ChamSys MagicQ Manuel d'utilisateur Page 99

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ChamSys Ltd www.chamsys.co.uk
MagicQ User Manual 99 Version 1.3.0.0
14.5 LTP handling
The MagicQ console provides powerful handling of LTP (Latest Takes Precedence) channels
allowing new effects to be “bumped” onto intelligent heads for a period of time before reverting to
the previous effect.
Note that several other consoles handle LTP channels in a less intuitive way - when the last active playback
is returned to zero then the values on that playback still control the channel rather than reverting to the
previous raised playback that is still active.
The programmer always over-rides playbacks. If a LTP channel is active in the programmer then playbacks
will be disregarded for this channel.
FX and channel values are handled independently enabling operators to program one playback with channel
values and one with FX. For example one playback could have MAC500 positions (channels) whilst another
has MAC500 movements (FX).
In some circumstances it is necessary to block other playbacks from affecting a particular playback - for
instance you might not want a Circle FX on one playback to affect a Tilt only FX on another playback. With
both playbacks active the Pan attribute from the Circle will be merged with the Tilt. To avoid this, add a Pan
FX with 0 size to the playback with the Tilt on it.
Similarly if you wish to over-ride one or more heads that have FX active on them from playbacks, then
add a zero size FX to the heads in the programmer.
14.6 Creating rig plans
It is now possible to create a rig plan in the Outputs window, so that you can easily identify the levels
and colours of your moving lights based on their position in the lighting rig. The model of the rig in
MagicQ consists of a grid - each cell can be assigned to a particular head number. Grids can also be
used to monitor LED arrays and other colour blocks.
In the Outputs Window, select View Plan and View Hd Nos. Press Grid Size and enter a matrix size for
your lighting rig e.g. 30/20 gives a 30 by 20 grid.
A grid is now displayed. In each of the boxes enter the head number of the head that you wish to be
represented in this box. You can use SHIFT and the cursor keys to set a sequence of head numbers.
Alternatively, you can use the INSERT HEADS button to insert all patched heads into the matrix. The
heads are placed in order of head number. In order to make use of this feature all heads should have
unique numbers.
Note that it is not necessary to have a head number assigned to every cell in the grid cells can be
blank. This enables the lights to be positioned in the grid in a corresponding way to how the heads are
positioned on the rig.
To remove a head number from a cell, press REMOVE and select the cell. Move and Copy can also be
used to quickly move or copy one or more cells.
Now press View Colours to view the outputs of your rig. When a head has a level greater than 0% the
box starts to get filled until at 100% it is completely filled. The colour of the lamp is also indicated.
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