CHAPTER 1
TABLE OF CONTENTS
About The Innovator
vii
About This Manual
x
How to Use This Manual
Text Conventions Used in this Manual
About the User Guide
About the Appendices
About the Reference Section
x
x
xi
xii
xii
PART I: GETTING STARTED
1
CHAPTER 1:
3
Setting Up Your Console
Step 1: Unpacking the console
Step 2: Setup
Step 3: Power Connections
Step 4: Control Connections
Step 5: Worklights
Step 6: Power On
Step 7: Operating the Console
3
3
4
5
7
7
8
PART II: Fundamentals of Operation
9
CHAPTER 2: Basic Console Conventions
11
Terminology Definitions
Console Controls
Display Keys
Macro Keys
Hard-keys vs. Soft-keys
Data Keypad
Command Line and Its Syntax
Command Line History
Captured Channels / Trackball Control
Selecting & Changing Channels / Trackball Control
Cursor Keys
Grand Master fader
Blackout Switch
Console Memory
Record Disk / Load Disk
11
12
13
13
13
14
15
15
16
16
17
17
17
18
18
CHAPTER 3: Displays
19
The Primary Displays
Changing Displays
Moving Within Displays / Position Keypad
The LCD Display (a live or blind display)
The Stage Display (a live display)
The Preview Display
(a blind display)
The Group Display (a Sub Display of Preview)
The Device Display
(a live display)
The Cuesheet Display
(a blind display)
19
21
21
22
23
28
30
34
36
Software Version 1.13
The Tracksheet Display
(a blind display)
The Playback Display
(a live display)
The Patch Display (a blind display)
Device Sub Display (a Sub Display of Setup)
Profile Editor Display (a Sub Display of Setup)
Real Time Event Display (a Sub Display of Setup)
38
41
42
48
49
50
CHAPTER 4: Console System Setup
53
Using the Setup Display
System Setup
1.Show Name
2.File Name
3. - 5. Number of Dimmers
6. Number of Playback Cue Rows
7. Number of Channels
8. Number of Submaster pages
9. Number of Macros
10. Number of Effect Steps
11. Number of Groups
12. Worklight Level
13. - 15. Dimmer Protocol
16. Printer type
17. Midi Control
18. Reference by name
19. Channel Bump Toggle
20. Network Remote
21. Single Scene/Two Scene
22. Secondary Video
53
53
54
55
55
55
55
56
57
57
58
58
58
59
59
59
60
60
60
61
CHAPTER 5: Setting Up the Soft Patch
What is a Soft Patch?
The Four Patch Parameters
Patch Displays
Patching Channels to Dimmers
Patch 1 To 1
Automated Device Channels
63
63
64
65
66
66
66
CHAPTER 6: Setting Channel Levels
69
Two-Scene Preset Mode
Channel Faders vs. Keypad in Multi-Scene Mode
Keypad Commands
Channel Lists
Captured Channels
Trackball Control
Proportional Control with the Trackball
Restoring Channel Levels (“Undo”)
69
69
70
71
71
73
73
74
CHAPTER 7: Basic Submaster Operation
Submasters
Normal Submaster
Record Sub Command
Bump Buttons
Timed Submasters
Delay or Dwell Time
75
75
75
76
77
78
78
Software Version 1.13
ii
CHAPTER 8:Creating and Recording Cues
79
Cues
Manual Cues
Cue Time
Cue Numbering
Record Cue Command
Creating Cues Blind
79
79
80
81
81
82
CHAPTER 9: Playing Back Cues
83
Cuesheet Display
Playback Display
GO Button
HOLD and BACK Keys
Playback Faders
Playback Fader Boxes
Grandmaster Fader
Manual Fades
Taking Manual Control of Timed Cues
Clearing Fades From the Playback Faders
Load Cue with Time Command
83
84
84
85
85
85
86
86
86
87
87
CHAPTER 10: Editing Cues and Using Track Modes
89
Overview of Tracking
What is the Preview Cue?
Cue Recording/Editing Modes (Track Modes)
Selecting the Track Mode
Tracking Levels
Hard and Soft Zeros
Creating Cues in Tracking Mode
Creating Cues in Cue Only Mode
Creating Cues in Clean Up Mode
Example, Creating Cues Blind in Different Q Modes
Clean Up Cues
Editing Existing Cue Levels in Different Q Modes
Editing Existing Cue Levels in Tracking Mode
Editing Existing Cue Levels in Cue Only Mode
Editing Existing Cue Levels in Clean Up Mode
Changing Soft Levels to Hard Levels
Changing Hard Levels to Soft Levels (Restoring Tracking Levels)
Copying Cues in Different Track Modes
Deleting Cues in Different Track Modes
Moving (Renumbering) Cues in Different Track Modes
89
89
90
90
91
91
91
92
92
93
94
94
94
94
95
95
95
96
97
97
CHAPTER 11: Names
99
Alpha or Name Mode
Cue, Effect, Group, and Submaster Names
Show and Disk File Names
99
100
101
CHAPTER 12: Utilities, Warnings, Printing, and Default Settings
Dimmer Check Utility
Warnings and Error Messages
Printers
Printing
103
103
104
105
105
iii
Software Version 1.13
CHAPTER 13: Memory
107
Console Memory vs. Floppy Disk Storage
Performing a “Soft Clear”
Performing a “Hard Clear”
Recording to a Floppy Disk
Bad or Full Disk Error
Retrieving from a Floppy Disk
Upgrading Software
107
107
108
108
109
110
111
CHAPTER 14: Groups
113
Overview of Groups
Recording Groups
Recalling Groups
Copying Groups
Renumbering Groups
Deleting Groups
Groups and Automated Devices
113
113
114
114
114
115
115
PART III:ADVANCED TOPICS
117
CHAPTER 15: Effects
119
Overview of Effects?
The Effect Sub-display
Creating Effects
Navigating the Effects Display
Creating Effect Steps
Effect Patterns
Testing an Effect
Assigning Effects to Cues
Assigning Effects to Submasters
Editing Steps
Deleting Steps
Inserting Steps
119
119
120
120
121
123
123
124
124
124
125
125
CHAPTER 16: Advanced Channel Lists
Complex Channel Lists
Channel Lists Made with Ranges
127
127
128
CHAPTER 17: Advanced Submaster Operation
Submaster Extras
Effect Submaster
Macro Submaster
Group Submaster
Combination Submasters
129
129
129
129
130
130
CHAPTER 18: Profiles
131
Profile Editor Sub-display
131
CHAPTER 19: Advanced Cues
135
Cue Follow
Delay Time
Split Fades
Cue Macros
135
136
137
137
Software Version 1.13
iv
Cue Names
Cue Links
Link Loops
Tracking Levels in Link Commands
Assigning Effects to Cues
138
138
138
139
139
CHAPTER 20: Advanced Patching Options
141
Dimmer Profiles
Proportional Levels
Non-Dim Dimmers (Virtual Non-Dims)
Automated Devices
141
141
142
142
CHAPTER 21: Macros
143
Recording Macros
Macro Paging
Real-time Macro Recording
Real-time Macro Playback
Viewing Macros
Editing Macros
143
144
144
145
145
146
CHAPTER 22: Controlling Fade Rates with the Wheels
Changing Cue Fade Rates
149
149
CHAPTER 23: Moving Lights
151
Overview
Device Personality Traits and DMX-512
Initial Assignment
Assign Devices
Clearing a Device Assignment
Device Console Controls
Device Definition Language
Adding Device Definitions
Editing Devices.
Beginning to use your Automated Devices
151
152
152
153
154
155
155
156
158
159
Chapter 24: Programming with Moving Lights
161
Device Display
Submasters
Groups
Effects
Cues Live on Stage
161
162
162
163
164
APPENDIX A:
Maintenance and Customer Service
APPENDIX B:
Hand Held Remote
APPENDIX C:
Innovator Console Specifications
APPENDIX D:
Listing of Moving Light Definitions
APPENDIX E:
Secondary Video Option
v
Software Version 1.13
Software Version 1.13
vi
About The Innovator
Congratulations on the purchase of your new Innovator lighting control console!
The Innovator Series of lighting control consoles have been designed to be both simple and intuitive to operate,
yet sophisticated and powerful in their programming. You'll discover that the Innovator Series has a "multilevel user" operating approach. With a wide variety of manual and programmed controls, running lights with
the Innovator can be as basic or as comprehensive as your needs require. For example:
q
The Innovator 24/48, 48/96, and 72/144 models may be operated as either completely manual
2-Scene Preset consoles or as fully programmed Memory consoles. The Innovator 600 has no
channel sliders
q
The first 48, 96, or 144 channels on the Innovator 24/48, 48/96, and 72/144 models have
dedicated channel faders for quick, live control.
q
Advanced cue parameters such as level tracking, cue macros, cue names and multiple timing
options.
q
Advanced cue sequencing features such as links, follows and subroutines.
q
512 dedicated moving light channels.
q
Optional Hand Held Remote allow programs away from main console.
q
Optional Auxiliary and Remote Monitors provide additional information where you need it.
q
System Software upgrades from floppy disk.
q
User defined effects that may contain cues, channels, groups, Submasters or moving lights.
q
Menu Selection Memory Loading from standard 3.5" High-Density 1.44 MB floppy disk.
q
Help Feature provides instant on-line answers to your questions.
q
Factory-installed or Field-upgradable options:
- 2nd local monitor (Dual Video Option)
- Remote Video support (ColorNet® Option)
In addition, the monitor displays --your most important interface with the Innovator-- have been carefully laid
out and color-coded, providing concise, at-a-glance feedback for all control functions. Programming is
simplified by a command syntax that doesn't require parameters to be entered in any specific sequence. And
don't be afraid to take your show on the road-- the Innovator's rugged physical design will stand up to a wide
variety of abuses.
Software Version 1.13
vii
Colortran Innovator Control Console
There are four different Innovator models. The two main differences are:
q
The total number of channels and channel faders.
q
The ability to operate in a Two-Scene preset mode, in addition to the Multi-Scene mode.
24/48
48/96
72/144
600
Channel Faders
48
96
144
N/A
Max Addressable Channels
384
384
384
600
Submasters Faders
All models 24 Faders with up to 8 page Memory (192 total)
Dimmers
All models up to1,536 dimmers on 3 DMX Universes
Maximum Cues
All models up to 600 cues per show
Maximum Groups
All models up to 500 to groups per show
Effects(per show) / Steps (per effect)
All models up to 9,999 steps, 600 effect max, 100 steps
maximum per effect
TABLE I-1, INNOVATOR MODELS AND CAPACITIES
Software Version 1.13
viii
About The Innovator
Software Version 1.13
ix
Colortran Innovator Control Console
About This Manual
How to Use This Manual
The Innovator Manual is designed for both the first time user and the advanced professional user. The User
Guide is the first half of this manual. The User Guide is designed so the novice user can start at the beginning,
with the most basic topics discussed first. It is arranged in chapters in order of increasing complexity. The User
Guide covers all topics in depth.
The Reference Section is the second half of this manual. The Reference Section is a complete documentation
of soft keys, hard keys, and operational topics, arranged alphabetically. The Reference section is intended to
provide quick answers to specific questions without making you read through an entire chapter.
Text Conventions Used in this Manual
In this manual, actual key names and keystroke entries appear in capital letters. Soft keys appear inside
parentheses: (SOFT KEY). Hard keys appear inside brackets: [HARD KEY].
The key name and keystroke conventions are as follows:
q
Soft Keys appear as:
(Soft keys are S1 - S8 on console.)
(UPPERCASE PARENTHESES)
q
Hard Keys appear as:
(Hard keys are all other console keys.)
[UPPERCASE BRACKETS]
q
A number entry appears as:
[#]
q
Single or multiple number lists appear as:
[# list]
&
EXAMPLE: The soft key, "Q Mode", appears as:
(Q MODE)
&
EXAMPLE: The hard key, "Group", appears as:
[GROUP]
&
EXAMPLE: The number entry, "253", appears as:
[253]
Software Version 1.13
x
About This Manual
@
NOTE: In the previous example, you enter the number 253 by pressing the [2], the [5], and the [3]
keys.
&
EXAMPLE: "[# list]" is used as a generic example of a list of numbers created using the [THRU],
[AND], and [MINUS] keys.
About the User Guide
The User Guide is the first half of this manual. The User Guide has four Parts:
PART I: GETTING STARTED
PART II: FUNDAMENTALS OF OPERATION
PART III: ADVANCED TOPICS
PART IV: APPENDICES
The User Guide is organized with comprehensive chapters that discuss various topics in depth. The most basic
topics start with Chapter 1. The following chapters get progressively more advanced. Topics always provide a
description, and may also provide any or all of the following:
&
EXAMPLE: A sequence of keystrokes that executes a practical example.
ü
BASIC RULE: A description of a basic rule that you should know. Basic Rules usually apply to
more areas of operation than the topic you are reading.
ð
HINT: Good tips that will help you operate the console more effectively.
@
NOTE: Important information about console operation specifics. Notes usually point out exceptions
to rules.
F
ADVANCED TOPIC: A reference to a related advanced topic, typically in a later chapter.
Software Version 1.13
xi
Colortran Innovator Control Console
About the Appendices
The following appendices are included as part of this manual:
q
Appendix A: Maintenance and Customer Service
q
Appendix B: Hand Held Remote Operation Instructions
q
Appendix C: Innovator Console Specifications
q
Appendix D: List of Device Definitions
q
Appendix E: Secondary Video Option
About the Reference Section
The Reference Section is the last part of this manual. The Reference Section is an alphabetical listing of soft
keys, hard keys, and operational topics. The Reference Section is designed so the experienced user can answer
specific questions quickly.
A description of each console key is provided in the Reference Section. The topic describes where the key is
located, and how it functions. A keystroke procedure that uses the key is also provided. Other keystroke
combinations will become apparent as you gain more experience with Innovator commands. Related topics are
also listed at the end of each topic entry.
Software Version 1.13
xii
About This Manual
(this page left blank intentionally)
Software Version 1.13
xiii
INNOVATOR
USER GUIDE
PART I:
GETTING STARTED
CHAPTER 1
Setting Up Your Console
(this page left blank intentionally)
Software Version 1.13
2
CHAPTER 1:
Setting Up
Your Console
Step 1: Unpacking the console
Carefully unpack your console from its carton. Underneath the console, you will find:
q
This manual
q
A 7' AC power cable
q
One 3.5", 1.44MB floppy show storage disk
q
1 or more gooseneck Worklight fixtures (if the option was ordered)
In a separate shipping container, you will find the console monitor. Carefully inspect all items for evidence of
shipping damage. If any damage is noted, call the shipping company for an inspection. It is recommended that
you keep the shipping containers or purchase a touring case in the event you need to transport your console.
Step 2: Setup
Place your console on a sturdy horizontal surface with at least 6” (152mm) of clearance behind the console for
cables and for proper ventilation. The environment should be dust-free with an ambient temperature of 40oF
(4oC) to 90oF (32oC) and a relative humidity between 8% and 80% without condensation.
I
WARNING!
Do not run the console while it is in a road case, or damage may occur.
Do not expose console to rain or moisture, or damage may occur.
Place your monitor(s) on a sturdy surface near the console in accordance with the instructions provided by the
monitor manufacturer.
Software Version 1.13
3
Colortran Innovator Control Console
Step 3: Power Connections
FIGURE 1.1 INNOVATOR POWER CONNECTIONS
Power Supply Specifications: The console has a dual-range power supply designed to operate on
AC power at any nominal voltage within the two ranges, 100 to 120V, or 220 to 240V, 50/60 Hz. The power
supply requires a maximum of 4A. The console is shipped set for operation at 120V, and with a power supply
cord containing a North American NEMA 5-15P plug (Edison, parallel-blade type). In other localities with
different connector systems and/or operating voltages, the user must obtain and use a H05VV-F or better grade
power supply cord with the plug rated for at least 4A, and for at least the nominal operating voltage of that
location. The mating connector to the console is a female IEC 320, Sheet C13 connector rated 10A, 250V.
Power Supply Voltage Selection: The console contains a power supply designed to operate on AC
power at a nominal voltage range of 120V or 240V, 50/60Hz. The voltage selected is indicated in the window
on the console inlet connector on the back of the console. To change that selection proceed as follows:
1.
2.
3.
4.
Remove the power supply cable.
Insert a screwdriver in the slot exposed by removing the cable, and pry out the fuse block.
Slide the printed-circuit board out of the fuse block and reverse it.
Re-insert the fuse block with its arrow up.
Software Version 1.13
4
Chapter 1: Setting Up Your Console
I
CAUTION! Verify that the nominal input voltage selection as indicated in the window on the
console inlet is compatible with the nominal voltage of the available power, or damage
may occur. Localities with nominal voltages of 240V will have to change the standard
120V selection made at the factory.
Console Power Connection: First, make sure the switch adjacent to the power inlet connector on
the back of the console is in the OFF (0) position; and then plug the AC power cable into the console. Plug the
other end into an AC power source with a rating in compliance with the above requirements, and with a
computer-grade ground (earthing conductor). (A computer-grade ground is an insulated, isolated ground
preferably connected to the point where the AC power source is grounded in the building.)
Back Panel Power Outlets: On the back panel of the console are two switched female IEC 320-style
power outlet connectors for connecting the monitor(s), or other peripheral devices. The connectors are rated
voltage-wise and frequency-wise at the same voltage and frequency being supplied to the console via the
console power supply cord, and collectively at 3A total for the two switched outlets.
I
CAUTION! Input voltage of peripherals connected must match voltage applied to console line cord,
or damage may occur.
Monitor Power Connection: The monitor(s) is typically an auto-ranging unit, operating on AC
power anywhere from 100V to 250V, 50/60 Hz at a current of 1A maximum. The monitor is provided with a
mating “reverse” IEC 320-style plug. Refer to the instructions provided with the monitor to find out whether
the monitor is suitable for operation with the above-specified connector. If so, plug the power cord of the
monitor into one of the console power connectors.
Step 4: Control Connections
A label on the back panel of the console identifies all control connections. They are all Class 2 low voltage
circuits (extra-low voltage in some parts of the world). Figure 1.2 Show the back panel of an Innovator 600.
AC Section
Class 2 Control Section
FIGURE 1.2 - INNOVATOR BACK PANEL
Software Version 1.13
5
Colortran Innovator Control Console
FIGURE 1.3 - INNOVATOR DIMMER CONNECTIONS
Dimmer Rack Connection: The purpose of the console is to control dimmers or automated devices.
The console must be connected to the dimmer rack via the DMX connector(s) on the back panel (standard 5 pin
XLR type female connectors). The DMX signals comply with the USITT DMX 512-1990 standard except that
pins #4 and #5 are not used for a second RS485 data transmission channel. Instead pin 4 is not connected and
pin 5 is used for an analog over-temp signal. The DMX A connector outputs data for DMX 1 through 512, the
second connection DMX B, outputs data for 513 through 1024. The third connection DMX C outputs 1025
through 1536. The three pin female connector will also output DMX. There are two small switches near the
video 1 connector (see figure 1.4). The left switch will reverse the polarity of the data signal. The second switch
(to the right of Video 1) determines which data stream is output here, either DMX A, B or C.
FIGURE 1.4 MONITOR AND PERIPHERAL DEVICE CONNECTIONS
Monitor Connection: The monitor is supplied with a control cable terminated in a high-density 15-pin
"D" connector. Connect the monitor control cable to the console connector marked VIDEO 1. The VIDEO 1
connector is a computer industry standard SVGA control connector. You can secure the connector with a small,
flat blade screwdriver, or in some cases, with built-in hand-screws. If you purchased the second video option
and second monitor, attach it to the connector labeled VIDEO 2. If you did not purchase this option, it may be
added any time. Refer to Appendix E: Secondary Video Option for ordering information.
Software Version 1.13
6
Chapter 1: Setting Up Your Console
Peripheral Devices: If desired, peripheral devices may be connected to the console back panel
connectors as follows:
F
q Printer
= Computer industry standard parallel printer connector.
q Keyboard
= Computer industry standard 101 style keyboard.
q Hand Held Remote
= Accepts Colortran Model No.7-2021 Hand Held Remote.
q MIDI
= Industry standard Musical Instrument Digital Interface
q Remote Macros
= Accepts Remote Macro keyboard
q ColorNet
= For Remote Video and Network DMX
ADVANCED TOPICS:For information on Hand Held Remote, see Appendix C.
Step 5: Worklights
Worklights are optional console accessories. The worklight(s plug into the 3-pin XLR style connector(s) on the
right rear of the console. The intensity of the Worklights is set as option #12 on the setup menu. Refer to
Chapter 4: Console System Setup for instructions.
Step 6: Power On
I
WARNING! Do not consume food or beverages while operating the console, because lethal
voltages (120V or 220V) exist inside the console. Spills may cause a hazardous
condition, or may cause damage to the console.
I
CAUTION!
When the console has been stored in a cold environment (below 40ºF), do not turn
the power on until the console warms up, or else damage to the console may occur.
You should avoid situations that could cause condensation to occur inside the
console.
Turning on the Monitor: Once the console and monitor have come to room temperature (about 25ºC
or 75ºF), the console is ready to be turned on. Refer to the instructions provided with the monitor and turn on
its power switch. If the monitor is plugged into a convenience outlet on the rear of the console, you can leave
the monitor power switch turned. The convenience outlet on the console is a "switched" outlet (it turns off
when the console is turned off).
Software Version 1.13
7
Colortran Innovator Control Console
Turning on the Console: Turn on the console switch located on the right rear corner of the back of
the console. The “STATUS” LCD on the front panel should illuminate and display the following splash screen.
As a few seconds, the console will complete is power up, and the LCD display will change to:
Within about ten seconds, the monitor should warm up and show the STAGE display. Refer to the instructions
provided with the monitor to adjust its display.
Step 7: Operating the Console
Use this manual when you have questions about how to operate the console. The User Guide Part II covers
Fundamentals of Operation. The User Guide Part III covers Advanced Topics. The User Guide Appendices
cover special topics in depth such as Innovator options and specifications. The Reference Section in the back of
this manual contains a comprehensive alphabetical listing of all hard-keys, soft-keys and related topics. If you
are not able to find the answer in the User Guide or the Reference Section of this manual, call Colortran Field
Service. Please have the following information available when you call:
q
Console model number, configuration number (if any), and serial number as found on the
labels on the back panel of the console.
q
Console software version number as shown at the top of the Setup display.
q
Any accessories or peripherals attached to your system.
q
Dimmer types that the console is operating.
The Colortran Field Service number is (800) 959-6004
Software Version 1.13
8
Chapter 1: Setting Up Your Console
INNOVATOR
USER GUIDE
PART II:
Fundamentals of
Operation
CHAPTER 2
Basic Console Conventions
CHAPTER 3
Displays
CHAPTER 4
Console System Setup
CHAPTER 5
Setting Up the Soft Patch
CHAPTER 6
Setting Channel Levels
CHAPTER 7
Basic Submaster Operation
CHAPTER 8
Creating and Recording Cues
CHAPTER 9
Playing Back Cues
CHAPTER 10
Editing Cues and Using Track Modes
CHAPTER 11
Names
CHAPTER 12
Utilities, Warnings, Printing, and Default Settings
CHAPTER 13
Memory
CHAPTER 14
Groups
Software Version 1.13
9
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
10
CHAPTER 2:
Basic Console Conventions
Terminology Definitions
Lighting Console: A lighting console is a tool that creates lighting patterns & effects, and records them
so they may be reproduced later.
Show: A show is the largest unit of memory. Only one show is ever active in the console at any given time.
Shows can be stored on standard 3.5" computer floppy diskette as show files. These files can be retrieved from
floppy disks and loaded back into the console's active memory in whole or in part. Shows are composed of
devices, cues, effects, groups, Submasters, macros, the soft patch assignment and the system setup.
Cue: Cues are recorded lighting changes or "looks" that can be reproduced with specific timing. Cues are
numbered and are usually "played back" in a numbered sequential order. Cues can be recorded and edited. A
Cue is comprised of Channels, Macro, Effect, Automated Lighting Device and Time information.
Effect: Effects are continuous repeating patterns of lighting changes that can be assigned to cues or played
back independently. The rate and pattern of an effect can be recorded and edited.
Channels: Cues, effects, groups, and Submasters are composed of selected control channels, simply
referred to as channels. Channels are used for setting lights to various intensity levels.
Moving Light Channels: Moving light channels are separate from stage control channels. There are
512 moving light channels that are used for control of up to 256 automated devices.
F
ADVANCED TOPIC: See Chapter 23, Moving Lights for additional terminology about Automated
Lighting devices.
Level: A level refers to the intensity of any lighting instrument that is controlled by a given channel. A level
is indicated by a percentage of the maximum output of a given channel, from zero (00) to full (FL). The level
number indicates the percentage of the maximum output, i.e. a channel level of 55 indicates that instruments
controlled by the channel are at 55% of their maximum intensity.
Assignment of Channels to Dimmers: Channels are assigned to control specific dimmers.
Dimmers are the actual hardware devices that feed electricity into the circuits that feed your lighting
instruments. In some venues, different circuits can be physically plugged into specific dimmer outputs,
providing what is called a "hard patch." With the Innovator console, you can assign any channel to control one
or more dimmers through what is called a "soft patch."
F
ADVANCED TOPIC: See Chapter 5, Setting Up The Soft Patch.
Software Version 1.13
11
Colortran Innovator Control Console
Dimmer Control Channel: A dimmer control channel is a logical address in the dimmer control signal
transmitted from the console. This dimmer control signal is a digital signal that contains information about
many dimmer control channels. The dimmer control signal can be used to control actual dimmers or it can
control other devices, such as automated fixtures and color scrollers. Since the majority of applications have
actual dimmers controlled by the dimmer control signal, we use the term "dimmer" to refer to a dimmer control
channel. When you see the word "dimmer" in this manual, or on the display monitor, it really means dimmer
control channel.
Dimmer Protocols: There are different types of dimmer control signals, also known as dimmer
protocols. The current standard for dimmer protocols is known as DMX-512. This was developed by the
United States Institute for Theater Technology. The Innovator console can transmit DMX-512, or CMX
(Colortran protocol), each of which contains up to 512 dimmer control channels, that may address either actual
dimmers or other automated devices.
Console Controls
The main functional groups of console controls are as follows:
1
2
3
4 5
6
7
8
1.
Channel Fader w/Bump Buttons.Except 600
5.
Data Entry Keypad.
2.
Submaster Faders W/Bump Buttons .
6.
Position Keypad.
3.
Playback Controls.
7.
Trackball.
4.
Display Keys.
8.
Moving Light Control Wheels
FIGURE 2.1 CONSOLE CONTROLS
Software Version 1.13
12
Chapter 2:Basic Console Conventions
Soft Keys
Macro Keys
Display Keys
FIGURE 2.2, SOFT, MACRO, AND DISPLAY KEYS
Display Keys
The Display keys are used to select the display on the video monitor screen. There is one row of Display keys.
Each key is labeled with the name of the display that appears when the key is pressed. There are more than
eight displays available, but some of these are actually sub-displays of the eight main displays. Sub-displays
are available through soft-keys in the main displays.
@
NOTE: If you have ordered the Secondary Video Option refer to Appendix E: Secondary Video for
additional video control functions.
F
ADVANCED TOPIC: For a complete listing of all displays, see Chapter 3, Displays.
Macro Keys
The Macro keys are a time and effort-saving feature. They are used to play back a series of recorded
keystrokes. Each Macro key can record a sequence of up to 128 keystrokes. The sequence can then be reexecuted later by simply pressing the assigned Macro key.
F
ADVANCED TOPIC: See Chapter 21, Macros.
Hard-keys vs. Soft-keys
Hard-keys: Hard-keys are the keys on the console that always have the same function. Hard-keys are
labeled with the name of the function that the key performs.
Soft-keys: Soft-keys are eight keys on the console that do not always have the same function. (See Figure
2.2.) The soft-key functions are different for each display; their functions depend upon the display you are
currently working in. At the bottom of the screen (in all displays except Playback), there is a row of eight green
boxes that represent the eight soft-keys for the current display. (See Figure 2.4). Each of them is labeled with
its soft-key function name. The eight squares are numbered 1 – 8, to correspond just like the eight soft-keys on
the console.
Software Version 1.13
13
Colortran Innovator Control Console
Whenever you change displays, you will notice that some or all of the soft-key labels change function names.
Sometimes the soft-keys will change when you press a hard-key or a soft-key. As you use your Innovator
console, you will find that you have the right soft-key available when you need it. The labels names are
designed to communicate the function of the soft-key, without having to refer to this manual. The main idea
behind the soft-keys is to provide you with only the functions needed in a particular display, without cluttering
the top panel with too many keys.
@
NOTE: In this manual, actual button names and keystroke entries appear in all capital letters. Softkeys appear inside parentheses: (SOFT-KEY). Hard-keys appear inside brackets: [HARDKEY].
&
@
EXAMPLE: The Record Submaster hard-key appears like this:
[RECORD SUB]
The Q Mode soft-key appears like this:
(Q MODE)
The Decimal Point hard-key appears like this:
[.]
NOTE: The [AND] key on your console is labeled "AND" on the key itself. In the Command Line,
this keystroke always appears as "+".
Data Keypad
The Data Entry keypad is located just beneath the
Display keypad. The buttons and functions of the
keypad are explained in their various details
throughout this manual.
It is especially important to note the difference
between similar keys, such as, [CUE] and
[RECORD CUE] or [GROUP] and [RECORD
GROUP] as these keys have vastly different
functions.
FIGURE 2.3 DATA ENTRY KEYPAD
Software Version 1.13
14
Chapter 2:Basic Console Conventions
Command Line and Its Syntax
FIGURE 2.4 LOCATION OF COMMAND LINE
The commands you enter into the console appear in the Command Line. The Command Line is visible near the
bottom of the monitor screen, just above the soft-keys (See Figure 2.4 above). A command is entered by
pressing a sequence of different soft-keys and hard-keys. Every keystroke you make appears on the Command
Line, creating a "sentence" that becomes a command for the console. Normally your command is then
completed by pressing the [ENTER] key, at which time the console executes the command. However, for
simple entering of channel levels, it is not necessary to use the [ENTER] key.
&
EXAMPLE: A command to set channel 7 at a level of 75 percent is:
[7] [AT] [75]
ü
(Command Line History shows "Channel 7 at 75")
BASIC RULE: There is no channel key, therefore anytime a number is entered at the beginning of
the Command Line, "Channel" is automatically entered onto the Command Line.
Use the [AT] key to signify a channel level or patching assignment. The [AT] key
can be roughly translated as "at the level of" or "patched to."
ü
BASIC RULE: Before you execute a command by pressing the [ENTER] key, you can use the
[CLEAR] key to erase keystrokes in the Command Line. The keystroke immediately
to the left of the cursor is erased from the Command Line when the [CLEAR] key is
pressed.
Command Line History
After pressing the [ENTER] key in the Example above, you will notice that your command turns from white
text to gray text. The entered command is now called the Command Line History. The Command Line History
provides you with a copy of the last command that was entered. You cannot manipulate the information in the
Command Line History, it just shows what command you last entered.
Software Version 1.13
15
Colortran Innovator Control Console
Captured Channels / Trackball Control
When you have set channel levels on the Command Line, the channels are "captured," and are shown in amber
boxed video. Captured channels are under control of the trackball. Use the trackball to increase or decrease the
levels of captured channels in a continuous proportional manner. This means that captured channels at different
levels still maintain their proportions with respect to each other. Captured channels remain "on the trackball"
until you select other channels or press the [CLEAR] key.
The captured channel levels can also be set by entering a new level value with the Data Entry Keypad. In this
case, there is no need to enter channel numbers because the console automatically assigns the new levels to the
captured channels.
&
F
EXAMPLE: To assign a level of 50% to channels 1 - 10, then change to 80%:
1.
[1] [THRU] [10] [AT] [50]
2.
[AT] [80] - or - Move the trackball until the channels read 80%.
ADVANCED TOPIC: See Chapter 6, Setting Channel Levels.
You can also use the trackball to control the rates of fades on the playback faders.
F
ADVANCED TOPIC: See Chapter 22, Controlling Fade And Effect Rates With The Trackball.
Selecting & Changing Channels / Trackball Control
It is also possible to select and change channels and levels with the trackball. This is done by using the cursor,
which is under the control of the trackball. First, locate the cursor by moving the trackball. If you have been
selecting channels with the keypad or performing edits to levels, you may find it necessary to push the
[CLEAR] button in order to regain control of the cursor with the trackball.
To select a channel, place the cursor directly beneath the channel number to be selected. Next, change or enter
the level by pressing the [CHANGE] button located to the left of the trackball, and moving the trackball while
continuing to hold down the [CHANGE] button.
It is also possible to select a number of channels by locating the cursor
directly beneath the first channel to be selected, pressing the [SELECT]
button located to the left of the trackball, and moving the cursor to the
left or right of the first channel selected, while continuing to hold down
the [SELECT] button. The cursor may be moved in a straight line to
select channels on the same line, or moved up or down to select
channels in lines above or below.
FIGURE 2.5: SELECT/CHANGE BUTTONS
Software Version 1.13
16
Chapter 2:Basic Console Conventions
Cursor Keys
To the right of the Data Entry keypad are the cursor control or
"arrow" keys. These keys are used in many different modes to move
the screen display, toggle through menu items or scroll certain
functions. These keys are represent in this manual as [ß ], [à ], [á ],
and[â ].
FIGURE 2.6: CURSOR CONTROL ARROW KEYS
Grand Master fader
You can use the Grand Master fader to proportionally control the output of all the channels. The slider
"masters" all of the channel levels that are live on stage. When the Grand Master is restored to its original
position, all channels return to their previous levels. Moving light channels will not be affected unless the
definition of the device has been programmed to include control by the Grand Master. When the Grand Master
is set to a level less than Full, the level of the Grand Master appears in the upper right corner of the Stage
display.
Blackout Switch
You can use the Blackout switch to control the output to all the channels with an on/off
toggle function. Press the [BLACKOUT] switch to immediately take out all the lights on
stage. Press the [BLACKOUT] switch again to return to the previous levels. The
[BLACKOUT] switch function is the same as instantly moving the Grandmaster slider
between full and zero. There are two visual indicators to let the operator know the
"Blackout" function is on. First, there is a red LED adjacent to the switch itself. Second,
on both the STAGE display and the PLAYBACK display. The word "Blackout" will
appear in amber in the upper right corner of the video display.
F
ADVANCED TOPIC: Due to the nature of automated lighting devices, it is desirable that some
deviced traits should ignore the blackout switch. Refer to Chapter 23,
Moving Lights for additional details.
Software Version 1.13
17
Colortran Innovator Control Console
Console Memory
When you turn off your console, the console "remembers" the cues and all other show information, so that when
you turn the console back on, all the show information from the previous session is still there. The show
information is stored in RAM (Random Access Memory) which remains active by an internal backup battery
when the console is turned off. If the console does not remember the previous show, the battery may need to be
replaced.
F
ADVANCED TOPIC: To change the internal battery, see Appendix A, Maintenance And Customer
Service.
Record Disk / Load Disk
The current show data can be recorded from RAM onto a standard 3.5" 1.44MB High Density floppy disk for
storage. You can then retrieve show data from the floppy disk. The disk drive is located under the front edge of
the console.
F
ADVANCED TOPIC:
To record and retrieve show data, see Chapter 13, Memory.
Software Version 1.13
18
CHAPTER 3:
Displays
The Primary Displays
The Display key pad of the Innovator has eight dedicated display buttons to access the primary displays. There
are three "live" displays where edits are seen live on stage as they are made. There are five "blind" displays
where edits are not seen live on stage. The primary displays are:
Live Displays
Blind Displays
q
Stage Display
q
Preview Display
q
Playback Display
q
Cuesheet Display
q
Device Display
q
Tracksheet Display
q
Patch Display
q
Setup Display
Many of the primary displays have Sub Displays accessible via the soft keys. In this chapter, we will examine
the basic elements common to all displays and then look at each of the displays on the Innovator. This chapter
is intended to give an overview of the functions but not the detail. References are made for each display of
where to find the detailed operation instructions.
Title Bar: The Title Bar is located across the top of the display. The Title Bar contains the name of the
display you are currently viewing. It is possible to change displays by moving the cursor into the title bar area,
holding down the [CHANGE] button and moving the cursor to the desired display from the display list. (see
figure 3.0)
Command Line / Command Line History: The Command Line shows the command currently
being entered. If the information is in WHITE letters this is the Current Active Command. If the information
is in GRAY, this is the Command Line History that shows the last command that was executed.
Software Version 1.13
19
Colortran Innovator Control Console
Q Mode: The current Q mode appears in the field at the far left of the Command Line. One of the three
Track modes will appear in the Track mode field:
q
q
Tracking
q
Cue Only
Clean Up
Soft Key Labels: The Soft Key Labels, numbered 1 – 8, appear at the bottom of the display, and change
function according to the current display. The functions of these soft-keys are executed by pressing the
respective console keys labeled [S1] - [S8]. Some of the soft-keys reveal another level of soft-keys. To return
to the top level of soft-keys in any display, press the display key for the current display.
1
STAGE
PREVIEW 2
DEVICE
CUE SHEET
TRACK SHEET
PLAY BACK
PATCH 3
Level
I
I
II
III
I
I
II
III
I
II
III
I
II
I
S1
Q Mode
Q Mode
Q Mode
Q Mode
Q Mode
Q Mode
Q Mode
S2
MP 1
SelCue
Q Mode
Q Mode
SelCue
SelCue
Q Mode
MP 1
PORT A
I
II
I
System
Monitr
ClrVal
Linear
Port
Print
Clear
ClrLn
SETUP 4
Effect
Sub Display 5
MP 1
SelAll
SelCue
MP 1
S3
SelGrp
Renum
Macro
RelAll
Renum
Macro
Minute
Renum
Renum
Minute
A/B
Minute
Uncomp
Comprs
Display
RT Clk
InsLn
S4
Levels
SelSub
Copy
S5
SelEff
SelEff
Delete
S6
SubP 1
SubP 1
Name
Toggle
Copy
Delete
Name
Copy
Copy
Delete
Delete
Device
Channl
More
Monitr
Levels
Profil
Disk
Check
1 to 1
Clear
Monitr
Macro
Device
Profile
More
More
DelLn
AddLn
DelAll
applies to both Stage Channel and Stage Dimmer Displays.
applies to Preview Cue, Preview Sub, and Preview Group.
3
applies to Patch Levels and Patch Profiles toggled by [S4].
4
applies to Macro, Device and Profile Sub Displays.
5
applies to Effects Sub Display in either Stage or Preview mode.
2
TABLE: 3.1 CHART OF SOFT KEY FUNCTIONS
20
S8
Monitr
More
More
More
Monitr
More
More
More
Restor
Restor
SubP 1
1
Software Version 1.13
S7
Restor
Restor
Restor
Restor
Chapter 3: Displays
Changing Displays
To change to a different display, press one of the eight display keys on the console. The hard display keys are
listed below:
q
[STAGE]
q
[TRACKSHEET]
q
[PREVIEW]
q
[PLAYBACK]
q
[DEVICE]
q
[PATCH]
q
[CUESHEET]
q
[SETUP]
Displays may also be changed by using the trackball and moving
the cursor into the title bar in any display and holding down the
[CHANGE] key. Then the user selects which display is desired
by continuing to hold down the [CHANGE] key. Figure 3.0
shows a portion of the Stage Display with the Display drop-down
menu activated.
FIGURE 3.0 DISPLAY SELECT DROP-DOWN MENU
Moving Within Displays / Position Keypad
To move within a display, or to change the contents of the display, use the Position Keypad, which is the four
directional keys located next to the main keypad.
The Up [á ]arrow and Down [â ] arrow keys generally change the display to select
the next or last item as the "current" item, such as the Cue number that is displayed
in the Cue display.
The Up and Down arrow keys also scroll (move) vertically the contents of the
display one line at a time.
The Left [ß ] and Right [à ]arrow keys move the Tracksheet display left or right 12
channels at a time to reveal other channels for viewing. They can also be used in
the Preview display to display the next Recorded cue, Submaster, Group or Effect.
In addition, they will also move the Device Screen left or right to reveal more
attributes for a selected device.
FIGURE 3.1 - ARROW KEYS
Software Version 1.13
21
Colortran Innovator Control Console
The LCD Display (a live or blind display)
In addition to the video displays there is also one dedicated LCD display. The LCD display has 7 encoder
wheels that are used to change the settings of the traits for automated devices. The LCD display can be
accessed while in any video display except Setup. Access the display by pressing [DEVICE] [#] [ENTER]. The
screen will now display the traits of the selected device and the encoder wheels will adjust the settings. To view
additional traits, the left and right arrow buttons to the right of the encoder wheels are used.
LCD Display
Encoder Wheels
LCD Scroll
LCD Brightness
FIGURE 3.2 SAMPLE LCD DISPLAY - SHOWING AN ASSIGNED DEVICE
Software Version 1.13
22
Chapter 3: Displays
The Stage Display
Channel Numbers
(a live display)
Level Number in % (FL = 100%)
A/B Playback Fader Status
Soft keys
Captured Channels
Display Title Bar
C/D Playback Fader Status
FIGURE 3.3 SAMPLE STAGE DISPLAY
Purpose of the Stage Display: The Stage Display is a representation of the current lighting levels
being output live on stage to the dimmer rack. Changes made to the levels directly affect the lights on stage, so
you can see what the changes look like. Changes to light levels are monitored and updated instantly on the
Stage Display as the changes are made. A Record command takes a "snapshot" of all channel levels that appear
in the Stage Display. The Stage Display also indicates the status of any fading cues.
Live Channels “on Stage”: In the main area of the display are the channel numbers and their levels
as seen “live on stage”. The level number of each channel is located below its respective channel number. The
lack of a level number indicates a level of zero.
Software Version 1.13
23
Colortran Innovator Control Console
The levels appear in different colors according to the following code:
q
Red
q
Blue
= Lower level in current cue than last executed cue
q
White
= Same level as last executed cue and not tracking.
q
Gray
= Tracking same level as last executed cue.
= Higher level in current cue than last executed cue
- or -
= Channel fader controls the level directly.
- or -
= Channel control was released from keypad or wheel control.
q
Yellow
= Effect controls the channel.
q
Green
= Submaster controls the channel.
q
Amber
= Wheel controls the channel level directly
Playback Fader Boxes: The two Playback Fader Boxes A/B, C/D are located above the Command line
on the Stage Display screen. The Playback Fader Boxes indicate the current status of any cues actively fading,
or any running cue effects. When a cue is executed by pressing the [GO] button after using the [LOAD] [#]
keys, it is automatically loaded onto the fader from which the [LOAD] key was selected.
The Playback Fader Boxes contain the following information:
@
q
Cue: the number of the current displayed cue.
q
Next: the number of the next cue to execute when the [GO] button is pressed.
q
Up ##%: indicates the up fade percent complete of a cue.
q
Down ##%: indicates the down fade percent complete of a cue.
q
Delay ##%: will appear in the position that is normally occupied by the “Down” on the
playback fader. ("DELAY" appears when the fade is in the process of counting down its
delay time.) When the delay is complete, the "Down" time will appear and progress.
q
Follow ##%: indicates the percent complete of the time before the next cue will
automatically follow the current fade
NOTE: For manual cues, the word "MANUAL" appears on the Cue Sheet and Playback Displays for
cues with no pre-recorded fade times.
Software Version 1.13
24
Chapter 3: Displays
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Q Mode: The current Q mode (Tracking, Cue Only, or Clean Up) is shown at the far left of the Command
Line. Refer to Chapter 10 for explanation of the use of Q modes for channel tracking.
Soft Key Labels: The soft key labels are located directly below the Command Line in all displays. The
soft key labels describe the function of each soft-key. The function commands are executed by pressing one of
the soft-keys, [S1] - [S8], on the console. The functions of the soft keys change for each display.
FIGURE 3.4 - STAGE DIMMER OUTPUT DISPLAY
Pressing the [S4] soft key toggles the stage display showing instead of channels the actual dimmer output levels.
Individual dimmers can be given levels that will hold until cleared. This is especially useful for setting
minimum levels that are not recorded or doing a fast dimmer check. The dimmer numbers in this display are
RED and the levels are GRAY.
Software Version 1.13
25
Colortran Innovator Control Console
The Effect Display
(a Sub Display of STAGE and PREVIEW)
FIGURE 3.5 EFFECT DISPLAY
Purpose of the Effect Display: The Effect Display creates, edits, and tests effects. The Effect
Display shows a list of all channels used in each step of the effect, as well as the timing and level information.
Contents of the Effect Display: The main part of the Effect Display consists of columns of
information about the current effect as follows:
q
Effect number and or name Lists the number and the name (if assigned) for the effect.
q
Type Shows the type of effect from the following choices:
q Forward
q Random
q Reverse
q Bounce
q
Fade Time shows the fade time for each step. Valid values are 00.0 through 9:59.9
q
Dwell Time shows the length of time each step is active. Valid values are 00.0 through 9:59.9
Software Version 1.13
26
Chapter 3: Displays
ð
q
Step shows the step numbers (up to 99) of an effect. When an effect is executed, each step
executes one after another. After the last step, the sequence repeats again from first to last,
for as long as the effect continues to run.
q
Elements List shows the Channels, traits (for Automated Devices), groups, cues, and
Submasters assigned to each step.
q
Remaining steps shows the remaining available number of effect steps based on current
configuration. System maximum for all effects combined is 9,999 steps.
HINT: Use the [á ] [â ] and [ß ] [à ] arrow keys to move from around the Effect Display.
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
Software Version 1.13
27
Colortran Innovator Control Console
The Preview Display
(a blind display)
FIGURE 3.6 PREVIEW DISPLAY - CUE SELECTED
Purpose of the Preview Display: The Preview display shows the recorded channel levels of a cue,
Group, or Submaster. Each may be created and edited in the Preview display. This is referred to as working in
the "blind," because none of the channel levels shown in this display can be seen as light output on the stage
while in the Preview display. Any edits to channel levels or cue attributes are automatically recorded as they
are entered (the Record Cue command is not necessary to create or edit cues in the Preview display).
Contents of the Preview Display: The Preview display normally shows the channel levels of any
selected cue, Submaster, or group. The upper part of the display shows channels and their respective levels.
The channel numbers are located above the levels. The channels and level rows display channels and their
respective levels. The numbers below each channel number is the level of that channel in the cue being
previewed. If no level is listed, the level is zero. The levels are shown in different colors according to the code
described below:
q
Red
= Higher level than the previous cue.
q
Blue
= Lower level than the previous cue.
Software Version 1.13
28
Chapter 3: Displays
q
White
= Non-tracking (or "hard" level), same level as last cue.
q
Gray
= Tracking (or "soft" level), same level as last cue.
Automated Device Box: The middle area of the display is the Automated Device Display where the
current settings for any selected Moving Light or Automated Device can be displayed.
Fade Parameters Line: Below the Automated Device box is the list of current fade parameters as they
are set for the a given cue or Submaster. The following items are listed:
q
q
q
q
q
Up = assigned UP fade time
Dwn = assigned DOWN fade time
Dly = assigned DELAY or DWELL time
Flw = assigned FOLLOW time
Lnk = assigned LINK (cue only)
q
q
q
q
Eff = assigned EFFECT executed
Mac = assigned MACRO executed
Grp = assigned GROUP
Pro = assigned custom fade PROFILE
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft keys change for each display.
@
NOTE: If you have purchased the Secondary Video Option, refer to Appendix E: Secondary Video,
The Innovator is designed to preclude the same display or subdisplay from being on two
monitors at the same time.
Software Version 1.13
29
Colortran Innovator Control Console
The Group Display
(a Sub Display of Preview)
FIGURE 3.7 PREVIEW DISPLAY - GROUP SELECTED
Accessing the Group Display: Pressing (SELGRP) which is the [S3] soft key followed by the
desired number of the group will access the group display. A sub menu of soft keys will appear.
Purpose of the Group Display: The Group display shows the channel levels assigned to all existing
groups. A group is a collection of channels set at levels that may be created or edited in this display. A group is
just like a Submaster but without the slider control. Groups are "building blocks" used to create cues, effects or
Submasters. All edits to channel levels are recorded as they are made (the Record Group command is not
necessary to create or edit groups while in the Group display).
Contents of the Group Display: The Group display shows the channel levels of any recorded
Group. The upper right part of the display shows the group number. Levels that are assigned to a group are
shown in Aqua.
Automated Device Box: The middle area of the display is the Automated Device Display where the
current settings for any selected Moving Light or Automated Device can be displayed.
Software Version 1.13
30
Chapter 3: Displays
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
Software Version 1.13
31
Colortran Innovator Control Console
The Submaster Display
(a Sub Display of Preview)
FIGURE 3.8 PREVIEW DISPLAY - SUBMASTER SELECTED
Accessing the Submaster Display: Pressing (SELSUB) which is the [S4] key, then the number
of the Submaster will access the Submaster Sub Display. A sub menu of soft keys will appear.
Purpose of the Submaster Display: The Submaster display shows the channel levels assigned to
each Submaster. The Submaster display can be used to create and edit Submasters. Any edits to channel levels
or Submaster attributes in the Submaster display are recorded as they are entered (the Record Sub command is
not necessary to create or edit subs in the Submaster display). There are two different types of Submasters:
Contents of the Submaster Display: The upper left part of the Submaster display contains the
Submaster number, and the Submaster page number. There is a maximum of eight Submaster pages. The upper
right contains the name. The channels and level rows display channels and their respective levels. The
numbers below each channel number is the level of each channel. If no level is listed, the level is zero.
Automated Device Box: The middle area of the display is the Automated Device Display where the
current settings for any selected Moving Light or Automated Device can be displayed.
Software Version 1.13
32
Chapter 3: Displays
Fade Parameters Line: Below the Automated Device box is the list of current fade parameters as they
are set for current Submaster. The following items are listed:
q
q
q
q
@
q
q
q
q
Up = assigned UP fade time
Dwn = assigned DOWN fade time
Dwl = assigned DWELL time
Cue = reserved for future feature
Eff = assigned EFFECT executed
Mac = assigned MACRO executed
Grp = assigned GROUP
Pro = reserved for future feature
NOTE: Level III of the soft keys allow individual Submaster bump button to be set to "ON/OFF"
toggle mode. When set this way, the word "Tog" appears under the Dly parameter.
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
Software Version 1.13
33
Colortran Innovator Control Console
The Device Display
(a live display)
FIGURE 3.9 DEVICE DISPLAY
Purpose of the Device Display: The purpose of the Device Display is to display the list of devices
being used and the current setting of the traits of the devices. Changes may be made to the device settings by
use of one of the seven encoder wheels located under the “STATUS” LCD display on the surface of the
console.
Live Devices “on Stage”: In the main area of the Device display are the device numbers and their
settings as seen “live on stage”.
Contents of the Device Display: Up to 5 devices are displayed at one time. Below the title bar of
each of the individual device are listed up to seven traits. Immediately below each trait the current position or
setting of the trait is displayed. In the case of a device whose traits exceed the seven displayed, additional traits
may be viewed by using the trackball to move the cursor (it may be necessary to press clear to gain control of
the cursor) to the portion of the title bar of the individual device, which is away from the amber arrow.
Depending on the side of the title bar the cursor is on, each press of the [CHANGE] button will move the
display to the right or the left, one attribute at a time. The left and right arrow keys will also move the selected
device attribute to the right or left one attribute at a time.
Software Version 1.13
34
Chapter 3: Displays
Device Display Paging Rules: The rules for paging through the Device display are as follows:
Up and Down Arrow keys [↑] and [↓] scroll through the device list one device at a time.
- or Press [DEVICE] [#] [ENTER]
Left and Right Arrow keys [← ] and [→ ] scroll horizontally for devices with more than seven traits.
Command Line and Command Line History Directly below the last device listed is the
Command Line. The Command Line shows the command currently being entered. If the Command Line is
gray, this indicates the Command Line History, which shows the last command executed.
Q Mode: The current Track mode (Tracking, Cue Only, or Clean Up) is shown at the far left of the
Command Line.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
@
NOTE: When you press [CUE] [#] [ENTER], a new cue is created if the cue does not already exist.
.
Software Version 1.13
35
Colortran Innovator Control Console
The Cuesheet Display
(a blind display)
FIGURE 3.10 - CUE SHEET DISPLAY
Purpose of the Cuesheet Display: The Cuesheet display is used to view the cue order and cue
attributes. Cues may be Deleted, Copied, or Renumbered. Cue attributes may also be edited.
Contents of the Cuesheet Display: The main area of the Cuesheet display contains ten columns
listing cue data and attributes. The information in each column is described below:
q
q
q
q
q
@
Up = assigned UP fade time
Dwn = assigned DOWN fade time
Dly = assigned DELAY or DWELL time
Flw = assigned FOLLOW time
Lnk = assigned LINK (cue only)
q
q
q
q
Eff = assigned EFFECT executed
Mac = assigned MACRO executed
Grp = assigned GROUP
Pro = reserved for future feature
NOTE: An A/B or a C/D (depending on the fader used) will appear ahead of the number of the
current stage cue (last cue to be executed).
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Software Version 1.13
36
Chapter 3: Displays
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
Cuesheet Display Paging Rules: The rules for paging through the Cuesheet display are as follows:
Up and Down Arrow keys ([↑] and [↓]) scroll through the cue list one cue at a time.
- or Press [CUE] [#] [ENTER]
Software Version 1.13
37
Colortran Innovator Control Console
The Tracksheet Display
(a blind display)
FIGURE 3.11 - TRACK SHEET DISPLAY
Purpose of the Tracksheet Display: The Tracksheet display is a spreadsheet that shows all
channel levels of all cues, side by side, so that channel levels of cues may be compared. In the Tracksheet
display, all edits are recorded as you make them. Cues may be created or edited in this display. Cue attributes
may also be added or edited in the Tracksheet display, although they are not shown.
Contents of the Tracksheet Display: The top row of the display lists the channels currently
selected for viewing. The cue and any part number appear in the far left column of this display, with the
channel levels in the cue shown in the same row. When a cue is currently selected for editing, its cue number
will appear in white.
Below each channel number is a column of levels, representing the level of that channel in each cue (if no level
is visible, then the level is zero). Non-tracking (hard) levels are shown in white. Tracking (soft) levels are
shown in gray. If the track mode is Clean Up, then all hard zeros disappear, and all levels appear white. If the
track mode is Cue Only or Tracking then the channels levels are shown in the following two colors:
White = Hard (non tracking) levels
Gray
= Soft (tracking) levels
Green = Group Level (non tracking) levels from groups in cues
Software Version 1.13
38
Chapter 3: Displays
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Track Mode: The current Track mode (Cue Only, Tracking, or Clean Up) appears at the far left of the
Command Line.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
FIGURE 3.11B - TRACKING DISPLAY SHOWING DEVICES
Tracksheet Display Paging Rules: The rules for paging through the Tracksheet display are as
follows:
1.
To scroll the list of cues up or down one line at a time, press the Up and Down Arrow keys.
- or Press [CUE] [#] [ENTER].
Software Version 1.13
39
Colortran Innovator Control Console
2.
To show a different range of channels across the top of the display, press the Left and Right
Arrow keys.
- or Press [#] [ENTER].
3.
To show Automated Devices, press [S6], the (DEVICE) soft key
@
NOTE: When you press [CUE] [#] [ENTER], a new cue is created if the cue does not already exist.
ð
HINT: If you enter a channel number in the currently selected edit cue, the display will automatically
page to the channel location in the Tracksheet display.
Software Version 1.13
40
Chapter 3: Displays
The Playback Display
(a live display)
FIGURE 3.12 - PLAYBACK DISPLAY
Purpose of the Playback Display: The Playback Display is used to view the current status of any
running cues and active Submasters. The Playback Display shows current and upcoming cue numbers, while
the Stage Display shows the channel levels of fading cues.
Contents of the Cuesheet Area: The upper area of the Playback Display is the Cuesheet Area,
which consists of ten columns listing each cue and its attributes. This information is identical to the Cuesheet
display, except that in the Playback Display:
q
An A/B or a C/D (depending upon the fader being used) will automatically appear beside the
current stage cue of the Cuesheet Area.
q
You can select and modify cues, as in the Cuesheet display.
Submaster Fader Window: The Submaster Fader numbers are listed sequentially in a row, below the
Cuesheet area. Below the Submaster Fader numbers are their current level readings. If no level is present, the
Submaster fader is all the way down at zero.
Software Version 1.13
41
Colortran Innovator Control Console
The Submaster Fader numbers are shown in different colors according to the following code:
q
Gray
= Normal (pile-on) Submaster
q
Yellow
= Effect loaded on Submaster
q
Amber Reverse = Submaster page has changed, the Submaster will "re-load" when it next
is moved to zero.
Playback Fader Boxes: The two Playback Fader Boxes A/B, C/D are located above the Command line
on the Stage Display screen. The Playback Fader Boxes indicate the current status of any cues actively fading,
or any running cue effects. When a cue is executed by pressing the [GO] button after using the [LOAD] [#]
keys, it is automatically loaded onto the fader from which the [LOAD] key was selected. The Playback Fader
Boxes work exactly the same as in the Stage Display. (See the Stage Display section, earlier in this chapter.)
Grandmaster Fader Indicator: In the upper right of the Playback Display is the Grandmaster Fader
Box. It indicates the level of the Grandmaster, anytime it is below full.
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Q Mode: The current tracking mode (Cue Only, Tracking, or Clean Up) appears at the far left of the
Command Line.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
Playback Display Paging Rules: The rules for paging through the Playback Display are as follows:
To scroll the list of Cues up or down one line at a time, press the [á ] and [â ] arrow keys.
The Patch Display
(a blind display)
Software Version 1.13
42
Chapter 3: Displays
FIGURE 3.13 - PATCH DISPLAY
Purpose of the Patch Display: The Patch Display shows and allows editing of channel-to-dimmer
assignments. One channel can control any number of dimmers. However a dimmer may only be assigned to
one stage channel.
Contents of the Patch Display: The Patch Display consists of 3 tables, one for each of three DMX
or CMX outputs. The outputs (dimmer or automated device control) are shown on the left side of the display.
The channels are listed at the top of the display. The current proportional level, or % level of the dimmer is
shown in a matrix corresponding to the intersection of the channel column and output row on the matrix.
Patching Automated Devices: Automated Devices are assigned DMX or CMX output addresses in
the Setup Display. See Setup Display for details
@
F
NOTE: When a dimmer number in the left column is RED that means it is part of the address range of
an automated device.
ADVANCED TOPICS: For more information on Automated Devices, see Chapter 20, Advanced
Patching Options.
Software Version 1.13
43
Colortran Innovator Control Console
Command Line / Command Line History: Directly below the Fader Box is the Command Line.
The Command Line shows the command currently being entered. If the Command Line is gray, this indicates
the Command Line History, which shows the last command executed.
Track Mode: The current Track mode (Cue Only, Tracking, or Clean Up) is shown at the far left of the
Command Line.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
FIGURE 3.14 - PATCH DISPLAY - PROFILE ASSIGNMENTS
Pressing the [S4] soft key, (LEVELS) changes the Patch Display to show the fade profile assigned to each
dimmer. The standard default profile is "00" for regular incandescent and quarts lights. Up to 15 custom
Profiles may be create to accommodate special lighting sources such as neon, cold cathode and fluorescent
lights as well as being able to create Non-Dim effects.
Dimmer Check Pop-up: The Innovator provides the ability to look at the setting of any individual
dimmer without scrolling through the Patch Display. To view the Patch assignment of a dimmer, press the
[DIMMER] key followed by the dimmer number and [ENTER]. When [ENTER] is pressed one of the
following pop-ups will appear.
Software Version 1.13
44
Chapter 3: Displays
If the selected dimmer is a stage dimmer/channel assignment the pop-up
will look like Figure 3.15 showing the Dimmer Number, Output Port, the
assigned Stage Channel, and the Proportional Level .
FIGURE 3.15 DIMMER CHECK POP-UP #1
If the selected dimmer is assigned to an Automated Lighting Device
dimmer/channel assignment the pop-up will look like Figure 3.16 showing
the Dimmer Number, Output Port, the assigned Stage Channel (if any), the
Proportional Level (if any), the Device Channel number, and the assigned
Device trait.
FIGURE 3.16 DIMMER CHECK POP-UP #2
Software Version 1.13
45
Colortran Innovator Control Console
The Setup Display
(a blind configuration display)
FIGURE 3.17 SETUP DISPLAY
Purpose of the Setup Display: The Setup Display is used to customize show parameters to suit your
specific needs. Most editable parameters shown in the Setup Display are edited by selecting the number of the
item in display then pressing the enter button. Other parameters may be edited by selecting the appropriate softkey, such as Macros, Devices, or Profiles. The Setup Display shows all the current setup parameters for a show.
Printing and Disk functions are also performed in the Setup Display.
Contents of the Setup Display: Your Innovator model and software version numbers are shown at
the top of the Setup Display. Below this are the Show Name and File Name of the currently loaded show. The
information fields in the Setup Display are summarized in Chapter 4: Console System Setup.
Software Version 1.13
46
Chapter 3: Displays
Macro Sub Display (a Sub Display of Setup)
1
2
3
4
5
6
FIGURE 3.18 MACRO DISPLAY
Purpose of the Macro Sub Display: Macros are recorded, configured and edited in this Sub
Display which is available under the (Macro) or [S5] soft key. A Macro is a recorded sequence of keystrokes
meant to serve as a time saving technique for executing a repeated series of commands.
Contents of the Macro Sub Display: There are six key parts to the Macro Sub Display. They are:
1.
2.
3.
4.
5.
6.
Command Line
Current Macro as recorded showing the step number at the beginning of the line followed by the
recorded keystrokes.
Current Macro being edited. Each page contains 8 macros and the active the current page of Macros
are assigned to the [M1] through [M8] buttons respectively.
General Macro Options, menu items 1 to 4 for creation of a Macro.
Macro Specific options, menu items 6 to 9 for editing the current Macro.
Setup Display Soft Keys.
Software Version 1.13
47
Colortran Innovator Control Console
Device Sub Display (a Sub Display of Setup)
FIGURE 3.19 DEVICE ASSIGNMENT DISPLAY
Purpose of Device Sub Display: Automated devices are configured in this display. Device start
positions as well as selection of one of the available three DMX / CMX outputs is selected in this Sub Display.
The Device Sub Display is available under the (DEVICE) soft key in the Setup Display. Refer to Chapter 20:
Moving Lights for details on the use of this display.
Software Version 1.13
48
Chapter 3: Displays
Profile Editor Display (a Sub Display of Setup)
FIGURE 3.20 PROFILE EDITOR DISPLAY
Purpose of Profile Editor Sub Display: A profile is a method of customizing an output curve
assignment, which may be assigned any number of times to different cues or dimmers. The Profile Editor Sub
Display is available under the Profile Display (PROFIL) soft-key [S7] in the Setup Display..
F
ADVANCED TOPICS: See Chapter 18, Profiles.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
Software Version 1.13
49
Colortran Innovator Control Console
Real Time Event Display (a Sub Display of Setup)
FIGURE 3.21 REAL TIME EVENT DISPLAY
Purpose of the Real Time Event Display: The Innovator allows cues to be executed based on a
real time clock. This display is used to set the system clock and make assignments of cues to day and time for
execution.
Soft Key Labels: The Soft Key Labels are located directly below the Command Line. The Soft Key
Labels describe the function of each soft-key. The function commands are executed by pressing one of the softkeys, [S1] - [S8], on the console. The functions of the soft-keys change for each display.
Print Sub-Display: When in the Setup Display, soft key [S2] is labeled "Print". When pressed the
following menu will pop up. Provided the user has a properly configured printer connected to the console. The
user may print out the information stored in the unit for archive and or back up purposes.
Software Version 1.13
50
Chapter 3: Displays
The user may enter any or all digits from [1] through [3]
to select the printing of individual elements of show
data.
Pressing [ENTER] will select to print everything.
After making desired selection(s) press the [ENTER]
key to begin printing.
FIGURE 3.22 - PRINT MENU
Disk Sub-Display: When in the set-up display, soft-key [S4] is labeled "Disk". When pressed, the
following menu will pop up. Be sure to have a 3.5" Double Sided High Density Floppy Diskette handy for this
process.
@
NOTE: This is the same type of floppy diskette used by standard PC Computers. Commonly referred
to as a 3.5" 1.44 meg floppy disk.
1 = Save currently loaded show to the floppy disk.
2 = Load file already saved on disk into Innovator.
3 = Delete existing file saved on disk.
4 = Change the name of a file already on the floppy disk.
5 = Reserved for future feature
6 = Initialize a floppy disk for first time use.
7 = Re-read the existing operating system from a back-up diskette
or load a new updated system software.
FIGURE 3.23 DISK MENU
Clear Sub-Display: When in the set-up display, soft-key [S8] is labeled "MORE". When pressed, the
second level of soft keys appears. Soft key [S2] is now labeled (CLEAR). Selecting this key will cause the
following menu to pop up. The Clear Menu is used to clear some or all of the current contents of memory.
I
CAUTION! When in doubt save contents of memory to disk before clearing. Once erased data is
lost unless it has been stored on a diskette.
Software Version 1.13
51
Colortran Innovator Control Console
1 = Clears all cues saved in memory.
2 = Clears all Group assignments saved in memory.
3 = Clears all Submaster assignments saved in memory.
4 = Clears all Effects saved in memory.
5 = Clears all Macros saved in memory.
6 = Clears all saved contents.
Pressing any number will cause a confirmation box to appear.
Press [ENTER] to confirm or [CLEAR] to cancel action.
FIGURE 3.24 CLEAR MENU
Software Version 1.13
52
CHAPTER 4:
Console System Setup
Using the Setup Display
The Setup display gives you a way to configure the console to match your overall system. In the Setup display
you can also change fundamental control settings, make key system assignments and execute printing and file
management tasks. Each of the 22 menu items will be addressed in this section. Some menu items, along with
the soft keys are explained in greater detail in later chapters.
q
Modify display parameters
(See Playback and Setup Display topics in Chapter 3, Displays.)
q
Change displays on the optional auxiliary monitor
(See Appendix G, Auxiliary Monitor.)
q
Execute printing commands
(See Chapter 12, Utilities, Warnings, Printing, and Default Settings.)
q
Save, view, copy, delete, and retrieve show files from floppy disks
(See Chapter 13, Memory.)
q
Assign automated devices, and create and edit definitions
(See Chapters 23 and 24, Automated Lighting Devices and Programming Moving Lights.)
q
Create profiles and view profiles
(See Chapter 18, Profiles)
q
Record macros, select the current Macro Page, and view macro contents
(See Chapter 21, Macros.)
System Setup
In the Setup Display, you can use the appropriate numbered item on the display to define the number of
dimmers and channels used in a show, as well as enable or disable peripheral devices such as the Hand Held
Remote or the MIDI interface. Setup assignments remain in memory even after the console is turned off and
then turned back on again. When console memory is cleared, the System Setup assignments are reset to the
factory defaults.
Software Version 1.13
53
Colortran Innovator Control Console
F
ADVANCED TOPIC: For more information about how Setup assignments are held in memory, see
the System Settings in Memory topic in Chapter 13, Memory.
FIGURE 4.1 SAMPLE SETUP DISPLAY
1.Show Name
Setup menu item 1 provides a way to add an alphanumeric label to a show file. The Show Name is different
than the show File Name. The Show Name only appears in the Setup display, and can only be viewed when the
show is in active memory.
&
EXAMPLE: To assign a Show Name to a show in the Setup display:
1.
Press [1] on the data keypad.
2.
Using the Submaster bump buttons or an optional ASCII keyboard enter alphanumeric show
name or any number from the channel keypad, press [ENTER].
Software Version 1.13
54
CHAPTER 4: Console System Setup
2.File Name
Setup menu item 2 provides a way to specify a DOS style disk file name for the show in current memory. This
name is different from that of the "Show Name" and must follow MS-DOS naming conventions of a maximum
of 8 letters. These will appear as "xxxxxxxx.INN" if the disk directory were viewed on a PC.
&
EXAMPLE: To assign a Show Name to a show in the Setup display:
1.
Press [2] on the data keypad.
2.
Using the Submaster bump buttons or an optional ASCII keyboard enter alphanumeric show
name or any number from the channel keypad, press [ENTER].
@
NOTE: The current release of Innovator software does not allow for off-line editing of Show
information.
3. - 5. Number of Dimmers
The Innovator control console is provided with 3 multiplexed dimmer data output ports. The maximum
capacity of each port is 512 dimmers. The minimum number is 48.
&
@
EXAMPLE: To assign the quantity of dimmers addressed by each of the 3 data ports:
1.
Press [3] [ENTER]
Selects port A.
2.
Press [#] [ENTER]
3.
Repeat for menu items 4 and 5 to make assignment for port B and port C.
Enter number of dimmers on this port. Valid 48 to 512
NOTE: Refer to menu items 13 - 15 in this chapter for dimmer data protocol assignment.
6. Number of Playback Cue Rows
This item reserve for future software feature.
7. Number of Channels
The maximum number of control channels on the Innovator control console is 384. This number should not be
confused with the number of manual channel faders. The valid number range for this menu item is 48 to 384
depending on the requirement of your show.
Software Version 1.13
55
Colortran Innovator Control Console
&
&
@
EXAMPLE: To assign the quantity of channels available for a given show:
1.
Press [7] [ENTER]
2.
Press [#] [ENTER]
selects Number of Channels menu item
enter number of channels. Valid 48 to 384
EXAMPLE: To set up a show with 200 channels:
1.
Press [7] [ENTER]
2.
[200] [ENTER]
NOTE: The number of channels may be changed without clearing memory. If you reduce the number
of channels or dimmers, and restore them later, the previous patch assignments will be
remembered. If you increase the number of channels or dimmers in a show that was read
from disk, but patch assignments will not be remembered. See Chapter 5, Setting Up The Soft
Patch.
@
NOTE: Increasing the number of channels will affect the remaining number of Cues, Groups,
Submasters, and Macros.
8. Number of Submaster pages
The Innovator control console is capable of holding up to 8 pages of Submaster assignments depending on the
specific settings selected by the user. Each "page" can contain up to 24 Submaster assignments corresponding
to the 24 Submaster sliders and their associated bump buttons. In the maximum configuration this would allow
a total of 192 assignments
&
@
EXAMPLE: To assign the quantity of Submaster pages for a given show:
1.
Press [8] [ENTER]
2.
Press [#] [ENTER]
selects Number of Submaster Pages menu item
enter number of pages. Valid 1 to 8
NOTE: Increasing the number of Submaster pages will affect the remaining number of Cues, Groups,
and Macros.
F
ADVANCED TOPICS: Refer to Chapter 7 Basic Submaster Operation and Chapter 14 Advanced
Submaster Operation for addition information on the operation of
Submasters and Submaster pages.
Software Version 1.13
56
CHAPTER 4: Console System Setup
9. Number of Macros
The Innovator control console is capable of holding up to 1000 Macros. A Macro is a recorded sequence of
commands that may be played back with the touch of one of the 8 Macro keys in the Display keypad.
&
@
EXAMPLE: To assign the quantity of macros available for a given show:
1.
Press [9] [ENTER]
Selects Number of Macros menu item.
2.
Press [#] [ENTER]
Enter number of Macros. Valid 0 to 500*
*depending on configuration
NOTE: Increasing the number of Macros will affect the remaining number of Cues, Groups, and
Submaster pages.
F
ADVANCED TOPICS: Refer to Chapter 21 Macros for addition information on the operation of
and programming of Macros.
10. Number of Effect Steps
The Innovator control console is capable of holding up to 600 recorded Effects. Individually and Effect can
have up to 100 steps. The total number of steps for all Effects combined is 9,999. An Effect may be a simple
sequential chase of channels or a complex series of Cues and groups.
&
@
EXAMPLE: To assign the quantity of Effects available for a given show:
1.
Press [10] [ENTER]
Selects Number of Effects menu item.
2.
Press [#] [ENTER]
Enter number of Effects. Valid 0 to 9,999*
*depending on configuration
NOTE: Increasing the number of Effects will affect the remaining number of Cues, Groups, and
Submaster pages.
F
ADVANCED TOPICS: Refer to Chapter 15 Effects for additional information on the operation of
and programming of Effects.
Software Version 1.13
57
Colortran Innovator Control Console
11. Number of Groups
The Innovator control console is capable of holding up to 500 Groups. A Group is a recorded sequence of
channels and levels, similar to a cue but without timing information. The primary purpose for a group is fast
recall of a series of related channels and their proportionate levels for easy setting of levels in the creation of
cues.
&
@
EXAMPLE: To assign the quantity of groups available for a given show:
1.
Press [11] [ENTER]
Selects Number of Groups menu item.
2.
Press [#] [ENTER]
Enter number of Groups. Valid 0 to 500*
*depending on configuration
NOTE: Increasing the number of Groups will affect the remaining number of Cues, Macros, Effects,
and Submaster pages.
F
ADVANCED TOPICS: Refer to Chapter 14 Groups for additional information on the operation of
and programming of groups.
12. Worklight Level
Depending on the model purchased, the Innovator control console has from 1 to 3 connectors on the back panel
for the optional gooseneck worklights. If this option was purchased, the number set here is the output level.
This menu item is used to set the intensity level of the console worklights.
&
EXAMPLE: To assign an intensity level for the console worklights:
1.
Press [12] [ENTER]
selects Worklight Level menu item
2.
Press [#] [ENTER]
enter the desired level. Valid 0 to 100
13. - 15. Dimmer Protocol
The Innovator control console can select between two different dimmer protocols for the output of the console:
DMX512 (USITT 1990 standard) and CMX (a.k.a. Colortran Multiplex protocol). Most new systems will
utilize DMX. If your system is a retrofit to existing Colortran product, you may need CMX.
The console remembers the dimmer protocol setting when you turn the console off, but not when you do a “hard
clear” by holding the [CLEAR] key down while the console boots. Other conditions under which protocol may
need to be reset include:
q
When you update the console to new software.
q
When the RAM battery is dead.
Software Version 1.13
58
CHAPTER 4: Console System Setup
&
EXAMPLE: To assign a protocol for the dimmer output ports:
1.
Press [13] [ENTER]
selects port A menu item
2.
Press [↑] or [↓]
using the up arrow or down arrow cursor keys select
either DMX-512 or CMX
3.
@
Press [ENTER]
press to confirm selection.
NOTE: If you need to use a dimmer protocol other than DMX512 or CMX, (such as AMX or analog
control) there are a number of commercially available protocol converters. These can be
rented or purchased from theatrical equipment suppliers or from Colortran. For more
information, call Colortran Customer Service at (800) 959-6004.
16. Printer type
The Innovator control console is capable of sending information to one of two types of printers. This feature
will allow users to print show information to hard copy. The two printer types are HP Laser Jet and Epson LX
series. Consult your printer manual for compatibility requirements.
&
EXAMPLE: To define the printer output:
1.
Press [16] [ENTER]
selects Printer type menu item
2.
Press [↑] or [↓]
using the up arrow or down arrow cursor keys select
either HP LaserJet or Epson LX series
3.
@
Press [ENTER]
to confirm selection.
NOTE: Refer to Chapter 12 Utilities, Warnings, Printing, and Default Settings for additional
information on printing.
17. Midi Control
This menu item reserved for future feature.
18. Reference by name
This menu item reserved for future feature.
Software Version 1.13
59
Colortran Innovator Control Console
19. Channel Bump Toggle
The Innovator control console model 24/48, 48/96 and 72/144 have bump button associated with the individual
channel sliders. This menu item allows the user to change the operation of the channel bump buttons from
momentary on/off to maintained on/off. When set to "off" the bump buttons are normal momentary flash to
full. When set to "on" the channel bump button change and function as push on push off maintained contact.
&
EXAMPLE: To enable or disable the Hand Held Remote:
1.
Press [19] [ENTER]
selects Channel Bump Toggle menu item
2.
Press [↑] or [↓]
using the up arrow or down arrow cursor keys select
either On or Off
3.
Press [ENTER]
press to confirm selection.
20. Network Remote
This menu item reserved for future feature.
21. Single Scene/Two Scene
All models of the Innovator control console except the model 600 have manual channel sliders. These sliders
are arranged in two row of either 24, 48, or 72 slider each. In Single Scene mode each slider represent a control
channel. In two scene mode. The channel of the top row are duplicated on the second row and the A/B
playback fader served as a split-fader to operate the scenes. The chart below shows the different channel
capacities of manual channel sliders.
MODEL
Total
Faders
Innovator 24/48
Innovator 48/96
Innovator 72/144
&
48
96
144
Single Scene
Top Row
Second Row
1 - 24
1 - 48
1 - 72
25 - 48
49 - 96
73 - 144
Two Scene
Top Row
Second
Row
1 - 24
1 - 24
1 - 48
1 - 48
1 - 72
1 - 72
EXAMPLE: To switch between Single Scene and Two Scene mode for the manual channel sliders:
1.
Press [21] [ENTER]
selects single Scene/Two Scene item
2.
Press [↑] or [↓]
using the up arrow or down arrow cursor keys select
either Single or Two
3.
Press [ENTER]
press to confirm selection.
Software Version 1.13
60
CHAPTER 4: Console System Setup
22. Secondary Video
To configure the operation of the Secondary Video option, press [SETUP] on the display keypad. Menu item
#22 will show the word "Disabled." Press [22] [ENTER] to select this item. The menu item will reverse video
(see Figure 4.2 below)
FIGURE: 4.2 Lower Corner - Setup Display
Using the [á ] or [â ] cursor keys, select the desire mode. Refer to Appendix E: Secondary Video for detailed
instructions.
Software Version 1.13
61
Colortran Innovator Control Console
(this page left intentionally blank)
Software Version 1.13
62
CHAPTER 5:
Setting Up the
Soft Patch
What is a Soft Patch?
The term "patch" refers to a table that shows which dimmer numbers are controlled by which control channels.
The dimmers in turn feed electrical current into the circuits that connect to lighting instruments. In some older
lighting systems, the assignments of instruments to dimmers are altered through a "hard" patch. A hard patch is
a hard-wire method such as the "telephone patch" or a "slider patch" used to connect a circuit to a dimmer.
Older lighting consoles have each dimmer controlled by its own slider.
FIGURE 5.1A LIGHTING CONTROL OLD PATCH FUNCTIONAL DIAGRAM
Newer control consoles such as the Innovator series, allow you to control a number of dimmers with one control
channel (a "soft" patch). If a theater uses a hard patch from the circuits to the dimmers, and a console with a soft
patch, there may be an association of up to three numbers for each lighting instrument: a circuit number, a
dimmer number, and a control channel number.
Software Version 1.13
63
Colortran Innovator Control Console
FIGURE 5.1B LIGHTING CONTROL SYSTEM PATCH FUNCTIONAL DIAGRAM
When a dimmer is currently patched to a channel and then re-patched to a new channel, the dimmer is "robbed"
from the previous assignment. The previous channel assignment is deleted without warning and the dimmer is
given to the new channel assignment.
ü
BASIC RULE: Remember that a dimmer can be controlled by only one channel, but a channel can
control any number of dimmers.
The Four Patch Parameters
On the Innovator control console, there are five possible elements of a patch assignment. They are as follows:
F
Dimmer Number:
This is the DMX or CMX Dimmer data number.
Channel Number:
This is the control channel the dimmer responds to.
Level:
This is a level modifier and is in essence the percentage is multiplied against the
channel level producing a "proportional" output. The default is "FL" (full) or
100%.
ADVANCED TOPICS: Refer to Chapter 20 Advanced Patching Options for additional information
on the operation of and programming of proportional patching levels.
Profile:
This is the output curve. Standard dimmers produce a curve called "Square
Law" which to the eye appears as a smooth graduated fade. However other light
sources, some automated devices and Non dims need to dimmer to output
differently to obtain the desired results.
Software Version 1.13
64
CHAPTER 5: Setting Up the Soft Patch
F
ADVANCED TOPICS: Refer to Chapter 18 Profiles for additional information on the creation and
assigning of Profiles.
Device:
F
This is the Automated device channel that a given dimmer output address may
respond to. Note that a dimmer address may be assign to both a Stage channel
and a Device Channel. When a Dimmer is assign to a device channel it can also
display the "trait name" for that device.
ADVANCED TOPICS: Refer to Chapter 23 Moving Lights for additional information on the
operation of and programming of Moving Light and Device channels.
Patch Displays
The Patch display consists of 3 tables, one for each of three DMX or CMX outputs. The outputs (dimmer or
automated device control) are shown on the left side of the display. The channels are listed at the top of the
display. The current proportional level, or % level of the dimmer is shown in a matrix corresponding to the
intersection of the channel column and output row on the matrix.
FIGURE 5.2 SAMPLE PATCH DISPLAY
Software Version 1.13
65
Colortran Innovator Control Console
Patching Channels to Dimmers
In the Patch display, you begin a patch command by pressing the number of the channel that you want to assign,
followed by the [DIMMER] key. At this point, you can enter dimmer number assignment(s). To assign more
than one dimmer, enter a dimmer list, which can contain a range of dimmers joined with the [AND], [MINUS],
and [THRU] keys. Execute the command by pressing the [ENTER] key.
&
EXAMPLE: To patch channel 2 to dimmer 51 in the Patch display:
[2] [DIMMER] [51] [ENTER]
The console command line will respond as follows : Channel 2 To Dimmer 51 At Full
ü
BASIC RULE: In all patching commands, it is not necessary to specify channel numbers with a
channel key. The console automatically assumes that the channel is addressed in the
first part of the command and the dimmer in the second part, unless the [DIMMER]
key is used.
Patch 1 To 1
Use the (PATCH 1 TO 1) soft key in the Patch display to patch each control channel to the dimmer of the same
number (i.e. channel 1 at dimmer 1, channel 2 at dimmer 2, etc.). This is the default setting for the patch table.
The (PATCH 1 TO 1) soft key is available in the Patch display to return the patch to a one to one
channel/dimmer assignment. Parked dimmers, Non-Dim dimmers, proportional dimmer levels, and profiles are
retained when you execute this command. The console prompts you to confirm the Patch 1 To 1 command
before the command is executed.
&
EXAMPLE: To establish a 1 to 1 patch in the Patch display:
1.
(PATCH 1 TO 1) [ENTER]
("WARNING” confirmation request appears.)
2.
[1]
(Executes the command.)
Automated Device Channels
Automated device channels are selected in the Setup Display by using the soft key (Device). Follow the Device
Menu in this display to Edit Definition (number 3) to modify the device assignments and select the device
dimmer output assignment and port. When making dimmer and channel assignments note that dimmer numbers
that appear in red have an Automated Device assigned.
ü
BASIC RULE: Remember that a dimmer output position can be occupied by a dimmer and an
automated device at the same time. If dimmers and automated devices are assigned
the same dimmer position, both the automated device and the dimmer will also be
Software Version 1.13
66
CHAPTER 5: Setting Up the Soft Patch
controlled by the same channel. Thus, it is usually desirable to separate dimmers and
automated device output ports.
F
ADVANCED TOPICS: Refer to Chapter 23 Moving Lights, for additional information on the
operation of and programming of Automated Device Channels.
Software Version 1.13
67
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
68
CHAPTER 6:
Setting Channel Levels
Two-Scene Preset Mode
(All Innovator models except 600)
When you have the set operating mode to TWO-SCENE, the first thing that you will notice is that the A/B
crossfader controls the output of one scene, 1 or 2. The A crossfader controls Scene 1 so that when the
crossfader is at the top of its travel, scene 1 is "at full." The B crossfader controls Scene 2 so that when the
crossfader is at the bottom of its travel, Scene 2 is at full (backwards to crossfader A). When both crossfaders
are moved together, the look on stage fades from the contents of one scene to the other scene. By having
separate crossfaders, you can fade one scene in before the other fades out, or vice-versa. This type of crossfader
is called a "Split Crossfader".
ü
BASIC RULE: In Two-Scene Preset mode, the channel fader positions always determine the stage
output levels.
Channel Faders vs. Keypad in Multi-Scene Mode
(All Innovator models except 600)
In Multi-Scene mode, you can use the keypad or the channel faders to enter, record and edit the levels in
console memory. You can also play the cue back later with the [GO] button. This is one difference between the
Two-Scene Preset mode and the Multi-Scene (memory) mode of operation.
In Two-Scene Preset mode, the channel faders always control live stage levels. You cannot use the channel
faders to edit any blind displays. When you are working in Multi-Scene mode, you can control channel levels
in any display with either the channel faders or the keypad. If you want to use a channel fader to control a
channel level that has been set by the keypad or by a cue, you must first move the channel fader to match the
current level of the channel in the display. As soon as the level is matched, the channel level changes color to
indicate that the fader now has control. This is referred to as “match and grab” operation. You can set the
level anytime with the keypad, but the fader must always match and grab if it is not set at the channel’s current
level.
Software Version 1.13
69
Colortran Innovator Control Console
ü
BASIC RULE: The following actions can cause the channel faders to temporarily lose control over
their channels when you are working in Multi-Scene mode.
q
Setting levels with the keypad.
q
Executing cues with the GO button.
You must match and grab in order to regain fader control over these channels.
Keypad Commands
In the Multi-Scene mode, channel levels are entered and recorded through the Command Line by using the Data
Entry Keypad. When a number is entered into the Command Line, the console automatically assumes by
default that channels are being addressed (there is no channel key). The [DIMMER] key is available to directly
control individual dimmers, and for use in patching commands.
In addition, the (LEVELS) soft key may be used to switch the display to Dimmer mode which directly
addresses dimmers. It is not necessary to push the [ENTER] key after the level is entered for a channel.
ü
BASIC RULE: There is no “channel” key; when you enter a number in the Command Line by
pressing the key, the console automatically assumes that the number is a channel
number.
&
EXAMPLE: To set channel 2 to a level of 75%:
[2] [AT] [75]
F
(“Channel 2 AT 75%” appears in the Command Line.)
ADVANCED TOPICS: See the Dimmer Check topic in Chapter 12, Utilities, Warnings, Printing,
and Default Settings.
You need to enter a zero when you specify a level that is a multiple of ten. If you enter [5], the console assumes
you mean 05%; if you enter [8], the console assumes you mean 08%; etc.
&
EXAMPLE: To set channel 2 to a level of 07%:
[2] [AT] [7]
("Channel 2 AT 07% " appears in the Command Line.)
Software Version 1.13
70
CHAPTER 6:Setting Channel Levels
Channel Lists
You can use the [AND], [THRU], and [MINUS] keys to make lists of channels and other items. You are not
required to enter the list in any particular order. You can generally just enter channel lists in the order in which
you might be thinking of them.
&
EXAMPLE: If you enter key strokes as follows:
[12] [THRU] [24] [AND] [36] [MINUS] [23] [AT] [FULL]
"Channels 12 > 24 + 36 - 23 AT Full" appears in the Command Line.
ð
HINT: Items using the [THRU] key may be listed from lowest to highest, or highest to lowest.
&
EXAMPLE: The basic channel and level Command Line syntax in any channel/level display:
[#] [AT] [#]
&
("Channels # AT # " appears in the Command Line.)
EXAMPLE: Listed below are common examples of channel/level command variations:
[#] [AT] [#]
(Sets single channel to a level.)
[#] [AND] [#] [AT] [#]
(Sets 2 different channels to same level).
[#] [THRU] [#] [AT] [#]
(Sets a list of consecutive channels to same level.)
[#] [THRU] [#] [MINUS] [#] [AT] [#]
(Sets a list of consecutive channels minus a single
channel to the same level.)
Captured Channels
The term "captured channels" refers to channels with levels that are currently being set. Captured channel
levels are shown in boxed amber video in the display. When a level setting command is entered in the
Command Line, the channels listed in the command are "captured." All captured channels are under direct
control of the trackball (see the next topic, trackball). When levels are captured, any command that begins with
[AT] will affect the currently captured channels.
Software Version 1.13
71
Colortran Innovator Control Console
&
ü
EXAMPLE: To set channels 6 - 9 at 100%, then reset at 65%:
1.
[6] [THRU] [9] [AT] [FULL]
(Channels 6 - 9 set at 100%, remain captured.)
2.
[AT] [65]
(Channels 6 - 9 set at 65%, remain captured.)
3.
Press the [CLEAR] key to release the captured channels.
BASIC RULE: The [CLEAR] key releases captured channels, but the Command Line must be
“empty”, or else the [CLEAR] key acts like a “backspace” key to clear keystrokes
from the Command Line.
You do not need to set channels to a level in a command to capture them. They can be captured by simply
listing them and pressing [ENTER].
&
EXAMPLE: To capture a single channel, without setting a level:
[#] [ENTER]
&
EXAMPLE: To capture channels 5 - 20 and channel 30, without setting a level:
[5] [THRU] [20] [AND] [30] [ENTER]
When the Command Line is “empty” and no channels are currently captured, pressing the [ENTER] key
captures all active channels (all non-zero channels). The exception to this is that pressing [ENTER] does not
capture any Automated Devices. Automated Devices must be addressed specifically.
&
EXAMPLE: To capture all active channels (channels reading above zero):
[ENTER]
ü
(All channels reading above zero are now captured on the trackball.)
BASIC RULE: All captured channels are unaffected by executed cues; pressing the GO button does
not affect them, even if the channels have new level assignments in the new cue.
Captured channels remain under active control of the trackball until control is
released by pressing the [CLEAR] key.
F
ADVANCED TOPICS: See Chapter 9, Playing Back Cues.
Software Version 1.13
72
CHAPTER 6:Setting Channel Levels
Trackball Control
The trackball is used to adjust the levels of individual or multiple channels proportionally up or down.
Whenever any channels are captured, their levels are adjustable on the trackball.
&
EXAMPLE: To set channels to 50%, and then use trackball control to adjust the level in the Stage,
Preview, and Tracksheet displays:
[# list] [AT] [50]
&
(Channel list now active on the trackball, even if the
level specified is zero.)
EXAMPLE: To capture channels at their active levels in the Stage, Preview, Group, and Tracksheet
displays:
[# list]
(Channels in list now captured and controlled by the
trackball.)
@
NOTE: If you find that the tracking color of certain channels is not appropriate to the display, you
may have moved the trackball accidentally while channels were captured. There is a
possibility of the trackball moving so slightly that the movement is noted internally without
changing the channel level in the display. If you find that the tracking color has changed, it
may be prudent to confirm that levels are still tracking by checking the Tracksheet display.
F
ADVANCED TOPICS: See Chapter 10, Editing Cues and Using Track Modes.
Proportional Control with the Trackball
All captured channels are affected proportionally when you use the trackball. Proportional control operates
such that a given rotation of the trackball may cause a greater change to a higher level than to a lower level. For
example, if a channel is captured at 10% and the trackball spins 1/2 a rotation, the level may increase to 20%
(10 points). If the same channel is captured at 40%, and the trackball spins 1/2 a rotation, it may increase the
level to 80% (40 points).
&
EXAMPLE: Channel 1 is at 25%, and channel 2 is at 50%. Channels 1 and 2 are both then captured
and thus captured on the trackball." If the trackball is used to move channel 1 to 50%,
channel 2 will be brought to full. If the trackball is moved further, channel 1 will
increase until it reaches full also. This is known as "overranging". As the trackball is
used to lower the levels, channel 1 will start to come down from full first. When it
reaches 50%, channel 2 will begin to come down. Eventually you can return all
channels under control of the trackball to their original levels, provided that you
maintain trackball control over them.
Software Version 1.13
73
Colortran Innovator Control Console
Because you can control levels proportionally with the trackball, you can increase the intensity of a lighting
look on stage without changing the feel of the look or the mix of the colors. And because of the ability to
overrange with the trackball, you have the opportunity to "run all channels up to full" and still be able to return
to your original look.
Restoring Channel Levels (“Undo”)
You can use the (RESTOR) soft key command to return channel levels to their level prior to the last level
setting command. The (RESTOR) soft key is available in the Stage, Preview, and Tracksheet displays.
Although the previous level command may not be present in the Command Line history, it remains available to
the Restore command.
Channels may be selectively restored by entering a list of channels which are to return to their previous level.
&
EXAMPLE: To restore channel levels from the Stage, Preview, Group, Submaster and Tracksheet
displays:
(RESTOR) [ENTER]
(Restores all channels.)
- or (RESTOR) [# list] [ENTER]
(Restores only the channels in list.)
Using the (RESTOR) soft key repeatedly toggles between the last two consecutive levels that a channel has
been assigned.
&
EXAMPLE: To toggle a channel's last two assigned levels in the Stage, Preview, or Tracksheet
displays:
1.
[# list] [AT] [#] [ENTER]
2.
(RESTOR) [ENTER]
(Displays channel levels set before last level setting
command.)
3.
(RESTOR) [ENTER]
(Toggles back to the new levels set by the last
command.)
In the Stage display, the Restore command always restores channels to the levels assigned just prior to the last
changes that you made. You can switch to another display, edit channel levels, return to the Stage display, and
still use the Restore command to return to the previous stage levels.
The Restore command remembers the last level changes you made in an editing display such as Preview, Group
(sub display), Submaster (sub display), or Tracksheet. Once you edit in another ‘blind” display, the Restore
command memory is active only for that display (as well as in Stage display).
Software Version 1.13
74
CHAPTER 7:
Basic Submaster Operation
Submasters
Submasters are fader controls on the console top panel that can have multiple channels assigned to them at
different levels. In this way, you can record stage "looks", and recall them by moving a Submaster fader to
restore the look at various intensities. Submasters can also be used to play back different effects.
The Playback display contains the Submaster Fader Window, a section of the screen that lists all the Submaster
fader numbers and their current levels. The Submaster operation is also color coded as follows:
SUBMASTER NUMBERS
q Gray
normal Submaster
q Yellow
Submaster with an effect assigned to it
q Amber Reverse
indicates Submaster page change,
(handle must more to zero for change to take effect)
FIGURE 7.1 SUBMASTER FADER AREA OF PLAYBACK DISPLAY
Normal Submaster
A normal Submaster has channels at specific levels assigned to it. When these channels are assigned, they are
not "robbed" from any of their other assignments. The same channel can be assigned a unique level in any
number of Submasters. This is because normal Submasters operate in what is called a "Pile-On" mode; for any
given channel, the highest level from any Submaster takes precedence.
&
EXAMPLE: Let's say channel 21 is assigned to Submaster 5 at a level of 40% and to Submaster 6 at
a level of 70%. In the Stage display, when Submaster 5 is brought to Full, channel 21
reads at 40%. If Submaster 6 is brought up, channel 21 begins to increase when
Submaster 6 brings the level over 40%. When sub 6 finally reaches Full, channel 21
reads at 70%.
Software Version 1.13
75
Colortran Innovator Control Console
You can create Submasters in two different ways:
q
"Live" with the [RECORD SUB] hard key.
q
"Blind" in Preview in the Submaster sub-display.
Record Sub Command
The [RECORD SUB] hard key records the instantaneous "look" of the current Stage display, by recording all
channels at their current levels. This includes all levels that may be originating from level setting commands,
cues, running effects, or even other subs. The Record Sub command can be executed from any display. When
an effect is running, the Record Sub command captures the effect channels at the instant the [ENTER] key
executes the command.
ü
BASIC RULE: Whenever any of the three "Record" hard keys are used, the channel levels that are
currently active in the Stage display are recorded, no matter what display is being
viewed when the command is entered.
&
EXAMPLE: To record the current stage look to Submaster 2, from any display:
[RECORD SUB] [2] [ENTER]
@
(Submaster 2 has current stage look recorded to it.)
NOTE: In the example above, if Submaster 2 has already been recorded, a "Warning" message will
appear on the screen. The message asks you to confirm the command by pressing the
[ENTER] key again.
Submasters can be created "in the blind" by selecting them in Preview with the Submaster sub-display. Only
one submaster’s channel information is shown at a time. Use the left and right arrow keys to view and page
through all the different subs. You can select a specific sub for viewing by pressing the (SEL SUB) soft key.
&
EXAMPLE: To view Submaster 2's channel level assignments from the Preview Display:
(SELSUB) [2] [ENTER]
(Sub 2 appears on the display.)
In the Submaster display, you can assign levels to the currently displayed Submaster by assigning channels as
you would in the Stage display. When you work with levels in the Submaster display ("in the blind"), your
changes are automatically made to the Submaster - no record command is necessary. Remember that the
Submaster display only shows channel levels that are assigned to the individual sub that is currently being
viewed.
Software Version 1.13
76
CHAPTER 7: Basic Submaster Operation
ü
BASIC RULE: Whenever one of the three "Record" keys are used in any display, the current look of
the Stage display is recorded at the moment the command is executed with the
[ENTER] key. Remember that no Record command is necessary when editing levels
or cue parameters in any blind display (Preview, Group(sub-display),
Submaster(sub-display), Effect(sub-display), Cuesheet, or Tracksheet).
Bump Buttons
Bump buttons for each Submaster are located directly below the individual Submaster faders. Pressing a normal
Bump button drives its Submaster to Full, for as long as the Bump button is held down. In normal mode, the
Bump buttons are momentary switches, so when they are released, the Submaster levels return to the current
level of the sub fader (zero or otherwise). In Toggle mode, each press of the Bump button turns the sub
alternately on and off.
ð
HINT: Transitions initiated by pressing a Bump button take place in assigned up and down times. If
no time is set a true instantaneous "bump", will occur. See the next topic in this chapter,
Timed Submasters.
Each Bump button can be set individually to one of four different modes of operation:
&
q
ON
= Enables Bump button to read at its assigned level while button is held
down (momentary switch action).
q
TOGGLE
= Toggles between Full and the current level of sub fader, with each press
of the Bump button (maintained switch action).
Example: To turn a Bump button from On to Toggle mode for a selected Submaster, in Preview in
the Submaster sub-display:
1.
(SELSUB) [#]
Select desired Submaster in Preview.
2.
(MORE)
Change soft keys to next level.
3.
(TOGGLE)
Activate or deactivate TOGGLE mode.
(It is not necessary to press the [ENTER] key.)
Software Version 1.13
77
Colortran Innovator Control Console
Timed Submasters
You can assign fade times to Submasters in the Submaster display so that when you press the Bump button, the
Submaster level fades up or down in the time that you assign. Each Submaster can be assigned a different time,
and each Submaster can be assigned a separate up and down time. The current Submaster fade time is shown in
the "Time" information field in the middle of the Status Bar, in the Submaster display.
&
EXAMPLE: To assign an up and down time of ten seconds to sub 5 in Preview in the Submaster subdisplay:
&
1.
(SELSUB) [5] [ENTER]
2.
[Sub] [5] [TIME] [10] [ENTER]
(Selects Sub 5 as current sub.)
EXAMPLE: To assign a split time with a 10 second up time and a 20 second down time to the
current sub in the Submaster display:
[TIME] [10] [+] [20] [ENTER]
@
NOTE: When a sub fader is at zero, the fade from Full to zero will occur in the assigned sub fade
time. When the sub fader is set at a level other than zero, the fade time is proportional to the
level. For example, if the fade time is 10 seconds, and the fader level is at 30%, the fade from
30% to Full takes 7 seconds.
Delay or Dwell Time
It is possible to give a Submaster a Delay time (also referred to as a Dwell time). This is the amount of time
between completing the On action or Up fade and before starting the Off Action or down fade.
&
EXAMPLE: To assign a delay or dwell time to sub 5 in Preview in the Submaster sub-display:
1.
(SELSUB) [5] [ENTER]
Selects sub 5 as current sub.
2.
[DELAY] [10] [ENTER]
Sets time to 10 seconds.
Software Version 1.13
78
CHAPTER 8: Creating and Recording Cues
CHAPTER 8:
Creating and
Recording Cues
Cues
Cues are recorded lighting changes or "looks" that can be reproduced with specific timing. A cue is recorded as
a set of channels with specified levels, along with certain other attributes. A cue always has an execution time,
but it may also be assigned any of the following additional attributes:
F
q
Delay Time
q
Follow
q
Fade Time (Up /Down)
q
Macro
q
Effect*
q
Cue Name
q
Link
q
Group
*ADVANCED TOPICS: For more about the cue attributes marked with an asterisk, see Chapter 19,
Advanced Cues.
The cue attribute hard keys are located on the main keypad in the right hand column, under the [CUE] hard key.
q
You may create or re-record cues "live" in any display, or you may create and edit cues and
attributes "blind" in the Preview, or Tracksheet displays. Cue attributes may be edited "blind"
in the Cuesheet display, as well.
Manual Cues
A cue may be played back manually on either of the playback faders. This allows you to fade at a rate that
matches an event taking place on stage. You can reverse directions of the fade by moving the fader handle
backwards at any time before completing the fade. When the playback fader handle reaches the end of its travel
(at "10"), the fade is complete and the fade is cleared from the playback fader.
Software Version 1.13
79
Colortran Innovator Control Console
F
ADVANCED TOPIC:
See Clearing Fades From The Playback Faders topic in Chapter 9, Playing
Back Cues.
A Manual time is assigned to a cue by default when no time is specified for the cue.
&
EXAMPLE: To assign a Manual time from any display:
[CUE] [#] [ENTER]
@
NOTE: In the Stage and Playback displays, starting a command with the [TIME] hard key allows
you to change the time of the current stage cue. In Preview, Cuesheet, and Tracksheet
displays, the same command changes the time for the current preview cue. In the Cuesheet
and Tracksheet displays, the preview cue is indicated by the number of the cue appearing in
white..
F
ADVANCED TOPIC: See Preview Cue topic in Chapter 10, Editing Cues And Using Track Modes.
Cue Time
You must assign an execution time to each cue that is recorded or else it will become a manual cue. The cue
time is the time the cue takes to fade to its final readings, after the GO button has been pressed. Cue execution
time (or "cue time") may be assigned either as a numerically designated fade time or as a manual fade time. A
manual fade time indicates that you use a playback fader to manually fade the cue. You can assign a numerical
cue time with a value from 0 - 999.9 seconds in 0.1 second increments.
A cue may be assigned a split time, which allows the channels that are going to a higher level to fade in a
different time than the channels that are going to a lower level.
&
EXAMPLE: To assign a cue time of 10 seconds to cue 2, in the Stage, Preview, Cuesheet,
Tracksheet, and Playback displays:
[CUE] [2] [TIME] [10] [ENTER]
&
EXAMPLE: To assign a cue time of 10 seconds Up fade and 20 seconds down fade to cue 2, in the
Stage, Preview, Cuesheet, Tracksheet, and Playback displays:
[CUE] [2] [TIME] [10] [AND] [20] [ENTER]
@
NOTE: In the Examples above, the command creates the cue if it doesn't already exist. However,
unless [RECORD CUE] is used in the stage display, current levels from the stage will not be
recorded.
Software Version 1.13
80
CHAPTER 8: Creating and Recording Cues
Cue Numbering
All cues are numbered as they are created. Cues are usually "played back" in a numerically sequential order by
using the [GO] button. Cues may be created in any order, however cues played back with the [GO] button are
always executed in numerical order (unless Links have been assigned to cues).
F
ADVANCED TOPICS: To assign Links to cues, see Chapter 19, Advanced Cues.
If you want to play back cues out of sequence you can load the desired fader by pressing:
[LOAD] [#] [ENTER].
F
ADVANCED TOPICS: See "Go To" topics in Chapter 9, Playing Back Cues.
Cue numbers may range from 0.1 to 999.9 in 0.1 increments. This allows you to build your show using cues
with whole numbers, and then insert up to 9 cues between existing cues later.
ð
HINT: Some lighting designers like to number cues so that each scene, dance, or event of their show
begins at even hundreds. For example, the cues in scene 1 start at cue 101, the cues in scene
2 start at 201, etc.
Record Cue Command
ü
BASIC RULE: You can execute the Record Cue command from any display, but the command
always records what is shown in the Stage display. No Record key is ever used when
creating or editing in any blind display.
The [RECORD CUE] key records a cue from the instantaneous "look" of the current Stage display. This
includes all levels that may be originating from level setting commands, cues, running effects, or active
Submasters. The Record Cue command can be executed from any display. If an effect is running, the Record
Cue command captures the effect channels at the instant the [ENTER] key executes the command.
ð
HINT: For the reason stated above, you should maintain your effects on Submasters while you are
recording cues live. This way you can take out the effect levels with the Submaster before you
enter the Record Cue command.
To assign a time other than the default manual fade time, press the [TIME] hard key and enter a new value in
seconds. Times can be in entered in 0.1 second increments. A Manual fade time can be selected simply by not
specifying a time, thereby defaulting to a manual fade time.
Software Version 1.13
81
Colortran Innovator Control Console
&
EXAMPLE: To record cue 2 with a specified time of 10 seconds, in the Stage display:
[RECORD CUE] [2] [TIME] [10] [ENTER]
&
EXAMPLE: To record cue 2 with a Manual time, in the Stage display:
[RECORD CUE] [2] [ENTER]
ü
BASIC RULE: Whenever any of the three [RECORD] keys are used, they record the channel levels
that are currently active in the Stage display, no matter what display is being viewed
when the command is entered.
Creating Cues Blind
Cues can be created "blind" (while they are not being viewed on the stage). This can be done in any of the three
blind cue displays: Preview, Cuesheet, or Tracksheet. While in these blind displays, any cue that you enter in
the Command Line is created if it does not already exist. The cue can be created blind by pressing either the
[CUE] hard key or the (SELECT CUE) soft key.
&
EXAMPLE: To create a cue in any of the blind cue displays:
[CUE] [#] [TIME] [#] [ENTER]
The contents of the cue that is created depends on which tracking mode you are using when the command is
executed. If you are in Tracking mode, the cue will be identical to the previous cue, but with all soft levels.
&
EXAMPLE: Let's say cues 6, 6.5, and 7 already exist. If the following command is entered in
Tracking mode:
[CUE] [6] [.] [8] [ENTER]
(Cue 6.8 is created and is identical to cue 6.5.)
In the Example above, if you are in Cue Only or Clean Up mode, the cue created will be "blank" in the sense
that hard zeros are assigned to any channel where a level, hard, or soft, occurred in the previous cue. In Clean
Up mode, hard zeros are assigned to all channels.
F
ADVANCED TOPICS: For more on Tracking modes, see Chapter 10, Editing Cues And Using
Track Modes.
If you are in either Preview or Tracksheet displays, you can begin to make channel level commands to edit the
cue that you just created. You cannot make level setting commands in the Cuesheet display since you cannot
view any of the levels, even though you can create cues while in the Cuesheet display.
Software Version 1.13
82
CHAPTER 9:
Playing Back Cues
Cuesheet Display
The Cuesheet display is a work space that displays cues for viewing and editing. All cue attributes except
channel and level assignments are available for editing. The current cue on stage is shown in a horizontal gray
reverse video block. Notice that when you press the GO button, an A/B or C/D appears next to the cue,
indicating that it is now the current cue. Unlike the Playback display, the Cuesheet display does not keep the
current stage cue indicator in a fixed position when a new cue is executed.
FIGURE 9.1 SAMPLE CUE SHEET DISPLAY
Software Version 1.13
83
Colortran Innovator Control Console
Playback Display
The purpose of the Playback display is for playing back cues. The top of the Playback display shows a section
of the Cuesheet. The size of the section of Cuesheet is defined by the number of cue rows you specify in the
Setup display. The Playback display maintains current stage cue at the top of the page whenever a cue is
executed by using the GO button. The Playback display is not intended to be used for editing cues as in the
Cuesheet display. Notice that the Playback display doesn't have any soft keys visible to use for editing.
FIGURE 9.2 SAMPLE PLAYBACK DISPLAY
GO Button
The [GO] button is used to play back cues sequentially with their recorded fade times. Each time you press the
[GO] button on either fade pair, you execute the next sequential cue. The current stage cue is defined as the cue
that is currently fading in, or the last cue that faded in.
Software Version 1.13
84
CHAPTER 9: Playing Back Cues
HOLD and BACK Keys
If any cues are currently running in assigned fade times, you can press the [HOLD] key once to stop all the
fades immediately. The LED on the [HOLD] key will also light. If you stop fades in this way, the Up and
Down % will cease to move. Pressing the [BACK] key causes a reverse fade to the previous cue in two
seconds. The LED on the [BACK] key will also light. Pressing the [BACK] key two more times will cause the
fader to reverse yet again. The [HOLD] and [BACK] key functions are summarized below:
q
For running fades
= [HOLD] Stops the fade.
q
No running fades
= [BACK] Reverses (fades to previous cue).
q
For stopped fades
= [BACK] Reverses (fades to previous cue).
q
For completed fades
= [BACK] [BACK] Reverses (fades to previous cue).
@
NOTE: It is not necessary to press the [ENTER] key with HOLD BACK commands.
ü
BASIC RULE: If timed cues are running when the [HOLD] key is pressed, it stops all active fades
immediately. If no timed cues are running when the [BACK] key is pressed, the
console reverses and fades to the previous cue in two seconds.
Playback Faders
Whenever cues are played back, in or out of sequence, the cue fades are loaded to physical playback faders,
lettered A/B or C/D. The playback faders can be thought of as "conduits" through which all cue fades must pass
to get to the stage. When you press the [LOAD] button, then the cue [#], the specified cue is loaded on the
fader. Pressing the [GO] button will begin the fade. Cues assigned a numerical fade time begin to fade
automatically. When the cue fade is complete, the cue is automatically cleared from the fader.
Moving the playback fader handle will affect the execution of a timed cue. This is the method by which manual
take over occurs. There is indication in the Fade Box that takeover has occurred. See Taking Manual Control
Of Timed Cues topic, later in this chapter.
@
NOTE: It is necessary for the Playback fader handles to be in the full UP position for automatic timed
fades to progress when the [GO] button is pressed.
Playback Fader Boxes
In the Stage and Playback displays (the two "live" displays), the two Playback Fader Boxes show you the
current status of the playback faders. Two fades may be monitored at a time in the Playback Fader Boxes.
Additional timed fades run "in the background", and appear on the screen automatically when shorter timed
fades run out (this is called fader hierarchy). In each Playback Fader Box, the cue number is shown at the top of
the box, and the cue fade % is shown in the right hand portion of the display.
Software Version 1.13
85
Colortran Innovator Control Console
F
ADVANCED TOPICS: See Chapter 15, Effects.
Grandmaster Fader
In the right of the Stage and Playback screen is the Grandmaster Fader Indicator that shows you the current
level of the Grandmaster Fader if the level is less than full. Whenever the Grandmaster level drops below Full,
the level appears in this area.
Manual Fades
Cues that are assigned a Manual fade time load when you press the [GO] button, and wait to be executed by
the movement of the fader handle. The fade takes place as you move the handle along to the completion of its
travel. When the handle reaches the top of the fader (at 10), the fade is complete and is cleared from the fader
automatically. You may reverse the direction of the fade anytime before you reach the top of the fader travel,
but once you get to 10 the fade is complete and cleared from the playback fader.
Taking Manual Control of Timed Cues
As a timed cue is running on a playback fader, you can take manual control of the fade and complete it using
the playback fader handle. To change the fade to a manual fade use the fader handle to “match and grab” the
fade. When the fader has successfully grabbed a cue, a “manual” indication will appear in the Playback Fader
Box. The remaining part of the fade is immediately assigned to the playback fader. The fade actually ceases
running until you continue it by moving the playback fader . You can complete the remainder of the fade as
though it were a manual fade.
@
NOTE: You can’t reverse the direction of a fade beyond the point where you took manual control of
it. If you took control of a ten second fade after five seconds, the entire fade is available to
control with the playback fader.
If you want to simply speed up the rate of a running timed fade without stopping it to take manual control, you
can use the [RATE] button which will place control of the rate on the trackball.
F
ADVANCED TOPICS: For more on Rate commands, see Chapter 22, Controlling Fade And Effect
Rates With The Wheel.
Software Version 1.13
86
CHAPTER 9: Playing Back Cues
Clearing Fades From the Playback Faders
When a manual fade is currently loaded to a playback fader, you can clear the fade from the fader by pressing
the [CLEAR] button located on top of the Fader. Above each playback fader is a Clear button with a red LED
in it. Press the[CLEAR] button followed by [ENTER] to completely clear the fader. This will clear the fader
and the Stage.
ü
BASIC RULE: “Matching and grabbing” takes manual control of the fade. Pressing the [CLEAR]
button followed by the [ENTER] button clears the fade from the fader instantly, and
clears the stage as well.
Load Cue with Time Command
The [LOAD] hard key is used to load cues and can also be used to access cues out of sequence. This command
is especially useful for bringing up cues on stage that you wish to edit or re-record.
&
EXAMPLE: To fade to cue 2 out of sequence:
[LOAD] [2] [GO]
The command in the Example above causes a fade to be loaded to a playback fader, and pressing the [GO]
button will begin the fade. The fade can be switched to a manual fade by “matching and grabbing” the fade
with the fader handles. In addition, a fade time can be entered at this point for this particular fade.
&
EXAMPLE: To fade to cue 2 out of sequence in 10 seconds:
[LOAD] [2] [TIME] [10] [GO]
Software Version 1.13
87
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
88
CHAPTER 10:
Editing Cues and
Using Track Modes
Overview of Tracking
When you record a cue, you can record the channel levels in two ways: as tracking levels, or as non-tracking
levels. You may want some channels to remain at the same level that they had in the previous cue. These nonchanging levels can be tracking levels. Tracking levels have no real assigned value; they take on the same value
that the channel had in the previous cue. Tracking levels are called “soft” levels for this reason. Changing a
channel level in a cue may affect the same channel levels in later cues if they are “soft” levels.
In some old theater lighting systems, a bank of handles connected to resistance dimmers existed for controlling
electrical output for selected circuits. These control panels were sometimes called “piano boards” because the
original panels were built from upright piano crates. When you wanted to change levels for a cue on a piano
board, you moved the handles that you needed to, and left the other handles alone. Those handles that you
didn’t move on a piano board are equivalent to channel levels that track through cues in modern consoles that
use tracking levels.
Non-tracking levels have a definite value assigned to them; they are unaffected by the channel levels in all other
cues. They are referred to as “hard” levels for this reason. You can never affect a hard level in a cue by
changing a channel level in an earlier cue.
You can determine whether channel levels are recorded as hard or soft levels by selecting different Track
Modes when you record and edit cues.
What is the Preview Cue?
The Preview cue is the cue that is currently selected in the Preview display. It is the default cue for any “blind”
editing commands that you might enter without specifying a cue number. For instance, if you were in the
Preview display and entered the command, “[TIME] [5] [ENTER],” it would change the time for the cue that
was currently displayed as the Preview cue.
The Cuesheet and Tracksheet displays also allow blind editing of cues. When you enter a cue editing command
in either of these displays, it affects the current Preview cue, just like in the Preview display. In these displays,
the Preview Cue is indicated by the cue number appearing in white.
@
NOTE: If you do not specify a cue number in an editing command while in a “Live” display (Stage or
Playback), the edit affects the current Stage Cue.
Software Version 1.13
89
Colortran Innovator Control Console
Cue Recording/Editing Modes (Track Modes)
There are three different cue recording/editing modes, called Track modes:
q
Tracking
q
Cue Only
q
Clean Up
Each of these modes affects the relationship of channel levels in a cue to their levels in subsequent cues, in
different ways. Before defining the characteristics of each editing mode, it is important to understand how
channel level tracking works.
ü
BASIC RULE: Tracking and Cue Only modes both work the same way when you record cues live
from stage with the [RECORD CUE] key. The difference between them occurs
when you edit existing channel levels in Preview or Tracksheet.
Selecting the Track Mode
You can select the desired Track mode (Tracking, Cue Only, or Clean Up) with the (Q MODE) soft key. In
appropriate displays, the current tracking mode appears to the left of the Command Line in the Status Bar.
You can select a different Track mode at any time by pressing the (Q MODE) soft key. The change is
immediate and does not affect the contents of the Command Line. Editing existing cues and creating new cues
may have different results in different Track modes.
ü
BASIC RULE: When you are recording cues live in the Stage display (with the [RECORD CUE]
key), you should select the track mode before you complete the record command. In
the Preview and Tracksheet displays, you should select the desired Track mode
before you create or edit any cues.
ð
HINT: In any display, you can select the Track mode before completing a command.
Software Version 1.13
90
CHAPTER 10: Editing Cues and Using Track Modes
Tracking Levels
Tracking is a feature that simply allows a level assigned to a channel in one cue to stay at that same level in the
next cue. The level is said to “track into” the next cue. The tracking level will continue to appear for that
channel in subsequent cues, until a cue assigns a new level to that channel. The tracking levels allow you to
edit that channel’s level in a whole series of cues by editing it in the first cue.
ð
HINT: Tracking is used in theater for basic washes or looks that remain constant throughout a scene
from cue to cue. This allows you to quickly edit a basic look for all the cues in the scene by
editing levels in the first cue, so that the changes “track into” the following cues.
There are two kinds of channel level values, depending on the level of the channel in the previous cue. One
kind of channel is called a "hard", or non-tracking level. Hard levels occur in cues for channels that have
different levels than they had in the previous cue. When you assign new levels and record the cue from stage,
those channel levels that change are hard, non-tracking levels. The channel levels that remain the same are
tracking, or "soft" levels. Soft levels do not have a definite set value, they take their value from the level of the
channel in the previous cue.
Soft levels are shown in light gray in all displays that show cue levels (Stage, Preview, and Tracksheet). All
hard levels are shown in white in the Tracksheet display. In the Stage and Preview displays, hard levels are
shown in different colors. When a level has become higher in value, it is shown in red. If a level becomes
lower in value, it is shown in blue. If a level is hard but stays at the same value (a special case), it is shown in
white.
Hard and Soft Zeros
"Hard zero" is the term used for zeros that appear as zeros. Although zero is generally considered to be the lack
of a level for a channel, you may assign a hard zero to a channel in a cue. This is because some cues (like
blackout cues) bring channel levels to zero. Although zeros are never shown in the Stage display, cues that
have zero as an assigned level show their hard zeros in blue in the Preview display. Hard zeros are shown in
white in the Tracksheet display. Unlike other tracking levels, tracking zeros are never shown in any display.
ü
BASIC RULE: In the Preview and Tracksheet displays, when no channel level is shown, it is
actually a tracking (soft) zero.
Creating Cues in Tracking Mode
When you are working in Tracking mode, channel levels automatically track the same values from cue to cue,
unless you specify a new level for them. When you record a new cue live from the Stage display, all channels
that remain at the same level as in the previous cue will be assigned soft levels; all channel levels that have a
new value will be assigned hard levels.
Software Version 1.13
91
Colortran Innovator Control Console
ü
BASIC RULE: When recording a cue live in Tracking mode, only channels that have new levels
different from the previous cue will have hard levels; all other channels will have
soft tracking levels.
You can create cues “blind” in the Preview, Cuesheet, Tracksheet and Playback displays by using the [CUE]
key followed by the cue number that you want to create. When you create a cue “blind” in Tracking mode, its
channel levels will be identical to the previous cue, except that all channel levels will be soft levels. You may
then edit the cue as necessary.
ü
BASIC RULE: When creating a cue blind in Tracking mode, the cue will be all soft levels, with
values identical to the previous cue.
Creating Cues in Cue Only Mode
In Cue Only mode, when you record a cue live on stage using the [RECORD CUE] key, the result is the same
as when you are in Tracking mode; only channels with levels that are different from the previous cue are given
hard levels, and all other channels are assigned tracking levels. The difference between Tracking and Cue Only
modes occurs when you create cues blind or when you edit existing channel levels in Cue Only mode.
ü
BASIC RULE: When recording a cue live in Cue Only mode, the result is the same as in Tracking
mode; only channels with new levels from the previous cue will have hard levels.
In Cue Only mode, when you create a cue blind in the Preview, Cuesheet, Tracksheet and Playback displays
with the [CUE] key, it creates a “blank” cue. Any channels that had a non-zero level in the previous cue have
hard zeros assigned to them. This creates a cue with all zero levels, hard and soft, that you can use to build a
new cue from scratch.
ü
BASIC RULE: When creating a cue blind in Cue Only mode, a “blank” cue with all levels at zero is
created.
Creating Cues in Clean Up Mode
Clean Up mode is the simplest way of recording and editing cues. Tracking levels do not exist for cues created
in Clean Up mode. In Clean Up mode, each cue exists as a separate memory of hard channel levels, with no
relationship to each other. No zeros are shown while in Clean Up mode since all cue channel levels are hard
levels, and all zeros are also hard levels. If a channel is blank for a cue created in Clean Up mode, it is a hard
zero. You must be in Tracking or Cue Only mode to view the hard zeros assigned to a cue created in Clean Up
mode.
ð
HINT: If you do not want to ever use the tracking feature, always work in Clean Up mode.
Software Version 1.13
92
CHAPTER 10: Editing Cues and Using Track Modes
When you recording cues live on stage in Clean Up mode, you only affect levels in the cue you are creating. In
Clean Up mode, every channel is assigned a hard level. If you don't assign a specific level to a channel in Clean
Up mode, a hard zero is automatically assigned to the channel.
When you create a cue “blind” in Clean Up mode, every channel has a hard zero assigned to it. Since you
cannot see hard zeros in Clean Up mode, the cue appears as a “blank” cue.
If you change to Tracking or Cue Only mode after you have created cues in Clean Up mode, the cues appear as
Clean Up cues. They have the Clean Up attribute assigned to them, and they contain all hard levels, including
hard zeros. (See The Clean Up Attribute topic, later in this chapter.)
ü
BASIC RULE: Every cue created while in Clean Up mode is a Clean Up cue.
Example, Creating Cues Blind in Different Q Modes
Use the following example to compare the results of creating cues “blind” in the different Q modes, while in the
Tracksheet display.
&
EXAMPLE: In the Tracksheet display, repeat the following five steps in Tracking, Cue Only and
Clean Up modes:
1.
Select the tracking mode using (Q MODE) soft key.
2.
[CUE] [1] [ENTER]
3.
[1] [THRU] [10] [AT] [FL]
4.
[CUE] [2] [ENTER]
5.
[CUE] [3] [ENTER]
In Tracking Mode: Channels 1 - 10 are hard levels at Full in cue 1. In cues 2 and 3, the Full levels
for channels 1 - 10 are soft/tracking levels.
In Cue Only Mode: Channels 1 - 10 are hard levels at Full in cue 1. In cue 2, channels 1 - 10 are
all hard zeros. In cue 3, channels 1 - 10 appear blank (soft zeros).
In Clean Up Mode: Channels 1 - 10 are hard levels at Full in cue 1. In cues 2 and 3, the channels
appear blank while in Clean Up mode. However if you change to Tracking or Cue Only mode, you
will see hard zeros assigned to all channels in cues 2 and 3.
Software Version 1.13
93
Colortran Innovator Control Console
Clean Up Cues
When you are using tracking levels, you sometimes need to stop the tracking levels from continuing into later
cues. Typically, this happens at the end of a scene when the basic stage look changes to the look of the next
scene. To prevent tracking levels from continuing into later cues, you can assign the Clean Up attribute to a
cue. When you assign the Clean Up attribute to a cue, the cue levels all automatically become hard levels. In
this way it works like a “wall” that stops all previous tracking levels from continuing into subsequent cues. In
the Tracksheet display, a Clean Up cue can be easily identified by its appearance - it looks like a wall of zeros.
ð
HINT: Some designers make the last cue of each scene a Clean Up cue to insure themselves a fresh
start for each new scene, with no unwanted tracking levels from the previous "look".
Editing Existing Cue Levels in Different Q Modes
Each of the editing modes (Tracking, Cue Only, and Clean Up) act differently not only when you create new
cues but also when you edit existing cues. The same basic principles apply, but each mode has a few unique
characteristics when editing existing cues.
Editing Existing Cue Levels in Tracking Mode
Edits made to existing cues while in the Tracking mode will allow any channel(s) assigned a new level to
continue to read at that level in subsequent cues until it encounters another hard level. The new level is said to
“track through” into later cues. You must be sure you want the new channel level to continue into later cues,
because when you change it in Tracking mode it can track through a large number of later cues. Changes made
to a soft channel level will always change it to a hard level while in any Track Mode.
ð
HINT: If you edit a cue in the Preview display while in Tracking mode, the change may track into
subsequent cues, but you will not see the changes to the other cues. If you edit in Tracksheet,
you can see the other cue levels that change as a result of your edit.
Editing Existing Cue Levels in Cue Only Mode
Edits made to existing cues while in the Cue Only mode maintain the current levels of the following cue by
converting soft tracking levels to hard non-tracking levels. Any newly assigned levels do not track into
subsequent cues.
Software Version 1.13
94
CHAPTER 10: Editing Cues and Using Track Modes
ü
BASIC RULE: In Cue Only mode, the contents of the cue following the cue being edited are always
preserved.
ü
BASIC RULE: Blind editing of channel levels while in Cue Only mode affects levels “in that cue
only".
Editing Existing Cue Levels in Clean Up Mode
When you operate in Clean Up mode exclusively the concept of tracking levels does not exist. Every cue is
recorded as a completely different set of channels at hard non-tracking levels. Edits made in this mode only
effect the cue in which the edits are made. If tracking levels appear in the subsequent cue, they will be changed
to hard levels to preserve the contents of the sequential cues.
ü
BASIC RULE: When you edit a level in Clean Up mode, the change has no effect on levels in any
other cues.
Changing Soft Levels to Hard Levels
You can change soft levels to hard levels in any Track mode. In the Preview or Tracksheet displays, when nonzero tracking levels are captured, they immediately become hard non-tracking levels. If a soft tracking zero
(which isn't shown on the display) is captured, it remains soft.
ð
HINT: When you are working in the Tracksheet or Preview display, be careful with the way that you
use the [ENTER] key. It will change soft levels to hard levels when you use it to capture all
active channels in a cue.
Changing Hard Levels to Soft Levels
(Restoring Tracking Levels)
You can change a hard non-tracking level to a soft tracking level in any Track mode. This is called restoring
tracking. You simply address the channel number and use the [AT] and [ENTER] keys. This effectively
removes the hard level and allows that channel to track the level assignment from the previous cue.
&
EXAMPLE: To restore tracking to a channel list in the Preview or Tracksheet display:
1.
[CUE] [#]
(Selects the cue to be edited.)
Software Version 1.13
95
Colortran Innovator Control Console
2.
[# list] [AT] [ENTER]
(Specified channels become soft levels.)
If you restore tracking to any channel in a Clean Up cue, the cue is no longer designated as a Clean Up cue.
The Clean Up attribute is removed from the cue and it is no longer labeled in the Clean Up column in the
Cuesheet and Playback displays. All other hard levels (including hard zeros) remain in the cue, so the cue will
continue to work like a Clean Up cue to stop tracking.
You may find that a channel level color shows a change when the channel did not actually change levels
between cues (the level value remains the same, and the color indicates a change). The wheel may have been
moved unintentionally while channels were captured. When channels are active on the wheel, there is a
possibility of the wheel moving just enough to change the color of the level in the display, without changing the
channel level. This is because the console internally uses 256-step (8-bit) resolution for channel levels. You
can eliminate this color change by resetting the level with the keypad.
Copying Cues in Different Track Modes
When you copy a cue to another location in your show, tracking levels may take on different values in the new
cue location. The two things to consider are:
ü
q
How the soft levels in the destination (new) cue will be affected by the levels of its preceding
cue.
q
How the soft levels in the cue following the destination cue will be affected by the levels in the
new cue. You can use different Track modes to alter the result of the copy command.
BASIC RULE: When copying cues, hard levels never change. If you are using Tracking mode, it is
important to consider how the new cue’s soft levels will be affected by the preceding
cue, and how the next cue’s soft levels will be affected by the new cue.
Copying in Tracking Mode: The destination (new) cue has the same levels as the original cue for all
of the hard levels in the original cue. All of the soft levels in the original cue copy to the new cue as soft
levels, so they will take their values from the levels in the cue that comes before the new cue. Additionally,
tracking levels in the cue that follows the destination (new) cue take on the values of the levels in the new cue.
ü
BASIC RULE: Copying cues in Tracking mode may create a new cue that has different levels than
the original cue. It may also affect tracking levels in cues that follow the new cue.
Copying in Cue Only Mode: The destination (new) cue contains the same levels as the original cue
for all levels, hard and soft. Soft levels become hard levels in the new cue, where necessary to maintain their
same value. The cue that follows the new cue is affected similarly. Tracking soft levels become hard levels if
they must do so to maintain their same level. Otherwise soft levels stay soft.
Software Version 1.13
96
CHAPTER 10: Editing Cues and Using Track Modes
ü
BASIC RULE: Copying cues in Cue Only mode always creates a new cue that has the same levels
as in the original cue. Soft levels change to hard levels as necessary to maintain the
same levels in the new cue. It does not change levels in cues that follow the new cue,
except for changing soft levels to hard levels as necessary to maintain the same
levels in all cues.
Copying in Clean Up Mode: Copying cues in Clean Up mode has the same results as copying in Cue
Only mode. However, the results are not visible while in Clean Up mode, because no soft levels are shown.
Generally, if you are working in Clean Up mode, you are not using Tracking levels anyway, so the copying of
cues always results in the exact same cue in two locations.
ð
HINT: To maintain the same “look” of a cue copy and the next cue after the cue copy’s new location,
do all Copy commands in Cue Only or Clean Up mode. Although you cannot see the tracking
levels while in Clean Up mode, both modes will preserve tracking levels where they can do so
(where level values do not change).
Deleting Cues in Different Track Modes
The Delete Cue command completely removes the designated cue from your show. In all Track Modes, the
contents of the cue following the deleted cue are preserved by converting all its soft levels to hard levels as
necessary. This not only protects the next cue, but it also maintains the tracking pattern for the series of cues
following the deleted cue.
Moving (Renumbering) Cues in Different Track
Modes
The Renumber Cue command allows you to move a cue to another location in your show. When you use a
Renumber command it is equivalent to deleting the source cue and creating a new cue. All of the levels and
attributes of the source cue are preserved under the new cue number.
Your tracking levels may take on different values in the new cue location depending on the current Track mode
when you use the Renumber command.
ü
BASIC RULE: The Renumber command follows all the same rules as the Copy command in the
way soft levels are affected by the cue’s new location in your show.
Software Version 1.13
97
Colortran Innovator Control Console
Renumbering in Tracking Mode: Every hard level from the source cue remains the same in the
new cue location. Soft tracking levels transfer to the new cue to allow hard levels to track into the new cue
location.
ü
BASIC RULE: Renumbering cues in Tracking mode does not transfer soft level values to the new
cue location. The soft levels stay soft and take on new values based on the new
“previous” cue.
Renumbering in Cue Only Mode: All levels, hard or soft, in the renumbered cue maintain their
original assigned values when they are moved to a new location. Soft levels convert, as necessary, to hard
levels to maintain their values. The cue following the renumbered cue is affected similarly. Tracking soft
levels convert to hard levels, as necessary, to maintain their same level, otherwise the soft levels stay soft.
Renumbering in Clean Up Mode: Renumbering cues in Clean Up mode follows the same rules as
in Cue Only mode. The results are not visible while in Clean Up mode since no soft tracking levels are shown.
The “hidden” soft levels are converted to hard levels, as necessary, in the renumbered cue and in the cue that
follows the renumbered cue to maintain their assigned level values.
ð
HINT: To maintain the same “look” of a renumbered cue and the next cue after the cue’s new
location, do all Renumber commands in Cue Only or Clean Up mode. Although you cannot
see the tracking levels while in Clean Up mode, both modes will preserve tracking levels
where they can do so (where level values do not change)
Software Version 1.13
98
CHAPTER 11:
Names
Naming is a very useful feature available to you in the Innovator consoles. Cues, Groups, Effects, Submasters,
Shows and Disk Files can be assigned names. There are two ways to input alpha-numeric names. One option is
to purchase the ASCII Keyboard option (note: this is a standard PC Keyboard). The second method is to use the
Submaster Bump buttons which are able to act as alphabet characters (letter keys) in order to spell out the
desired name labels. You can assign names to items by selecting the appropriate Name soft key, and then using
the Bump buttons as letter keys to spell out the desired name. All names can be up to 16 characters long, except
for disk file names which up to 8 characters in length.
Bump
Button
Alpha
Character
Bump
Button
Alpha
Character
Bump
Button
Alpha
Character
1
2
3
4
5
6
7
8
A
B
C
D
E
F
G
H
9
10
11
12
13
14
15
16
I
J
K
L
M
N
O
P
17
18
19
20
21
22
23
24
Q
R
S
T
U
V (space)
WX
YZ
TABLE 11.1 ALPHA CHARACTER TO BUMP BUTTON ASSIGNMENT
Alpha or Name Mode
In Alpha mode, each Bump button represents a letter of the alphabet instead of a Submaster number.
Any time the soft key (NAME) is pressed in any eligible display, the Submaster Bump buttons are in Alpha
mode, and can only be used for constructing names, not for Submaster functions. Once the naming command is
executed with the [ENTER] key, the Bump buttons are again available for Submaster functions.
Software Version 1.13
99
Colortran Innovator Control Console
Cue, Effect, Group, and Submaster Names
You can assign names up to 16 characters in length to cues, effects, groups and Submasters. These names can
be exclusively numbers, exclusively letters (via Submaster Bump buttons) or a combination of letters and
numbers.
Cue names often describe the action on stage to signal the point at which that cue should begin. A cue named
"Faust Down Right" may tell the stage manager to call that cue, or may tell the board operator to push the [GO]
button when Faust reaches his downstage right position. A cue may be named in any display where cues may
be addressed.
&
EXAMPLE: To name a cue in the Preview display:
(SELCUE) [#] (MORE) (NAME) [enter name] [ENTER]
&
EXAMPLE: To name a cue in the Cuesheet display
(SELCUE) [#] (NAME) [enter name] [ENTER]
FIGURE 11.1 PORTION OF CUESHEET DISPLAY SHOWING CUE NAMES
You can use the (NAME) soft key in the Effect sub-display to assign a name to the current effect. Effect
names often describe their action, placement in the show, or possibly their location. An effect might be called
"Proscenium Chase" or "Act 2 Fire."
FIGURE 11.2 PORTION OF EFFECT DISPLAY SHOWING EFFECT NAMED "SAMPLE"
Software Version 1.13
100
Chapter 11:Names
&
EXAMPLE: To name an effect in the Effect sub-display:
1. Use the arrow keys to place the cursor in the name field.
2. [enter name]
You can use the (NAME) soft key in the Group sub-display to assign a name to the current group. Group
names often refer to a location on stage, placement in the show or a description of the "look". A group may be
called "DR Bench Evening" or "Warm Cyc Tone."
FIGURE 11.2 PARTIAL PREVIEW-GROUP DISPLAY SHOWING GROUP NAMED "CURTAIN WARMERS"
&
EXAMPLE: To name a group in the Group sub-display:
1.
[PREVIEW] (SELGRP) [#] [ENTER]
2.
(NAME) [enter name] [ENTER]
You can use the Submaster sub-display to assign a name to a Submaster. This can be especially useful to help
clarify "at a glance" a Submaster type and function. An Effect sub name can describe the action of the effect,
"Act3 Window Glow". A timed Submaster, Bump button settings or descriptions of "looks" can all be
identified quickly by the Submaster name.
&
EXAMPLE: To name a Submaster in the Submaster sub display:
1.
[PREVIEW] (SELSUB)[#] [ENTER]
2.
(NAME)
3.
[enter name] [ENTER]
Show and Disk File Names
You can name your show in the Setup display by pressing [1] [ENTER], then type in the name then press
[ENTER] again. A show name may be up to 16 characters in length. The show name may also consist of a
combination of letters and numbers. It is important to remember that a show name is different from a disk file
name. The show name labels the show as seen in the Setup display. The show name, as well as the names of
any cues, groups etc. appear when show information is printed.
A disk file name is the label the show is given on your disk. Often the disk file name is the same as the show
name. The disk file name can be a combination of letters and numbers up to eight characters in length, which
sometimes doesn't permit a show name and disk file name to be the same.
Software Version 1.13
101
Colortran Innovator Control Console
A file name is assigned to the show when you press [2] [ENTER] in the Setup display. At this point, enter your
file name using the Data Entry Keypad and the Bump buttons, and then press the [ENTER] key. If you do not
specify a name, the console records your show to disk as the default file, which is the current File Name shown
in the Setup display. If you have not yet recorded a new show to disk, or did not originally retrieve the show
from disk, no current File Name is shown in the Setup display. If you record a “new” show to disk without
specifying a name there will be no default file name..
FIGURE 11.3 PARTIAL SETUP DISPLAY SHOWING THE SHOW NAME AND FILE NAME FIELDS
&
EXAMPLE: To assign a file name to a show.
1.
[SETUP] [2] [ENTER]
2.
Enter show name, up to 8 characters.
3.
[ENTER]
(The assigned disk file name appears in the Setup display
in the File Name field.)
Software Version 1.13
102
CHAPTER 12:
Utilities, Warnings, Printing,
and Default Settings
Dimmer Check Utility
The Dimmer Check utility lets you test the output of individual dimmers.
The main Dimmer Check Utility is found in the PATCH display. To start
this check, press the (CHECK) soft key. Next, enter a level for the
dimmer, then [ENTER]. A box will appear in the middle of the display
showing the dimmer and the output it is currently assigned to. Using the Up
and Down keys you may page through the dimmers to view the entire list if
desired.
FIGURE 12.1 DIMMER CHECK POPUP
&
EXAMPLE: To select Direct Dimmer Control in the Patch display:
1.
(CHECK) [#] [AT] [level] [ENTER]
2.
[CLEAR] (Dismisses Direct Dimmer Control window.)
To start a dimmer check in the Stage display, use the (LEVELS) soft key to view a dimmer display. A dimmer
may be brought to a level using the [DIMMER] hard key on the Data Entry Keypad. The output level of the
dimmer you are currently testing is always under control of the wheel.
To release Direct Dimmer Control from the wheel, press the [CLEAR] key, select a new command, or press a
display key.
&
EXAMPLE: To select Direct Dimmer Control in the Stage display:
1.
[DIMMER] [#] [AT] [level]
2.
Adjust level with the trackball .
3.
(Levels)
(Return to Channels View window.)
Software Version 1.13
103
Colortran Innovator Control Console
Warnings and Error Messages
Overwrite Warning: The Overwrite Warning message alerts you to the fact that the command that you
entered will overwrite information that already exists in console memory. The command will delete the
previous information from the console memory and replace it with the newly created information. To cancel
the overwrite, or to proceed with the overwrite, follow the instructions in the overwrite box. The Overwrite
Warning message occurs with the following command types, when the current command would cause preexisting data to be destroyed:
q
Record commands
q
Copy commands
q
Renumber commands
q
Patch 1 to 1 commands
q
Clear Patch commands
Error Messages: A red Error Box containing an error message appears on the display when the
command entered cannot be performed. Usually, this type of error occurs when a wrong key or wrong
command has been entered. In all cases, the command entered cannot be executed as specified until you correct
the problem indicated in the Error Box. The following actions cause an Error Box to appear:
q
Command syntax errors (wrong keystrokes)
q
Range errors (see next topic)
Press [CLEAR] to dismiss an Error box.
Disk I/O Error Message: A Disk I/O Error message appears whenever your requested disk function
cannot be completed successfully. This message indicates a problem with the disk drive or the floppy disk
itself. Some common conditions that cause the Disk I/O Error message are:
q
No files found in floppy disk directory
q
Cannot read disk directory
Press [CLEAR] to dismiss an Error box.
Record Disk Warning: An Overwrite Warning message appears whenever you re-record a show onto
floppy disk. This warning indicates that the previous file on disk (with the same disk file name) will be
replaced with the current show in console memory.
Software Version 1.13
104
CHAPTER 12: Utilities, Warnings, Printing, and Default Settings
Printers
The Innovator line of consoles is designed to be compatible with printers that support the IBM® character
graphics set. The console sends a transmission to print 62 lines per page, followed by a form feed. The
Innovator line is compatible with the LX line of Epson® dot-matrix printers, or with any printer that supports
emulation of Epson LX printers. If you use a laser printer, it must an HP® Laser printer or HP® Laser
compatible printer.
Printing
You can perform all printing commands through the Setup display. You can print all of the show, or print only
specific portions. You can use the following (PRINT) soft keys to print its corresponding show data:
1.
2.
3.
Devices
= Prints entire Device Definitions.
Cues
= Prints entire Cue list.
Submasters = Prints entire Submaster list.
FIGURE 12.1 – PRINT MENU
@
NOTE: Printing all the show data with the (PRINT ALL) key takes a long time (and a lot of paper).
Software Version 1.13
105
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
106
CHAPTER 13:
Memory
Console Memory vs. Floppy Disk Storage
When you record information (such as a cue in the Stage display or edits made in the Preview display) the
information is saved in the console's RAM (Random Access Memory). All information remains in memory
when the console is turned off because the RAM has a battery to keep the memory active.
F
ADVANCED TOPIC:
For more information on the battery, see Appendix A, Maintenance and
Customer Service.
When you record a show to floppy disk, it is stored on the disk for reloading into the console at a later time. It
is always a good idea to keep your show stored on floppy disk as a backup to what is stored in the console.
Performing a “Soft Clear”
You can clear the memory content of the console from the CLEAR MENU. To bring up this menu, go to the
SETUP Display, and press the [F8] key labeled (MORE). The Soft key labels will change and key [S2] is not
labeled (CLEAR). Pressing it will bring up the CLEAR MENU show in figure 13.1 below. From this menu, the
user may clear the contents of some or all of the show memory.
FIGURE 13.1 CLEAR MENU
Software Version 1.13
107
Colortran Innovator Control Console
Performing a “Hard Clear”
You can clear all memory in the console and reset the main processor in the console by performing what is
called a “Hard Clear”. This totally clears anything that has been stored in RAM. No show information will
remain in memory after you perform a Hard Clear. The System Settings will be reset to their default settings.
If the console has experienced a power surge or other anomaly that you think may have caused your console to
malfunction, it is recommended that you perform a Hard Clear.
&
EXAMPLE: To perform a Hard Clear:
1.
Save your show to disk if you wish to save the show information. This procedure will erase
all information in the console RAM.
@
2.
Hold down the [CLEAR] key. Keep it held down until this procedure is complete.
3
While continuing to hold down the[CLEAR] key, turn the power switch to OFF.
4.
Wait approximately five seconds.
5.
Turn the power switch to ON.
6.
Wait for the display to fully reappear on the monitor.
7.
Release the [CLEAR] key.
NOTE: If you think the show has been corrupted as a result of a malfunction, the disk file may also be
corrupted when you save it. If you have an earlier version of the show already saved on disk,
it would be preferable to retain that earlier file than to overwrite it and risk corrupting your
only good copy. If you have made any edits since that earlier version, you can save the new
“suspected corrupted” version as a different file name, and attempt to use it after the Hard
Clear.
Recording to a Floppy Disk
The Innovator uses only 3½" double-sided HD (High Density)
1.44MB disks formatted for IBM compatible PCs. The disk drive
is located below the front edge of the console. Use the write protect
tab on the floppy disk when you want to protect the contents of the
floppy disk from being erased or overwritten.
FIGURE 13.1 DISK SUB MENU
Software Version 1.13
108
CHAPTER 13: Memory
&
EXAMPLE: To record an entire show to a floppy disk, from the Setup displays
(DISK)
(Brings up the disk sub menu )
[1] [ENTER]
(Brings up the Save File menu)
[#] [ENTER]
(Selects the File to be saved)
FIGURE 13.2 SAVE FILE SUB MENU
Overwrite Warning Message: Multiple shows may be recorded to a floppy disk. When a show file
on the disk already has the same file name as the show you are trying to record, an Overwrite Warning message
appears. Press the [ENTER] key to complete the command and replace the pre-existing show file, or press the
[CLEAR] key to cancel the command. If the show file name to be recorded is a new name, no files on the disk
will be overwritten.
Use the (DISK) soft key in the Setup display to invoke the Disk File Management display, which accesses all
files currently on disk.
Bad or Full Disk Error
If you attempt to save to a diskette that is full, or the track on the floppy are corrupt, an error message will pop
up. In some cases, it is possible to reformat the disk and then save data to it. However, it is generally
recommended that if the error is due to a BAD SECTOR WRITE ERROR, the diskette should be set aside and a
new floppy should be used. This error message is shown in figure 13.3.
Software Version 1.13
109
Colortran Innovator Control Console
FIGURE 13.3 DISK FULL/WRITE ERROR MESSAGE
Retrieving from a Floppy Disk
To retrieve a show file from a disk and load it into the console RAM, use the (DISK) soft key in the Setup
display with the name of the desired file. You can use up to 8 characters in the show file name to specify the
file on disk to be retrieved. If no name is specified when using the Disk Menu, the console attempts to retrieve
the current show file name.
FIGURE 13.4 - LOAD FILE SUB MENU
Overwrite Warning Message: An Overwrite Warning message announces that the current show in
memory will be replaced by the show data being retrieved. Follow the directions in the warning box to proceed.
&
EXAMPLE: To retrieve an entire show from a disk (and replace show data currently in memory) from
the Setup display:
Software Version 1.13
110
CHAPTER 13: Memory
1.
(DISK)
(Opens the Disk Menu)
2.
[2] [ENTER]
(Opens the Disk File Management sub-display.)
3.
Use Up[á ] / Down[â ] keys
(Select the file to be retrieved)
Upgrading Software
The Innovator console has the ability to have new versions of software loaded into it from floppy disk, like
upgrading software on a personal computer. The disk must be an Innovator Operating System disk in order for
the procedure to function correctly. Your console was shipped with an Operating System disk that has a copy
of the original software version that was loaded in it when it was tested at the factory.
Software Version 1.13
111
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
112
CHAPTER 14:
Groups
Overview of Groups
A group is a set of channel and levels that you can recall as a single group number. A group is just like a
Normal Submaster, except that a group does not have a fader like a Submaster. Groups often represent "looks"
on parts of the stage that can be used as building blocks to create cues, subs, Effect steps, and other groups.
There are a maximum of 600 groups available, which may be created in any order.
Recording Groups
Groups are created in two ways: "live" in the Stage display, or "blind" in the Group Sub display of Preview.
Groups are created in the Stage display by creating a "look" on stage, and then using the [RECORD GROUP]
key. Using the [RECORD GROUP] key takes an instantaneous picture of the Stage display. Parked dimmers
are not recorded.
&
ü
EXAMPLE: To create a group "live" in the Stage display:
1.
Set channel levels to obtain the desired "look" on stage.
2.
[RECORD GROUP] [#] [ENTER]
(If specified group already exists, the Overwrite
Warning message appears.)
BASIC RULE: Whenever any of the three [RECORD] keys are used, they record the channel levels
that are currently active in the Stage display, no matter what display is being viewed
when the command is entered. Parked dimmer levels are never recorded with any of
the live Record commands.
&
ü
EXAMPLE: To create or edit a group "blind" in the Group sub display which is in Preview:
1.
(SELGRP) [#] [ENTER]
2.
Adjust channels and levels.
BASIC RULE: Whenever you execute a Record command, the console assumes that you want to
record live levels for all channels, unless you specify a different list of channels.
Software Version 1.13
113
Colortran Innovator Control Console
Recalling Groups
To recall a group, use the [GROUP] hard key.
&
EXAMPLE: To recall a group in all but the Cuesheet and Setup displays:
[GROUP] [12] [AT] [FULL]
You can assign a level to a group in the Command Line. Levels within the group read proportionally to the
level assignment of the group.
&
EXAMPLE: Let’s say group 2 contains channels 1 - 4 at 80%. To assign group 2 to a proportional
level of 50% in the Stage display:
[GROUP] [2] [AT] [50]
(Channels 1 - 4 set at 40% on stage (40%=50% of 80%)
You can only edit groups in the Preview Group sub-display. An edit to an existing group affects levels only in
the Group display. Edits made to a group are not updated to any other instances where the group was
previously used to set channel levels
Copying Groups
You can use the (COPY) soft key to copy the contents of one group into another group number in the Preview
Group sub-display.
&
ü
EXAMPLE: To copy a group to group 2, in the Group sub-display:
1.
(SELGRP) [#] [ENTER]
2.
(COPY) [2] [ENTER]
BASIC RULE: The item number being copied from is the "source", and the number being copied to
is the "destination" item.
Renumbering Groups
You can renumber groups using the (RENUM) soft key in the Group sub-display.
Software Version 1.13
114
CHAPTER 14: Groups
&
EXAMPLE: To renumber the current group in the Group sub-display:
@
1.
(SELGRP) [#] [ENTER]
2.
(RENUM) [destination #] [ENTER]
NOTE: When you renumber a group, the contents of the source group are assigned to the destination
group, and the source group is deleted entirely.
Deleting Groups
When you delete a group, both the group number and its contents are deleted. A group may be deleted in the
Group sub-display, or it may be cleared in the Setup display.
&
EXAMPLE: To delete a group in the Group sub-display:
(MORE) (DELETE) [# list] [ENTER]
(An Overwrite Warning message lists the total
number of groups that will be lost.)
Groups and Automated Devices
Operating one moving light or automated device is easy. Moving 10, 20 or more can be a major challenge if it
were not for the power of Groups in cue setting. If your production includes the use of Automated lighting,
think in terms of Groups. Use groups as building blocks to predefine positons setting, and separate groups for
color or intensity. A example list of possible groups would be:
q
q
q
A separate group for each color trait planned (ie RED group, BLUE group etc)
A separate group for each major focus point (Pan Tilt traits ) on the stage (ie CENTER, LEFT etc)
A separate group for the level trait
A little preplanning with unleash the power of the Innovators Automated Device control to enhance any
production. Refer to Chapters 23 and 24 for more information on Automated Lighting Devices.
Software Version 1.13
115
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
116
CHAPTER 15: Effects
INNOVATOR
USER GUIDE
PART III:
ADVANCED
TOPICS
CHAPTER 15
Effects
CHAPTER 16
Advanced Channel Lists
CHAPTER 17
Advanced Submaster Operation
CHAPTER 18
Profiles
CHAPTER 19
Advanced Cues
CHAPTER 20
Advanced Patching Options
CHAPTER 21
Macros
CHAPTER 22
Controlling Fade Rates with the Wheel
CHAPTER 23
Moving Lights
CHAPTER 24
Programming with Moving Lights
Software Version 1.13
117
Colortran Innovator Control Console
(This page left blank intentionally)
Software Version 1.13
118
CHAPTER 15:
Effects
Overview of Effects?
An Effect is a sequential series of lighting steps to which you can assign levels, times, and patterns. Effects
were originally created to achieve "chase patterns" of lights, but Effects can be used in many ways. The
sequence and channel content of an Effect is determined by its steps. Each Effect step has a collection of
channels assigned to it. All the steps played back in their numerical order defines each Effect (unless the
sequence is altered by a specific pattern).
The Effect Sub-display
You can use the Effect sub-display to create new Effects, or edit existing Effects. The Effect sub-display lists
name, the elements and levels of each Effect step, as well as the pattern and Fade and Dwell time for each step.
FIGURE 15.1 SAMPLE EFFECTS SUB-DISPLAY
Software Version 1.13
119
Colortran Innovator Control Console
Creating Effects
To create a new "blank” Effect, you must be in the Effect display. To enter the Effects display, you must first
allow for a number of Effect steps in the Setup Display. The maximum number of steps on the Innovator is
9,999. Go the Setup display and enter [10] and enter the number of Effect steps you anticipate you will need for
all Effects in your show. Be aware that Effects take a lot of memory, and allowing too many Effects can affect
the remaining number of cues, groups, Submasters and channels. After allowing the desired number of Effect
steps return to the Stage or Preview displays to program Effects (the example below assume you are
programming in the Stage display).
&
EXAMPLE: To create a new Effect or view an existing Effect in the Effect sub-display of the Stage
Display:
(SELEFF) [#] [ENTER]
(Usually you would start with number 1.)
Navigating the Effects Display
The Effects sub-display has been made very easy to move around in. Any part of an Effect may be added,
edited or deleted at any time. To move around the screen to different areas, simple use the Up [↑], Down [↓],
Left [ß ], and Right [→ ] Cursor control Arrow keys next to the Data Key pad.
The soft key assignments for the Effect Display also allow fast easy changes when creating an Effect. The
assignment of the soft keys for the Effects display is as follows:
Key Name
1. ClrVal
2. ClrLn
3. InsLn
Full Name
Clear Value
Clear Line
Insert Line
4. DelLn
5. AddLn
6. DelAll
Delete Line
Add Line
Delete All
7.
8.
(not used)
(not used)
Description
Use this soft key to clear or delete the value of the current field.
Use this soft key to clear or delete the values of the current step.
Use this soft key to Insert a new step BEFORE your current step
position.
Use this soft key to delete the current step.
Use this soft key to add a new step at the END of the current Effect.
Use this soft key to erase or delete all information for the current
Effect and reset the Effect to the default "blank" 2 step Effect..
Software Version 1.13
120
CHAPTER 15: Effects
Creating Effect Steps
Effect steps do not have to be created in sequential order. You can create the next step before you assign items
to the current step. Any step may be left blank. For any given step you must specify 3 items. The first two are
Fade Time and Dwell Time.
Fade time: Move the cursor to the fade time for the first step. Using the data entry keypad type in the
time you wish for the fade of that single step to occur. Valid times are 0 through 59
minutes, 59.9 seconds.
Dwell time: Move the cursor to the Dwell time for the first step. Using the data entry keypad type in
the time you wish for the step to hold, or "Dwell" before continuing to the next step of the
Effect. Valid times are 0 through 59 minutes, 59.9 seconds.
The third item included in an Effect step is what items are responding to the step. The Effects routines built into
the Innovator allow you to access the following items:
q
q
q
&
q
q
Channels
Groups
Cues
Submasters
Automated Device Traits
EXAMPLE: To assign a channel to the current Effect step in the Effect display:
(Move the cursor to the first available purple box.)
[#] [ENTER]
(Place the selected channel into the step with a default level of full.)
(If you wish the channel to respond at a level other than full.)
&
[↓]
(Move down to level field.)
[#] [ENTER]
(Enter desired level in percent... note: for this field use 100 for full.)
EXAMPLE: To assign a group to the current Effect step in the Effect display:
(Move the cursor to the first available purple box.)
[GROUP] [#] [ENTER]
(Place the selected group into the step with a default level
of full.)
(If you wish the group to respond at a level other than full.)
[↓]
(Move down to level field.)
Software Version 1.13
121
Colortran Innovator Control Console
[#] [ENTER]
&
(Enter desired level in percent... note: for this field use 100 for
full.)
EXAMPLE: To assign a Cue to the current Effect step in the Effect display:
(Move the cursor to the first available purple box.)
[CUE] [#] [ENTER]
(Place the selected cue into the step with a default level
of full.)
(If you wish the cue to respond at a level other than full.)
&
[↓]
(Move down to level field.)
[#] [ENTER]
(Enter desired level in percent... note: for this field use 100 for
full.)
EXAMPLE: To assign a Submaster to the current Effect step in the Effect display:
(Move the cursor to the first available purple box.)
[SUB] [#] [ENTER]
(Place the selected sub into the step with a default level of full.)
(If you wish the cue to respond at a level other than full.)
&
[↓]
(Move down to level field.)
[#] [ENTER]
(Enter desired level in percent.. note: for this field use 100 for
full.)
EXAMPLE: To assign a Device Trait to the current Effect step in the Effect display:
(Move the cursor to the first available purple box.)
[DEVICE]
(This will cause a device list popup to appear.)
[↓] or [↑]
(Use the up or down arrow to move to the desired device.)
[ENTER]
(Pressing enter will assign the device and then move the cursor to
the Trait field.)
Pressing [ENTER] again will open the Trait list for the selected device. Again, use the Up [↑]
or Down [↓] arrow keys to select the desired trait. Followed by pressing [ENTER].
Last, select the setting for the selected trait. This may be the level of the light or the color or
position.
F
ADVANCED TOPICS: See Chapter 23, Moving Lights for additional information on Automated
Devices and their associated traits.
Software Version 1.13
122
CHAPTER 15: Effects
Effect Patterns
There are four Effect pattern options which used in combination with other options can create many different
patterns of light movement. The Effect pattern options are as follows:
&
q
FORWARD
=
The steps run from step 1 to the highest step number, then begin
again with step 1.
q
REVERSE
=
The steps run from the highest step number down to step 1, then
begin again with the highest step.
q
BOUNCE
=
Each full cycle of the steps switches between the Forward and
Reverse patterns.
q
RANDOM
=
The steps ignore their numerical sequence and execute in a
random order until all steps have become active once. Then the
sequence begins again.
EXAMPLE: To assign Effect patterns in the Effect Sub-display:
1.
Use the Arrow key to move into the Type field.
2.
Once in place, use the Left [← ], and Right [→ ] arrow keys to cycle through the four options.
No [ENTER] is necessary for this field.
ð
HINT: Experiment to become familiar with the patterns:
1.
2.
3.
4.
In the Effect display, create a 5-step Effect with channel 1 in step 1, channel 2 in step 2 etc.
Assign a pattern or combination of patterns to the Effect.
Test the Effect (see next topic). Select the Stage display to view the Effect.
Repeat these steps with each pattern and different pattern combinations to see the variety of
Effect patterns available.
Testing an Effect
There are two ways to test an Effect. If the Effect is being created from the Stage Effect Sub Display, then the
[S8] soft key is labled (LIVE). Pressing this soft key will cause the Effect to be displayed on stage. The
second method to test an Effect is to assign it to a Submaster. Edits can be made "live" to the Effect being
tested.
&
EXAMPLE: To test an Effect in the Effect display:
[RECORD SUB] [#] [EFFECT] [#] [ENTER]
(The Effect loads to the specified Submaster)
Software Version 1.13
123
Colortran Innovator Control Console
Assigning Effects to Cues
An Effect may be assigned to a Cue. When an Effect is assigned to a cue, the Effect fades in during the up time
of the cue. The Effect remains running until the next [GO] command is executed, at which time the Effect
fades out during the down time of that cue.
&
EXAMPLE: To assign an Effect to a cue in the Stage, Preview, Cuesheet or Tracksheet displays:
[CUE] [#] [EFFECT] [#] [ENTER]
F
ADVANCED TOPICS: See Chapter 18, Advanced Cues.
@
NOTE: A [Load] fader [#] [GO] command stops all running cue Effects immediately.
Assigning Effects to Submasters
An Effect assigned to a Submaster may be activated anytime you move the Submaster fader up or press the
Bump button, depending on the mode of the Bump button. (See Chapter 7, Basic Submaster Operation.) An
Effect activated on a Submaster with the fader will run at the proportional level set by the fader until the fader is
taken to zero. Each time you move the Submaster fader above zero, the Effect begins.
&
EXAMPLE: To assign an Effect to a Submaster from any display:
[RECORD SUB] [#] [EFFECT] [#] [ENTER]
F
ADVANCED TOPICS: See Chapter 17, Advanced Submaster Operation.
Editing Steps
You can edit the steps of the currently selected Effect in the Effect Sub-display "blind", in Preview or you can
edit "live" in the Effect Sub-display in the Stage display . As in all "blind" displays, edits made in the Preview
version of the Effect sub-display are made to the show memory as they are executed. Edits are made exactly
the same as the initial assignments. Refer to the previous section. "Creating Effect Steps"
Software Version 1.13
124
CHAPTER 15: Effects
Deleting Steps
You can delete a selected step in the Effect sub-display under the (DELLN) soft key. All steps following the
deleted step are renumbered.
Inserting Steps
In the Effect Sub-display you can insert a blank step into an Effect at any location by moving the cursor to the
desired location and then pressing the (INSLN) soft key. The new step will be inserted BEFORE the current
step. All steps following the inserted step will be renumbered.
To insert a step at the end of an Effect, press the (ADDLN) soft key.
Software Version 1.13
125
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
126
CHAPTER 16:
Advanced Channel
Lists
Complex Channel Lists
Complex channel lists are, by definition, a collection of channels that use groups, Submasters, cues, or to
construct the list. A complex channel list can therefore be as complicated as several channel ranges, plus or
minus individual channels within or outside those ranges. Many types of channel lists may be addressed in all
channel level-using displays (Stage, Preview, Group, Submaster and Tracksheet).
You can build complex channel lists using many different resources, instead of just keying in every channel
individually. These resources may be thought of as "building blocks". Channel ranges as well as channels that
make up any group, Submaster, cue, can be considered building blocks. Groups, Submasters, and cues are
referred to by their item type and number in a complex channel list. Using an item type and number assigns all
channels existing in that specified item the proportional level designated in the complex channel list command.
Items can be used alone in a complex channel list to address their channels, or they can be combined with other
individual channels to include all desired channels in the list.
&
EXAMPLE: Assume that group 1 is channels 1 - 10 at Full. To assign a level to channels 1 - 10 and
channel 45, use the following command:
[GROUP] [1] [AND] [45] [AT] [level #]
In the example above, channels 1 - 10 are addressed by referring to group 1, and channel 45 is individually
addressed. Channels may also be excluded from an item.
&
EXAMPLE: Assume that group 1 is channels 1 - 10 at Full. To bring channels 1 - 5, and 7 – 10, to
a level, use the following command:
[GROUP] [1] [MINUS] [6] [AT] [level #]
Software Version 1.13
127
Colortran Innovator Control Console
&
EXAMPLE: The following is an example of a very complex channel list command:
[GROUP] [5] [THRU] [8] [MINUS] [CUE] [1] [AND] [35] [THRU] [39] [MINUS] [SUB]
[1] [THRU] [3] [AND] [7] [AT] [level #]
Channel Lists Made with Ranges
You can use a range of items (cues, subs, groups) to make channel lists. The command syntax is just like the
syntax for a range of channels in a channel list.
&
EXAMPLE: To set the channels in cues 1 - 5 proportionally to their levels as assigned in the cues:
[CUE] [1] [THRU] [5] [AT] [FULL]
Software Version 1.13
128
CHAPTER 17:
Advanced Submaster
Operation
Submaster Extras
In addition to the basic items of channel, levels and time parameters discussed in Chapter 7, the Submasters of
the Innovator can also be used in conjuction with Effects, Macros and Groups. Additionally, with up to eight
pages of submaster assignments you can have easy recall of up to 192 looks.
Effect Submaster
An Effect Submaster is any Submaster with a specific Effect number assigned to it. In an Effect Submaster, the
Effect begins to run when you press the Bump button or move the Submaster fader.
Using the Bump button to activate the Effect allows the Active and Inactive levels to read on stage as they
appear in the Effect display for the assigned Effect. The Submaster fader scales the Effect levels. If the Active
level of the Effect is set to Full, but the Submaster fader is set at 50%, then the Active level never reads above
50% while the Effect is running on the Submaster.
&
EXAMPLE: To place an Effect Submaster in the Submaster:
[RECORD SUB] [#] [EFFECT] [#] [ENTER]
(Effect is now in the Submaster)
Macro Submaster
A Macro Submaster is any Submaster with a Macro number assigned to it. In a Submaster with a Macro
assigned, the Macro begins to run when you press the Bump button or move the Submaster fader. The fader
handle has no impact on any levels created within the Macro. It simple executes with the handle moves from
zero.
&
EXAMPLE: To place a Macro in the Submaster:
Software Version 1.13
129
Colortran Innovator Control Console
[RECORD SUB] [#] (MORE) (MACRO) [#] [ENTER] (Macro is now in the Submaster)
Group Submaster
A Group Submaster is any Submaster with a specific Group number assigned to it. In a Group Submaster, the
Group is called up with its assigned levels proportionately to the setting of the Submaster fader handle. The
contents of channel and levels assigned to a Submaster and the channels and levels of a Group will function is a
"Highest takes precedence" mode. If a channel is in Group 1 at 50%, Group 1 is assigned to Submaster 5, and
that same channel was recorded at Full, then with the fader set at 100%, that channel will be Full (ie governed
by the Submaster. However, If a channel is in Group 1 at 50%, Group 1 is assigned to Submaster 5, and that
same channel was recorded at 25%, then with the fader set at 100%, that channel will be at 50% (ie governed
by the Group)
&
EXAMPLE: To place an Effect Submaster in the Submaster:
[RECORD SUB] [#] [GROUP] [#] [ENTER]
(Group is now in the Submaster)
Combination Submasters
Any Submaster may be recorded with combinations of all of these features. Individual Channels and levels,
Groups, Macros and Effects. Be aware that if the Effect, Macro or Group is changed later, the items assigned to
the Submaster will change as well. The full command is shown below
&
EXAMPLE: To place an Effect Submaster in the Submaster:
[RECORD SUB] [#] [TIME] [#] [AND] [#] [EFFECT [#] [GROUP] [#] [MACRO] [#] [ENTER]
(This command would record a Submaster with an Up and Down fade time, assign an Effect, assign a
Group and assign a Macro to execute.)
Software Version 1.13
130
CHAPTER 18:
Profiles
A Profile is a method of customizing an output fade curve. You can assign a Profile to dimmers. Profiles
assigned to dimmers determine the dimmer output when you control the dimmers with channel levels. Each
Profile is divided into 15 equal sections and numbered in increments of roughly 6.25%. The standard curve is a
straight line (linear Profile), from 0 to 255 (though 240 is shown the step beyond which is not displayed is 255
meaning that at the 16 point, 6.25% of the total assigned output of the dimmer has been achieved, at 32 on the
output is 12.5%, etc).
You can use a Profile any time you want a fade curve different than a straight linear fade. You can record up to
10 Profiles, and each one may be assigned to any number of dimmers.
You can use Profiles to match output curve assignments between different kinds of dimmers, or different watt
capacity dimmers. A 6kW dimmer and 2.4kW dimmer may have different outputs at a level of 50%. You can
create a Profile to allow the two different outputs to match. This is a useful tool when it is necessary to create
uniform output from dimmers.
ü
BASIC RULE: The default Profile is a straight visually linear Profile. It is Profile 0 and is not
programmable. All cues and channels without a Profile assignment will use Profile
0.
Profile Editor Sub-display
You can open the Profile Editor Sub-display from the Setup display under the (PROFIL) soft key. In the
Profile Editor sub-display, the column to the far left contains the Profile numbers, 0 - 240. The bottom row of
numbers, 0 - 240, represents the fader handle position for a fade Profile, or the channel level for a dimmer
Profile. The values below the top row in each Profile represent the fade progress or dimmer output at any given
6.25% interval in a fade curve. Each 6.25% interval is called a fade point. In a standard linear Profile, each
fade point is the same as the % number in the top row.
The current Profile for editing is shown at the top of the sub-display. When the Profile is assigned to a cue, the
Profile represents the percent of the recorded level that the cue channels reach over the duration of the fade
time. When the Profile is assigned to a dimmer, the row of Profile numbers represents the dimmer output for
any given stage channel level.
Software Version 1.13
131
Colortran Innovator Control Console
FIGURE 18.1 PROFILE EDITOR DISPLAY SHOWING STANDARD LINEAR OUTPUT/
&
&
EXAMPLE: To create a custom Profile in the Setup displays:
1.
(PROFIL)
2.
[PROFILE] [#] [ENTER]
(Selects Profile # as current Profile to edit.)
3.
[← ] or [→ ]
(use left/right arrow to move to desired column)
4.
[↓] or [↑]
(use the up or down arrow to move to the desired level)
EXAMPLE: To assign a Profile to a dimmer in Patch display.
[DIMMER] [#] [PROFILE] [#] [ENTER]
Software Version 1.13
132
CHAPTER 18: Profiles
Late Rise
Early Rise
Filament Pre-heat
Cold Cathode
FIGURE 18.2, EXAMPLE PROFILES
Software Version 1.13
133
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
134
CHAPTER 19:
Advanced Cues
Beyond the basics of recording various channels at different levels, the Cues on an Innovator control console
can also be assigned a number of advance parameters. Chapter 8 of this manual introduced the basics of
creating a cue with a fade time. In this section we will look at the following Advance Cue features:
q
q
q
q
Follow
Delay Time
Split Time Fades
Effects
q
q
q
Macros
Names
Links
Cue Follow
A Follow assigned to a cue causes the "next" cue in the cue sequence to automatically initiate without pressing
the [GO] button for it. The Follow attribute is actually a delay time assignment with an automatic execution for
the next cue. The amount of time that you specify for the Follow attribute determines when the "next" cue
automatically begins. The Follow time assigned to a cue begins to count down when you press the [GO]
button. At the completion of the Follow time, the next cue executes.
ü
BASIC RULE: You must assign a Follow to a cue before the cue that you want to start
automatically. A Follow is essentially a "count down" to automatically initiate the
next cue in the cue sequence.
A Follow time may be from 0 - 999.9 seconds in 0.1 second increments. A Follow time of zero seconds allows
two consecutive cues to execute simultaneously. There is no limit to the number of consecutive cues to which
you may assign the Follow attribute.
&
EXAMPLE: To assign a Follow to a cue:
[RECORD CUE] [#] [FOLLOW] [#] [TIME] [#] etc. [ENTER]
- or [CUE] [#] [FOLLOW] [#] [ENTER]
(Assigns Follow to an existing cue.)
Software Version 1.13
135
Colortran Innovator Control Console
&
EXAMPLE: To assign a Follow to the current preview cue:
[FOLLOW] [#] [ENTER]
The Follow time is shown below the Up and Down times in the Playback Fader Box. If you press the [GO]
button during a Follow countdown, the Follow is canceled and the next cue executes immediately.
@
NOTE: Cue Follows are ignored when a cue is assigned to a Submaster.
Delay Time
You can assign a Delay time to a cue to delay the initiation of the fade by the amount of time that you specify.
When you assign a Delay to a cue, pressing the [GO] button will start the Delay time to count down on the
lowest available Playback fader. When the Delay time reaches zero, the fade will begin to run on the same
Playback fader in its assigned time. The Delay column appears in the Cuesheet and Playback displays, and
shows the Delay time assigned to each cue or cue part.
ð
HINT: Split Delays are especially useful when you want to delay lights that are coming up on one
side of the stage from lights that are going down on the other side of the stage, or vice-versa.
You can assign Delay times when you record a cue, or you can add a Delay to an existing cue.
&
EXAMPLE: To assign a Delay in the Stage, Preview, Playback, Cuesheet, or Tracksheet display:
[RECORD CUE] [#] [TIME] [#] [DELAY] [#] [ENTER]
- or [CUE] [#] [DELAY] [#] [ENTER]
&
(Adds a Delay to an existing cue.)
EXAMPLE: To assign separate Delay times to a split cue:
[CUE] [#] [DELAY] [#] [+] [#] [ENTER]
&
EXAMPLE: To delete an existing Delay, specify a 0 time parameter:
[CUE] [#] [DELAY] [0] [ENTER]
Note that when you assign a Follow to a cue, the Follow time delays the next cue’s execution, starting from the
last cue’s initiation. Instead of using the Follow time as the delay, you could assign a Follow time of zero and
then assign a Delay to the next cue.
Software Version 1.13
136
Chapter 19: Advanced Cues
ü
BASIC RULE: A Delay belongs to the “current” cue, while a Follow belongs to the “next” cue.
Technically, the next cue has not begun during a Follow countdown, but the next cue
has already begun during a Delay countdown.
Split Fades
Split fades are fades that have separate "up" and "down" times. In the Command Line, the up time and down
time are separated by a "+". The up time (the first number in a command) is the fade time for those channels
going to a higher level. The down time (the second number in a command) is the fade time for those channels
going to a lower level.
Split fades run on separate halves of the fader. In a Playback Fader Box, UP indicates the fader with the up
portion of the fade. DOWN indicates the fader with the down portion of the fade. To take manual control of a
fade time, “Match and Grab” the playback fader handle.
&
EXAMPLE: To assign a split time to the current cue in the Stage, Preview, Cuesheet or Playback
displays:
[TIME] [#] [AND] [#] [ENTER]
Cue Macros
You can assign a macro to a cue or a cue part to automatically execute functions when a cue is executed. Use
the (MACRO) soft key that appears after pressing the (MORE) key in the Preview display. The specified
macro will execute when the cue fade begins. This means that the cue macro will execute after all follows and
delays are finished. This feature can be very useful for reprogramming Submasters, or for capturing specific
channels on the trackball for overriding cue control. Another useful application is to assign rate control in a cue
macro for a cue or effect that requires it in every performance. This way the rate will always be ready on the
trackball when the cue is initiated.
&
EXAMPLE: To assign a macro to a cue or part using the Preview display:
[CUE] [#] (MACRO) [#] [ENTER]
&
(Assigns a cue macro to an existing cue.)
EXAMPLE: To delete a macro from a cue:
[CUE] [#] (MACRO) [ENTER]
(Specify NO number.)
Software Version 1.13
137
Colortran Innovator Control Console
Cue Names
You can assign a 16-character name to any cue. The name appears in the Stage, Preview, Cuesheet, and
Playback displays. Use the Bump buttons and numeric keypad to select the characters for the name. The Bump
buttons will automatically enter Alpha mode when the (NAME) soft key is pressed. It appears every time that
the [RECORD CUE] or [CUE] key is pressed. Each cue can have only one name. You can use the cue name
in “Go To” and other cue commands instead of specifying a number (see Chapter 11, Names).
&
EXAMPLE: To assign a name to a cue:
[RECORD CUE] [#] [PART] [#] (NAME CUE) [name] [ENTER]
- or [CUE] [#] (NAME CUE) [name] [ENTER]
&
(Assigns a name to an existing cue.)
EXAMPLE: To delete a name from a cue:
[CUE] [#] (NAME CUE) [ENTER]
(Do not specify a name.)
Cue Links
You can execute cues out of their normal numeric sequence by assigning a Link to a cue. When you press the
GO button, instead of executing the next higher numbered cue, the cue execution sequence will "jump" to the
destination cue that you specify in the Link assignment. The execution sequence continues onward from that
destination cue indefinitely, or until another Link is encountered in a later cue.
&
EXAMPLE: To assign a Link to a cue in the Stage, Preview, Cuesheet, Playback, or Tracksheet
displays:
1.
[CUE] [#] [LINK] [destination cue #] [ENTER]
(Assigns the link to an existing cue.)
2.
[LINK] [destination cue #] [ENTER]
(Assigns the Link to the current cue
in the display.)
Link Loops
In the preceding Examples, the Links all have destination cues that have a higher number than the cue assigned
the Link. But what if you link to an earlier cue? This creates a Link Loop.
&
EXAMPLE: Using the same Example above, to assign cue 8 as the destination cue instead of cue 21:
[CUE] [10] [LINK] [8] [ENTER]
(Creates loop that runs indefinitely.)
The cue execution sequence would be: 7, 8, 9, 10(Link), 8, 9, 10(Link repeats), 8, 9,
10(Link repeats), 8, 9, 10(Link repeats), 8, and so on indefinitely.
Software Version 1.13
138
Chapter 19: Advanced Cues
ð
HINT: Link Loops are normally run on the C/D Faders so as to leave open the A/B Faders. This
allows the Link Loops to be initiated at any time and cleared at any time.
Tracking Levels in Link Commands
When you are using a link to a cue that has tracking "soft" levels, a special condition occurs. The stage "look"
created by a cue in a sequence is usually made up of a combination of hard levels (those changes assigned in
that specific cue) and soft levels (those levels that track in from a previous cue). When the link is executed,
only hard (non-tracking) channel levels are affected. The tracking soft level assignments remain at their current
levels when a link occurs. This causes the stage "look" to be different when a cue is reached by a link instead of
by the normal numeric cue sequence progression.
&
EXAMPLE: In the Tracksheet display:
1.
Assign a level of 10 % to channel 1 in cue 1.
2.
Take channel 2 in cue 2 to 20%.
(Channel 1 tracks at 10%.)
3.
Take channel 3 in cue 3 to 30%.
(Channel 2 tracks at 20%, channel 1 tracks at 10%.)
4.
Link cue 1 to cue 3.
5.
Starting at cue 0, press Go. (Cue 1 runs.)
6.
Press Go. (Cue 3 runs)
(Stage display shows channel 1 at 10% in red.)
(Stage display shows channel 1 at 10% in gray, and
channel 3 at 30%. Channel 2 does not read on stage.)
In the previous Example, Channel 2 does not read on stage because the cue in which the level change occurred
was never executed. To avoid an alteration of the original stage look of the destination cue, you must make all
existing levels hard levels in the destination cue of the link. Based on the Example above, to preserve the stage
"look" assign the Clean Up attribute to cue 3. This assigns hard levels to all channels.
ü
BASIC RULE: When you assign a link to a destination cue that has tracking "soft" levels (including
tracking zeros) only hard levels are affected. The destination cue "adds" its hard
levels to the former stage look. To "replace" the former stage look with the
destination cue, assign the Clean Up attribute to the destination cue.
@
NOTE: If you use a Link Return to return to the normal cue sequence, the same rules apply (only hard
level changes occur). You may need to assign the Clean Up attribute to the "next" cue in
order to fully replace the stage look when you return to the original sequence.
Assigning Effects to Cues
Software Version 1.13
139
Colortran Innovator Control Console
The Effect assignments for cues appear in the appropriate column in the Playback and Cuesheet displays. When
an Effect is assigned to a cue, the up time of the cue is the time during which the Effect fades in. The Effect
remains on stage until the next cue command is executed. The Effect fades out during the down time of the cue.
&
EXAMPLE: To assign an Effect to a cue:
[RECORD CUE] [#] [EFFECT] [#] [ENTER]
- or [CUE] [#] [EFFECT] [#] [ENTER]
(Assigns an Effect to an existing cue.)
Channel levels may also change with Effect cues. An Effect may be assigned to a cue part if you want to keep
the Effect fade time separate from the timing of other channel level changes.
Effects in cues stop running immediately when either the [LOAD] or [HOLD] or [BACK] commands are
executed. To reinitiate a cue effect, start in the cue preceding the Effect cue and press the [GO] button.
ü
BASIC RULE: When recording a cue, group or Submaster live from stage with an Effect running,
take out the Effect on stage with the playback fader or Submaster before executing
the Record command. The live Record commands record an instantaneous stage
picture, and therefore record channel levels from the effect if the Effect is left
running.
Software Version 1.13
140
CHAPTER 20:
Advanced Patching
Options
Dimmer Profiles
When you assign a custom profile to a dimmer, it alters the standard "linear" fade curve characteristic of the
dimmer. If you assign profiles to dimmers, the dimmer profiles are in use whenever you control dimmers with
channel levels. Direct Dimmer Control always bypasses any dimmer profiles. Dimmer profile assignments are
shown in the fourth column of the Patch display.
&
EXAMPLE: To assign a profile to a dimmer in the Patch display:
[DIMMER] [#] [PROFILE] [#] [ENTER]
F
ADVANCED TOPIC: For more information about profiles, see Chapter 18, Profiles.
Proportional Levels
When you assign a proportional level to a dimmer, it limits the maximum output of the dimmer to the
percentage specified. For example, a dimmer assigned a proportional level of 50% never exceeds 50% output
level, even when the channel controlling that dimmer is at Full. In this case, a channel level of Full provides
50% dimmer output. The same channel at 50% would provide a dimmer output of 25%. The entire curve
assignment of the dimmer is reduced proportionally to the level assigned. Proportional level assignments are
shown in the third column of the Patch display.
&
EXAMPLE: To assign a proportional level to a dimmer in the Patch display:
[DIMMER] [#] [AT] [#] [ENTER]
(Specifies the proportional dimmer to a level.)
Software Version 1.13
141
Colortran Innovator Control Console
Non-Dim Dimmers (Virtual Non-Dims)
In the Patch display, you can make any dimmer behave like a non-dim dimmer by creating a profile that forces
the dimmer to full at some point during the fade. This means that the actual dimmer output on stage is zero
until the dimmer level in the fade reaches a “trigger level,” at which point the dimmer output immediately goes
to Full. This is useful for practical lighting on your set, such as table lamps, or other lights that actors may turn
on “on cue.” Remember however, that the dimmer will need to be recorded at FULL in the cue.
@
NOTE: When you assign a virtual non-dim at the console, it has no effect on the settings at your
dimmer rack. In a manner of speaking, the dimmer signal from the console is assigned a
profile that “jumps to Full” at the trigger point. The dimmer output continues to be regulated
voltage if your dimmer rack regulates the output voltage of your dimmers. For this reason,
the virtual non-dim setting is not recommended for use with motors, ballasts, and other
inductive loads. A “true non-dim” setting at the dimmer rack should be used for these types
of loads. Consult the operation manual for your dimmer rack.
Automated Devices
Automated Devices and Moving Lights are discussed in Chapters 23 and 24 of this manual.
Software Version 1.13
142
CHAPTER 21:
Macros
A Macro is a series of keystrokes that you record to perform a complex command with the press of a single
Macro key. Macros are especially useful for executing command sequences that you repeat often. You can use
a Macro to go to cue zero, reload Submasters, or even set a certain "look" on stage.
Macro Keys
FIGURE 20.1, MACRO KEYS (CENTER ROW OF DISPLAY KEY PAD)
Recording Macros
You can create a Macro by pressing the (MACRO) soft key in the Setup display. A Macro may contain both
hard key and soft key keystrokes, but cannot record fader, or Trackball functions. A Macro may contain up to
128 keystrokes. You may "nest" macros by using another Macro inside a Macro; both executed with a single
keystroke.
Macros are recorded literally as a series of keystrokes. When you record a level setting command such as [1]
[THRU] [10] [AT] [FULL], the Macro will work in any display that accepts that command syntax. If you
want to have the Macro work only in a designated display, such as Stage, press the display key as the first
keystroke in the Macro.
Be aware that different displays can interpret the same keystrokes differently. For example, the command [12]
[AT] [5] [ENTER] has different results in the Stage and Patch displays. In the Stage display it sets channel 12
at 50%, while in the Patch display it patches channel twelve to dimmer 5. This is why you should usually start
the Macro with a display key.
Software Version 1.13
143
Colortran Innovator Control Console
&
&
EXAMPLE: To create and record Macro 1 "live" to execute with [M1] key, in the Setup display:
1.
(MACRO)
(Opens the Macro Sub-display.)
2.
[1]
(Begins Recording Macro.)
3.
[M1]
(Ends the Record Macro command.)
EXAMPLE: To create a LOAD CUE 5 Macro from the Setup displays:
1.
[1]
(To start recording)
2.
[STAGE]
( Enter Stage display, "Recording Macro #" flashes)
2.
[LOAD] [5] [ENTER]
3.
Press same [M#] key.)
(Ends recording of Macro. Flashing message stops.)
Macro Paging
There are eight black Macro keys, labeled [M1] - [M8], on the console top panel. The Innovator has up to 500
macros available. These are arranged in pages of eight macros per page. At any given time, a single page of
macros is currently accessed by the Macro keys. The current Macro page is shown on the Macro soft key with
the designation (MP #).
&
EXAMPLE: To change the current Macro page to Macro page 3, in the Stage Display:
(MP #)
command line responds "Macro Page"
[3] [ENTER]
soft key changes to (MP 3)
Real-time Macro Recording
In addition to simply recording keystrokes, the Innovator allows for “real time” recording of Macros. This
feature can be very useful in building special types of effects and playing them back as Macros rather than the
sometimes tedious efforts required to build certain effects. For example, bump buttons can be used to bump
channels in a specific order in a specific timed sequence to create an effect.
&
EXAMPLE: To record a Macro in “real time” using bump buttons from the Setup display:
1. (MACRO)
(Opens the Macro Sub-display.)
2. [2]
(Access the real time record and execute.)
3. Use [á ] or [â ] keys then [ENTER]
(Turns off or on the Timed Record.)
4. [1]
(Initiates the Macro recording.)
Software Version 1.13
144
CHAPTER 21: Macros
5. [STAGE]
(This allows you to view what you are
recording.)
6. (Press bump keys in desired
order and time)
(Records the bumps in real-time.)
7. [M#]
(Records to the desired Macro key.)
Real-time Macro Playback
Once you have recorded a Macro in real time, you must set up the Innovator to playback the Macro in real-time.
For real-time playback, the following method is used.
&
EXAMPLE: To playback a Macro in “real time”:
(MACRO)
(Opens the Macro Sub-display.)
[6]
(Access the Time Execute.)
Use [á ] or [â ] keys then [ENTER]
(Turns off or on the Timed Execute.)
Viewing Macros
You can view the recorded contents (keystroke sequence) of any of the macros by using the (MACRO) soft key
in the Setup display. The (MACRO) soft key opens the Macro Sub-display from the Setup Display shows the
contents of the selected Macro as a sequence of keystrokes.
&
&
EXAMPLE: To view the contents of Macro 5, in the Setup display:
(MACRO) [4]
(Selects the “Macro Number” selector in the display.)
[5] [ENTER]
(Presents Macro 5 to view.)
EXAMPLE: To view a Macro in “real time from Macro Sub-display of the Setup display:
(MACRO)
(Opens the Macro Sub-display.)
[5] [ENTER]
Use [á ] or [â ] keys then [ENTER]
(Turns on or off the time display.)
You will now be able to view the times of the Macro steps in “real-time”.
Software Version 1.13
145
Colortran Innovator Control Console
You may also view the times of the Macro steps in the Macro display in one of three ways:
q Reference Last
Displays the time between presses of buttons in the Macro.
q Reference Begin
Displays a running total of the time accumulated for the run of the entire Macro.
q Not Timed
References the keystrokes only.
Editing Macros
Macros may be edited in one of three ways:
q
q
Insert
q
Modify
Delete
It is possible to insert a step into the Macro by selecting the Macro and altering its contents in the Macro Subdisplay.
&
EXAMPLE: To insert a step in a Macro from Macro Sub-display of the Setup display:
(MACRO)
(Opens the Macro Sub-display.)
Use [á ] , [â ], [ß ] or [à ] keys
(Selects the portion of the Macro to edit.)
[7]
(Allows inserts of Macro steps.)
(Insert keystroke.)
(Performs the insert.)
It is possible to modify a step of a Macro by selecting the Macro and altering its contents in the Macro Subdisplay of the Setup Display
&
EXAMPLE: To modify a step in a Macro from Macro Sub-display of the Setup display:
(MACRO)
(Opens the Macro Sub-display.)
Use [á ] , [â ], [ß ] or [à ] keys
(Selects the portion of the Macro to edit.)
[8]
(Allows modification of the Macro steps.)
(Insert new entry.)
(Performs the modification.)
It is possible to delete a step into the Macro by selecting the Macro and altering its contents in the Macro Subdisplay of the Setup Display
Software Version 1.13
146
CHAPTER 21: Macros
&
EXAMPLE: To delete a step in a Macro from Macro Sub-display of the Setup display:
(MACRO)
(Opens the Macro Sub-display.)
Use [á ] , [â ], [ß ] or [à ] keys
(Selects the step of the Macro.)
[9]
(Allows deletion of the Macro step.)
Software Version 1.13
147
Colortran Innovator Control Console
(This page left blank intentionally)
Software Version 1.13
148
CHAPTER 22:
Controlling Fade Rates with the
Wheels
When you are playing back cues on playback faders, you can use the [RATE] key of a fader pair to assign
control of the cue fade rate to the trackball and to the wheels below the LCD display. When you have rate
control on the wheels or the trackball, moving the trackball or individual wheel up increases the time of the fade
(slows down the rate of the fade or effect). Moving the trackball down decreases the time of the fade (speeds up
the rate of the fade or effect). The remaining time of the fade in progress is shown in the LCD display (see
figure 22.1 below)
FIGURE 22.1 LCD DISPLAY OF RATE OVERRIDE
Changing Cue Fade Rates
While a timed cue fade is occurring on a playback fader, you can adjust the fade time by using the [RATE] key
for that fader. The wheels will allow for adjustment of the Up and Down time for an individual fader. The
Trackball adjusts both.
&
EXAMPLE: To adjust the rate of the cue currently fading on playback fader:
1.
[RATE]
2.
Adjust rate with the trackball or wheels by increasing or decreasing fade time.
3.
[CLEAR] or [RATE]
(Releases rate control from the trackball and wheels.)
When you use the trackball as in the Example above, you increase or decrease the fade time of the active fade
proportionally. When you release rate control with the [CLEAR] or [RATE] key, the adjusted fade times
remain for the fade. You can readjust the rate by capturing rate control again in the same manner.
Software Version 1.13
149
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
150
CHAPTER 23:
Moving Lights
Overview
A special feature of the Innovator control console is that in addition to the operation of traditional stage lighting
dimmers, it provides a special set of control features for the easy control of "Intelligent Lighting Devices".
Separated from the stage control channels, the Innovator provides 512 channels dedicated channels reserved
exclusively for controlling Moving Lights and other Automated Lighting Devices. A rich Device Definition
Language (DDL) has been developed for the Innovator, enabling virtually any DMX controlled automated
fixture personality to be defined. Many popular personalities have already been defined within the console's
non-volatile flash memory. Accessing a fixture is made simple using the menus and displays of the console.
Automated lighting fixtures, moving lights, scrollers all fall into the family of devices that may be controlled by
the Innovator. It is EXTREMELY important that before you try to use an automated lighting device that you
become familiar with its operation by reading the manual that came with your device. Several areas of specific
importance are:
AC Power requirements
Some units need power other than 120V power from a wall plug, or
need a "non-dimming" power source.
Signal Availability
Most new theaters are being constructed with the conduit and cabling to
route DMX-512 to a number of locations. However, it is important to
note that DMX-512 does have limitations in the number of "taps" that
can be placed in line without a signal booster or repeater.
Personality Traits
What does your device do? Some color scrollers use only two
channels, one for color and the other for speed. This can be contrasted
with fully automated units that may have Pan, Tilt, Zoom, Speed,
Color, Intensity, and Patterns (plus many other items).
Mounting Requirements
Simply put, since most of these fixtures move or at least the beam of
light moves, an eye for visual obstructions, space and physical
mounting requirements is also a concern.
Software Version 1.13
151
Colortran Innovator Control Console
Device Personality Traits and DMX-512
As mentioned, different types of moving lights have different traits. It is important to have a basic
understanding of how DMX sends data to these devices so you as an operator will achieve the lighting design
result you want. A significant issue is addressing. When DMX was used to address only dimmers, then the
"512” meant up to 512 dimmers could be addressed from a single data stream. With Moving lights and other
Automated Lighting Devices, this relationship changes since a single unit may need a number of data channels
in order to operate its functions. The example shown below is a moving light that uses 2 DMX channels for
PAN, 2 DMX channels for TILT, 1 DMX channel for Color, 1 DMX channel for GOBO and finally 1 DMX
channel for the light intensity. The starting address for this sample device is 60.
FIGURE 23.1 ILLUSTRATION OF SAMPLE MOVING LIGHTING TRAITS AND THE RELATIONSHIP TO DMX
The lighting industry has not standardized the names nor order of the many possible different traits for Moving
Lights. This again reinforces the importance of understanding your Moving Light, its traits and its operating
requirements.
Initial Assignment
Before the Innovator can control an Intelligent Lighting Device, it must first know what device it is going to
control. These initial assignments are created in a sub-menu of the Setup Display. To see this display, press the
[SETUP] display hard key and then the (DEVICE) soft key [S6]. This action will bring up on the current
video monitor the Device Assignment sub display (figure 23.1). You will need to make a few decisions and
know some information about the Moving Light that you plan to use. Specifically, you will need to know what
DMX data port you will use from the Innovator to the device and second how to set the starting address for that
device.
@
NOTE: When making the initial device assignments the Innovator will search for the first available
data address not in use by a stage dimmer channel. If you plan on using a data port that is
totally separate from the dimmer data port, go to the PATCH display and "clear" that patch
table. The Innovator will then start making assignments to that port.
Software Version 1.13
152
CHAPTER 24: Programming with Moving Lights
Device Library Popup
Assignment List with
Assignment, Start Address
and Data Port
Device Assignment Menu
FIGURE 23.1 DEVICE ASSIGNMENT DISPLAY - A SUB-MENU OF THE SETUP DISPLAY
Assign Devices
The intelligent devices need to be assigned to device numbers. Up to 512 channels are reserved for these
devices. Select [SETUP], (DEVICE), note the “Device Menu”, and the selections as described below.
1. Edit Assignment
Use to assign the device, starting dimmer number and DMX port.
2. Clear Assignment
Use to delete the device assignment highlighted.
3. Edit Definition
Use to call up the fixture library to edit a device definition.
4. Add Definition
Use to initiate the routine to add a new device to the library.
5. Delete Definition
Use to initiate the routine for deleting a device from the library.
Software Version 1.13
153
Colortran Innovator Control Console
&
EXAMPLE: Assigning a Moving Light:
1. [SETUP]
(Enter SETUP Display.)
2. (DEVICE)
(Enter DEVICE sub display.)
3. [↑] [↓] [← ][→ ]
4. [1]
(Use Arrow keys to highlight the desired device number.)
(Select Edit Assignment from the Device Menu activating the Device
Popup.)
5. [↑] [↓]
(Scroll menu until you find you correct Automated Device. If you do not find
it, you may need to add a new Device Definition. Refer to Adding Device
Definitions later in this chapter.)
6. [ENTER]
(To confirm your selection.)
When the assignment was first made, the Innovator looked at its Patch tables and assigned the Moving Light to
the first dimmer address that was not assigned to a stage channel. This may not be the address you wish the
fixture to respond to. If not, then, the Next step in making an assignment is setting the start address. In this step,
two decisions must be made. First is what Data Port from the Innovator is being used. Second, what is the
starting address of the selected fixture.
&
EXAMPLE: Assigning starting address and port.
1. [↑] [↓] [← ][→ ]
(Use Arrow keys to highlight the desired device dimmer number.)
2. [#]
(Type the desired starting address.)
3. [ENTER]
(Confirm the assignment.)
Then if necessary change the port assignment.
1. [↑] [↓] [← ][→ ]
(Use Arrow keys to highlight the desired device port letter.)
2. [A] [B] or [C]
(Type the desired port using the Bump Button Alpha keys.)
Clearing a Device Assignment
Whereas from show to show, conventional light assignments change, the addressing of the Automated Lighting
Devices tends to be more of a constant. Therefore, when you clear the console memory or the console Patch,
the assignment of Moving Lights is NOT cleared. These assignments are cleared from the Device Assignment
screen.
&
EXAMPLE: Clearing Assignments
1. [SETUP]
(Move to SETUP display.)
2. (DEVICE)
(Move into the DEVICE ASSIGNMENT sub display.)
3. [↑] [↓] [← ][→ ]
(Use Arrow keys to highlight the desired device.)
4. [2]
(Clear Assignment.)
Software Version 1.13
154
CHAPTER 24: Programming with Moving Lights
Device Console Controls
The device section of the Innovator console is provided to control the unique features of automated lighting
devices. To activate a device simply select the [DEVICE] button on the data keypad along with the number of
the device followed by [ENTER]. Once active, the traits of the personality assigned to the device are shown on
the LCD, seven at a time along with the current value displayed either numerically or as a label. To modify a
trait, simply turn the modify wheel up to increase or down to decrease the value.
Trait Wheel
LCD Display
Set to Default
LCD Scroll
FIGURE 23.2 CONSOLE DEVICE CONTROLS
Since some devices have more than seven traits, a left and right arrow button has been included next to the
encoder wheels. Pressing these buttons will cause the display to scroll in that particular direction. Once the last
of the traits have be reached the display will no longer scroll.
Traits can be assigned to either axis of the Trackball (Pan and Tilt are common uses for this feature). If this is
the case, these traits will be modified whenever the Trackball is operated.
Device Definition Language
The Device Definition Language (DDL) is used to describe an object's personality, which will be controlled by
the Innovator. Devices can include intelligent lighting fixtures, fog machines, traditional luminaire color scroller
combinations or simply a series of dimmer channels. Through the use of DDL, the Innovator can present the
individual attributes or traits of the personality with descriptive labels rather than simple channel numbers as
you would with a standard lighting console.
Software Version 1.13
155
Colortran Innovator Control Console
Device Definitions can be programmed directly into the console through the Device Assignment sub-display of
the Setup or from ASCII Text files containing DDL definitions. Below is a table showing the many options
available for programming in a device definition. It may also help in understanding how the Innovator
communicates with you particular Automated Lighting Device.
Keyword
Device
Trait
Type
Channel
Size
Valid Values
16 character text string
8 character text string
Union, End Union,
Continuous, Indexed
1 - 256
8Bit, l6Bit
Invert
Yes, No
X-axis
Y-axis
Black
BoValue
Yes, No
Yes, No
Yes, No
8 Bit : 0 - 255
16 Bit: 0 - 65,535
Yes, No
8 Bit : 0 - 255
16 Bit: 0 - 65,535
8 Bit : 0 - 255
16 Bit: 0 - 65,535
8 Bit : 0 - 255
16 Bit: 0 - 65,535
8 character text string
followed by a comma and a
value ranging from 0 - 255.
None
Master
Default
Maximum
Minimum
Index
End
Description
Defines the name of the device.
Defines the text label of the trait.
Defines the type of the trait.
Defines the channel offset of the trait.
Defines the trait as 8 bit or 16 bit. Only used in continuous
types.
Causes the joystick or a wheel to work opposite of normal when
controlling the trait.
Assigns the trait to the horizontal movement of the joystick.
Assigns the trait to the vertical movement of the joystick.
Assigns the trait to the Blackout button.
Defines the value that the Blackout button assigns to the trait.
Assigns the trait to the Master Wheel.
Defines the value that the Default button assigns to the trait.
Defines the maximum value of a continuous trait.
Defines the minimum value of a continuous trait.
Defines the text label and its value of an index entry of an
indexed type trait.
Defines the end of the file. Only required for RS-232 input files.
Adding Device Definitions
Chances are that the devices you will be using will already be defined within the Innovator. If not, or if you
want to create a new device of say multiple fog machines or PAR devices, you will need to use the Add
Definition setup mode. From here you can enter a unique name for the device and then define the personality
traits of each channel.
After selecting "Add Definition" the name of a new device can be entered by either using the on board Alpha
Numeric of the Sub Master Bumps, or the external keypad input on the back of the console, then press the
[ENTER] button.
You can then add the personality traits. You can choose between Continuous, Indexed, Union or End Union
traits as needed.
Continuous traits:
Those that move continuously from a minimum value to a maximum value.
Software Version 1.13
156
CHAPTER 24: Programming with Moving Lights
Indexed traits:
Those that do not move continuously. Instead, discrete values are assigned to each index
along with a unique label. These are most often used to describe the positions of such
things as Gobo and Color Wheels.
Union traits:
These are made of combinations of both Continuous and Indexed traits. An example of a
Union would be a Color Wheel, which uses a continuous range of DMX 512 values for
spins and then discrete values for fixed color positions. The End Union trait is used to
flag the end of the Union structure. For example, if you were to define a Color Wheel as
described above, you would first insert a Union trait, then insert Continuous and Discrete
traits as needed followed by the End Union trait.
Several attributes can be assigned to the traits once the type has been determined.
Trait Label: The label can be up to eight characters long. There is a 512 entry table of labels to select from.
Not all are predefined. Those that are can be sequenced through by selecting any of the insert commands from
the Definition Menu display and using the cursor keys to highlight the label name.
Once the label has been selected press [ENTER]. The display will change to a setup display for that particular
trait where details on the trait can be achieved. The label itself out of the table can be modified. Select " 1
Modify Attribute " until a label window is displayed and then enter a new name using either the alpha numeric
function of the Submaster bumps or an external keypad. Keep in mind that changing the label contents will
change the label for any other trait of any device using this table entry. Finally a new label can be created by
selecting "New". An empty entry in the table will be selected and presented for editing on the display.
Once the label has been selected, the other parameters of the trait can be edited. Use the cursor keys to sequence
through them. The first parameter actually shows the trait's type and can not be edited. It is shown for reference
only.
Parameters for Continuous traits: Channel offset, Size of the Data, Invert, X axis, Y axis, Blackout, Default,
Maximum and Minimum.
Parameters for Indexed traits: Channel, X axis, Y axis, Blackout, Default, Number of Indexes, Index Label
and Index Value.
A discussion of each type of parameter follows.
Channel offset: This determines which channel of the DMX 512 stream should be used for this trait. This is a
relative number which is added on to the base address of the device once it is assigned to a Fixture button.
@
NOTE: If Fixture 1 is assigned to DMX 512 channel 20 and a trait is assigned to channel 1, it will
end up being assigned to channel 20 not 21. Size of data determines whether the trait will use
one or two bytes of the DMX 512 stream. Choices are "8 Bit" or "16 Bit". 16 bit is mostly
used for Pan and Tilt of high resolution devices.
X/Y Axis Invert: Sometimes it is nice to be able to invert a continuous trait such as Pan so that it moves the
direction that the trackball moves. Select "Yes" if you would like to invert the trait. If a trait is to be assigned to
the X or Y axis, select "Yes" for these parameters. More than one trait of a device may be assigned to either axis
and a single trait can be assigned to both axis.
Blackout: If the Blackout parameter is activated, the trait will be set to the assigned Blackout Value whenever
the Blackout button is pressed.
Software Version 1.13
157
Colortran Innovator Control Console
Default Values: When first selecting a fixture, it's trait can be any value. Default values for each trait can be
assigned so that tapping the Default button will immediately cause the default value to be applied whenever a
fixture is active.
Maximums and Minimums: Continuous traits can be assigned a maximum and minimum value. This is useful
when a device does not use the full range of DMX 512 values. It is also useful when a continuous trait is part of
a Union.
Index Values: Indexed traits are made of indexed values. Each indexed value can be assigned a specific label
just as each trait can be assigned a specific label. First enter in the number of indexes that will be used by the
trait, then enter in each label and value for each index. Any of these values can be changed at any time. The
indexed labels use a separate 512 entry table from the Trait table.
&
EXAMPLE: Add Definition
1. [SETUP]
2. (DEVICE)
3. [4]
4. Input fixture name using the alpha numeric keypad on Submaster bumps.
NOTE: Hold down the bump to get to the additional characters.
5. [ENTER]
6. Using the definition menu you may modify or insert traits accordingly.
7. Using cursor keys highlight the attribute and select [ENTER] to edit.
8. Select [CLEAR] to return to previous screen.
Editing Devices.
Devices definitions can edited on the console. By selecting [Edit Definition] the sequence for editing devices
can be initiated. When this is selected the fixture library will appear for selection of a specific fixture to work
on. After selecting a fixture to edit a device menu will appear. Please note the " device menu " as described
below;
1.
Modify Trait
This will modify a specific trait of a selected fixture.
2.
Insert Pan
This will insert a pan trait in the position highlighted.
3.
Insert Tilt
This will insert a tilt trait in the position highlighted.
4.
Insert Continuous
This will insert a continuous trait in the position highlighted.
5.
Insert Indexed
This will insert an Indexed trait in the position highlighted.
6.
Insert Union
This will insert a Union Trait in the position highlighted.
7.
Insert Combined Trait
This will insert a combined trait in the position highlighted.
8.
Delete Trait
This will delete the trait highlighted.
Software Version 1.13
158
CHAPTER 24: Programming with Moving Lights
@
NOTE: For a more detailed explanation please refer to Adding Fixture Definitions above.
&
EXAMPLE: Edit Definition
1. [SETUP]
2. (DEVICE)
3. [3] Edit Definition
4. Using the cursor keys highlight the device to edit and press [ENTER].
5. Using the cursor keys highlight the Trait to edit press [ENTER].
6. Using the cursor keys highlight the parameter of the trait to edit.
7. Select [1] Modify Trait
8. Using the number keys for numbers or the up down cursor keys for phrases make the change.
9. [ENTER]
Beginning to use your Automated Devices
There is much to digest and understand about the use of Moving Lights and other automated lighting devices.
This chapter is at best an overview of Automated Devices and how they respond to the powerful features of the
Innovator. The best teacher is practice. Both in setting up your Moving Light and then using it.
Software Version 1.13
159
Colortran Innovator Control Console
(this page left blank intentionally)
Software Version 1.13
160
Chapter 24:
Programming with Moving Lights
Device Display
Once the automated devices have been assigned they will begin to appear in the various displays. You can view
up to five devices at a time in the Device Display. It is especially important to note the color of the device trait
names. In all modes, only traits showing bright white are recorded in your cues, groups, and Submasters. It is
possible to adjust a trait without it being selected to record. As with cases of moving and copying cues with
"tracking level" where the look of a cue can change when it is moved or renumbered. So, too, can the
appearance, position, color, or speed of an Automated Device.
FIGURE 24.1 SAMPLE DEVICE DISPLAY
Software Version 1.13
161
Colortran Innovator Control Console
Submasters
The Submasters of the Innovator can record static looks from conventional and moving lights. They are very
dynamic in nature allowing the user to program even specific traits of the moving lights. For example you could
program the Submasters to affect only colors, positions, Gobos and special effects creating pallets. These pallets
could then be used to change traits of devices while automated on the autofaders. You can also bounce these
specifics to cues thus building some very elaborate shows. It is important to remember that if you assign a
Moving light to a Submaster with a specific look, position or color, that Submaster must be played at FULL in
order to show that look. A value less than full will modify the data going to the Automated device and give
different results.
&
EXAMPLE: Program Submaster 1 with a position using device one.
1. [DEVICE][1] [ENTER]
(Selects Device 1 and Displays it on the LCD display.)
2. [DEFAULT]
(This will position the device in the middle of its pan and tilt, open
the shutter, and bring the dimmer to full. )
3. Position the device as needed using the onboard trackball.
(Check the device display to verify the device traits are select to be
recorded.)
4. [RECORD SUB] [1] [ENTER]
&
(Submaster 1 recorded with the active traits.)
EXAMPLE: Record a set of Device Color Traits in Submaster 2
1. [DEVICE]
(Enter device display.)
2. (RELALL)
(Release ALL traits from recording
and note the color of the traits is gray.)
3. Use the trackball and position the cursor over the "COLOR" trait.
4. [CHANGE]
(Note that the color trait should turn white.)
5. [DEVICE][#] [AND] [#] [ENTER]
(Activate the desire devices on the LCD.)
6. Using the encoder wheel position to the color needed.
7. [RECORD SUB] [2] [ENTER]
@
(Completes the recording of this color combination.)
NOTE: The above example can be used for Gobos, and other effects such as strobes or spins.
Groups
Software Version 1.13
162
CHAPTER 24: Programming with Moving Lights
Any device or specific traits of a device can be programmed as a group. With the examples given in the
Submaster section the user can build up positions, colors, Gobos and effects such as strobing or scrolling to be
used as building blocks for cues or effects. It is important to remember that if you assign a Moving light to a
Group with a specific look, position or color, that Group must be recalled at FULL in order to show that look.
A value less than full will modify the data going to the Automated device and give different results.
&
EXAMPLE: Program Group 1 with a position using device one.
1. [DEVICE][1] [ENTER]
(Selecting Device #1 to LCD.)
2. [DEFAULT]
(Moves Device 1 to default position.)
3. Position the device as needed using the onboard trackball.
4. Repeat 1 through 3 above as necessary for all desired devices
5. [RECORD GROUP] [1] [ENTER]
&
EXAMPLE: Record a set of Device Color Traits in Group 12:
1. [DEVICE]
(Enter device display.)
2. (RELALL)
(Release ALL traits from recording
and note the color of the traits is gray.)
3. Use the trackball and position the cursor over the "COLOR" trait.
4. [CHANGE]
(Note that the color trait should turn white.)
5. [DEVICE][#] [AND] [#] [ENTER]
(Activate the desire devices on the LCD.)
5. Using the encoder wheel position to the color needed.
6. [RECORD GROUP] [12] [ENTER]
(Completes the recording of this color combination.)
With the above examples focus points can be established and used in cues, Submasters, and effects such that if
the stage changed, new points can be established that cues, Submasters and effects can reference to. So with
this in mind it should be relatively easy to realign the show based upon new staging and plotting.
Effects
Effects can be used to control automated devices and any traits there of. The effects engine is set up to allow the
user to input Submasters, device traits, groups, and channels in elements of which there are 10 per step.
See details on programming in Chapter 15: Effects.
Software Version 1.13
163
Colortran Innovator Control Console
Cues Live on Stage
As with conventional stage channels the easiest way to program cues is live on stage. In this way you can view
a particular look and then save it. The same is true for automated lighting devices. Whether you call up and
set an individual device or a group of devices, always keep in mind the following items:
Trait Selection:
Only Selected Traits Record, Unselected Traits are ignored.
Tracking Mode:
As with conventional Stage lights, Levels, or Positions can track cue to cue.
Timing:
In addition to the normal fade times of cues, you also have the ability to change the
speed of some portions of Automated devices.
Anticipation Cues:
You may want to become more aware of the need for Transition Cues when using
Automated devices. These are cues where lights that are "OFF" are moved to
position and color or pattern set as an un-seen cue prior to fading up the lights.
It is very useful to create your "building blocks" of Groups and Submasters prior to recording your stage cues.
Software Version 1.13
164
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement