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OPERATING MANUAL

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Summary of Contents for Zero88 JesterML

  • Page 1: Operating Manual

    OPERATING MANUAL including &...
  • Page 2 Fax: +44 (0)1633 867880 accordance with the instruction supervision of, an appropriately e-mail: sales@zero88.com manual, may cause harmful qualified or trained person. Web: www.zero88.com interference to radio communications.
  • Page 3: Table Of Contents

    MIDI Control ......................61 Other Features ......................63 Online Help ......................63 Software Updates ....................63 Phantom Jester..................... 64 Glossary (A to Z of the JesterML) ................. 65 Technical Specification..................82 Index ........................84 73-406-00 Issue 3.0 3 of 85...
  • Page 4: Introduction

    Control, DMX Input, and concludes with sections on the SETUP functions and the technical specification of the desk. This manual refers to all three desks in the JesterML range as simply ‘JesterML’. Almost all of the operational details are common to the three desks – the bigger desks simply have additional channel / submaster faders and buttons.
  • Page 5: The Jesterml

    Memories and Submasters can be recorded as scenes or sequences (chases). Crossfade times and chase speed, direction and attack can be adjusted as required. The JesterML can control 48 generic (dimmer) control channels, plus 30 intelligent fixtures (moving lights). Regardless which particular JesterML desk you are using, all 48 dimmer channels can be controlled by connecting another desk (wing) to the DMX Input.
  • Page 6: Master Controls And Displays

    JesterML Operating Manual Introduction Master Controls and Displays These controls set the general operating conditions for the desk. MODE The MODE button is used to select the operational mode of the desk. The red LEDs to the left of the button show the current operating mode (SETUP, PRESET, PROGRAM, RUN).
  • Page 7: Turning On The Desk

    Introduction JesterML Operating Manual BLACKOUT The BLACKOUT button makes all the brightness channels output zero. Pressing the BLACKOUT button toggles between Blackout (all channels at zero) and normal desk outputs. The LED in the BLACKOUT button indicates the current state (Flashing = Blackout, Off = Normal).
  • Page 8: Preset Mode

    JesterML Operating Manual Preset Mode Preset Mode PRESET Mode allows direct control of the fixtures, replay of palettes, and control of the 48 preset channels. Whichever desk you are using, you can connect another desk (wing) - e.g. a Jester24/48 – to the DMX Input to control the preset channels.
  • Page 9: Two Preset Operation

    Preset Mode JesterML Operating Manual Two Preset Operation In two preset operation the PRESET A and PRESET B faders, the A MASTER and B MASTER and the GRAND MASTER are used to control the output levels from the desk. The fade time set with the middle wheel when SPECIAL is selected, is used to determine the crossfade time between the preset masters.
  • Page 10 JesterML Operating Manual Preset Mode Timed Crossfades between Scenes 1. Set the A MASTER and B MASTER to zero. 2. Set up a scene using the PRESET A faders. 3. Set up a different scene on the PRESET B faders.
  • Page 11: Wide Mode

    Preset Mode JesterML Operating Manual Wide Mode When operating in Wide Mode, you are able to crossfade between or combine two scenes which use all the faders on the desk. A scene is set up using the PRESET A and PRESET B faders. The PRESET A faders control the first half of the channels whilst the PRESET B faders control the second half of the channels.
  • Page 12 JesterML Operating Manual Preset Mode 8. The operations described in steps 5 - 8 can then be repeated to set up new scenes on the faders and crossfade to them - the operation runs clockwise around the front panel of the desk:...
  • Page 13: Program Mode

    These are generally used for improvised lighting for example at music events. Memory Types There are two memory types which can be programmed on the JesterML desk. They are SCENE memories and CHASE memories. • A SCENE memory consists of a single static state, recording the output look.
  • Page 14 JesterML Operating Manual Program Mode Selecting Memories The up or down cursor buttons are used to select the required memory, whilst the Main LCD displays the <Mem:> field. The Main LCD shows the selected memory number, along with its associated fade time(s), dwell time, trigger and its name. If the memory being programmed is a CHASE, the Main LCD also shows the current step number.
  • Page 15 Program Mode JesterML Operating Manual Program Controls and Displays PRESET A AND PRESET B The PRESET A faders control the first half of the channels. The PRESET B faders control the second half of the channels. CHANNEL FLASH BUTTONS Each of the PRESET faders has a corresponding CHANNEL FLASH button. They are used to select a submaster for editing.
  • Page 16 JesterML Operating Manual Program Mode then press PROGRAM/GO to store to the new location. Again the LED will go out as the desk is no longer in edit mode. This provides a Copy function. The EDIT button also works in RUN Mode, so that quick edits can be made to the selected memory/submaster, with the desk returning automatically to RUN Mode once the edit is complete.
  • Page 17 Program Mode JesterML Operating Manual Alternatively, with the <Mem:#> field selected, press ENTER, then type in the required memory number using the Multi-Function-Keys, then press ENTER to select the memory you require. 73-406-00 Issue 3.0 17 of 85...
  • Page 18: Scenes

    The outputs remain unaltered. NOTES Tagging After programming a new scene memory or submaster, the JesterML will automatically clear the tag states ready for you to start programming the next item. Split Fade Times Sometimes you may wish a scene to have different up and down fade times. The JesterML allows you to define these times using the wheels.
  • Page 19 Program Mode JesterML Operating Manual Dwell Times and Auto Triggers The Dwell Time is the time that the desk waits after the completion of the longest • fade (Fade Up or Fade Down), before looking at the trigger on the next memory.
  • Page 20 NOTES Overwriting The JesterML has four methods of overwriting a memory: - Press PROGRAM, then press ENTER at the prompt. - Press PROGRAM, then press PROGRAM again at the prompt. - Hold PROGRAM for a few seconds.
  • Page 21: Chases

    The JesterML automatically clears the tag states after programming a scene memory. When <Make Chase> is selected, the JesterML merges the tag states from the scene (Step 1) with the new tag states (Step 2). The JesterML does not automatically clear the tag states when you program subsequent steps.
  • Page 22: Other Program Mode Features

    Name field (indicated as < > on the Main LCD) and press ENTER. The JesterML enters Name Mode. When naming items, the Multi-Function-Keys become letter entry keys, using multiple presses to select between groups of letters. You can also use the cursor up or down buttons to alter the letter of the selected character, and the cursor left and right buttons to select different characters.
  • Page 23 Program Mode JesterML Operating Manual NOTES Adding Steps A new step cannot be added until the current step has been saved by pressing PROGRAM/GO Renumbering Steps Any original steps in a Chase after an inserted step will be renumbered accordingly.
  • Page 24 DMX Input is set to Snapshot mode in Setup. The JesterML allows you to input a full universe of DMX and capture this to any memory or submaster, allowing the JesterML to act as a backup console with the following behaviour: 1.
  • Page 25: Run Mode

    Run Mode JesterML Operating Manual Run Mode Introduction Run Mode on the desk is used to replay the recorded memories, submasters, and palettes. The programmed memories are stored in a stack and can be replayed one at a time in ascending numerical order.
  • Page 26 JesterML Operating Manual Run Mode determines the fade time of the PRESET A master. When a submaster is selected, the fade times determine the fade time of the submaster fader. Palettes are replayed instantly (Snap) without a fade time. DWELL TIME The Dwell Time is set using the wheels when SPECIAL is pressed if a memory is selected.
  • Page 27 Run Mode JesterML Operating Manual Pressing the PROGRAM/GO button automatically increments the memory number in the Main LCD, and the selection on the monitor. Pressing PROGRAM/GO with SHIFT held down acts as a PAUSE button, stopping the crossfade which is currently active. The crossfade can then be restarted by pressing the PROGRAM/GO button again.
  • Page 28 JesterML Operating Manual Run Mode Pressing the cursor up button will take you to the previous programmed memory. When the first programmed memory is reached, pressing the cursor up button will take you to the last programmed memory. Pressing cursor up and cursor down together will select the first programmed memory.
  • Page 29 Run Mode JesterML Operating Manual NOTES Selecting Memories Only programmed memories are selectable. Any unprogrammed memories are ignored. Presets in Run Mode When in Run Mode, the preset faders (Preset A) function as highest takes precedence (HTP) channels. Each channel can be increased in brightness by raising its appropriate fader (remember that Preset A will be controlled overall by the A MASTER).
  • Page 30 JesterML Operating Manual Run Mode Latch Toggles the submaster between 100% and 0% using the programmed fade times. Go/Step Advances a chase on a submaster. Beat Press twice to set a beat speed for a chase on a submaster. Only programmed submasters are displayed on the Multi-Function-Keys. The page and number of the submaster are displayed above it’s name to make it clear which...
  • Page 31 You can also press PAGE B and use the Multi-Function-Keys for this purpose. The JesterML measures the time between one button press and the next, and takes that as the time for the chase, until another option is defined.
  • Page 32 CHASES is selected. If this was set to Manual, the chase will stop. Attack The JesterML allows you to have several different types of chase. The brightness attack (for dimmer channels and fixture intensities) can be set using the Multi-Function-Keys to one of the following, when CHASES is selected:...
  • Page 33 Run Mode JesterML Operating Manual Tidying the monitor On the monitor, the number of channels shown in the Outputs and Preview fields is as follows: JesterML JesterML24 JesterML48 No preset channels patched Not shown Any channels from 1-24 patched Any channels from 25-48 patched Note that the display of the Outputs and Preview fields on the monitor is not dependant on the DMX Input Setup.
  • Page 34: Fixture Control

    Fixture Control Fixture Control Introduction The JesterML provides 30 buttons (3 pages of 10) which can be assigned to control intelligent fixtures (moving lights). As each type of fixture has a different DMX channel allocation, the desk needs be told which sort of fixture it is controlling on each button, together with it’s DMX address.
  • Page 35 Fixture Control JesterML Operating Manual NOTES Multiple Fixture Selection Multiple fixtures can be quickly selected by holding down the Multi-Function-Key for the first fixture, and pressing the Multi-Function-Key for the last fixture. This works in both directions. Be careful not to hold the Multi-Function-Key for too long or you may tag or untag the fixture –...
  • Page 36 JesterML Operating Manual Fixture Control The HOME Button The HOME button can be used for quickly sending the moving lights into their default position as defined in the fixture profile data loaded from the library. Typically this will be 50/50 Pan/Tilt, Open Colour, Gobo, Shutter, etc, and full Brightness. By pressing HOME, the selected fixtures will instantly move to these values and all parameters will be tagged for programming.
  • Page 37: Palettes

    (for example, the colour Red, or the position Downstage Centre). On the JesterML there are 30 each of Colour, Beamshape and Position palettes, stored on the Multi Function Keys. These are divided into 3 pages of 10, enabling you to quickly access any of the programmed palettes used in creating your show.
  • Page 38 JesterML Operating Manual Palettes Deleting a Palette 1. To delete a macro, select the Palette using the Multi Function Keys 2. Then press and hold the CLEAR key to delete the selected Palette. To clear all palettes, use the <Clear Palettes> menu in Setup.
  • Page 39: Effects

    JesterML Operating Manual Effects Moving Lights on the JesterML have access to a powerful effects generator, based on the Pan/Tilt of a fixture. The effects generator is found after the Position channels of the fixture. Press the POSITION button multiple times to cycle the wheels to the effects parameters.
  • Page 40: Tagging & Untagging

    JesterML Operating Manual Tagging & Untagging Tagging & Untagging When the desk is operating in Partial Mode (the default Mode, which can be changed in Setup – Record Options if required), parameters must be ‘tagged’ to be recorded. Tagging is particularly important when using submasters, to ensure that only the desired fixtures change when using that submaster.
  • Page 41 Tagging & Untagging JesterML Operating Manual NOTES 16-bit parameters The Most-Significant-Byte (MSB) and Least-Significant-Byte (LSB) of 16-bit parameters are tagged or untagged together. It is not possible to tag or untag the MSB separately from the LSB. 16-bit parameters are displayed on the desk as two sets of values (eg 127-255) to indicate the level of both channels.
  • Page 42: Dmx Input

    There are three modes that the DMX Input can work in. This is set using the Setup option DMX Input Setup: Snapshot This is the default mode, use this mode when using the JesterML as a backup console. The behaviour is: The 48 preset channels (defined by the patch) from the DMX...
  • Page 43 Channel levels received from the wing will be treated simply as fader positions, the JesterML does not attempt to detect flash button presses from the wing. Thus the flash buttons on the wing can not be used for the following: •...
  • Page 44: Saving Shows

    Setup. Testing the Setup • Put the JesterML into Preset Mode. Set the A Master to full, and the B Master to zero. Raise the Grand Master to full, and ensure that Blackout is not active. • On the JesterML, press the Page B button so that the bottom LED is lit and the STORE button lights up orange.
  • Page 45: Setup Mode

    Setup Mode JesterML Operating Manual Setup Mode Introduction In SETUP Mode the presets and memory functions are disabled. You have the options of assigning fixtures and patching them, saving and loading show data, clearing all the programmed memories/submasters, clearing (resetting) the entire desk, as well as setting up numerous other options.
  • Page 46 JesterML Operating Manual Setup Mode Erasing Show Data 1. Use this option to delete show files from the memory stick if there is insufficient space left on it to store new shows. Note that the show data stored in the desk is unaffected by this operation.
  • Page 47 Setup Mode JesterML Operating Manual Patching the Preset Channels Use the cursor buttons to select the menu option <DMX Patch>, and press ENTER. Select the preset channel you wish to patch either by using the left and right cursor buttons, or on the JesterML24 and JesterML48, by using the Channel FLASH buttons.
  • Page 48 JesterML Operating Manual Setup Mode on the Main LCD, e.g. Lamp. With the fixture number highlighted on the Main LCD, use the left and right cursor buttons to select the other parts (e.g. Scroll) of the fixture for patching. Setting the default patch To clear the DMX patch back to default, press and hold the clear button for 1 second.
  • Page 49 • When changing the DMX address, it will be changed both on the JesterML and on the RDM device. • If the DMX address on the RDM device does not match any on the JesterML for that preset channel or fixture, then RDM:<---> will be shown as a duplicate address.
  • Page 50 JesterML Operating Manual Setup Mode Leaving DMX Patch Mode To leave DMX Patch Mode, use the cursor buttons to move to select <OK> then press ENTER. If any fixtures or RDM devices remain unpatched then a warning will be given. No warning is given if preset channels are unpatched since this is a commonplace normal operating condition.
  • Page 51 Setup Mode JesterML Operating Manual • RDM – this automatically creates fixture profiles by loading the information directly from the fixture itself using RDM. Loading from the Fixture Library • Select the first letter of the manufacturer name using the Multi-Function-Keys.
  • Page 52 JesterML Operating Manual Setup Mode • Once the desk has assigned the fixture or dimmer, it will ask you if you wish to assign another. The desk will tell you when all RDM devices have been found. • Fixtures which have been loaded from RDM will have RDM displayed after their fixture number in the main Assign Fixtures screen.
  • Page 53 Setup Mode JesterML Operating Manual Leaving the Assign Fixtures menu Select <Exit> and press ENTER to leave the Assign Fixtures menu. If any fixtures or RDM devices require patching, then a prompt will be given to enter the DMX Patch menu to do this.
  • Page 54 To lock/unlock the desk, select <Lock/Unlock>, and press ENTER. If the desk is unlocked, you must now enter the lock code and press ENTER. The default lock code for the JesterML is 0000. Once the correct lock code has been entered, you will be presented with 2 options: Lock Desk To lock the desk and prevent any changes to the recorded data, select <Lock...
  • Page 55 USB Memory Stick. The USB Memory Stick must contain the .IFT file – the JesterML is not able to unzip a .ZIP file itself, nor navigate subdirectories. Plug the USB Memory Stick into the desk, then use the cursor buttons to select <Update Library>...
  • Page 56 JesterML Operating Manual Setup Mode The JesterML also stores User Fixture Type files internally when they are used from the <Assign Fixtures> menu. This allows them to be easily used again in the future. To remove any unwanted files that are stored on the desk, select the <Delete User Files>...
  • Page 57 Chans+Subs and Subs Only. When Chans+Subs mode is set, a Wing Width must also be given so that the JesterML knows where the split is between the top and bottom banks of faders on the desk (wing) connected to the DMX Input. See the section on DMX Input for further information on each mode.
  • Page 58 This option is provided primarily for factory and dealer servicing only. It allows the hardware of the JesterML to be tested in isolation from setup options or programming in the show data, which can be useful in diagnosing some problems.
  • Page 59 Setup Mode JesterML Operating Manual Shaded colour bar patterns are displayed on the monitor output. • MIDI test messages are transmitted if MIDI is enabled. • Press ENTER to leave test mode and return to the Setup menu. 73-406-00 Issue 3.0...
  • Page 60: Rdm

    The JesterML only uses RDM in the Assign Fixtures and DMX Patch menus. RDM is not used in the normal operation of the desk and so there will be no effect on older equipment during normal running of a show.
  • Page 61: Midi Control

    <Disabled> to read <Enabled>. Once MIDI is activated, plug in a MIDI cable from a MIDI instrument to the MIDI ‘IN’ socket and set the JesterML to Preset mode. Any note played on the MIDI instrument will turn a channel on.
  • Page 62 JesterML Operating Manual MIDI Control way. The normal submaster Page Overlay rules apply - you must lower the submaster on one page before you can output the same submaster on another page. MIDI Notes – Velocity Sensing Some MIDI instruments have this function. It enables the musician to control the loudness of the music by playing notes and chords delicately for soft music or hard for loud music.
  • Page 63: Other Features

    The JesterML is not able to unzip a .ZIP file itself, nor navigate subdirectories. Next, boot the JesterML with the memory stick in the USB port, and with the left and right cursor buttons held down. The update will begin after a few seconds, and you will be guided through the process.
  • Page 64: Phantom Jester

    JesterML Operating Manual Other Features Phantom Jester Available for download from the Support Centre is a PC application known as Phantom Jester. This application allows you to emulate the desk behaviour on any standard Windows® PC. Show files can be loaded in and altered as required, offline.
  • Page 65: Glossary (A To Z Of The Jesterml)

    Glossary JesterML Operating Manual Glossary (A to Z of the JesterML) A Master The master fader which controls the level of the channels on Preset A. Address A DMX channel number from 1 - 512. Addresses (or more strictly Start Addresses) on fixtures are set using buttons or switches on the fixture itself.
  • Page 66 Bump Button An American term for a Flash Button. Button A switch on the front panel of the JesterML which is used to control an attribute of the desk. Conformité Européenne – A European product standard, displayed on all conforming products on sale in the EU.
  • Page 67 A cue is another name for a memory. Cue Stack See Playback. Cursor The arrow keys on the front panel of the JesterML are cursor buttons. They allow you to navigate around the Main LCD and monitor, and to adjust things. Curve See Law.
  • Page 68 The MIDI standard specifies the use of 180degree 5 pin DIN plugs. Dipless The fades on the JesterML are processed so that there will not be a ‘dip’ in the brightness of a channel when crossfading from one scene to another. Direction The order in which chase steps are output.
  • Page 69 The Fade Down time on the JesterML is the time it will take any brightness channels fading down to crossfade to their programmed level. Fade Up The Fade Up time on the JesterML is the time it will take for any brightness channels fading up to crossfade to their programmed level. Fader A fader is used to control the intensity of a light.
  • Page 70 The ability to push a fader up or down to ‘grab’ the level of the channel before gaining control of it. The function of the JesterML when a DMX-input is added to the memory data in program mode. Grand Master The master fader which controls the overall output of the JesterML’s intensity...
  • Page 71 PC applications supplied by Zero Insert Button The button on the JesterML which is used to add a memory between two scenes, or to add another step to a chase. Intensity How bright a light is.
  • Page 72 PC applications. .JOH The file extension that the JesterML uses for Online Help files installed as part of a software upgrade. The format of the data is not published, and the data is not compatible with any standard PC applications.
  • Page 73 MIDI device can be used to control the JesterML. Monitor A VGA monitor port is provided on the JesterML as standard. You can use the desk without a monitor, but it’s much easier to use with a monitor connected. Movement Effect The JesterML can generate a number of movement effects for fixtures which have Pan &...
  • Page 74 Non-Isolated The DMX512-A output port on the back of the JesterML is not isolated. Conversely, the DMX512-A input port on the back of the JesterML is opto-isolated. This is the preferred grounding topology of the DMX512-A standard. Notes Part of the MIDI system, whereby a specific note can trigger a channel or submaster.
  • Page 75 (default), or must be tagged. Patch The area of the JesterML where you can specify which DMX addresses each preset channel and fixture can control. By default, fader 1 controls DMX 1, fader 2 controls DMX2, etc.
  • Page 76 FIXTURES is selected. Program A mode of the JesterML, and also a function of the PROGRAM/GO button. Both refer to storing a scene or chase as either a submaster or a memory. The Program button is also used for recording palettes.
  • Page 77 The colour of the PROGRAM/GO button when the desk is in PROGRAM mode. Remote The JesterML provides a REMOTE port on the rear of the desk, for triggering a button press externally. This is done by contact closure. Rotation The angle in degrees which a Movement Effect is turned from it’s normal orientation.
  • Page 78 Sound2Lite The ability to control lights in time to a beat. The JesterML has a sound2lite input which listens to the input music and, according to the settings of the chase, changes the lights in time to the beat.
  • Page 79 The up-down movement parameter of a fixture (c.f. Pan). Can be automatically controlled with a Movement Effect. Time The JesterML allows you to define fade up and fade down times for a memory, which define how quickly the memory will run. Topset The ability to set a ‘top’...
  • Page 80 Universal Serial Bus. A standard for the transfer and storage of information. The JesterML has a USB port mounted on the front panel to allow storage of show files and fixture profile information. A USB keyboard can also be connected to speed up entering names and numbers.
  • Page 81 Glossary JesterML Operating Manual The connector range used for the DMX512-A input, DMX512-A output and Power connectors on the back of the JesterML. There are various different XLR connectors available, primarily: 3-pin (used for Audio and some DMX devices) •...
  • Page 82: Technical Specification

    Pin 2 Pin 3 +12V Pin 4 Not Used Shell Ground An inline external power supply unit is used to power the JesterML. This is connected to the desk via a 4-pin XLR connector. Audio In Left Ring Right Sleeve Ground The desk has an audio port on the rear panel, in the form of a stereo ¼...
  • Page 83 If required, an external floppy drive can be connected to the desk, via USB 1.1 External Storage Devices (Memory Sticks) The primary method of storage for the JesterML is via USB Memory Sticks (also known as Flash Disks or Mass Storage Devices). These can be connected via the USB port.
  • Page 84: Index

    JesterML Operating Manual Index Index 16-bit parameters, 41 Memories, 22 Assign Fixtures, 50 Step, 22 Attack, 26, 32 Steps, 23 Brightness, 21 LCD, 15, 58 Colour,Beamshape,Position, 21 Load, 45 Audio In, 82 Lock/Unlock, 54 Beamshape, 34 Low Memory, 13 Palettes, 37...
  • Page 85 Index JesterML Operating Manual RDM, 60 Solo, 10 Assigning, 51 Sound Input, 31, 56, 57, 82 Options, 52 Speed, 21, 26 Patching, 49 Step Rig Check, 52 Inserting, 22 Updating, 49 Submaster, 13, 29 Record Options, 53 Submasters Recovery Mode, 56...

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