may move pages around to be sorted in the right order when you step through pages using the [Next Page] and [Last
Page] buttons:
Open the Fader Page Directory window, select the page you would like to move in the directory window and click on
Move Down or Move Up to move the page up or down.
Creation II Manual - Software Version 2.68
139
Deleting Pages
To delete one or more pages, go on as follows:
Open the Cuelist Directory window, select the page(s) you would like to delete in the directory window and click on the
Delete button.
Naming one or more Pages
Pages may be named for organization purposes:
Open the Cuelist Directory window, select the page(s) you would like to set a Name for in the directory window and click
the Name Pages button. An on-screen Keyboard dialog will be shown.
Page Names are shown within the Fader Page Directory, the and the Fader Page indicator within the Creation
Master section‘s LC Display..
II 4096‘s
4.16.4  Different Fader page change Modes
The following fader page change modes are available:
»» No Fader Autorelease: This will not switch off any playbacks on fader page changes.
»» Switch off all Faders on last Page: This mode switches off every playback as soon as the fader page is changed.
»» Switch off only Non-Template Faders on Last Page: This mode switches off every playback - except those on the template page - as soon as the fader page is changed.
To adjust the Fader Page change mode, press [M ain
panel pane and click on Change Fader Settings.
Creation II Manual - Software Version 2.68
M enu] and change to the Show Setup Tab. In here, select the Front-
140
4.17  Setting up Inputs and Outputs
4.17.1  Setup ArtNET
ArtNet Basics
What is ArtNet
ArtNet is a protocol for transmitting the lighting control protocol DMX512 over Ethernet. It uses UDP for data transmission.
The protocol was developed by Artistic Licence Engineering (UK) Ltd and is open for implementation without charge. It is
typically implemented in ArtNet to DMX converters, often called „nodes“, and being driven from a lighting desk or similar
software operating as a transmitter.
ArtNet compatible products are made available by dozens of companies, however not all ArtNet to DMX converter units
are built complying with the ArtNet specification.
Setup ArtNet
On the Creation range of consoles, ArtNet Output is always enabled.
To further configure the start Universe, Open the Main Menu by pressing the [M ain M enu] key and change to the Network
tab.Artnet configuration options can be found on the lower part within the Network tab.
Clicking on the buttons next to the text field alters the value of the ArtNet start universe.
4.17.2  Sound Input
To set up the Sound Input, open the Main Menu by pressing the [M ain
select Sound Input from the Input / Output Groupbox.
Creation II Manual - Software Version 2.68
M enu] key, head over to the Show Setup Tab and
141
A new window which is used to configure the 6 different Sound triggers will be shown. Click on the Edit button within a
triggers GroupBox to change the frequence spectrum and other settings of this trigger.
The Edit Sound Trigger screen is shown for the selected trigger.
To be able to use this trigger, you need to enable it by checking the Enable button.
Addtitionally, you may set a Name for this trigger to be able to recognize it later on by clicking on Edit Name.
The Skip Counter lets this trigger skip beats, you could, for example configure it in a way it will only trigger after every second or fourth beat.
Further more, the encoders are used to specify the frequence range of the trigger, as well as sound level thresholds:
»» Min. Frequency: This is the lower bound of the frequence range this trigger will listen to.
»» Max. Frequency: This is the upper bound of the frequence range this trigger is active for.
»» Low Threshold: This is the value the combined sound level needs to fall under after the trigger triggered before it will
trigger again of the frequence range that is selected.
»» High Threshold: This is the value the combined sound level needs to reach in order to have the trigger react to audio.
After configuring the sound trigger appropriately, you may use it as a Trigger in the cuelist settings menu. For more information please see „Go Trigger“ on Page 118 for more details.
Note: Creation II 4096 consoles may need a high volume level for the sound input to work correctly.
Creation II Manual - Software Version 2.68
142
4.17.3  Timecode Input
To set up the Timecode Input, open the Main Menu by pressing the
and select Timecode Input from the Input / Output Groupbox.
[M ain M enu] key, head over to the Show Setup Tab
All Timecode settings are stored inside the Showfile.
Internal Timecode
Should you wish to use the internal Timecode, set the Timecode Source to Internal Generator. You may now define the
Framerate and the Start and Stop Time of the internal timecode. The stop time is used to either stop the timecode as soon
as it reaches set time or to loop (if enabled) the timecode. Looping the timecode will cause the timecode to jump back
to the start time.
Generated Timecode will be Output using the MIDI Out connector.
To start the timecode generator, click on Enable Timecode. To disable it, click the button again.
External Timecode Source
To use an external Source to trigger the Creation II Console, connect the Timecode source to the console - either using the
SMPTE (Linear Timecode) connector on the back, or by connecting to the MIDI In for MIDI Timecode. After that, navigate
to the Timecode Input Configuration window and select the appropriate source from the Timecode Source dropdown.
Please note that the console will auto-detect the framerate of the incoming signal, hence no further configuration is
needed. Any received Timecode will be output through the MIDI Out connector. That means the console converts SMPTE
Timecode to MIDI Timecode.
The console will always listen to timecode, however Cues are only triggered if the Timecode is enabled. To enable the
Timecode, make sure the Enable Timecode button within the Timecode Input Configuration- or the Main Menu is highlighted.
Creation II Manual - Software Version 2.68
143
Timecode Options in Trigger Engine (used by MIDI)
Timecode may also be enabled using MIDI commands. For more information, please see Midi Input.
Using Timecode
The defined Timecode Source may trigger Cuelists when their Trigger Mode is set to Timecode. Please see „Go Trigger“ on
Page 118 for more details.
4.17.4  Midi Input
To set up the MIDI Input, open the Main Menu by pressing the
select MIDI Input from the Input / Output Groupbox.
[M ain M enu] key, head over to the Show Setup Tab and
All settings made in this screen are stored in the Showfile.
The Midi Input Configuration Screen is shown.
Creation II Manual - Software Version 2.68
144
Show Current Midi Input
To enable MIDI Monitoring, tick the Show Current Midi Input Checkbox. The Console will now show received MIDI Signals.
Setup the Midi Input
To Setup the freely configurable MIDI Input, click on the Edit Midi Input Configuration button. The MIDI Playback List Editor
will be shown.
MIDI Input uses the trigger engine concept. For more info, please see „3.10.1 What is the Trigger Engine?“ on Page 38.
Add MIDI Triggers
To add a MIDI Input trigger, click either the Append Line (to append a trigger to the list) or Insert Line (to insert a trigger in
front of the selected row) Button. The Midi Trigger - Source Setup Window will be shown.
Edit MIDI Triggers
To edit an existing MIDI Input trigger, select it from the List of Triggers and click on the Edit Line button. The MIDI Trigger
Setup Window will be shown.
Creation II Manual - Software Version 2.68
145
Delete MIDI Triggers
To delete an existing MIDI Input trigger, select it from the List of Triggers and click on the Delete Line button.
Moving MIDI Triggers in the Trigger-List
To move an existing MIDI Input trigger up or down, select it from the List of Triggers and click on the Down or Up button.
MIDI Trigger Setup Window (Step 1 of 2 – Source Selection)
The MIDI Input Trigger wizard is used to define which MIDI Note, Program or Control Change on which channel the Console
should listen on. When done, click on Next. The Midi Trigger - Target Setup Window will be shown.
Setting the MIDI Trigger Type
Note On / Off
Note On / Off Commands are the most common form of MIDI Triggers. Note On commands are usually sent when a Key on
a Midi-Keyboard is pressed, whereas Note Off commands are usually sent when this key is released, in Example: Channel
1 Note 64 On might be sent when a key is pressed on the Midi Keyboard, whereas Channel 1 Note 64 Off would be sent
when the key is released. Since Notes always transmit the key-state, they are ideally suited for button remote control. The
Midi Note On/Off gets translated into a so called On / Off Trigger, whereas Note On only or Note Off only Trigger types are
translated into so called Single On Triggers.
Program Change
Program Changes are usually used by MIDI Synthesizers to actually change the instrument type for a given MIDI Channel.
Hence Program changes do only consist of a single command as opposed to a Note On or Off command, eg: Channel 6
Program Change 2 is considered as one complete command. Program Change commands are translated into so called
Single On Triggers.
Controller Events (Control Change)
Controller Events or Control Changes are usually used by MIDI Synthesizers to remotely control potentiometers that, in example, set the volume or Pan for an instrument. As opposed to DMX; a Midi Controller Event only consists of a 7 bit value
(0-128 instead of 0-255) to address the controller and another 7 bit value to set the value. In Example: Channel 4 Control
Change 2 value 64 is one complete command. Because Controller Events provide a range of values, they should be used
to remote control values (like a Cuelist dimmer, ie.) over MIDI. Controller Events are translated into so called Value Triggers.
Creation II Manual - Software Version 2.68
146
Setting the Trigger Count
The Trigger Count defines how many consecutive triggers should be added, starting at the given Midi Note, Program or
Control Change. As an example: A Trigger Count of 1 will only add the configured trigger. A Trigger Count of 5 would add
5 triggers – If, the first trigger is set to react to Control Change 1 and target Fader 1 at Page 1, the second would react to
Control Change 2 and target Fader 2, the third to CC 3, targeting fader 3 and so on.
Setting the Midi Note, Program or Control Change
The Midi Note / Program Change / Control Change defines which MIDI Note, Program Change or Controller Event will be
used for this trigger. You may also put the console into a Learn mode that causes it to listen to the MIDI Input and select
the appropriate command and channel number automatically (based on the last received MIDI command). To enable
the Learn Mode, click on the Learn On / Off button.
Setting the Midi Channel
Should you wish to have a trigger only react to a specific MIDI channel, select it from the MIDI Channel Group Box. By
default, all channels are valid for a trigger. If the Learn function is used, the console will also learn the appropriate MIDI
channel.
MIDI Trigger Setup Window (Step 2 of 2 – Target Selection)
The Midi Trigger - Target Setup window is used to define what the previously added Midi Source will trigger. When you are
done, press the OK button to close the wizard.
Creation II Manual - Software Version 2.68
147
4.17.5  Switch Input
Switch inputs may be used as multi purpose inputs, being controlled by a simple switch that is connected via Sub D connector on the back of the console.
Sub D Connector Pin-Out
The connector is a Sub-D 9 male.
The pin assignment is:
Ground: 8+9
Switch Inputs 1-6: Pins 1-6.
For the console to recognize a switch as pressed, the corresponding pin needs to be connected to the ground from the
connector.
Setting up Switch Inputs
To set up the Switch Input, open the Main Menu by pressing the [M ain
select Switch Inputs from the Input / Output Menu.
M enu] key, head over to the Show Setup Tab and
All Switch Input settings are stored inside the Showfile.
A new screen will list all switch inputs that are available. Click on Edit Setup for the appropriate Switch Input.
A new screen, that is used to configure the switch inputs, is shown.
Switch Inputs use the trigger engine concept. For more info, please see „3.10.1 What is the Trigger Engine?“ on Page 38.
Creation II Manual - Software Version 2.68
148
Add Switch Triggers
To add a Input trigger, click either the Append Line (to append a trigger to the list) or Insert Line (to insert a trigger in front
of the selected row) Button. The Trigger - Source Setup Window will be shown.
Edit Switch Triggers
To edit an existing trigger, select it from the List of Triggers and click on the Edit Line button. The Trigger Setup Window will
be shown.
Delete Switch Triggers
To delete an existing trigger, select it from the List of Triggers and click on the Delete Line button.
Moving Switch Triggers in the Trigger-List
To move an existing trigger up or down, select it from the List of Triggers and click on the Down or Up button.
4.17.6  OSC Input (Tablet / Phone remote)
OSC (Open Sound Control) is a protocol which is usually transmitted via UDP Network packets. It features low latency, and
allows us to transmit names and status of items back to the controller.
On the Creation
it in the console.
II console and OnPC, OSC is always enabled and configurationless, which means there is no menu for
It should work with any OSC client, however we recommend TouchOSC available for iOS and Android, which is available
in the app store of the appropriate platform.
More info can be found on the website of the TouchOSC developer: http://hexler.net/software/touchosc for iOS or http://
hexler.net/software/touchosc-android for Android users.
Creation II Manual - Software Version 2.68
149
clear
value_led
0/1
matrix_led
blind
OSC Command structure and Datatypes
btn
led
highlight
0/1
0/1
0/1
btn
0/1
led
0/1
OSC is a flexible protocol, which uses UDP network packets. Commands sent are not standarized, however the different
btn
0/1
datatypes and protocol structure are.
park
led
0/1
btn
0/1
We make use of „Floats“ (Numbers), „Strings“ (Text) and Bools (On or Off- or 1 or 0). A button will,fanfor example
send
a 1 or
led value0/1
a 0. Whereas a fader will send floats. We specify the value type in the commands section. We specify the
range as
btn
0/1
well.
fan_opt
led
0/1
OSC messages look like a file system path. Each node in the command sheet below behaves like a differentall_none_btn
folder on disk.
0/1
last_btn
0/1
For example, looking at our specification sheet for the commands, if you wanted to have a button to tap speed
master
1,
next_btn
0/1
0-1000
dimmer
you need the path of the button set to /creation/master/speed/1/tapsync.
subselect
even_odd_btn
0/1
0/1
blackout_btn
0/1
blackout_led
0/1
0/1
tapsync
0/1
0/1
memory_btn
0/1
selected_led
0/1
nonempty_led
0/1
encoder
skip_backward_btn
0/1
tapsync
fade
1-32
1-6
0/1
content
go_btn
creation
0-65535
inc
int
programmer
0/1
0/1
copy
For more information feel free to have
at the Touch1-60
OSC examples provided.
0/1a looknonempty_led
run_led
0/1
store
0/1
o
0/1
loadof
Button Panels are supported, but do string
not transmit
the names of the
items as this would generate an enormous amount
content_name
fader
update
network traffic. Fader names are transmitted.
string
1-3
cue_or_info
string
fader_text
0/1
next_btn
0/1
template_btn
string
page_number
string
0-1000
0/1
btn
0/1
time
page
0/1
fixture
0/1
group
0/1
preset
0/1
cuelist_cue
1-32
potentiometer
0/1
0/1
use_accel
0/1
float
0/1
0/1
function
page_name
value
0/1
assign
last_btn
0/1
set
0/1
delete
value
inc
string
edit
selected_led
0/1
0/1
set
pan, tilt, dimmer,…
error_led
flash_btn
0-1000
0/1
0/1
0/1
1-4
by_function
pause_btn
0/1
string
buttonpanel
run_led
0/1
string
text2
matrix_led
feature
memory
int
text1
value_led
lcd_btn
1-16
inc
select_btn
speed
1-3
1-3
1-4
select_btn
1-3
0/1
master
skip_forward_btn
0/1
0/1
invert_btn
pause_btn
0/1
0/1
random_btn
go_btn
0/1
0/1
first_second_half_btn
float
float
sync
accxyz
0/1
scene
0/1
macro
commandline
keypad
0/1
e ect
0/1
fader
0/1
minus
0/1
plus
0/1
thru
0/1
full
0/1
at
0/1
backspace
Creation II Manual - Software Version 2.68
0/1
0
0/1
1
0/1
2
0/1
3
0/1
4
0/1
5
0/1
6
0/1
7
0/1
8
0/1
9
0/1
dot
0/1
enter
0/1
150
Supported OSC Commands
glp_btn
0/1
btn
clear
0/1
selection_led
0/1
value_led
0/1
matrix_led
blind
btn
led
fan
fan_opt
0/1
btn
highlight
park
0/1
0/1
0/1
led
0/1
btn
0/1
led
0/1
btn
0/1
led
0/1
btn
0/1
led
0/1
all_none_btn
last_btn
0-1000
blackout_btn
0/1
blackout_led
0/1
tapsync
0/1
0/1
memory_btn
0/1
selected_led
0/1
nonempty_led
0/1
encoder
1-3
tapsync
fade
1-32
1-6
0/1
0/1
creation
flash_btn
cue_or_info
fader_text
0/1
next_btn
0/1
template_btn
string
page_number
string
page_name
value
btn
potentiometer
0/1
0/1
use_accel
0/1
float
0/1
0/1
0/1
o
0/1
load
0/1
update
0/1
assign
0/1
0/1
0/1
fixture
0/1
group
0/1
preset
0/1
cuelist_cue
1-32
float
float
sync
accxyz
keypad
0/1
e ect
0/1
scene
0/1
macro
commandline
fader
minus
0/1
0/1
0/1
plus
0/1
thru
0/1
full
0/1
at
0/1
backspace
Creation II Manual - Software Version 2.68
0-1000
0/1
store
time
page
1/+1
set
0/1
function
last_btn
0/1
0/1
fader
inc
string
delete
1-60
content_name
string
0-1000
programmer
run_led
1-3
int
copy
nonempty_led
string
0-65535
inc
edit
value
0/1
0/1
set
pan, tilt, dimmer,…
error_led
selected_led
0/1
string
content
go_btn
0-1000
0/1
0/1
1-4
by_function
pause_btn
0/1
string
buttonpanel
run_led
0/1
string
text2
matrix_led
feature
memory
int
text1
value_led
lcd_btn
1-16
inc
select_btn
speed
1-3
1-3
0/1
1-4
select_btn
0/1
0/1
invert_btn
master
skip_backward_btn
0/1
0/1
random_btn
skip_forward_btn
0/1
0/1
even_odd_btn
first_second_half_btn
pause_btn
0/1
0/1
subselect
go_btn
0/1
0/1
next_btn
dimmer
0/1
0/1
0/1
0/1
0
0/1
1
0/1
2
0/1
3
0/1
4
0/1
5
0/1
6
0/1
7
0/1
8
0/1
9
0/1
dot
0/1
enter
0/1
151
Touch OSC Editor
TouchOSC is absolutely flexible and features user created layouts. That way, you may set up your remote exactly the way
you need it.
In order to create and modify your own layouts, you need to download TouchOSC Editor which is available for Mac and
Windows from the TouchOSC website.
We created a Tablet layout as an example and as something to start from. It may be found here: http://www.creationforum.de/viewtopic.php?f=11&t=806.
We will not go into much detail of the TouchOSC Editor here, we‘ll only cover some basics.
Setting the resolution of the layouts
To make sure the view fits the device, set the resolution of the layout to that of your device. You may do so by clicking
into empty space and setting the resolution in the editor on the left hand side. Additionally you may give each page a
distinctive name.
Adding Controls to the layout
You may add controls to the layout by right clicking and selecting the appropriate control from the right click menu. Controls like faders, LEDs, encoders and buttons are the most useful. Controls can easily be moved or resized.
Configuring Controls
You may configure the control by selecting it, and changing the options in the left hand side menu bar. The name of the
Item does not matter as it is not being used. The interesting setting is the tab widget that needs to be set to OSC and have
the correct OSC command path entered.
Faders and potentiometers do need to have the value range set from 0 to 1000 in order to work.
Creation II Manual - Software Version 2.68
152
Saving your Layout
It is advised to save your layout locally on your computer. You may do so by clicking the floppy disk icon in the top menu
bar.
Syncing your Layout to your Device
To sync your layout to your device, click the Sync button in the top menu bar. Make sure both your computer and your
device are connected to the same network. Follow the instructions on the screen to sync your layout to your device.
Open TouchOSC on your device and change to the settings screen by selecting the little dot in the upper right corner.
Click on the item under the Text „Layout“.
The Layout selector will be shown. This is also the place where you may switch between different Layouts. Select Add.
Now, select your computer from the list that is shown. If your computer does not show up, check your network settings on
both your computer and your device and refer to the TouchOSC help. You may also add a computer by IP Address yourself by clicking on the Edit button in the top right corner.
Creation II Manual - Software Version 2.68
153
Touch OSC Client
Open the TouchOSC settings screen by clicking on the little dot in the upper right corner within the TouchOSC app.
At first, select the Options Menu.
Now make sure „Send Ping“ is enabled. We need this to be enabled in order to detect if the OSC Client is still alive. Otherwise Creation II stops sending data to the device.
Now, In order to have TouchOSC connect to your console, you need to set the IP Address of the console within the OSC
Client. To do this, head over to the Settings screen and select the OSC menu in the Connections section:
Creation II Manual - Software Version 2.68
154
Now select the Host option and enter the IP Address of the console.
You do not need to change the Port numbers, since Creation II uses the default OSC Ports for incoming and outgoing
data. These would need to be port 8000 for outgoing data and port 9000 for incoming data.
When everything is setup correctly, both TouchOSC and the console should sync data and you can go on with some
remote fun.
Creation II Manual - Software Version 2.68
155
4.18  Networking Multiple Consoles
You may network together up to two diffferent or same Creation II consoles or the OnPC. This will automatically create a
tracking backup session. The consoles may be setup to either extend each others playbacks, but work in the same programmer - or to mirror each other - or, in multi user mode have different programmers and different playbacks on each
console.
4.17.7  Prerequisites of Tracking Backup
»» You need at least 2 consoles or OnPCs up and running with the same software version
»» You need to have networking properly configured for both consoles (different IP Addresses, same Subnet, etc) and
need to have both consoles connected using a network switch.
»» Artnet Node or DMX Merger would be useful to switch over if a console fails.
Note: When you are using different products with a different Universe count, the limitations set by your product are still in place. If, for example, you are using a Creation II 4096 console, and a Creation II 2048 console,
the Creation II 2048 will still only output 4 Universes.
4.17.8  Preparing Multi Console Networking
Preparing the Master Console
»» Open the Show on the Master Console
Preparing the Backup Console
»» Close the Show running on the Backup Console
»» Make sure Backup Desk has same Software Version as Master Desk
»» Make sure Backup Desk has same Fixture Libraries as Master Desk
4.17.9  Creating the Tracking Backup Session
On the Backup Console, open the main menu by pressing the [M ain
Connect to Master.
M enu] button and select the Network tab. Click on
The showfile from the Master Console will be sent over to the Backup Console. After this is finished, press [GLP] + [Off] to
Release all Playbacks to be sure both consoles are in the same state.
Note: DMX might Stop on Backup console during syncing.
Creation II Manual - Software Version 2.68
156
4.17.10  Different Modes of Backup Connections
You may now select the appropriate Mode of your backup session from the Network menu.
Mirror Mode
In Mirror Mode, both consoles to have the exact same Programmer, Fader Page and Button Panel settings. This mode is
best for one Operator, with a structured show file and without the need to extend the number of playbacks.
Extension Mode
In Extension Mode, both consoles to have the exact same Programmer but different Fader Page and Button Panel settings. This mode is best for one Operator, with a „festival“ show file where some extra playbacks might come in handy.
Multi User Mode
In Multi-User Mode, both consoles have different Programmers and Playbacks. This mode is best if multiple people are
working on the same showfile within the same time. Please note that a fixture can only be in one programmer at a time.
4.17.11  Things not to Do!
»» Do not use „Open Show“ during Tracking Backup
»» Backup Desk might not have that show and will not sync!
»» Don’t use different libraries! Adding Fixtures will then lead to inconsistent shows on both desks. This Is only important if
new fixtures will be added during tracking backup connection
Creation II Manual - Software Version 2.68
157
4.19  Locking the Console
Note: You may lock or unlock the console anytime using the [GLP] + [Main Menu] keys
4.19.1  Set Desk-Lock Password
To set the Desk-Lock PIN Code which is needed to lock and unlock the console, press [M ain M enu] and change to the
Show Setup Tab. In here, select Frontpanel at the left hand side of the screen and click on Change Desklock Settings.
A window to set a new password and limited desklock mode will be shown. If you opened up a new blank show, you may
enter your desired password Code straight away. If you previously set a password, you need to enter it before you can
proceed with changing it to a different one.
Once you are done, click on Save Settings.
4.19.2  Limited Playback Mode
The Limited Playback mode is a easy way to restrict the console to playback only. Button Panels will be locked, but Faders
are fully operational and you may access the first 10 Fader Pages and the first 5 Macros. If you previously set a password,
you need to enter it now.
Creation II Manual - Software Version 2.68
158
To set the Limited Playback Mode, press [M ain M enu] and change to the Show Setup Tab. In here, select Frontpanel at
the left hand side of the screen and click on Change Desklock Settings.
A window to change different Desklock options will be shown. Enable limited Playback mode.
Once you are done, click on Save Settings.
4.19.3  Lock the Console
To lock the console and prevent any modification of the showfile or playback, press the [M ain
same time.
Creation II Manual - Software Version 2.68
M enu] and [GLP] at the
159
4.19.4  Unlock the Console
To unlock the console and prevent any modification of the showfile or playback, press the
the same time. If you have a password set, you need to enter it now.
[M ain M enu] and [GLP] at
4.19.5  Enable Desklock on Bootup
For more information on how to start the console with the desklock enabled, please see „4.20.4 Desklock on Autostart“
on Page 161.
Creation II Manual - Software Version 2.68
160
4.20  Automatically load a Showfile
4.20.1  Autostart This Show
To setup Autostart for the current show, press [M ain
at the left hand side of the screen.
M enu] and change to the Show Setup Tab. In here, select Show Setup
Check Autostart this Show. Please note you need to save the Showfile for Show Autostart to work.
Note: Autostart will be disabled after updating software of the console to a newer version than the version
the showfile was created in.
4.20.2  Desklock on Autostart
To have the desk automatically lock the show after autostart for the current show, press [M ain
Show Setup Tab. In here, select Show Setup at the left hand side of the screen.
M enu] and change to the
Check Enable Desklock after Autostart.
Please note you need to save the Showfile for this to work.
4.20.3  Autostart Triggers
To have the desk automatically start / enable items after autostart for the current show, press [M ain
to the Show Setup Tab. In here, select Show Setup at the left hand side of the screen.
M enu] and change
Click on Edit Show Autostart Setup.
Creation II Manual - Software Version 2.68
161
A new window will be shown. Show Autostart Configuration also uses the Trigger Engine Concept to start Items. For more
info on the Trigger Engine, please see „3.10 Trigger Engine“ on Page 38.
Please note you need to save the Showfile for this to work.
Add Triggers
To add a trigger, click either the Append Line (to append a trigger to the list) or Insert Line (to insert a trigger in front of the
selected row) Button. The Trigger - Setup Window will be shown.
Edit Triggers
To edit an existing trigger, select it from the List of Triggers and click on the Edit Line button. The Trigger Setup Window will
be shown.
Delete Triggers
To delete an existing trigger, select it from the List of Triggers and click on the Delete Line button.
Creation II Manual - Software Version 2.68
162
Moving Switch Triggers in the Trigger-List
To move an existing trigger up or down, select it from the List of Triggers and click on the Down or Up button.
4.20.4  Macros
You may also have Macros run when a show is opened, or when a Show is Autostarted. For more information please see
„4.12.10 Edit Macro Window“ on Page 127.
Creation II Manual - Software Version 2.68
163
4.21  Edit the Fixture Library
This chapter is set to help you, should you wish to change a fixture type’s dmx footprint or default values, or in case you
create a new fixture that is not yet contained in the library.
To edit the fixture library from the Main Menu, click on Settings and make sure the System Setup tab is selected.
4.21.1  The Library Editor
This section explains the Library Editor which is used throughout the library creation or edit process.
The top row of buttons is used to append or insert new channels, clear a channels mapping or to delete a channel completely. Additionally, it may be used to add a Virtual Dimmer or a virtual Strobe Channel to the Fixture, if RGB attributes
are present.
A table showing the mapping of the DMX Channels of a Fixture to the Fixtures Parameters is shown. Select the cell with the
value you would like to change. Press the [Set] key and enter the desired value.
»» Channel: This column indicates the Channel number, which may not be changed. You may append or Insert channels
using the Menu Bars Add Channel or Insert Channel Button.
»» Parameter: This is the parameter that is mapped to this channel. To open the Parameter Selection Screen, select this
cell and press the [SET] key.
»» Dimmable: This column defines if this parameter will be dimmed by Dimmer Faders and the GrandMaster.
»» Type: If set to Fade, this parameter will crossfade, if set to Snap it will snap when changing values as opposed to a
smooth crossfade. This is particularly useful for parameters like Color or Gobo Wheels.
»» Default: The Creation II will output Default Values for a fixture if no other value that is output has been set by the Play-
Creation II Manual - Software Version 2.68
164
back or the Programmer.
»» Blackout Values will be output once the Grand Master of the Console has been set to 0%.
»» Highlight: Highlight Values will be output when the Highlight Button on the Consoles frontpanel is active. Usually Highlight temporarily sets the Dimmer Channel to 100% and removes all color and gobo information from a fixture.
Note: If you select two parameter cells and press the [SET] key, the console will automatically assign the
coarse channel of the parameter to the first selected cell, and the fine channel to the second selected cell.
Delete Channels
To delete an existing channel, select it from the List of channels and click on the Delete Channels button.
Clear Channels
To clear an existing channel (to delete all values set), select it from the List of channels and click on the Clear Channels
button.
Add Channels
To add a channel, click either the Append Channels (to append a channel to the end of the list) or Insert Channels (to
insert a channel in front of the selected row) Button.
Virtual Dimmer
To add Virtual Dimmer to your fixture, click the Add Virtual Dimmer Button.
Virtual Shutter
To add a Virtual Shutter channel which provides strobe functions to your fixture, click the Add Virtual Shutter button.
Note: Virtual Shutters and Dimmers may only be added for RGB fixtures. Virtual Shutter can only be added
when a Fixture has a Dimmer channel.
Select Parameter Menu
The Select Parameter Menu is used to select the Parameter mapped to a channel after pressing the [SET] key within a
parameter cell.
Creation II Manual - Software Version 2.68
165
It shows a list of available parameters on the right hand side. Additionally, you may select to be shown Unassigned Parameters only, or you may select to see All Parameters, even if they have already been added to a fixture type.
The Coarse and Fine buttons may be used to toggle between the assignment of a coarse or a fine channel.
Click on OK when done.
4.21.2  Edit existing Fixture Libraries
To edit an existing fixture library, click on Edit Channels contained in the Fixture Library sub menu as indicated below.
A menu that allows you to pick a fixture type will appear. Select the fixture by selecting the Manufacturer and Type. Click
on Edit when done.
The Library Editor will be shown allowing you to make changes to the fixture type. Click on Save and Close when done.
Creation II Manual - Software Version 2.68
166
Note: If you edit a Fixture in the Library and are using the same fixture type in your show, changes made in
the Library are not automatically carried over to the fixture type within the Show. In order to carry over the
changes, reload the fixture type in the configure fixtures window. For more information, please see „Reloading the Fixture Library (after changes have been made to it)“ on Page 67
4.21.3  Add a new Fixture to the Library
To edit an existing fixture library, click on New Fixture contained in the Fixture Library Menu.
Start a Fixture from scratch
A screen asking a few questions in regards to the new fixture will be shown. You need to specify the Manufacturer, Fixture
Type and Short Type. In order to create a fixture from scratch, make sure Create Empty Fixture is selected. Click on Next
when done.
A screen asking you for the amount of DMX Channels the new resulting fixture is having is shown. When done, click Create.
Creation II Manual - Software Version 2.68
167
The Library Editor will be shown allowing you to make changes to the fixture type. Click on Close when done.
Start a Fixture using an existing Fixture Type as a template
In order to start using an exisiting fixture as a template, select Use Existing Fixture as Template and hit the Select Template
Fixture button.
A menu that allows you to pick a fixture type will appear. You may select the fixture type by selecting the Manufacturer
and Type. Click on Select when done.
The Create New Fixture Library screen is shown. Make sure you entered a Manufacturer and Name for the new Fixture Type
and hit the Next button when done.
The Library Editor will be shown allowing you to make changes to the fixture type. Click on Save and Close when done.
Creation II Manual - Software Version 2.68
168
4.21.4  Delete a Fixture Type
Do delete a fixture type, head to the System Main Menu and select Delete Fixture.
A menu that allows you to pick a fixture type will appear. Select the fixture type by selecting the Manufacturer and Type.
Click on Delete when done.
A dialog asking for confirmation will be shown. If all is good, click on Yes.
4.21.5  Rename a Fixture Type
Do rename a fixture type, head to the System Main Menu and select Rename Fixture.
A menu that allows you to pick a fixture type will appear. Select the fixture by selecting the Manufacturer and Type. Click
on Next when done.
Creation II Manual - Software Version 2.68
169
A dialog asking for the new Manufacturer, Type and Shorttype will appear. Click on Rename when done.
4.21.6  Export Libraries To USB
Note: Creation II exports your libraries into a folder \creation2\library on your usb drive.
Open the Main Menu by striking the
the Fixture Library menu.
[M ain M enu] -key on the frontpanel. Change to the System Setup Tab and select
Once the Main Menu is shown, hit the Export Library(s) button. You will now be presented with multiple options.
Export complete Fixture Library
Select Export Complete Library and set a Name for the library file. Hit the Export Complete Library button on the touchscreen display.
Creation II Manual - Software Version 2.68
170
A screen asking for confirmation will be shown with a brief summary of the Library that will be exported. Click on Export to
copy the Library file onto the USB Key. The “Export Status” box will now display the export process.
When the process finished successfully, click on the Close button.
Export selected Manufacturers only
Select Export all selected Manufacturers and set a Name for the library file. Select the Manufacturers from the list on the
right hand side. Hit the Export Manufacturers button on the touchscreen display.
A screen asking for confirmation will be shown with a brief summary of the Library that will be exported. Click on Export to
copy the Library file onto the USB Key. The “Export Status” box will now display the export process.
When the process finished successfully, click on the Close button.
Export specific Fixtures only
Select Export one or more Fixtures of one selected Manufacturer and set a Name for the library file. Select the Manufacturer of the fixture from the list on the right hand side. Hit the Select Fixtures button on the touchscreen display.
Creation II Manual - Software Version 2.68
171
A Window asking you for the fixtures to be exported will be shown. Select the fixtures and click the Export Fixtures button.
A screen asking for confirmation will be shown with a brief summary of the Library that will be exported. Click on Export to
copy the Library file onto the USB Key. The “Export Status” box will now display the export process.
When the process finished successfully, click on the Close button.
4.21.7  Import Libraries from USB
Note: Creation II looks for your libraries in the folder \creation2\library on your usb drive.
Open the Main Menu by striking the
the Fixture Library menu.
[M ain M enu] -key on the frontpanel. Change to the System Setup Tab and select
Once the Main Menu is shown, hit the Import Library(s) button.
Creation II Manual - Software Version 2.68
172
You will now be presented with a screen allowing to specify how the library should be imported. After setting the desired
options, hit the Import Libraries button on the touchscreen display.
A screen asking for confirmation will be shown with a brief summary of the Libraries to be imported.
Click on Import to start the process that imports the selected Libraries to the console. The “Import Status” box will now
display the import process.
After the process finished, click on the Close button.
Creation II Manual - Software Version 2.68
173
5
Maintenance
Creation II Series
User Manual
5.21  Update Software via USB
In order to update the software on the console, make sure you have downloaded the appropriate software from the
Creationforum (www.creationforum.de) website. Copy the downloaded file (with the file extension .cr2swu) into the folder “\creation2\software_update” on your USB Key.
Now, plug the USB Key into one of the Consoles USB Ports and navigate to the Main Menu by pressing [M ain
select the System Information Tab. Click on USB Software Update.
M enu] and
The Console will present you with a list of available software updates found on your USB Key.
Select the appropriate file and click on Select. A wizard will lead you through a few steps and will ask you to reboot the
Console when done.
Creation II Manual - Software Version 2.68
175
5.22  Update Software Online
In order to update the software on the console using an Internet connection, make sure the consoles network interface is
properly configured and that the console has Internet access.
Navigate to the Main Menu by pressing
Update.
[M ain M enu] and select the System Information Tab. Click on Online Software
The Console will present you with a list of available software updates found on the software download site.
Select the appropriate file and click on Download. A wizard will lead you through a few steps and will ask you to reboot
the Console when done.
Creation II Manual - Software Version 2.68
176
5.23  Checking the Systemlog
If you encounter strange behaviour, or have parts or anything missing from a show file, check your system log for errors.
Navigate to the Main Menu by pressing [M ain
M enu] and select the System Information Tab. Click on System Log.
The Console will present you with the Systemlog.
Creation II Manual - Software Version 2.68
177
5.24  Hardware Information Screen
If you encounter strange behaviour with any of the PCBs, you may check the Hardware Information Screen.
Navigate to the Main Menu by pressing
mation.
[M ain M enu] and select the System Information Tab. Click on Hardware Infor-
The Console will present you with the Hardware Information screen.
Creation II Manual - Software Version 2.68
178
5.25  Frontpanel Test
If you encounter strange behaviour with the Frontpanel or a button or LED, you may check the Frontpanels hardware.
Navigate to the Main Menu by pressing [M ain
M enu] and select the System Information Tab. Click on Hardware Test.
The Console will present you with the Hardware Test screen.
Creation II Manual - Software Version 2.68
179
6
Hotkeys
Creation II Series
User Manual
6.26  Creation II 4096 Only
GLP + Last = First/second Half
GLP + Next = Even/Odd
Creation II Manual
181
6.27  Creation II 1024 Only
GLP + Feature Button will open Programmer for missing media server feature buttons, which are only available on Creation II 4096
GLP + Master GO = Master Skip Forward
GLP + Master Pause/Back = Master Skip Backward
GLP + Next Fader Page = Fader Page Directory
GLP + Last Fader Page = Fader Template Page
GLP + First/Second Half = Fixture Subselection Random
GLP + Even/Odd = Fixture Subselection Invert
Creation II Manual
182
6.28  Creation II OnPC Only
Ctrl + [0-9] = Fader Flash Button 1-10
Creation II Manual
183
6.29  All Products
6.28.1  General
GLP + ALL = Select All Fixture with Values in Programmer
GLP + Load = For all selected fixtures load the current output values to programmer
GLP + Off = Release Everything, Clear Programmer and Reset all Faders
Off + Cuelist = Release all Cuelists
Off + Effect = Release all Effects
Off + Scene = Release all Scenes
Off + Macro = Release all Macros
GLP + Close on external Monitor = Close All Windows
GLP + Clear = Unclear Programmer
GLP + Select = Clear Selection
GLP + Park = Unpark Selected Fixtures
GLP + Blackout = Toggle Blackout instead of Flash Blackout (only makes sense if blackout is not configured as toggle anymay in Main Menu)
GLP + Preset = Copy Preset contents for all selected fixtures to programmer instead of linking to preset
GLP + Cuelist Button on Button Panel with SubMode „GO“ = Cuelist Pause/Back
GLP + MainMenu = Enable/Disable Desklock
GLP + Store = Silently do a quicksave (confirmation message will be posted inside the system log)
6.28.2  Programmer
GLP Button shows fine values in programmer
GLP Button shows Page and Button number for all fixtures (normally shows user number instead, if given)
6.28.3  Button Panel
GLP Button toggles behavior of LCD keys (see description inside LCD display)
6.28.4  Output
GLP Button shows fine values in output
6.28.5  Library Editor
GLP Button shows fine values for default/highlight/blackout values
6.28.6  Fader Information
GLP Button shows configuration of buttons instead of current cuelist or fader values
External USB Keyboard
F9 = Make Screenshot of internal Monitor (needs USB Stick to be connected to desk)
F10 = Make Screenshot of external Monitor (needs USB Stick to be connected to desk)
6.28.7  Other
Holding down Backspace Button for longer will clear commandline completely
Creation II Manual
184
Holding down Clear Button for longer will fully clear commandline and programmer
Hint: The delay for pressing Backspace and Clear Button longer can be configured in the Main Menu (-> Show Setup ->
Fronpanel -> Buttons -> Clear Timeout)
Holding down the Fan or FanOpt Button for longer than 600ms will automatically switch Fan/FanOpt option off again,
when button is released
Whenever there is a keypad inside the main window, the numberblock can be used to enter values. You can then also
very often use the +/- keys to increase/decrease the current value in the keypad instead of typing the full value again. This
is useful for example, if you want to adjust a timecode value framewise.
Creation II Manual - Software Version 2.68
185