5.6.FINE SWITCH
The "fine" switch affects the operation of the joystick. With "fine" mode on, it will increment or
decrement by the smallest possible amount. With "fine" mode off, it will increment or decrement by
larger amounts.
5.7.TRACKBALL
A trackball, mouse or any similar pointing device can also be used for controlling pan and tilt. The device
must be serial and either Microsoft or Logitech compatible. It is plugged into the 9-pin RS-232 connector
on the rear panel of the DMX CONTROL 512. As with the joystick, only fixtures that are currently enabled will
be affected. The left switch on the trackball or mouse will shift the current fixture selection to the left and
the right switch will shift it to the right. Holding either switch will continuously repeat the shift until
released. If you are using a Logitech compatible device, the middle switch will toggle "fine" on or off.
5.8.BLACK SWITCH
Pressing the "black" switch will stop all activity and blackout all fixtures. Depending on the type of
fixture and its capabilities, black will only turn off the channel that controls the output of the lamp but for
some types of fixtures will set all channels to 0. The "black" LED will remain on to indicate that a
blackout was called. Pressing the "black" switch a second time will turn the LED off and restore the
blacked out channels to their previous settings.
Pressing and holding the "black" switch for 2 seconds will force all DMX channels to 0 and clear the
scene buffer. This function is useful when programming a new scene.
6.SCENES
6.1.RECORDING SCENES
A "scene" is a recording of the state of the entire stage. DMX CONTROL 512 keeps track of all the actions
you perform to make the stage appear as it does. All of the actions that affect the look of the stage such as
changing channel levels, calling a chase or calling a preset, are recorded in the scene buffer so that you can
later save these actions as a scene. This method of programming also allows you to recall a scene, modify
it and then resave it as a new scene or resave it to the same location allowing quick edits.
Once you have a look on stage that you want to save as a scene, press "record", its LED will flash. Next
press "scene", its LED will also flash. The page display will light and any number locations that already
contain scenes will also light. You can at this time enter a name for the scene as well as a crossfade time.
Use the cursor switches to move the cursor under each character of the name, then use the + or - switch or
the data wheel to modify the name characters. Move the cursor under the fade time to use the data wheel or the
+ and - switches to change the crossfade time for this scene.
To record the scene, select the page and scene number. You can use the page switches to select from pages
1 to 64 and the number switches from 1 to 16 allowing you to store up to 1024 scenes. If you select a
scene number that is already lit, a message will appear asking if you want to write over the existing scene.
Press "yes" or "no".
Note: It can take up to 30 seconds to overwrite or erase a scene depending on how much of the memory is
currently filled.
If at any time you wish to exit record mode without recording anything, press the "record" switch and
you will exit record mode.
6.2.RECALLING SCENES
Once a scene is recorded, turning on the "scene" LED and then selecting the desired page and scene
number can play it back. Only one scene can be selected at a time using the number switches. Pressing the
scene number switch that is currently lit will turn that scene off by calling a blackout.
6.3.ERASE SCENE
To erase a scene from the memory, press, "record" then "scene" then "erase". All number LEDs that
contain a scene will light. Next select the scene number to erase. That scene name will appear in the LCD
along with the message "Erase this?". Press "yes" or "no". If you press "yes" the scene will be
erased. You can then select additional scenes to be erased or you can press "record" to exit record mode.
Note: It can take up to 30 seconds to overwrite or erase a scene depending on how much of the memory is
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