Pearl DLC-C003 Operator's Manual page 157

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NUDGE
PALETTE
PARK
PERSONALITY FILE
PERSONALITY DISK A disk on which Personality Files are stored.
PHOTOCOPY
PLAYBACK
PRESET FADERS
PRESET FOCUS
PROGRAM
PROGRAMMER
RUN
SCRIPT FILES
SELECTED
SEQUENCE
SHAPE
SHARED PALETTE
SIMPLE STEP
Mode for colours and positions on the Graphics Tablet
in which the output of the Fixture changes relative to
the movement of the stylus on the Tablet. See
ABSOLUTE.
A term used to describe a referenced pre-defined
state for an Attribute that can be recalled whenever
required during programming. Each Fixture may be
different in the Palette, the entries can be named,
and recalled with a single button press.
This happens to a fixture when its DMX address is
taken by another fixture during a later patching
session. The fixture must then be repatched.
A description of what Attributes a particular
Intelligent Fixture has and how the console will patch
and use these. It also determines which Attribute
Bank will control which Attribute. DORTRON's
Personality Files are in ASCII format and can be
edited on any personal computer which can read and
save onto MS DOS 1.44 Mb (High Density) 3.5 inch
disks.
A method of replicating Memories and Chases that
are completely independent of each other. See COPY.
Area of the console that can replay recorded
Memories or Chases using Playback Faders.
The 100 faders across the top of the console which
are used for controlling individual fixtures or dimmer
channels.
What Palettes are called on other DORTRON's
consoles. Occasionally some VDU screen messages
may display this term. See PALETTE.
Desk mode in which programming functions are
enabled, but System Software is protected. See RUN,
SYSTEM.
The part of the console which contains Channel
information which has been changed by the user,
prior to recording.
Desk mode in which all Playback functions are
enabled, but all programming functions disabled.
System that allows Playback to be automated and
controlled by Timecode.
A Fixture that is under manual control.
See CHASE.
A preprogrammed effect available which is applied to
an Attribute. It can then be customised and stored in
a Memory.
A Palette in which information is only stored for one
Fixture, but is available to all Fixtures of that type.
A Chase Step which does not have Individual Step
Times programmed into it, and hence will use Global
Chase times. See COMPLEX STEP, GLOBAL CHASE
Page 157 of 163

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