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ice
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Posts posted by ice
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With 16 fixtures you have 8 fixtures left, which you can also use as a generic. Okay, 8 is not much; but it might help you...
Just curious; why do you prefer the Leap Frog over a HOG1000?
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Yeah I know that... we can't afford those
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Another nice bass-trigged feature would be to set the speed to 1/2 1/4 or *2 *4 the speed of the trigger.
For instance; we've got strobe's which flash only one time when you set the brightness channel from 0-100 at once and leave the speed channel at 0. That way you can create a chase which snaps on the snare, but it needs 2 steps. So that won't work since snare 1 will trigger it (flash) and the next snare will set it to 0 again (nothing happens). If the speed of the case could be multiplied by two this problem is solved.
Also for tapping and stuff, but maybe I'm just being lazy here
Cool work cool on gobo chases etc.
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Right, one equalizer it is...!
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Then you should ask your sound engineer to give u a line... mostly they'll have a matrix-output left or something like that... tune to the right volume and route snare or kick to the output. That way you'll won't need a normalizer / equalizer and the effect will be as desired. Just takes some time finding the right volume for the desired effect.
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Or use the tap function...
If you want a good beat function try using a normalizer and lowpass filter, though you might want to trigger on a snare, I don't know?
Anyways; for best result you use your finger and nothing else. I hate shows which are beat-driven. You can always spot it and it messes up sometimes. Not to mention the dullness it'll give you.
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I'm aware of that, but I think that when you're working in relative mode 0 should be 0, and not -100 or something. The console should quit decreasing when it gets to zero, and when you turn the wheel up again raise to 1 at the very first step. It doesn't.
You're right that it does this when working in absolute mode, but I rarely use that and don't want to start. It wasn't intended to have this behaviour i hope?? Otherwise why would you want this? It's a bit confusing that nothing happens for a while when your turn the wheel.
I checked; and it has the same behaviour going up; the value sticks at 255 but when you keep on turning the wheel it takes the same amount of turning it down again to see any effect of that. In my opinion when it's set to 255 turning it down should immediately set it to 254 and on.
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Sometimes when I'm working with the effect generator, I get the idea that the size-x and size-y values can be scrolled past 0. The display won't show negative values, but when you scroll the wheel up again there's nothing happening... You have to scoll for a while, and then suddenly the value starts going up again.
I've tested this and you can easily reproduce it by scrolling down size X for while, and then start going up again... you'll have to be patient for it to reach 0 again!
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When you don't program a submaster and raise it, it starts fading in (don't know why?). That takes about 3 seconds(?) and when you lower it again that also takes the same amount of fading time. Why is that and how can I stop it? It's very annoying when you for instance raise the wrong fader (wrong page by accident) and then have o wait about 3 seconds before you can start the sub you wanted to start. You can't start it while the other one's fading out because you'll just raise the empty one again.
Could this fade time be killed?
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With the new OS update it's possible to name things via the F2 key on the keyboard. The only problem with that; you still need to press Memories / Submaster etc. on the console; that's annoying. Could memories be mapped to M, submasters to S, Beamshape to B, colour C and position P? That way we can name everything with the keyboard, a lot faster!
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For an upcoming show I need an effect in my heads. There's a break in the show in which everything has to be pauzed, as if the stage is frozen. I want to program a move with my heads and also a rotation gobo. When the show is pauzed the move and gobo rotation have to be stopped.
I want to do this in the memory stack if that's possible... anyone got some brilliant ideas on this?
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Hmm, additional so aditional data won't just be ignored? I guess that means updating the entire series of consoles, since there's only one fixture file format?
Oh well; scaling the value down is just as good!
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Can't imagine that... what happens??? If I turn up the speed too high the heads won't follow and start breaking off the moves at somewhat random points, they'll try to make it to the next point but will arrive too late etc. etc.
Apart from the not-so neat effect the motors of our Kryptons certainly don't like me when I do that.
Other solution would be to insert this kind of information into the fixture file. That way you could set up a maximum speed for the fixture (heads at 15 and scanners at 30?) and use the console to alter the speeds from 0-100% of the maximum. Guess thats not a feature to implement in one day, but maybe a nice idea for the future.
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? I thought this issue was fixed in the last release?
How about using pallets then, if you save a pallet and use that in a memory, what will the console do? Luckely I'm currently sitting right next to a Leap, so I'm gonna give it a go
Okay just checked and it's not doing either one of these things. I think it should when using pallets, and maybe also when you're not.
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If you get a generic adaptor you could ofcourse leave the console power entirely out of this. That way these problems won't exist, and you've got an option for a second desklight which could come in handy when you've also got scripts to read and stuff like that. Just mount some sockets in convenient places in your flightcase.
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That's a good point you've got there, are there fixtures which do need the great speed? I sure know I never use values greater than 15 cause my heads won't keep up with that. Which fixtures do? Otherwise it could be altered so the range of speeds (now 15) becomes a bit finer to tune.
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"Pallets locked, normal flash function" ?
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I still think the format of the save-files should be released. That way we could write our own software for these things.
Okay, you've got the problem that some folks might mess up the save-files and end up crashing the console; but I suppose the console does a check on the validity of the file during the load process. If you saved wrong it won't load, bummer but that's your own fault then.
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hmmm, that could cause some problems
So; what exactly is your problem with the tracks then? If this is true, the file in the fixture library should be altered so that the default value on the speed channel is set at 255.
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U can use a movement effect instead of complicated chases in your fixture position. Setting up is rather simple; select the effect (for instance an ellips). The X and Y size determine the width and height of the figure. The speed controls the movement speed, rotation rotates the figure (so a normal 8 becomes one lying down like an infinity symbol at 90 degrees rotation). The offset can be used to set the starting point of a fixture in the movement. So a offset of 50 percent makes it start at the other side of the ellips for instance.
Etc. Etc... programming is done by just programming in the scene in a memory, the effect doesn't need more than that!
I found out that it helps when you picture yourself the figure it should be making, and then applying rotation etc. A figure 8 running on a movinghead will turn out differently from one running on a scan!
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I only use the edit function because reprogramming sometimes messes up the movement effects. With the latest OS update that shouldn't be so anymore, so I guess I'll won't be needing it anymore
Also the blind editing mode seemed to be a cool thing, but I can't really remember using it a single time. Mostly you program before the actual show, and editing during the show seems a bit tricky to me, might miss a cue, or the desk might swap outputs and go to that blackout for a little second it does when editing.
So the edit function is great, but for editing stored scenes and removing lanterns, or lowering there intensity. For the rest I don't use it.
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18 4-bars patched at 1 single fader?
How is the riggin of those double heads done? Using a baseplate?
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Doesn't matter a lot for this purpose, you'll won't encouter sideeffects by distortion but maybe the STP is a little bit more on the safe side. If the UTP is the better cable just use that one, or try it out for a little while since the two of them have the same connectors.
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I remember a post on those Frog style buttons here, thats a good idea I guess... and with the standard UTP connectors you could make a rather flexible system. I think I'm going to look into this too, should be fun.
Any specs on the green color used on the Frogs?
Martin Magnum Hazer
in Frog Range MK1
Posted
Creating a fixture is better for a hazer, you can assign it to two colour or beamshape parameters and that way it'll always output fog. When you place it under generic channels this might give you some problems with fades etc.
I always use a 2 channel scroller fixture for our hazer, works fine! Just don't record it into any scenes and manually set the output with the wheels.