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ILLUSION 120/240
OPERATING MANUAL

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  • Page 1 ILLUSION 120/240 OPERATING MANUAL...
  • Page 3 +44 (0)1633 867880 qualified or trained person. harmful interference to radio e-mail: sales@zero88.com communications. Operation of this Zero 88 Lighting Ltd. reserves the right Web: www.vari-lite.com equipment in a residential area is likely to make changes to the equipment to cause harmful interference in which...
  • Page 4: Table Of Contents

    Contents 1. Introduction 5. Memories This Manual Introduction The Illusion Lighting Desk Memories - Common Data Front Panel Controls and Displays Scene Memory The Monitor Screen Multi-Part Scene Memory Mouse Interface Chase Memory Remote Switches Sound to Light Memory Ripplesound Memory 2.
  • Page 5 Contents 8. Playback A/B 11. Other Features Introduction Introduction 11-1 Manual Load Operation DMX Output Screen 11-2 Auto Load Operation DMX Patch Screen 11-2 Monitor Display Auxiliary Outputs 11-3 Clearing the A/B Masters Topset 11-4 Macros 11-5 9. Cueline Entering Channel Values 11-7 Entering Text using Front Panel Keys 11-8...
  • Page 6 Contents...
  • Page 7: Introduction

    Where the Illusion 240 differs GRAND MASTER, GO, PAUSE. from the Illusion 120, this will be indicated in parentheses, eg The Data entry via the numeric keypad and Illusion lighting desk has 120 (240) associated keys is shown in bold type, channels of control.
  • Page 8: The Illusion Lighting Desk

    This section provides a summary of the Memories can be recorded as scenes, There are 108 (240) submasters, Illusion 120/Illusion 240 lighting desk, multi-part scenes, chases, sound to divided into 9 (20) pages of 12 which highlighting its main functions.
  • Page 9: Front Panel Controls And Displays

    Introduction Figure 1 - 2: Submaster and Playback X Controls Front Panel Controls and Submaster Controls Playback X Controls Displays • • SUBMASTER FADERS MASTER FADER This section provides a brief The 12 SUBMASTER FADERS control The MASTER fader controls the description of the controls and displays the output levels of the channel data or maximum output level of the brightness...
  • Page 10 Introduction Figure 1 - 3: Memory Controls Memory Controls • • UNDO EDIT BUTTON MEMORY BUTTON This button allows the user to This button is used in conjunction with • systematically undo edits made to the numeric keypad to select a TRANSFER BUTTON channel data in the Channel Data memory number.
  • Page 11 Introduction Figure 1 - 4 : Effects Controls, Numeric Keypad and Playback A/B Effects Controls Playback A/B Controls • NUMERIC KEYPAD The numeric keypad consists of twelve • • buttons labelled ‘0’ .. ‘9’, ‘.’ and DIRECTION BUTTON PLAYBACK A/B MASTER FADERS CLEAR.
  • Page 12 Introduction Figure 1 - 5: Illusion Front Panel Other Controls • • DBO BUTTON GRAND MASTER FADER The DBO (Dead Black Out) button The GRAND MASTER fader is used to • controls the desk outputs of the control the maximum brightness AUXILIARY CONTROL BUTTONS brightness channels.
  • Page 13: The Monitor Screen

    Playback X, Override, Grand Master, Playback A/B and Auxiliaries. The Illusion 120 or Illusion 240 logo is The CDD shows the output values of The Submasters are shown in grey displayed in the top right hand corner...
  • Page 14: Mouse Interface

    Introduction Figure 1 - 7: Memories Screen showing Drop Down Menu Information Bar Mouse Interface Remote Switches A mouse interface is available for use The Remote Switches socket on the The Information Bar contains operating on all the monitor screens (Setup, back panel of the desk allows up to six help text, tracking, topset and lock Memories etc.)
  • Page 15: Quickstart Tutorial

    Figure 2 - 1: The Illusion Lighting Desk Getting Started Quickstart Tutorial This chapter enables you to get the desk up and running quickly, and to program and playback a simple show. It starts by covering how to turn on the desk, set up channel data on the outputs, save data to memories or submasters, and transfer memories...
  • Page 16: Setting Channel Levels

    Quickstart Tutorial Figure 2 - 2: Channel Data Window (Graphical Format) Turning on the Desk Setting Channel Levels Recording Channel Data There are several methods of selecting The next sections explain how to save Connect the DMX cable, monitor, channels and setting their levels as the channel data in the CDW into a keyboard and mouse to the desk.
  • Page 17: Playing Back The Memories

    Quickstart Tutorial Figure 2 - 3: Submaster and Playback X Controls Playing Back the Memories Playback Using Submasters Outputting Data from a Submaster The programmed memories can be The Submasters can be used to played back in ascending numerical playback loaded channel data (see The channel data or memory loaded order using the GO button.
  • Page 18: The Cueline Screen

    Quickstart Tutorial Figure 2 - 4 Cueline Screen The Cueline Screen Editing Transition and Dwell Running the Show from the Times Cueline Screen The Cueline screen shows a graphical representation of the Memory Stack, The transition and dwell times of a The Memory Stack can also be played and represents the same data cue/memory are easily adjusted from...
  • Page 19: Setup

    Figure 3 - 1: Setup Screen Setup Options Setup Press the SCREEN FUNCTION button F1 or select the Setup screen selection button using the mouse. The Setup screen is displayed containing the following options: • Floppy Disk Used for loading and saving show data and memory data to floppy disk, file utilities, copying and formatting disks.
  • Page 20: Floppy Disk Functions

    Illusion 240 desk with no changes to the show data. An Illusion 240 showfile will load onto NOTES an Illusion 120 desk, but only the data for channels 1-120, submaster pages Load/Save Show Windows 1-9, groups 1-20 and macros 0-9 will be loaded.
  • Page 21 Setup Figure 3 - 3: Load Memories Window Loading and Saving Loading Memories Saving Memories Memories Select Floppy Disk from the Setup Select Floppy Disk from the Setup options. Insert a floppy disk options. Insert a DOS formatted The Illusion desk provides the facility to containing the memory data file 3.5”...
  • Page 22 Setup Figure 3 - 4 : File Utilities Window File Utilities Make Directory (F3) Parent (F6) The Illusion desk provides basic file This option allows you to create a new Selecting this button takes you to the utilities for creating directories, and directory on the floppy disk.
  • Page 23: Illumination

    Setup Figure 3 - 5: Display Schemes Copy Disk Illumination Display Schemes The Desk Lamp Brightness can be Two monitor display schemes are This function allows the contents of adjusted as follows: provided to suit different ambient one floppy disk to be copied to conditions.
  • Page 24: Reports

    Setup Figure 3 - 6: Reports Screen Reports Channel Incidence Generating a Report Select Reports from the Setup The Illusion desk can generate a This report lists the control channels options. Select the Generate number of different reports relating to and the number of memories Report button.
  • Page 25: Desk Defaults

    CHANNEL DATA DISPLAY The DMX In option is only displayed on the Sets the Channel Data Display to the Illusion 240, or an Illusion 120 with a SMPTE Select the required option, then use required height. & DMX In upgrade kit fitted.
  • Page 26: Load Default Setup

    Setup Figure 3 - 8: Desk Setup - Desk Defaults - Memory Memory Defaults Submaster Defaults Playback A/B Defaults • • • TRIGGER FADE UP PLAYBACK A/B MODE The memory can be triggered The default time to fade up the channel Determines whether Playback A/B automatically or by the GO button.
  • Page 27: Assign Channels

    Setup Figure 3 - 9: Desk Setup - Assign Channels Assign Channels Patching Channels (1) Adding Duplicates Move to the DMX Address field of This option allows you to set up and A duplicate is an additional instance of patch each of the desk channels. The the channel to be patched using a desk channel which is patched to a data is displayed on the screen as a...
  • Page 28 Setup Figure 3 - 10: Assign Channels Screen Unpatching Channels Associating Channels Find Channel Function There are two methods for unpatching A channel may be associated with up This function provides a quick method channels manually. to three other channels. for finding out which desk channel is patched to a particular DMX channel.
  • Page 29: Autopatching

    Setup Figure 3 - 11: Desk Setup - Autopatch Out Screen Autopatching Unpatching Channels Clear DMX Patch Select Autopatch Out from the The autopatching facility allows This option will unpatch all channels selected desk channels to be patched and auxiliaries which have been Desk Setup options, then press to the DMX in a single operation.
  • Page 30: Setup Auxiliary Buttons

    Setup Figure 3 - 12: Desk Setup - Setup Auxiliaries Setup Auxiliary Buttons Patching Auxiliaries (1) Adding Duplicates Move to the DMX Address field of The desk provides 4 auxiliary buttons A duplicate is an additional instance of which can be programmed and the auxiliary to be patched using an auxiliary which is patched to a patched to DMX channels.
  • Page 31: Setup Remote Switches

    Setup Figure 3 - 13: Desk Setup - Setup Remote Switches Setup Remote Switches Assigning a Remote Switch Clearing Remote Switches Select Setup Remote Switches The desk provides the facility for up to Select a remote switch as 6 remote switches to be connected to from the Desk Setup options.
  • Page 32: Set Tracking Mode

    Setup Figure 3 - 14 : Desk Setup - Set Tracking Mode NOTES Set Tracking Mode Saving or Cancelling Desk Setup Desk Setup This option provides the facility to enable or disable Tracking on the The Desk Setup Window can only be While the Desk Setup Window is displayed desk.
  • Page 33 Figure 4 - 1: Channel Data Window (Graphical Format) Introduction CDW Header Channel Data Window The Channel Data Window (CDW) is If the CDW is opened using the displayed on the monitor screen when CHANNEL or GROUP button from the setting up or adjusting channel levels Memories, Submaster, Cueline, DMX on the outputs, editing or previewing...
  • Page 34: Channel Data Window

    Channel Data Window Figure 4 - 2: Channel Data Window (Numeric Format) Channel Numbers Bar Graph Display Numerics Only Display In both display formats (bar graphs or Each bar graph is divided into two When the numerics only option is numerics only), the channel numbers halves.
  • Page 35: Selecting Channels

    Channel Data Window Figure 4 - 3: Memory Control Buttons and Numeric Keypad Selecting Channels Setting Channel Levels Setting a Single Channel 1 @ 50 ENTER Individual channels, combinations or There are several methods which can groups of channels can be selected be used to set channel levels.
  • Page 36 Channel Data Window Figure 4 - 4: Channel Data Window The GROUP Key Adding Channel Data from a Adding Channel Data from a Memory Submaster The GROUP key is used to select a pre-programmed group of channels, The desk provides the facility to The desk provides the facility to together with their programmed levels.
  • Page 37: Using The Wheel

    Channel Data Window Figure 4 - 5 : CDW Showing Scroller Channels Using the Wheel Scroller Channels Programming Scrollers by Value The control wheel can be used to Scroller channels can be programmed continually adjust the level(s) of the by frame number or actual percentage Scroller channels can also be set to selected channel(s).
  • Page 38: Groups

    Channel Data Window Figure 4 - 6 : Save As Window (Group) Groups Programming a Group Using Groups in the CDW The Illusion desk provides 20 (30) From the Channel Data Window, the A pre-programmed group can be user-programmable groups. channel data for the selected channels added into the channel data in the can be saved to a group.
  • Page 39 Channel Data Window Figure 4 - 7: Preview Groups Window NOTES Using the Wheel Previewing Groups Recording Group Data When a group has been added into the This function is only available from the CDW as described in the previous CDW and displays which groups are When editing channel data live - the output section, the channels programmed in...
  • Page 40: Unprogramming Channels

    Channel Data Window Figure 4 - 8: Channel Info Window NOTES Unprogramming Channels Displaying Channel Information Selecting Non-Zero Channels To unprogram channels in a partial memory, select the channels to be This function allows data on a selected When the command line is clear, pressing unprogrammed then press @ CLEAR channel to be displayed temporarily ENTER ENTER will deselect any selected...
  • Page 41 Figure 5 - 1: Memories Screen Introduction Memory Storage Limits Memories The desk provides a maximum of 400 The desk has a maximum capacity of programmable memories. The different 400 memories. memory types available are: The different memory types require •...
  • Page 42: Memories

    Memories Figure 5 - 2: Memories Screen showing Multi-Part Scene Memory Memories - Common Data Scene Memory Sound to Light Memory The following data is common to all A scene memory has all the common A sound to light memory consists of 4 memories regardless of their type .
  • Page 43: Full And Partial Memories

    Memories Figure 5 - 3: Memories Screen Full and Partial Memories Unprogramming Channels Excluded Channels In a Full memory all the desk channels In Desk Setup a channel may be The ability to ‘unprogram’ channels is are recorded into the memory. It is not defined as excluded from memory only applicable to partial memories.
  • Page 44: Tracking Mode

    Memories Figure 5 - 4: Enabling Tracking Mode in Desk Setup Tracking Mode Editing Memories in Tracking Enabling or Disabling Mode Tracking When Tracking Mode is enabled, the desk works by recording only the WARNING - If the Tracking Mode in When Tracking is enabled, and the changes made to the channel data Desk Setup is changed after...
  • Page 45: The Memories Screen

    Memories Figure 5 - 5: Memories Screen showing Soft Function Buttons The Memories Screen Extra Functions Button (F8) Jumps, Loops and Macro Triggers The Memories screen is used in the The SCREEN FUNCTION key F8 is programming, editing and playback of used to display a drop down menu There is an additional column headed containing the Extra Functions options...
  • Page 46: Programming Memories

    Memories Figure 5 - 6: Memories Screen NOTES Programming Memories Programming a Scene Memory Selecting a Memory The following pages deal with programming the different memory Select an unprogrammed When using the up/down cursor keys to scroll types described earlier in this chapter. memory.
  • Page 47 Memories Figure 5 - 7: Memories Screen showing Multi-Part Scene Memory Programming a Multi-Part Programming an All-Fade To program the channel data for the part, press the EDIT LIVE or Scene Memory Scene Memory EDIT BLIND button on the front panel, or right click and select the A multi-part scene memory is shown All-Fade Scene memories are only...
  • Page 48 Memories Figure 5 - 8: Memories Screen showing Scenes and Chases Programming a Chase Programming the Chase Adjusting Chase Modifiers Memory Steps To see the effects of adjusting the chase modifiers while previewing the Select an unprogrammed To program the first step in the memory: memory.
  • Page 49 Memories Figure 5 - 9: CDW showing Editing a Chase Memory NOTES Inserting a Step into a Chase Deleting a Step from a Chase Chase Modifiers Select a programmed chase Select a programmed chase memory. memory. The Direction, Attack, Drive and Speed modifiers can also be set using the Press the EDIT LIVE or EDIT Press the EDIT LIVE or EDIT...
  • Page 50 Memories Figure 5 - 10: CDW showing Editing a Sound to Light Memory Programming a Sound to Adjusting Modifiers 11. To program the remaining steps (Lo-Mid, Hi-Mid, and Hi) use the Light Memory STEP+ and STEP- buttons to To see the effects of adjusting the select the required step, then set modifiers while previewing a sound to Select an unprogrammed...
  • Page 51: Saving Channel Data

    Memories Figure 5 - 11: Save As Window (Memory) Saving Channel Data Saving Channel Data to a Saving Channel Data to a Scene Memory Submaster From the CDW, the channel data can be saved to a memory, or directly onto Use the STEP+ or STEP- buttons Use the STEP+ or STEP- buttons a submaster, if required.
  • Page 52 Memories Figure 5 - 12: CDW showing Save Options Menu Save Options • • Update Save Step Excluding Submasters This option is only available when This option is only available when When channel data is being edited live editing a memory or submaster. Any editing a chase, sound to light or in the CDW, various save options are channels which have been changed...
  • Page 53 Memories Figure 5 - 13: Save (As) Excluding Submasters Window Save (As) Excluding Undoing an Accidental Save Submasters Window If channel data is accidently saved to a memory (or submaster) it is possible to This popup window is displayed when the Save Excluding Submasters, Save reverse the save operation using the UNDO EDIT button.
  • Page 54: Modifying Memory Data

    Memories Figure 5 - 14: Memories Screen Modifying Memory Data Editing Memories Live Switching between Live and Blind Editing When any memory data (other than the When a programmed memory is channel data) is edited, a modify flag selected and the EDIT LIVE button When editing a memory live or blind (M) is displayed next to the memory pressed, the selected memory is faded...
  • Page 55 Memories Changing the Type of a • • Multi-Part Scene to Ripplesound Sound to Light to Chase Programmed Memory The multi-part scene memory is The channel data for the four ‘steps’ is converted into a scene and then the copied into steps 1,2,3 and 4 of the WARNING - changing a scene is converted into a ripplesound.
  • Page 56: Copying Memories

    Memories Figure 5 - 15: Copy Memory Window Copying Memories Copying to a Memory Copying from a Memory The copy function is used to copy a Select an unprogrammed memory Select a programmed memory. complete memory from one location to Press the COPY button on the Press the COPY button on the another.
  • Page 57: Inserting Memories

    Memories Figure 5 - 16: Memories Screen showing Inserts Inserting Memories Previewing a Memory Deleting a Memory The desk provides the facility to insert Previewing a memory allows the Select a programmed memory, then nine point memories between two channel data for the memory to be press the CLEAR button on the front whole number memories.
  • Page 58: Transferring Memories Onto Submasters

    Memories Figure 5 - 17: Transfer Window NOTES Transferring Memories onto Transferring a Memory Submasters Transferring Memories to Submasters Select a programmed memory. Programmed memories can be Multi-Part Scenes cannot be transferred onto Press the TRANSFER button on transferred onto submasters and then submasters.
  • Page 59: Smpte/Midi Time Modes

    Memories Figure 5 - 18: Setting Time Input Mode in Desk Defaults SMPTE/MIDI Time Modes Programming Memories Jumps This section describes the differences When programming memories with an Jumps can be programmed into the At Time trigger in SMPTE or MIDI time memory stack in all Time Input modes in options, display formats, operation etc.
  • Page 60 Memories Figure 5 - 19: Memories Screen (SMPTE Time Mode) Running SMPTE/MIDI Shows Internal Time Source Changing Time Input Mode When the time source is set to Internal, When the desk is running in SMPTE or If memories have been programmed and the Time Input mode is changed in MIDI time mode, there is an option the desk generates the required...
  • Page 61 Figure 6 - 1: Submaster Controls Introduction Submasters The Illusion lighting desk provides 9 (20) pages of 12 submasters giving a total of 108 (240) submasters. In the manual submasters are referenced by a page number followed by the submaster number (eg 1-1, 1-2, 1-3).
  • Page 62: Submasters

    Submasters Figure 6 - 2: Submaster Screen - All Submasters Display The Submaster Screen All Submasters Display Active Submasters Display The Submaster screen is used in the This display mode is used primarily This display mode is used primarily programming, editing and playback of when ‘programming’...
  • Page 63: Submaster Data

    Submasters Figure 6 - 3: Submaster Screen - Active Submasters Display Submaster Data Modifiers • FADE DOWN TIME This field shows the time taken to fade The following information is displayed If a Chase, Sound to Light or down the channel data or memory as for each submaster in both of the Ripplesound memory has been the submaster is moved from full to...
  • Page 64: Programming Submasters

    Submasters Figure 6 - 4: Submaster Screen Programming Submasters Selecting a Submaster Loading Channel Data onto a Submaster The following sections describe how to Press the SCREEN FUNCTION program submasters with channel data BUTTON F3 to display the A single set of channel data may be or memories, and how to adjust the Submaster screen (if not currently loaded directly onto any submaster.
  • Page 65 Submasters Figure 6 - 5: Save As Window (Submaster) NOTES Saving Channel Data to a Saving Channel Data to a different Submaster Scene Memory Scrolling through Submaster Table The channel data in the CDW may be The channel data in the CDW may be In Active Submaster Display Mode, the cursor saved to a different submaster, if saved to a specified memory as a...
  • Page 66: Transferring Memories Onto Submasters

    Submasters Figure 6 - 6: Transfer Window Transferring Memories onto Chase Memories on Sound to Light Memories on Submasters Submasters Submasters Programmed memories can be When a Chase memory has been When a Sound to Light or Ripplesound transferred onto submasters and then transferred onto a submaster, the memory has been transferred onto a output by raising the corresponding...
  • Page 67: Editing Submasters

    Submasters Figure 6 - 7: CDW - Previewing a Submaster Editing Submasters Previewing a Submaster Clearing a Submaster When a submaster has been loaded Previewing a submaster allows the Select a programmed submaster, then with channel data or a transferred channel data loaded onto the press the CLEAR button on the front memory, the submaster parameters...
  • Page 68: Copying Submaster Data

    Submasters Figure 6 - 8: Copy Submaster Window Copying Submaster Data Copying to a Submaster Copying from a Submaster The copy function can be used to copy Select an unprogrammed Select a programmed submaster. all the data associated with one submaster.
  • Page 69: Triggering Macros From Submasters

    Submasters Figure 6 - 9: Edit Macro Trigger Window Triggering Macros from Programming a Macro Deleting a Macro Trigger Submasters Trigger Select the submaster which has the macro trigger. The Illusion desk provides the facility to Select the submaster which is to trigger macros from submasters.
  • Page 70: Playback Using Submasters

    Submasters Figure 6 - 10 Front Panel Submaster Controls Playback using Submasters Outputting Data from Outputting Data from a Submasters Different Page (Page Overlay) The submasters are used to playback channel data or memories which have To output the channel data or memory It is possible to output the channel data been loaded onto them.
  • Page 71: Triggering Chase Memories On Submasters

    Submasters Figure 6 - 11: Submasters Screen showing Page Overlay Page Overlay Example Triggering Chase Memories • FLASH BUTTON on Submasters When the SUBMASTER FADER is first Memories 1, 2, 21 and 22 have raised, the chase is not output until the been programmed as scene When a chase memory is transferred corresponding SUBMASTER FLASH...
  • Page 72: Submaster Flash Functions

    Submasters Figure 6 - 12: Submaster Controls Submaster Flash Functions Soloing Submasters Submaster Go Function The SUBMASTER FLASH BUTTONS Set the Flash Function to Solo The Submaster ‘Go’ function is can be used to flash, solo or ‘Go’ the using the FLASH FUNCTION essentially a ‘timed flash’...
  • Page 73 Figure 7 - 1: Memories Screen Introduction Memory Stack The Memory Stack is defined as the list of programmed memories in increasing numerical order. Each programmed memory appears once in the Memory Stack. The Memories screen and Cueline screen are two different representations of the same Memory Stack.
  • Page 74: Memory Stack

    Memory Stack Figure 7 - 2: Memories Screen showing Jump, Loop and Macro Trigger Jumps, Loops and Macro Display of Jumps and Loops Display of Macro Triggers Triggers in the Memory Stack On the Memories screen - the jump On the Memories screen - a macro trigger is displayed in the Special and loop information is displayed in the Normally the Memory Stack is played...
  • Page 75: Programming Jumps

    Memory Stack Figure 7 - 3: Edit Jump To Window Programming Jumps Deleting a Jump from the Editing a Jump from the Memories Screen Cueline Screen The following sections describe how to program, edit and delete jumps from Select the memory which is the This is the same as Programming a the Memories or Cueline screens.
  • Page 76: Programming Loops

    Memory Stack Figure 7 - 4: Edit Loop Window Programming Loops Deleting a Loop from the Editing a Loop from the Memories Screen Cueline Screen The following sections describe how to program, edit and delete loops from Select any memory which is in the This is the same as Programming a the Memories or Cueline screens.
  • Page 77: Programming Macro Triggers

    Memory Stack Figure 7 - 5: Edit Macro Trigger Window Programming Macro Triggers Deleting a Macro Trigger from Editing a Macro Trigger from the Memories Screen the Cueline Screen The following sections describe how to program, edit and delete macro Select the memory which has the This is the same as Programming a triggers from the Memories or Cueline...
  • Page 78: Playing Back The Memory Stack (Playback X)

    Memory Stack Figure 7 - 6: Playback X Controls Playing Back the Memory Memory Triggers Jumps in the Memory Stack Stack (Playback X) If the trigger for the next memory is the When the CUELINE reaches the end GO button, when the CUELINE of the dwell time for a memory which The following sections describe how to play back the Memory Stack in Real...
  • Page 79 Memory Stack Figure 7 - 7: Memories Screen Selecting the Next Memory Using the Go Button Using the Go Previous Button To select a memory from the Memories To output the next memory (indicated The GO PREVIOUS button is used to screen - see chapter 5.
  • Page 80 Memory Stack Figure 7 - 8: Playback X Controls NOTES Using the Override Control End of the Show Memories Screen Display Mode Progress through the Memory Stack When the CUELINE reaches the end can be slowed down or speeded up of the show (ie the end of the dwell When playing back the Memory Stack with using the Playback X OVERRIDE...
  • Page 81 Figure 8 - 1: Playback A/B Controls Introduction Playback A/B The Playback A/B function allows any of the programmed memories (except multi-part scenes) to be loaded onto the A MASTER and B MASTER faders. The A MASTER and B MASTER faders are used to control the output and crossfade between the loaded memories.
  • Page 82: Playback A/B

    Playback A/B Figure 8 - 2: Load Playback A Window NOTES Manual Load Operation Auto Load Operation Fade Time A/B When Playback A/B is operating in When Playback A/B is set to Auto Manual Mode, memories can be Load, memories are loaded onto the A If the FADE TIME A or B control is set to selected and loaded onto the A and B and B MASTERS automatically when...
  • Page 83 Figure 9 - 1: Cueline Screen Introduction Cueline The Cueline screen is a graphical representation of the Memory Stack, and therefore represents the same data which is displayed on the Memories screen. Programming and editing memory data and running the Memory Stack can be done from the Cueline screen, if preferred.
  • Page 84: Cueline

    Cueline Figure 9 - 2 : The Cueline Screen The 8 tracks labelled Part 1 .. Part 8 The Cueline Screen The Display Mode Button (equivalent are used to display the timing to SCREEN FUNCTION BUTTON F7), toggles between Stay and Follow. information for each cue in a graphical The Cueline screen can be used for format (essentially the delay, fade and...
  • Page 85: Programming Cues

    Cueline Figure 9 - 3 : New Cue Window NOTES Programming Cues Adding New Cues Memory X Go Right click in the Cue Track at the The following sections describe how to add and program new cues from the point where you wish to add or Entering MEMORY X GO from the Cueline Cueline screen.
  • Page 86: Editing Cues

    Cueline Figure 9 - 4: Edit Cue Window Editing Cues Editing Type, Information, Editing Crossfade Time Trigger and Modifiers The data of any programmed cue can The fade up and down times for a cue be edited from the Cueline screen. can be adjusted individually as Move the mouse pointer onto the required cue in the Cue Track...
  • Page 87: Previewing Cues

    Cueline Figure 9 - 5: Cueline Screen showing Multi-Part Scene Editing Channel Data Previewing Cues Copying Cues The channel data for a cue (or part of a A complete cue can be copied to The channel data for a cue (or part of a multi-part cue) can be previewed from another cue from the Cueline screen multi-part cue) can be edited from the...
  • Page 88: Transferring Cues Onto Submasters

    Cueline Figure 9 - 6: Transfer Window Transferring Cues onto Zoom Buttons Playback Buttons Submasters The zoom buttons allow the Cueline, or Selecting any of the three soft part of the Cueline to be viewed at a playback buttons on the Cueline Programmed cues can be transferred range of magnifications.
  • Page 89: Super User

    Figure 10 - 1: Super User Screen Entering Super User Super User To enter Super User, press and hold the < and > buttons on the front panel together, and then press the F8 button. The Super User screen is displayed on the monitor, containing the following options: Clear Memories...
  • Page 90: Clear Memories

    Super User Figure 10 - 2: Renumber Memories Window Clear Memories Renumber Memories Clear Submasters This option clears all the programmed This option renumbers all the user This option clears the data from all the memories in the desk, leaving them programmed memories according to programmed submasters in the desk, unprogrammed.
  • Page 91: Clear All

    Super User Figure 10 - 3: Set Date & Time Window Clear All Reset Desk Set Date and Time This option clears all the memories, This option clears all the memories, This option allows the date and time to submasters, groups and auxiliary submasters, groups and auxiliary be set for the desk.
  • Page 92: Lock Desk Function

    Super User mode. user entered 4 digit code. Contact your dealer or Zero 88 for further information. Exiting Super User Mode Locking the Desk Select the Close button in the Super...
  • Page 93 Figure 11 - 1: DMX Outputs Screen Introduction Other Features This chapter covers the following features and miscellaneous items which are available on the Illusion desk: • DMX OUTPUT SCREEN • DMX PATCH SCREEN • AUXILIARY OUTPUTS • TOPSET • MACROS •...
  • Page 94: Other Features

    Other Features Figure 11 - 2: DMX Patch Screen NOTES DMX Output Screen DMX Patch Screen DMX Output and DMX In The DMX Output screen shows the The DMX Patch screen shows which current DMX output value (0 - 255) of desk channels and auxiliary controls The DMX Output Screen only shows the each DMX channel (1 - 512).
  • Page 95: Auxiliary Outputs

    Other Features Figure 11 - 3: Setting Up Auxiliary Controls Auxiliary Outputs Momentary Action Push On/Push Off Action The DMX output from an auxiliary Press and hold down the required Press the required AUX button is determined by its on/off AUX CONTROL button on the CONTROL button on the front values, on/off fade times and button...
  • Page 96: Topset

    Other Features Figure 11 - 4: Topset Window Topset Adjusting Topset Values Resetting Topset Values Topset is a method of limiting the Press the TOPSET button on the Press the TOPSET button on the output values of selected desk front panel. The Topset Window is front panel.
  • Page 97: Macros

    Other Features Figure 11 - 5: Macro Window Macros Programming a Macro Editing a Macro A macro is a recorded series of front Press the MACRO button. Select Press the MACRO button. Select panel button presses which can be a macro using the cursor keys or a macro using the cursor keys or played back when required, or mouse, or by entering the macro...
  • Page 98 Other Features Figure 11 - 6: Macro Window Clearing a Macro Running a Macro Triggering Macros Press the MACRO button. Select Press the MACRO button. Select Macros can be triggered from the a macro using the cursor keys, a macro using the cursor keys, Memory Stack when a memory is mouse or by entering the number mouse or by entering the number...
  • Page 99: Entering Channel Values

    Other Features Figure 11- 7: Desk Defaults - General Entering Channel Values Double Digit Direct Action In Desk Setup there are various Enter the required DMX value followed Enter the required percentage value as options for entering channel data by ENTER. The values are displayed a double digit.
  • Page 100: Entering Text Using Front Panel Keys

    Other Features Figure 11 - 8: Front Panel Numeric Keypad Entering Text using Front Entering Real Times from DMX In Panel Keys Numeric Keypad If a cable containing a DMX signal is connected to the DMX In socket on the The numeric keypad on the front panel When real times are entered from the back panel of the Illusion desk, the...
  • Page 101: Technical Specification

    Figure 12 - 1: Back Panel of Desk Technical Desk Power Supply Remote Switches Specification An inline external power supply unit is 8 pin DIN connector providing 6 remote used to power the desk. switches (common ground ). Mains Voltage: Connections: 230V +10%, -17% (190V - 253V) Pin 1...
  • Page 102: Dmx Output

    Technical Specification DMX Output Backup Data Storage MIDI 5 pin XLR, not isolated, with voltage Floppy Disk drive 3.5” PC compatible 2 x 5 pin DIN, MIDI input and MIDI protection and data output indicator formatted to 1.44Mb (HD DS) thru.
  • Page 103 Figure 13 - 1: Illusion Lighting Desk User Notes 13 - 1...
  • Page 104: User Notes

    User Notes 13 - 2...
  • Page 106 Zero 88 Lighting Ltd. Tel: +44 (0)1633 838088 * Fax: +44 (0)1633 867880 e-mail: sales@zero88.com Web: www.vari-lite.com * 24 hour answerphone...

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