Table of Contents Part 1 – General Chapter 1 Introduction ......................1-1 Using this User’s Guide ....................1-3 Setting up Spark ......................1-3 New users ........................1-3 Common Terms ........................ 1-3 Editing terms....................... 1-3 Playback terms ......................1-4 Text conventions.......................1-4 Chapter 2 General Operation ....................2-1 The Editor Section ......................
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Chapter 7 Programming Memories ..................7-1 Programming Memories....................7-2 Displays..........................7-3 Programming with Channels ..................... 7-3 Programming with Scrollers....................7-4 Programming with Spots....................7-5 Storing spot parameters from tracking................7-6 Using the Copy Function....................7-6 Copying channel intensities from the editor..............7-6 Copying channel intensities from a memory..............
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Programming an automatic continuous loop..............8-2 Programming a manual continuous loop ..............8-3 Programming a manual Loop..................8-3 Programming a finite loop ................... 8-3 Programming an autofollow loop................. 8-4 Programming a follow-on cue..................8-4 Erasing loop assignments .................... 8-5 Erasing an autofollow loop assignment ................ 8-5 Link ...........................
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Part 4 - Playback Chapter 11 The Crossfader ....................11-1 Overview........................11-2 Displays ........................11-2 Assigning to the Crossfaders ................... 11-3 Assigning memories ....................11-3 Assigning editor groups..................... 11-4 Freeing assignments......................11-4 Sequencing Memories..................... 11-5 The Playback Keys ......................11-6 Automatic Go......................
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Enabling LTP control mode..................13-3 Disabling LTP control mode..................13-4 Viewing the control priority..................13-4 Part 5 - Advanced Topics Chapter 14 Libraries ......................14-1 Overview........................14-2 Color code for Libraries .................... 14-2 Programming a Library....................14-3 Text for Libraries......................14-3 Examining Libraries .......................
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Adding Text to Snaps...................... 17-3 Examining Snaps ......................17-3 Viewing the snap list ....................17-3 Examining a selected Snap ..................17-3 Erasing Snaps ......................... 17-4 Operating Snaps......................17-6 Operating Snaps in non-forcing mode ................ 17-6 Operating Snaps in forcing mode ................17-7 Using Snap to clear all assignments ................
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Erasing a SMPTE time code ..................23-5 Playback with SMPTE....................23-6 Exiting SMPTE playback ..................23-6 Chapter 24 DMX Input ...................... 24-1 Configuring Spark for DMX Input .................. 24-2 The DMX Input patch..................... 24-3 Patching input channels..................... 24-3 Clearing Input patch assignments ................24-4 Returning to the default patch..................
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Canceling a Macro assignment .................. 24-6 DMX Input and patch 999....................24-6 Ignoring Patch 999 ....................24-6 Using DMX Input under Patch 999................24-6 Part 8 - Appendices Appendix A Service Tools....................A-1 Accessing Service Tools ....................A-2 Main Menu........................A-2 Diagnostics........................
Descriptions of the different displays available in Spark and operating instructions for Display control. • Chapter 4 Quick Start This chapter provides operating instructions for the most basic functions on Spark. Its purpose is to provide quick instruction to operators familiar with lighting consoles. Part 2 – Basic Programming •...
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• Chapter 23 SMPTE Assign SMPTE time codes to Events using the live Teach function and enable Spark for automatic operation using SMPTE transmission. • Chapter 24 DMX Input Patch DMX Input channels to operate local console channels or macros.
System Configuration, Chapter 20 Channel Patching, and Chapter 21 Spot Management. New users If you are new to lighting consoles or are unfamiliar with Compulite consoles, familiarize yourself with the information in chapters 2 – 12. These chapters provide you with general information and give you the building blocks to create and modify memories (cues), and play them back.
Command line refers to the sequence of keystrokes executed and displayed in the gray line at the bottom of the display monitor. The keystrokes in the command line are represented in italics. • Prompt line refers to prompts occurring in menus; these are italicized. • Desk, console, and system are used interchangeably. Spark...
CHAPTER 2 GENERAL OPERATION The Editor Section F keys Programming memories Editor color key Editor error trapping Clearing the editor Parameter Control The wheels A/B Crossfader Controllers Soft Keys Assigning the default mode Assigning a temporary mode Using the Soft Keys for playback control Color code for Soft Key LEDs General Master Menus...
The Editor operates in Live and the Blind modes. In Live mode any alterations made to the stage picture are visible on stage. In Blind mode, memories are programmed or modified without any interruption of the active stage picture. Spark...
Spots and channels that are present in the editor. When storing an editor group as a memory the spots and channels displayed in white and red are included in the memory. Dark blue Spots and channels selected under memory modification (see Chapter 9 Modifying Memories). Spark...
Parameter Control Editor error trapping Spark has efficient error trapping, meaning that you cannot go too far wrong. An illegal key press is immediately recognized. If you make a mistake the system displays messages such as Illegal Number or Invalid Sequence.
The above example uses the dimmer parameter, however the explanation is valid for all the parameters. Spark’s control panel has three horizontal parameter wheels, numbered Wheel 1, Wheel 2, and Wheel 3. When editing channels or when the editor is idle, the wheel assignments are: Wheel 1 - int intensity, Wheel 2 - frm frame, Wheel 3 - rate chaser or A/B rate.
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A/B crossfader. The X-Fade Exam is a display dedicated to the A/B crossfader and is generally used during playback. (see Chapter 3 – Displays) The A/B crossfader supports Part Qs, memory loops, links, and Event assignments. Spark...
Controllers Controllers Spark has 20 controllers. Each controller has an associated Soft Key and colored LED. The controllers accept groups of channels and/or spots, memories, Chaser, and effect assignments. The controller position determines the output level of the controller assignments.
Each mode has a secondary function that is accessed by pressing [SHIFT]. Mode SHIFT function Assign Fade memory or group assignment from the controller level to FL or to 0. Manual stepping for chaser assignment. Macro Accesses macros 21 - 40. Snap Operates Snap in forcing (override) mode. Spark...
It is possible to examine all controller assignments in the Assign, Macro, and Snap modes: Press [EXAM] and the Soft Key. In order to use the exam function the mode must be default mode and not a temporary mode. Spark...
Many of the different menus have more than 5 functions available. It is generally assumed that if you do not see the function under discussion, you will page until you see the option. To view the next page of functions press: F6 More Function Spark...
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Macros only. 3. Memory Operations Rename, copy, delete memories, and clear the console’s memory. 5. Record Recording Spark’s memory contents to a floppy disk or to the hard disk. File management. 7. Printer Generate hard copy of show data.
A blank blue screen is displayed. This is the text page. 2. Type the text on the alphanumeric keyboard 3. Press [STORE] ¾ ¾ Note If there is text on the Text p age, you can access the page by pressing Insert on the alphanumeric keyboard. Spark...
– Snap F – Frame Esc - Reset; During editing, after inserting text to memories, etc. use ESC to exit text mode. o – On P - Spot p – Part R - Release *Not Used for Spark. Spark...
When the Help window is open the console keys are disabled! System Status You can check the status of connected peripherals from Spark’s panel. The peripherals include, the Macro Extension Keyboard, and the Remote Control Unit, and the alphanumeric keyboard. You are notified if Spark’s battery is getting low.
CHAPTER 3 DISPLAYS This chapter includes: Display Control Display Formats Selecting display options Customizing the display format The Stage Display Channels Spots The Playback Display Messages and Commands Output Color Key The X-Fade Exam Display Exam Displays...
A/B playback crossfaders, a controller, the editor, or tracking. 3. Spots and playback. The playback display is identical to option 1. 4. Spots and channels. The channels include scroller frames. 5. Channels, spots, and playback. Spark...
1. Press [STAGE] 2. Press F2 to move the The cursor points to the options. cursor to your selection. 3. Press F3 The option is selected, highlighted in the Status Window. The display format options are updated with the selected status. Spark...
A/B playback crossfaders, a controller, the editor, tracking or from a library. Spot Parameters X and Y (pan and tilt) display the coordinates of the spot's mirror or a yoke’s position coordinates. Dim is the level of the unit's dimmer. Spark...
Messages appear at the top of the screen on the Stage display: • Messages • The Blind mode flag • MIDI status • MIDI synch status • Grand Master level • SMPTE time code • The Teach Macro flag Spark...
The X-Fade Exam appears in display formats 6, 7, and 8. This display shows a short memory list of the next few memories sequencing on the A/B crossfader. Bar graph representations of the A/B crossfader dynamically display the progress of a crossfade. In display format 6 there is an expanded chaser display. Spark...
The playback device assignments recorded in the selected Snap. Events The Event list, including assigned SMPTE time codes. Controller assignments Information pertaining to the assignment on the selected controller. Sequences for accessing the exam displays are contained in the discussion of the different functions. Spark...
3. Plug the power cable into a power source. 4. Press and hold the [CE] and [CLEAR] keys while switching on the console. 5. Release the [CE] and [CLEAR] keys. Spark goes through its boot up process and finally displays the main Service Tools menu.
Device definitions can be stored to disk. See Mix Output menu. 3. Assign spot numbers to the selected device. 4. Assign Output Addresses to the spot numbers. 5. Exit the Mix Output menu. See Chapter 21 - Spot Management, for further information. Spark...
2. Select the spot number on the numeric keypad. 3. Use the parameter wheels to assign values or select parameters on the Soft Keys and enter a value using the numeric keypad. See Chapter 6 - Selecting & Editing Spots, for more information. Spark...
3. Move the fader so the memory is active on stage. 4. Press [SEQ]. The next memory is now on board. 5. Press [GO] to begin the crossfade from the active memory to the memory on board. See Chapter 11 - The Crossfaders, for further information. Spark...
4. Enter a number for the show file using the numeric keypad. 5. Optional – Press F2 Text and type a label on the alphanumeric keyboard. 6. Press F1 Press. 7. Press F1 Yes. See Chapter 10 - Data Storage and Retrieval. Spark...
CHAPTER 5 SELECTING AND EDITING CHANNELS & SCROLLERS This chapter includes: Selecting channels Changing the number default selection Selecting single channels Selecting multiple non-sequential channels Selecting a range of channels Excluding channels from the range selection Reselecting the last channel selection Grabbing channels in the editor and on-stage Assigning intensity levels Dimmer level assignments using @...
When a new channel is selected, the previous selection is now displayed in white to indicate its presence in the editor. The newly selected, currently active channel number appears in red and may be assigned a dimmer level and scroller frame. Spark...
4. Enter the last channel in the range, on the numeric keypad. Reselecting the last channel selection For editing speed Spark offers a sequence that reselects the last of group of channels that were selected (displayed in red) in the editor. Keypresses Results/Comments 1.
Int appears in the command line after the channel selection and channel 5 is displayed in red. 4. Press 7 70 is displayed under the channel number on the If the system is defined channel display. as USA, press 70. Spark...
Select channels and remove them from the editor. The channel/s can be bumped out or faded out. Keypresses Results/Comments 1. Select the channel. The channel faders down. When it reaches 2. Press [RELEASE] 0% it is released from the editor. Keypresses Results/Comments 1. Select the channel. 2. Press [ERASE] The channel bumps out. Spark...
Scroller channels present in the editor. The frame value is displayed in green. Blue or Scroller channels output from A/B or controllers. The frame value is orange displayed in green. When no frame value is assigned to a scroller, the current frame is determined by the tracking. Spark...
The frame values appear in green. 3. Press [FRAME] You now have access to the scroller. The frame is released from the memory. 4. Press [ERASE] or [RELEASE] 5. Press [STORE] Spark...
CHAPTER 6 SELECTING AND EDITING SPOTS The subjects included in this chapter are: Igniting spots Igniting DMX Spots Igniting S-Mix, L-Mix spots, High End protocol Ignition exam Selecting spots Changing the number selection default Selecting a single spot Selecting multiple spots Recalling the last spot selection Selecting spots in the editor and on stage Spot display control...
4. Press [ENTER] The Reset command is transmitted to the device. The duration of the transmission depends on the time as defined in the device definition. For more information on defining the ignition control, see Chapter 21 Spot Management. Spark...
The lamp is struck Extinguish the lamp: Keypresses Results/Comments 1. Select spots. 2. Press [IGNITE ON] [0] The lamp is extinguished. For Coemar Nats only Reset the device: Keypresses Results/Comments 1. Select spots. The device resets itself. 2. Press [IGNITE ON] [2] Spark...
When the number default selection is spot, When the editor is in idle, the first number you press is recognized as a spot selection. The number default selection can also be Channel or Memory. Keypresses Results/Comments 1. Double hit on [SPOT] Spot appears on a gray field in the command line. Spark...
3] [SPOT 8] [SPOT 10] [SPOT 22 24]. These possibilities make spot selection very flexible. Recalling the last spot selection For editing speed Spark offers a sequence that reselects the last group of spots that were active in the editor. Keypresses Results/Comments 1.
12 all the spots are selected in the editor. If the mix edit option is 'off', however, only the Goldenscans (9 -16) Æ will be selected. If the range selection was 1 8, only the Martins will be selected. Spark...
[PARAM] is enabled the Soft Keys automatically go to Parameter mode on spot selection. The SK parameter selections are displayed on the controller display. When this key is disabled (LED off), Soft Key parameter selections are not displayed when spots are selected. Return the display by pressing [PARAM]. Spark...
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2. If necessary press [WHEEL +] or [WHEEL -] until the parameter is displayed in the LED window. 3. Turn the parameter wheel until The parameter name is shown on a red field the value reaches 65 . on the Stage Display Spark...
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If you do not see the parameter display, press [PARAM]. 2. Press the SK for parameter selection. 3. Press [2] on the numeric keypad. Enter a double digit if there are more than 9 steps. Example: for step 1 press 01. Spark...
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Example: GoldenScan’s dimmer control channel controls both the dimmer and the shutter (strobe). Spark controls this as 2 mixed steps; step 1 and step 2 controls the strobe. The continuous control within step 1 controls the dimmer and the continuous control within step 2 controls the strobe rate.
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Color wheel - (p 14 for Cyberlight; p2 for Intellabeam) When you select one of these special parameters on the SKs, the operation modes are displayed on the on the Controller display in PARAM mode. Press the operation mode that you want and continue as usual. Spark...
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The operating modes for the color wheel (p2 Intellabeam; p14 Cyberlight) are: ICON/FUNCTION MODE >> full color with fast crossfade ~ full color with proportional crossfade ← ; direction of color wheel spin → ; direction of color wheel spin half color with fast crossfade half color with proportional crossfade Spark...
Set the color for one of the spots and copy the parameter values to the others. Parameters may be copied from the editor, memories, or libraries. Spark...
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3. Press [COPY] the command line. 4. Select the memory. 5. Select the spot you are copying from. Executes the copy function. You can now 6. Press [ENTER] continue editing. You can also copy from Libraries. See Chapter 14. Spark...
Store tracking if dimmer On function is active. The Store tracking if dimmer On is disabled in the System Parameters menu. Keypresses Results/Comments 1. Select spots 2. Select the parameter by pressing the SK parameter key. 3. Press [RELEASE] The parameter values revert to tracking or the values output from a playback device. Spark...
CHAPTER 7 PROGRAMMING MEMORIES This chapter includes: Resetting the editor Programming with channels Programming with scrollers Programming with spots Storing spot parameters from tracking Using the Copy function Sequential memory programming Programming a blackout cue Using the Call function Using call to store the current lighting state Using call and assignments to program memories Merging selected output sources in the editor Editing after call...
(See Chapters 12 to find out how to assign groups and memories to Controllers.) Memories can contain both spots and channels. For simplicity’s sake, programming memories with channels, memories with spots, and memories with scrollers are discussed separately. Spark...
Displays Displays When you store a memory Spark generates a confirmation message: Memory # Stored. If the memory number that you assigned to the lighting state is already used, the message Memory Exists is displayed. The last memory stored is displayed at the right of the command line preceded by L.
Memory appears in the command line. If the Press [=] system configuration is for USA you can press [MEMORY] instead of [=]. 6. Enter 2 on the numeric keypad The message Memory 2 Stored! is 7. Press [STORE] displayed. The editor is not cleared. Spark...
¾ ¾ Note If a spot is not responding properly, make sure that the velocity parameter (if there is a velocity/movement parameter present) is set at more than zero and the shutter or iris, if present, is open. Spark...
1. Select channels 20 These are the target channels. Copy from appears in the command line. 2. Press [COPY] 3. Select channel 5. Select the channel being copied from. 4. Press [ENTER] The intensity is copied to channels 20 – 25. Spark...
Select the memory containing the spot from which you want to copy. 4. Press 10 on the numeric keypad to select spot 10. 5. Press [ENTER] The values are copied from spot 10 in the selected memory to spot 4. Spark...
Example: Record memory 8.5 as a blackout. Keypresses Results/Comments All spots and channels are cleared from 1. Press [RESET] the editor and the editor is in idle mode. 2. Press [=] [ 8] [•] [5] 3. Press [STORE] Spark...
When the wheel is moved the selected channels are displayed in red. 5. Press [+1STORE] Press [=] [2] [STORE] ¾ ¾ Note The channels and spots that are selected in the editor (displayed in red) remain selected after storing a memory using [+1STORE]. Spark...
Memory appears in the command line and 4. Select a memory number on the numeric keypad. the console is waiting for a memory number. 5. Press [STORE] The new memory is stored. The editor is not released in order to retain the stage picture. Spark...
The message: Mem 3 Stored is displayed. 4. Press [STORE] The editor is released. ¾ ¾ Note Values entering the editor via call always overdie the editor values of any spots or chnnels held in common.. Spark...
All active output is merged as an editor 2. Press [ENTER] group. 3. Select and modify chans/spots. 4. Press [=] [#]or [MEMORY] [#] Set the system to memory record mode and select a number. 5. Press [STORE] The editor is not released. Spark...
¾ ¾ Note When you are storing to a new memory number or a memory that is not active on board, the editor clears, and the forcing 100% of the G.M. is canceled, i.e. the G.M. is at 50%. Spark...
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When you are storing to the active memory and the fader handle is not at its full limit, the G.M. remains at forced 100% and the editor is not cleared. To avoid a jump in the light return the fader its Full end stop, return the G.M. to 100%, and clear the editor. Spark...
1. Press [MEMORY] and enter 55 on the numeric keypad. Æ Æ 2. Press [ The Memory List is displayed starting from 3. Press [EXAM] memory 55. 4. Press [PAGE UP] or [PAGE DN] to page through the memory list. Spark...
Viewing a selected channel Keypresses Results/Comments 1. Press [CHANNEL] 2. Enter the channel number on the numeric keypad. 3. Press [EXAM] A list of the memories where the channel appears and its the intensity and scroller frames (if present) is displayed. Spark...
Selected spot - – A list of the spot assignment in memories and parameter values. Viewing free spots Keypresses Results/Comments 1. Press [SPOT] 2. Press [EXAM] A list of spots that have not been used in any memory is displayed. Spark...
1. Select memory 25. 2. Press [TEXT] Text appears in the command line. 3. Type 'house lights up. All typing is done on the alphanumeric keyboard. interval' The text is displayed in the last column in the 4. Press [STORE] Memory List. Spark...
7-20 Programming in Blind Mode Programming in Blind Mode Spark contains a blind editor. When switching to Blind mode the channels and spots present in the live editor are captured and displayed in blind mode. If the channels and spots captured from the live editor are not required in the blind editor press [RESET], while in blind mode, to release them from the blind editor.
[WAIT] [WAIT] [WAIT] Wait – out When a go command is received, all the channels/spots fading to a lower intensity begin to count the assigned wait –out time before beginning their fade. Spark...
1. Select memories 1 → 6 2. Press [TIME] time-i is displayed in the command line. 3. Enter 10 on the numeric keypad. 4. Press [STORE] The new fade time assignments are stored to the selected range of memories. Spark...
1. Select a memory or a range or a group of memories. 2. Press [TIME] The time assignment is displayed in the command line. 3. Assign a new time value. Store the new fade time information. 4. Press [STORE] Spark...
3. Select and edit channels and spots. Memory is in the command line. 4. Press [ 5. Enter 5 on the numeric keypad. 6. Press [STORE The message Memory 5 Stored is displayed. Spark...
The selected memory is converted to an editor group. The iris values for the selected spots are forced to 65%. 4. Continue editing the group of spots and channels. 5. Press [=] [6] The message Memory 6 Stored is displayed. 6. Press [STORE] Spark...
2. Press [=] 3. Press [MEMORY] [10] The message Memory 10 Stored is displayed. The 4. Press [STORE] contents of memory 5 have been renamed as memory 10. Memory 5 no longer appears in the Memory List. Spark...
¾ ¾ Note If the new memory number that you have selected is in use, the message Memory Exists is generated. You can overwrite by pressing [STORE] again. Spark...
The message Memory(s) Deleted is 4. Press [ERASE] displayed. Erasing a range of sequential memories Keypresses Results/Comments 1. Select a range of memories. The message Are You Sure?? is displayed. 2. Press [ERASE] 3. Press [ERASE] The message Memory(s) Deleted is displayed. Spark...
Are you sure? 8. Press [F1] Yes A window opens at the bottom of the screen, showing the results of the rename function. Æ Memory numbers 1 10 no longer appear in the Memory List. Spark...
2. Enter the number on the numeric keypad. 3. Optional – select a range of memories. The prompt Are You Sure ??? appears. 4. Press [F1] Store 5. Press [F1] Yes The selected memory/range of memories is deleted. Spark...
Select the first mask of the range. 1. Press [MASK] [2] Æ Æ 2. Press [ 3. Press [MASK] [6] Æ 4. Assign intensity All of the spots and channels contained in memories 2 6 are selected in the editor. Spark...
Programming with Libraries Spark has 3 categories of libraries: Position, Color, and Gobo. Libraries are a database of presets that are useful tools when programming memories. Use of position libraries is particularly important since updating libraries globally updates the data contained in memories that use these libraries.
Chapter 8 LOOPS & LINKS This chapter includes: Loops Programming an automatic continuous loop Programming a manual continuous loop Programming a manual Loop Programming a finite loop Programming an autofollow loop Programming a follow-on cue Erasing loop assignments Erasing an autofollow loop assignment Links Programming a link between 2 memories Programming links among a group of memories...
5. Press [STORE] The Memory List displays a dash (-), denoting an automatic continuous loop. ¾ ¾ Note If the memory already has a loop assignment, the warning message Loop Exists appears. To override, simply press [STORE] once more. Spark...
Example: Assign a loop to run 5 times and then stop. Keypresses Results/Comments 1. Select a range of memories 2. Press [LOOP] 3. Enter 5 on the keypad. 4. Press [STORE] The number of loops is displayed in the Memory List next to the initial memory of the loop. Spark...
When memory 12 completes its fade the loop sequence is complete. Keypresses Results/Comments 1. Select memory 11. 2. Press [LOOP] 1 is displayed in the Memory List as the Loop 3. Press [STORE] assignment memory for memory 11. Spark...
1. Select the first memory of the autofollow loop assignment. 2. Press [LOOP] Loop Auto follow is displayed in the command line . 3. Press [+] Both memory ranges retain their loop 4. Press [ERASE] assignments. The link between them is canceled. Spark...
Creates a link from mem 1 to mem 10 to mem 3 to 5. Press [LINK] mem 12. 6. Press [STORE] The links are displayed in the Memory List. Erasing a link assignment Keypresses Results/Comments 1. Select memory with the Spark...
Select the link function. The link assignment is canceled. Memory # Stored 3. Press [ERASE] is displayed. Viewing links Keypresses Results/Comments 1. Press [LINK] 2. Press [EXAM] The Memory List is displayed exactly as it will run on the playback. Spark...
CHAPTER 9 MODIFYING MEMORIES This chapter includes: Basic memory modification Using STORE STORE STORE STORE modes Storing to the first active playback device Storing to the all playback devices Storing to selected playback devices Using Delta Programming a delta via memory modification Replacing a delta with a new delta Programming a delta in the editor Programming a delta via store store...
L# (Last memory stored). 3. Modify the group. Memory is added to the command line. 4. Press [=] 5. Press [ENTER] 1 appears in the command line, referencing E . 6. Press [STORE] The message Memory 1 Stored is displayed. Spark...
STORE STORE modifies memory and group assignments on the active playback devices, giving Spark the ability to quickly modify an entire lighting picture even if the look is composed of different playback assignments. (See Chapters 11 and 12 for assigning memories and groups to playback devices.)
4. Press [STORE] The STORE STORE window opens, showing the assignments on A, controller 6, and controller 10 on a red field. 5. Press [STORE] The window closes and the editor is stored to all assignments displayed in red. Spark...
When the Delta is empty, the first memory modification automatically stores a Delta. If there is a Delta in the system you can choose to replace the current delta with a new delta or leave the current Delta intact. Spark...
6. Press [DELTA] A window opens instructing you to press [STORE] to overwrite the existing Delta or press [CE] to exit the Delta store option. 7. Press [STORE] The modifications to memory 20 are stored and a new delta is created. Spark...
This is available only when the Delta was time to toggle to the relative programmed via memory modification Delta page. The Relative Delta is displayed in brown if the value is negative and in yellow if the value is positive. Spark...
Applying this option assigns the Libraries in the Delta. See Lib # Chapter 14 – Libraries. Preview the memory live on-stage with the Delta TEST modifications. Spark...
Tracking is applied from the memory following source memory to the last memory. 2. Press[ →] 3. Press [DELTA] Track appears in the command line. 4. Press [STORE] A wait message is displayed. When modification is complete, the range of memories is displayed. Spark...
50 for channel 2 and a relative value of – 50. If you modify the delta, assigning 75% to channel two, the delta will contain an absolute value of 75% and the relative value is updated to –25%. Spark...
4. Press [STORE] If there are a lot of memories to store, a Wait message may be displayed. When the modification is complete, the Æ message Memory # # Stored is displayed. Spark...
1. Select a range of memories. 2. Select the scroller channel/s 3. Press [FRAME] 4. Press [ZERO] 5. Press [STORE] The scroller values are released from the selected memories. When examining the channel no value appears in the scroller column. Spark...
3. Press [ZERO], use the dimmer wheel and wheel down to 0%, or press [RELEASE] 4. Press [STORE] Releasing scrollers Keypresses 1. Select a memory. 2. Select the scroller channel. 3. Press [FRAME] 4. Press [RELEASE] 5. Press [STORE] Spark...
CHAPTER 10 DATA STORAGE, RETRIEVAL, & PRINTING This chapter includes: Recording Show Files Loading a Show File Loading parts of the show file Warning difference Deleting Show Files Printing Printing options Using Print Screen Programming a print command macro...
Record Complete is generated. If you are recording over a play number already in use the message: "Play Exists" is displayed. To overwrite the data recorded on that play number press: F1 YES again to confirm the command. Spark...
Position Libraries, F3 Gobo Libraries, or F4 Color Libraries. Load the mix device table only. Note that only the F6 F2 Mix Device device table is loaded and not any patch assignments Only or output addresses. ¾ ¾ Note Spark...
10-4 Loading show files Shows that were recorded on Spark can be loaded to Spark 4D. Only memories are loaded. Snaps, Macros, and Events (Auto Assignments) are ignored. Also, device definitions compatible with Spark 4D must be loaded separately. Warning Difference If the show file was recorded under a system configuration different than the current one, the WARNING DIFFERENCE window is displayed when you attempt to load the show.
3. Press F1 Play/Act The prompt asks for the show file number. 4. Enter the file number on the keypad. 5. Press F1 Delete The message Are you sure? is displayed. 6. Press F1 Yes. The show file is deleted. Spark...
Pressing Print Screen on your text keyboard prints what is currently displayed. Since the text keyboard can also be used for editing, it is provided with a lock. To use the Print Screen function on you text keyboard, you must unlock it by pressing ALT A. Spark...
Keypresses 1. Go to the Macro menu (menu 9). 2. Press F1 Create. 3. Select the macro number. 4. Press F6 and F4 Print 5. Press F1 Store Macro. For more information on Macros see Chapter 18 – Macros. Spark...
CHAPTER 11 THE CROSSFADER This chapter includes: Overview Displays Assigning Memories to the Crossfaders Sequencing Memories Assigning the Editor to the Crossfaders Freeing assignments Playback Automatic Go Exiting a loop Modifying the Fade Rate Moving the crossfaders manually Using the Rate Wheels Split crossfaders and moving lights...
7). The X-fade Exam format is usually used during playback. The display includes: • A bar graph that tracks the fade’s progress • A list of the next memories • Previous memory • Loop information • Fade Rate status • Controller/Chaser status. Spark...
The selected memory is faded to the active fader. The fade rate is according to the time assignments in the selected memory. [SEQ] and [AUTO] function are automatically enabled; the LED for [SEQ] is on and the Auto Assign Led is on. Spark...
4. Press [CLEAR] to exit Free mode ¾ ¾ Note [SEQ] is disabled when the memory assignment on either A or B is freed. [SEQ] and [AUTO] are disabled when the assignments from both A and B are freed. Spark...
Example: Memory 1 is assigned to A and memory 2 is assigned to B. You want memory 1 to remain assigned opposite memory 2 even after crossfading to memory 2. Disable [SEQ] [SEQ] disabled: Original assignment After 1 crossfade After 2nd crossfade Spark...
Important! When the faders are off their end pressing [GO] does not work. The error message Go has no time or Go direction? Is displayed. To perform an automatic fade, you must first manually return the faders to the end stop. Spark...
The key’s LED is on. The fade rate in the Playback display is shown on a blue field. 2. Use the Rate wheel (wheel 3) The modified rate fade is appears in to modify the crossfade rate. percentage on the Playback display. Spark...
50. Move fader A from its end stop. The parameter values fade from FL to 50 (the value in the incoming memory). If B is the active fader (both A and B at their lower end stop), moving fader B fades parameters to their values in assignment A. Spark...
12-2 Overview Overview Spark has 20 Controllers. Each controller has a colored LED and a Soft Key/Bump Button. In Assign mode, controllers accept group, memory, spot parameter, and up to 10 chaser assignments. The Soft Key/Bump button functions as an Assign key.
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Assignments to odd number controllers Assignments to odd number controllers White Automatic fade of controller assignment Red on a gray field with an arrow indicating direction. Automatic fade on Hold Gray on a red field with an arrow indicating direction. Spark...
Results/Comments 1. Press [MASK] 2. Enter 1 on the numeric keypad. The message Assign Key Expected is Press [ASSIGN] displayed. 4. Press the controller 7’s SK. The assignment is recognized as a group. Grp appears on the controller display. Spark...
Example: Remove channel 34 from the group of channels resident in controller 6. Keypresses Results/Comments 1. Select channel 34. 2. Press [ZERO] The message Assign Key Expected is displayed. 3. Press [ASSIGN] 4. Press controller 6’s SK. Channel 34 is removed from the group on controller 6. Spark...
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The message Assign Key Expected is displayed. Press [ASSIGN] 4. Press controller 8’s SK. Channel 40 is assigned to controller 8, channel 41 to controller 9, channel 42 to controller 10, etc. Grp is shown on the controller display. Spark...
2. Press the Soft Key to select parameter 2. 3. Assign parameter values (optional). The message Assign Key Expected is displayed. Press [ASSIGN] 5. Press the SK for The parameter value is taken from tracking, the controller 4 editor, A/B output, or controller output. Spark...
The command line reads: Press TEXT or 1. Press [TEXT] Assign Key! 2. Press the controller’s SK. The command line reads: Pot # Text 3. Type on text keyboard. The message Memory Pot Stored is displayed. 4. Press [STORE] Spark...
Example: Release the assignment on controller 7. Keypresses Results/Comments The message Assign Key Expected is displayed. 1. Press [FREE] 2. Press controller 7’s SK. 3. Press [CLEAR] to exit Free is cleared from the command line. Free mode. Spark...
The message displayed is Assign Key Expected 1. Press [FREE] Æ Æ 2. Press [ Releases all of the controller assignments. Free is cleared from the command line and the 3. Press [CLEAR] to exit Free mode. console is no longer in Free mode. Spark...
If there is no time-out assignment the memory fades down according to its time-in. If a memory has a wait-in assignment the fade begins after the assigned wait time. During the wait period Wait is displayed in gray on a red background on the Controller display. Spark...
If the assignment is a soft chaser a small s appears next to the controller number. If the assignment is a hard chaser nothing is displayed. Soft Controller chaser number memory in chaser Last memory in chaser Controller level Spark...
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FL hard Æ Æ Memory range Q 20 Current Chaser rate Incoming memory The color code for soft chasers time display is: Time assignment Color Time-In Light orange Time-Out Brown Wait-In Light red Wait-Out Dark red Delay Light red Spark...
Stepping through the chaser Keypresses Results/Comments 1. Press and hold down [SHIFT] The chaser advances 1 step. The LED is 2. Press the [SK]. orange. The controller number is displayed in orange. 3. Press the [SK] to advance to the next step. Spark...
To modify the Chase Rate for more than one chaser at the same time, press as many SKs as desired. The current rates for all selected chasers are displayed on blue fields, meaning that the Rate wheel accesses all selected chasers. Spark...
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The current chase rate, as shown on the Chaser display, now appears on a blue field 3. Modify the chase rate using the Rate wheel. 4. Press [STORE] The [RATE CHASE] LED is extinguished the chase rate reverts to the normal display. Spark...
10) controllers is 1. Press [U/L/X] displayed in the command line. Æ Sub 1 10 on a red field is displayed on 2. Press the [SK] for submaster assignment. the Controller display. Pup is displayed on the XFade Exam. Spark...
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1. Press U[U/L/X] [U/L/X] [U/L/X] the command line. [U/L/X] 2. Optional – enter a number other than the default. Sub I # on a red field is displayed on the 3. Press the [SK] for submaster assignment. Controller display. Spark...
Sound-to-Light To use the Sound-to-Light feature, your board must have the Sound-to-Light option installed. Plug a sound source into the Audio connector on Spark’s back panel. The connector uses 3 pin XLR connectors. Sound-to-Light operates memory, group, and chaser assignments on controllers. Each pulse operates 1 step of the chaser or flashes the memory or group assignment.
2. To re-instate the chaser’s response, press the [SK] again as if you are giving the Go command. A chaser that is enabled for Sound-to-Light operation cannot be operated manually. If you want to take over the chaser operation, you must disable the Sound-to-Light for that controller. Spark...
CHAPTER 13 CONTROL PRIORITY This chapter includes: Playback Control Priority LTP Playback Mode Actions that change the control priority stack Enabling LTP control mode Disabling LTP control mode...
Channels always operate in HTP (Highest Takes Precedence) mode. Spark’s playback devices work under a rigid control priority hierarchy or in LTP (Latest Takes Precedence) mode. Control priority refers to playback devices only. The editor always has priority.
LTP control mode. Actions on A/B do not influence the control priority. When the LTP function is enabled Spark works in the LTP mode. When the LTP function is disabled the default control priority is the usual hierarchic structure.
4. Press F1 Enter 5. Press F2 Off The LTP flag disappears from the Playback display. Spark is now working in default priority. ¾ ¾ You can make a macro, using Teach Macro, for single press access to enable and disable LTP.
CHAPTER 14 LIBRARIES This chapter includes: Overview Programming a Library Text for Libraries Examining Libraries Viewing the Library List Examining a selected Library Viewing Library assignments in memories Programming memories with Libraries Copying from a Library Editing Libraries Modifying a Library Adding spots to a Library Removing spots from a Library Updating Libraries using STORE STORE...
You may exclude parameters from libraries in the Mix Output menu/define device (see Chapter 21 Spot Management and Patching). Color code for Libraries Libraries are color coded on the monitor displays. Library Color Position light red Color dark red Gobo orange Spark...
2. Select 5 on the The library category and number appear in the numeric keypad. command line. 3. Press [TEXT] 4. Type text on the alphanumeric keyboard The message Library # Stored is displayed. The text 5. Press [STORE] in the Library List. Spark...
4. View the next or previous library by pressing [+] or [- ] Viewing library assignments in memories When you examine a selected memory ([MEMORY#] [EXAM]), library assignments are displayed on a light red field. To view the absolute value in the library, press [EXAM] again. Spark...
The prompt copy from appears in the command 2. Press [COPY] line. 3. Press [GOBO] 4. Enter 18 on the keypad. 5. Select spot 6 Select the spot being copied from. 6. Press [ENTER] The Gobo values in the library are assigned to spot Spark...
2. Enter the library number on the keypad. 3. Press [SPOT] All the spots in the library are displayed in the editor. 4. Select new spot/s. 5. Assign parameter values. 6. Press [STORE] The message Library P – # Stored is displayed. Spark...
The modifications are stored to memory 2. Position library 3 and Gobo library 5 are updated. ¾ ¾ Note If you do not choose to update the libraries, the new values are stored in the memory. The new values have no association to libraries. Spark...
Keypresses Results/Comments 1. Press [GOBO] 2. Select 9 on the numeric keypad. Spark asks: Are You Sure??? 3. Press [ERASE] The message: Library G-09 Erased is displayed. 4. Press [ERASE] Programming a Delta with Libraries A Delta for applying libraries may be programmed. The example below shows how to program a Delta that is used to assign Position library 1 to the selected spots.
CHAPTER 15 PART Qs This chapter includes: Overview Part Qs display Programming memories with Parts. Programming Parts with channels Programming Parts with scrollers Programming Parts with spots Programming Parts with selected parameters Dividing a memory into Parts Adding a Part to a memory Modifying a Part Removing channels/spots from a Part Removing Part assignments...
Parts and their time assignments are displayed in the Memory List. Examining a selected memory shows the color coded Parts and their time assignments at the bottom of the display. In the XFade Exam a crossfade to a Part Q is dynamically displayed. Spark...
- the color code for part 2. 7. Press [TIME] and enter 8 on the numeric keypad. 8. Press [=] and enter 1 on the numeric keypad. 9. Press [STORE] The message Memory 1 Stored is displayed. Spark...
4. Press [TIME] and enter 3 on the numeric keypad. 5. Press [WAIT] and enter 2 on the numeric keypad. 6. Press [=] and enter 1 on the numeric keypad. The message Memory 1 Stored is 7. Press [STORE] displayed. Spark...
The intensity assignment of the selected 7. Press [PART] and enter 2 on channel is displayed in gray. the numeric keypad. 8. Press [WAIT] and enter 8 on the numeric keypad. Memory 1 is stored with the part assignments. 9. Press [STORE] Spark...
3. Select channel 8. The part is in the editor and channel 8 is selected. 4. Press [@] and enter 6 on the 60% intensity is assigned to channel 8. numeric keypad. The message Memory 1 Stored is displayed. 5. Press [STORE] Spark...
2. Press [PART] and enter 3 on the keypad. The message Memory 1 Stored is displayed. 3. Press [ERASE] Example: Remove all Part assignments. Keypresses Results/Comments 1. Select memory 1. 2. Press [PART] The message Memory 1 Stored is 3. Press [ERASE] displayed. Spark...
When [GO] is pressed all of the Parts start fading at the same time. If a part has a wait time the Wait time begins counting when [GO] is pressed. The XFade Exam displays the fade progression of an incoming Part Q. Spark...
CHAPTER 16 EVENTS This chapter includes: Overview The Event menu Programming an Event Adding operations to an Event Deleting an Event Adding a text to an Event Examining Events Operating Events Assigning an Event to a memory Erasing an event from a memory Operating an Event using the editor...
Go contrlr Initiate a fade of the controller assignment. Hold chs/cntr Hold a running chaser or a controller fade. Hard Chaser Changes the Chaser mode form Soft to Hard. Soft Chaser Changes the Chaser mode form Hard to Soft. Spark...
1. Press [MENU] [21] [ENTER] You are now in the Event menu. If there are no events the message Event Empty is displayed. Spark prompts for an event number. 2. Select 3 on the numeric keypad. 3. Press F4 Assign Cntrlr The console prompts for a controller number.
3. Press F6 Text 4. Type the text on the alphanumeric keyboard. 5. Press F1 Store The text is displayed in the text column of the Event List and, if the Event is assigned to a memory, in the Memory List. Spark...
Event. 2. You can operate Events directly through the editor. 3. Events can be assigned SMPTE time codes and operated via SMPTE. Spark has a simple Teach Me function for assigning SMPTE time codes to Events (see Chapter 24 SMPTE).
Operating an event using the editor Events can be operated in the editor. Keypresses Results/Comments 1. Press [EVENT] Event appears in the command line. Enter the event number on the keypad. The selected event is triggered. 3. Press [ENTER] Spark...
CHAPTER 17 SNAPS This chapter includes: Overview Programming a Snap Adding text to Snaps Examining Snaps Viewing the Snap list Examining a selected Snap Erasing Snaps Operating Snaps Operating Snaps in non-forcing mode Operating Snaps in forcing mode Using Snap to clear all assignments...
The message Snap 9 Stored is displayed. If snap 10. Press [STORE] 9 already exists, the message Snap Exists appears. To overwrite press [STORE] again. ¾ ¾ Note Instead of steps 9 and 10 you can press [+1STORE]. Spark...
Snap is displayed in the command line. 1. Press [SNAP] 2. Select the snap on the numeric keypad All information for the selected snap is displayed. 3. Press [EXAM] 4. Press [+] or [-] to exam the next or previous Snap. Spark...
You can erase single snaps, a range of Snaps, all Snaps starting from a selected number, or all Snaps. Erasing a single Snap Keypresses Results/Comments 1. Press [SNAP] 2. Enter the Snap number on the numeric keypad. The message Snap/s Deleted is displayed. 3. Press [ERASE] Spark...
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2. Enter 20 on the keypad. Æ Æ 3. Press [ The message Snap/s Deleted is displayed. 4. Press [ERASE] Example: Erase all Snaps Keypresses Results/Comments 1. Press [SNAP] Æ Æ 2. Press [ The message Snap/s Deleted is displayed. 3. Press [ERASE] Spark...
Skip this step if the SK mode is Snap. 2. Press the SK of the Snap. 'Snaps' all the assignments recorded in the selected Snap into their playback devices providing the playback device is not controlling any current output. Spark...
You can use Snap to free controller and A/B assignments. Keypresses Results/Comments 1. Press [SNAP] Snap Free all panel!! is displayed in the 2. Press [0] command line. The message Are you Sure? is displayed. 3. Press [ENTER] All playback device assignments are freed. Spark...
CHAPTER 18 MACROS This chapter includes: Overview The Macro menu Programming Macros Modifying Macros Linking Macros Dedicated function Macros Adding text to Macros Deleting Macros Last 40 keypresses Using Teach Macro Programming with Teach Macro Operating Macros Operating Macros Using Soft Keys Operating Macros using the numeric keypad...
Overview Overview A Macro is a collection of keystrokes. Spark stores up to 999 Macros containing up to 40 keypresses each. Macros can include any keys on the board and are usually programmed as shortcut keys for any sequences or functions that are frequently used. Wheel or controller movements are not recognized by Macros.
The selection is added to the Macro. which functions as a Go key. The selection is added to the Macro. 9. Press controller 3’s SK key. Macro 12 is stored and is displayed in the 10. Press F1 Store Macro Macro list. Spark...
This option permits linking a Macro. F6 is 6. Press F5 Macro # added to the Macro sequence. 7. Enter the Macro number on the keypad; in this case, 012. Operating Macro 50 selects Macro 12 and 8. Press F1 Store allows its operation. Spark...
A Macro key, assigned as Print, can be used like Print Screen on the alphanumeric keyboard. 1. Go to the screen that you want to print. 2. Select the designated Macro key. Hearts run while the printer is working. Spark...
18-6 The Macro Menu Memory Dimmer When the Spark is teamed with the Compulite digital dimmers frame controller. The Memory Dimmer option provides a method for setting an emergency memory that takes over in case of a communication break. To teach the dimmers the emergency memory stage picture, follow the instructions below.
Results/Comments 1. Go to the Macro menu. 2. Press F6 --> 40 Keys. 3. Assign a Macro number. The Last 40 Keys Macro, as displayed at the head 4. Press F1 Store. of the Macro List, is now empty. Spark...
Teach Macro or after viewing the contents. This does not store the Macro! You can view the Macro in progress without disabling the Teach Macro function. 1. Press [TEACH MACRO]. The Teach Macro window opens. 2. Press [TEACH MACRO] or F6 Exit. The Teach Macro window closes. Spark...
1. Press [MACRO] Skip this step if Macro is the SK default mode or press this key to display the Macros. 2. Press an SK to operate a Macro. To operate Macro 6 press [SK 6], Macro 12 [SK 12], etc. Spark...
[PAGE UP] and [PAGE DN]. 2. Enter the Macro number on the The Macro is displayed in a window for numeric keypad. 10 seconds. The command line reads Press F6 for start Macro! The Macro is triggered. 3. Press [F6] Spark...
CHAPTER 19 SYSTEM CONFIGURATION This chapter includes: Accessing Service Tools Configuring in Service Tools Navigating in the Config System System Type CRT number Configuring control capacity Special Functions Special Numbers System Parameters Operator definable parameters Print menu screen...
11. Press F6 to store the changes. Important! Any change of configuration data necessitates cold starting the system. It is a good habit to turn the power off and back on and then Cold Start after storing new system configuration parameters. Spark...
Press F6 again to confirm and store. System Type This is factory configured and cannot be changed. CRT number This is factory configured and cannot be changed. Spark supports 1 monitor only. Configuring control capacity The control capacity limits are: •...
Some printers work well with this bit set at long. Others work with this bit set to short. C - 0 Master/Slave Disable not used for Spark D - 0 Backup System not used for Spark E - 1 Printer Type...
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Toggle to 1 to enable the MIDI function R - 0 Spare S - 0 Spare T - 0 Spare U - 1 Remote Designer Enable Toggle to 0 – Communication with the Remote Designer is disabled. Toggle to 1– Communication with the Spark...
Pad type - this is only valid if you are using a Designer’s Pad • SMPTE frames per second (up to 50) • Spare • Type of communication - 0 DMX 1 CMX + DMX (CMX is not available) 2 C105 3 C105 + DMX Spark...
System Parameters General system configuration options are also found in the System Parameters menu, menu 8. The upper System Parameters display shows the system type, Spark, and control capacity configuration, which includes: • The current show file (if any). The display includes the show file number, text, date and time of recording.
Print menu screen The print option (F6) operates as print screen. It is recommended to print for documentation, as it contains important information such as the system configuration. Spark...
CHAPTER 20 CHANNEL AND SCROLLER PATCHING Included in this chapter: The Channel Patch Patching dimmers to channels Patching dimmers to scrollers Patching channels to dimmers Clearing patch assignments Restoring the default patch Proportional patching Exchanging dimmers Assigning dimmer curves Disabling General Master control Examining soft patch assignments View free dimmers The Scroller Patch...
The Channel Patch The Channel Patch Spark controls up to 512 channels, which may be soft-patched. The Channel Patch menu, offering many options for dimmer and channel definition, is menu number 1. The patch table consists of 4 lines per row: Dimmer number/ DMX or CMX address.connector...
4. Select the final dimmer number in the range. 5. Press F3 To Channel Spark prompts for a channel number. 6. Enter the channel number on the numeric keypad. 7. Press F1 Store The soft patch channel number appears in red on a white field.
You can assign a range of channels to a range of dimmers or a single channel to one or more dimmers. Example: Soft patch a channel to a dimmer. Keypresses Results/Comments Spark prompts for a channel number. 1. Press F2 Assign Channels 2. Enter the channel number on the keypad. 3. Press F1 To Dimmer # Spark prompts for a dimmer number.
Dimmmer numbers for cleared assignments appear in yellow. Keypresses Results/Comments Press F3 Clear Assign 2. Press F1 Channels Spark prompts for channel or dimmer numbers. Press F2 Dim 3. Enter the channel/s or dimmers numbers. There are F Key options for group and range selections.
The example below demonstrates restoration of the entire patch table. Keypresses Results/Comments 1. Press F4 Default (1 to Spark asks Are You Sure??? 2. Press F1 All Patches The entire patch table reverts to 1 to 1 Patch 3. Press F1 Yes assignments.
The Curve option is on the second page of the Channel Patch menu. Assigning a standard curve Keypresses Results/Comments Spark prompts Assign curve to dimmer # 1. Press F2 Curve 2. Enter the dimmer number A range of dimmers or a group of non- on the numeric keypad.
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6. Use the Dimmer wheel to set the level for each step 7. Press F4 or F5 to go to the next or previous step and repeat Step 6 until all steps have level assignments. 8. Press F2 Store Curve Spark...
Keypresses Results/Comments 1. Assign levels to the steps using the wheel and/or editor. Spark goes to the editor and executes a 2. Press F1 Start Sample live fade to the dimmer’s channel. 3. Press [MENU] Return to the Curve menu.
2. Press F1 Channel 3. Enter the number 100 on the The dimmers patched to channel 100 are displayed. numeric keypad. 4. Press F1 Exam 5. Press [+] or [F1] and [–] or [F2] to view the next or previous channel. Spark...
The color code key for this display is: Status Color Cleared dimmer assignments blue on a gray field Dimmers assigned to scrollers and black on a white field channels that are used in memories Free (unused dimmers) black on a yellow field Spark...
Most functions in this menu require a channel assignment for the scroller. If the scroller does not have a channel assignment the message Unassigned Scroller is displayed. ¾ ¾ Note If the console is not configured for scrollers, the Scroller menu does not appear. Spark...
3. Enter 101 using the keypad. 4. Press F2 Thru Channel You are prompted for a channel number. 5. Enter 116 using the numeric keypad. The channels 101 – 116 are assigned 6. Press F1 Store consecutively to scrollers 1 – 16. Spark...
'd' appears between the two frame numbers in the frame table. Canceling a dark gel assignment To cancel a dark gel assignment, follow the same procedure described above, selecting F2 Off. The little 'd' denoting dark gel disappears from the frame table. Spark...
20-15 Changing the number of frames Spark offers the option of changing the number of frames for individual scrollers. The default is the maximum number of frames as defined in Service Tools, system configuration, special numbers. A smaller number of frames can be defined per scroller in the Scroller menu.
Keypresses Results/Comments 1. Select the scroller you want to copy 2. Press F2 Copy To Spark prompts for the scroller number you are copying to. Scroller 3. Enter the scroller number on the numeric keypad 4. Press...
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CHAPTER 21 SPOT MANAGEMENT AND PATCHING This chapter includes: The Mix Output menu Mix Output menu display Patching spot numbers Assigning output addresses Defining devices Editing parameter wheels assignments Releasing home values Defining an external dimmer Creating a device library The Spot Patch Assigning patch position Returning to the default position...
13 devices. The Device List has three columns. • The first column is the name of the device. • The second column is its label. • The third column shows the number of DMX channels used by the device. Spark...
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The Mix Output Menu 21-3 Spark’s default Device List is divided into three types of devices: • DMX - DMX devices are operator programmable. You can define devices in the Define Device (under F2 Select Device) option in this menu.
The DMX Address function (F1) offers these options: • F1 Default space • F2 Select Spot • F5 Auto set up - where the system accesses the definition data and sets up the DMX address accordingly. Spark...
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Spot assignments Connector Display Only DMX spots DMX 1 & 2 At least one S-Mix DMX 1 and the yellow asterisk for S-Mix spot (Summa) High End spots DMX 1 and the orange asterisk for High End (Intellabeam and Cyberlight) Spark...
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6. Press F1 Store If there are overlapping addresses an error message (Address is overlapping spot # Do you want to store?) is generated. The address of the overlapped spot is displayed in red. You must correct conflicting addresses. Spark...
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2. Press F2 Select Spot 3. Enter the spot numbers on the keypad. 4. Select the connector. Spark prompts for a beginning address. 5. Enter the first DMX address that you will use for spots. You are prompted to enter the default 6.
Define the device according to the information provided in the manufacturers' specifications. After storing a new device definition, you should also record it to a floppy disk, adding it to your Device Library. After Cold Start the Device List reverts to its Spark...
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DMX control channel with another parameter, while allowing continuous control within each step. Example: Parameter control channel 1 from 0% - 50% controls the iris and from 50% - 100% strobes and controls the strobe rate. Therefore, mixed step 1 provides Spark...
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This procedure may be modified at every level without repeating the entire procedure. Simply place the cursor at the required step and modify the step value. ¾ ¾ Note To convert a discrete or mixed step to continuous type 0 (zero) in the D or M column. Spark...
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1. DMX is set at 99 – The value is sent to all parameters for the duration of the time entry. 2. DMX is assigned according to the manufacturer’s specifications and time is set to 99. The default or selected value is sent until a new ignition command is transmitted. Spark...
A color code shows the assignment status of each parameter: Color Wheel assignment status White selected Gray no wheel assignment for parameter Blue parameter assigned to one wheel bank Brown parameter assigned to more than one wheel bank Spark...
4. Patch the spot number to the dimmer, in the Channel Patch menu. The steps below define yokes with external dimmers and then assign the yokes to spot numbers. In the example the external dimmers are dimmers 100 and 101 and the yokes are assigned to spot numbers 5 and 6. Spark...
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Assign a device to a range of spot 5. Press F2 Thru Spot # or [ ] on numbers. the console. 6. Using our example, press 6 on the numeric keypad. 7. Press F1 Store Spot numbers 5 and 6 control yokes. Spark...
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Æ Select channels 1 20 and Spark skips over channels 5 and 6 since they are now considered part of moving lights and are accessed through spot numbers. If you select channels 5 and 6 only the message Which Number is displayed.
You can create a device library by recording device definitions to a floppy disk. New device definitions that you have programmed can be recorded, as well as the default definitions in Spark. Recording device definitions As explained above, any DMX512 device that appears in the device list can be replaced by newly defined DMX devices.
Assigning patch position If you have selected a range of spots, Spark turns on one lamp at a time. So, if the range of spots is spots 1 - 6, first spot 1 is turned on. After you have stored the new potion for spot 1 press F3 Advance.
Restore all the assigned patch positions to their default position (position 1): Keypresses Results/Comments 1. Press F3 DEFAULT POSITION The prompt asks are you sure??? 2. Press F1 STORE Confirm the store command. All of the spots are assigned position 1. Spark...
CHAPTER 22 MIDI IN/OUT This chapter includes: Configuring the System for MIDI Configuring for MIDI in Service Tools Defining the MIDI channel in System Parameters Enabling/Disabling MIDI Turning MIDI on Turning MIDI off The MIDI menu Enabling and disabling keys and controllers Editing MIDI data for keys and controllers MIDI Macro MIDI Sync...
Configuring the System for MIDI Configuring the System for MIDI To configure Spark for MIDI communication, you must enable bit Q Sys in Service Tools/ Config Sys /Special Functions. You must also define the MIDI communication channel in the System Parameters menu.
The default MIDI codes can be edited. ¾ ¾ Note If the MIDI function has not been Enabled in Service Tools (see Configuring the System for MIDI, page 22-2), the MIDI menu does not appear in the menu list. Spark...
1. Go to the MIDI menu. 2. Press F6 More and F1 Enable all or F2 Disable all 3. Select Input keys, Output keys, A red asterisk appears next to all of the Input controllers, or Output keys in the MIDI list. controllers. Spark...
5. Press F2 ↑ to change the Message Use this key to toggle to the required selection: note on , note assignment. off , control change . Enter a number on the numeric keypad for the Data assignment. 6. Press F1 Store Spark...
Assign the MIDI Sync channel in the System Parameters menu in the master and the identical channel as the MIDI I/O channel in the slave console. • Enable the MIDI Sync function in the MIDI menu on both consoles. Spark...
4. Optional - Set a different channel for MIDI I/O . Setting up MIDI sync in the slave console If the receiving console is not a Compulite console, the following keys on the receiving console must be programmed with the identical MIDI codes as in the MIDI menu of Spark: •...
CHAPTER 23 SMPTE This chapter includes: Configuring the system for SMPTE Configuring the number of frames Teaching SMPTE Time Codes Starting at a selected event Exiting the teach function Manual assignment and editing the SMPTE time code Playback with SMPTE Exiting SMPTE playback...
If you are using an SMPTE Converter, it must be plugged in at the SMPTE/DMX Input converter. The Compulite SMPTE converter receives SMPTE input and transmits DMX 512 (on four channels – hours, minutes, seconds, frames) to the lighting desk.
The time code starts running and is displayed at the generating device top of the monitor. 4. Press F1 Store Event The system automatically advances to the next when the time code for event number. this Event is displayed. Spark...
The system automatically advances to the next when the time code for event number. this Event is displayed. Exiting the teach function Keypresses Results/Comments 1. Press SMPTE 2. Press F3 OFF The system stops 'listening' to the SMPTE generator. Spark...
Erasing a SMPTE time code Keypresses Results/Comments 1. Select the Event or range of Events. 2. Press [SMPTE] The F keys are displayed in the command line area. 3. Press F6 Erase The time code is erased from the selected Events. Spark...
Each Event is triggered when its SMPTE time code is generator reached. Exiting SMPTE playback Keypresses Results/Comments 1. Press SMPTE Select the SMPTE function. The function keys are displayed in the command line area. 2. Press F3 Off The SMPTE display at the top of the screen disappears.. Spark...
Programming Memories). Configuring Spark for DMX Input Spark must be configured for the number DMX input channels in use and must also be enabled for DMX input. Configure the number of input channels in Service Tools/Config Sys/Control Capacity. Enable DMX Input in Service Tools/Config Sys/Special Functions.
DMX input channel patch assignments - red on a white field. • Macro assignments - yellow. Patching input channels DMX Input channels can be assigned to control channels in the Spark. Example 1: DMX input channel 10 is patched to control channels 1 through 10, and 15. Keypresses Results/Comments 1.
2. Press F6 More and F3 The Input Patch Table is displayed. Input Patch Spark prompts for an input channel number 3. Press F1 Assign Input 4. Enter 10 on the numeric keypad. Spark prompts for an input channel number 5.
Examining DMX input assignments Isolate selected input channels for examination. Keypresses Results/Comments 1. Press F5 Exam Spark prompts: Exam assignment of input #: 2. Enter the input number on the numeric keypad. The patch assignments for the selected input 3. Press F1 Enter channel are displayed.
Using DMX Input under Patch 999 Keypresses Results/Comments 1. Go to the Channel Patch menu. 1. Press F6 More.. The Input Patch is displayed. 2. Press F3 Input Patch 3. Press F3 Default by 999 Under 999 is displayed. 4. Press F1 Yes Spark...
APPENDIX A SERVICE TOOLS This chapter includes: Accessing Service Tools Main Menu Diagnostics Upgrading Software Using the Software Upgrade option Upgrading software under Disk Operations Disk operations Formatting diskettes Recording the system configuration Loading the system configuration Upgrade software...
Accessing Service Tools Service Tools is where you configure Spark, format disks, carry out hardware tests, and upgrade Spark ’s software. The System Configuration functions appear in Chapter 19 - System Configuration. Accessing Service Tools 1. Turn off the power.
Press [RESET] to return to the main Diagnostic menu. 3. F5 MEMORY TEST - Provides two different memory tests. Pattern (F1), which will check the memory while retaining all the current show data and Warm (F2), which loses all the current show data. Spark...
Press any key . 7. Turn off the power and Spark boots to service Tools main menu. turn it back on. 8. Press F1 Cold Start It is imperative to cold start the system after flashing new software.
Press Any Key . 6. Turn off the power and turn Spark boots to service Tools main menu. it back on. 7. Press F1 Cold Start It is imperative to cold start after flashing new software.
(number) on the numeric keypad 3. Press F4 Record S.T. File A text window opens. You may enter a textual description for the configuration file on the alphanumeric keyboard. 4. Press F1 Enter When completed the message Recording Done is displayed. Spark...
The prompt , Press F6 To Store Changes!!!! Is displayed. 6. Press F6 Store Configuration Store the configuration that you have just loaded. This is not always necessary and the system will prompt you to store configuration if it is needed. Spark...
APPENDIX B PATCH 999 This appendix includes: Patch 999 Configuring for Patch 999 Programming and burning Patch 999 Editing patch 999 Color key for Patch 999 Examining Patch 999...
Configuring for Patch 999 Keypresses Results/Comments 1. Go to Service Tools 2. Press F3 Config System 3. Enter the passcode 4. Press F4 Special Functions 5. Toggle bit J to Yes. If toggled to No, the system ignores Patch 999. Spark...
The system automatically records the old Patch 999, LOAD FILES as a rescue file. 11. Press F6 The new Patch 999 is written to the Flash RAM. PROGRAM When completed, return to the main of Service Tools FLASH and press F1 to Cold Start the system. Spark...
Note that the default DMX assignment for channels 1, 2, 25, and 26 have been cleared. A DMX ASSIGNMENT CANNOT BE ASSIGNED TO MORE THAN ONE CHANNEL. DO NOT change the numbers in the channel column. Spark...
Channel Patch Table. ¾ ¾ Note There are no connector icons displayed because the connector Dim numbers in the Channel Patch do not necessarily run consecutively when using Patch 999. Spark...
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Index proportional patch, 20-6 Channel Patch menu clear patch assignment, 20-5 color code, 20-2 +1`STORE, 7-12 Selecting, 5-2 +1STORE, 7-10 Channels +1STORE increment, 7-12 default number selection, 5-2 display, 3-4 select and edit, 5-2 Chasers activate, 12-16 assign memories, 11-3 Macro for, 18-3 free assignments, 11-4 modify chase rate, 12-17...
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